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A system for the on-line/in-line measurement of soot particle sizes and concentrations in the undiluted exhaust gas of diesel engines was developed and successfully tested. The unit uses the individual attenuations of three different laser wavelengths and is combined with an optical cell (white principle) with adjustable path lengths from 2.5 to 15 meters.
The title expresses goals the Kansas Geological Survey (KGS) has been working toward for some time. This report extends concepts and objectives developed while working on an earlier effort for effective interactive digital maps on the Internet. That work was reported to the 1998 DMT Workshop in Champaign, Illinois (Ross, 1998). The current project goes beyond previous efforts that focused on methods for serving the contents of a geographic information system (GIS); the points, lines, and polygons representing features of the digital geologic map and the data in the attribute tables of the GIS describing those features.
Time Resolved Measurements of Soot Concentrations and Mean Particle Sizes during EUDC and ECE Cycles
(2002)
In this paper, a new method is demonstrated for online remote simulation of photovoltaic systems. The required communication technology for the data exchange is introduced and the methods of PV generator parameter extraction for the simulation models are analysed. The method shown for parameter extraction from the manufacturer data is especially useful for the commissioning procedure, where the measured installed power is transferred to standard test conditions using the simulation model and can then be easily compared with the design power. At a simulation accuracy of 2% using the software environment INSEL ® any problems with the PV generator can reliably be detected. Online simulation of a grid connected PV generator is then carried out during the operation of the photovoltaic plant. The visualisation includes both the monitored and the simulated online data sets, so that a very efficient fault detection scheme is available. The method is implemented and validated on several grid connected photovoltaic power plants in Germany. It is excellently suited to provide automatic and real time fault detection and significantly improve the commissioning procedure for photovoltaic plants of all sizes.
This paper explores the potential of an m-learning environment by introducing the concept of mLab, a remote laboratory environment accessible through the use of handheld devices.
We are aiming to enhance the existing e-learning platform and internet-assisted laboratory settings, where students are offered in-depth tutoring, by providing compact tuition and tools for controlling simulations that are made available to learners via handheld devices. In this way, students are empowered by having access totheir simulations from any place and at any time.
Electronic pills, smart capsules or miniaturized microsystems swallowed by human beings or animals for various biomedical and diagnostic applications are growing rapidly in the last years. This paper searched out the important existing electronic pills in the market and prototypes in research centers. Further objective of this research is to develop a technology platform with enhanced feature to cover the drawback of most
capsules. The designed telemetry unit is a synchronous bidirectional communication block using continuous phase DQPSK of 115 kHz low carrier frequency for inductive data transmission suited for human body energy transfer. The communication system can assist the electronic pill to trigger an actuator for drug delivery, to record temperature, or to measure pH of the body. It consists additionally to a 32bit processor, memory, external peripheries, and detection facility. The complete system is designed to fit small-size mass medical application with low power consumption, size of 7x25mm. The system is designed, simulated and emulated on FPGA.
A platform of an electronic capsule is being developed for multi-task medical assistant application. It includes a near field telemetry unit for bidirectional communication system of 115 KHz low carrier frequency for inductive data transmission suited for human body energy transfer. The system triggers an actuator for drug delivery in various time and release forms via wireless external control, it has the ability to record temperature, measure pH of the body (additional sensors), and retrieve data to the outside. It consists of a 32bit processor, memory, external peripheries, and detection facility. The complete system is designed to fit small-size mass medical application with low power consumption, size of 7x25mm. The system is designed, simulated and emulated on FPGA. A final layout of the complete chip design is still under progress.
Im Rahmen einer Master Thesis wurde ausgehend von einem vorhandenen System On Chip Design, welches eingehende EKG-Datensignale verarbeitet, das bestehende System so erweitert dass es komplett über den standardisierten SPI-Bus steuerbar und auslesbar ist.
This paper shows the results of the evaluation of two sets of mobile web design guidelines concerning mobile learning. The first set of guidelines is concerned with the usage of text on mobile device screens. The second set is concerned with the usage of images on mobile devices. The evaluation is performed by eye tracking (objective) as well as questionnaires and interviews (subjective) respectively.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2009. It focuses on two distinctive features of the team: decisions making using extended behavior networks and its software architecture and implementation in Java to open the simulation for the Java community.
The idea of this game is to use a flashcard system to create a short story in a foreign language. The story is developed by a group of people by exchanging sentences via a flashcard system. This way, people can learn from each other without fear of making mistakes because the group members are anonymous.
Flashcards are a well known and proven method to learn and memorise. Such a way of learning is perfectly suited for “learning on the way,” but carrying all the flashcards could be awkward. In this scenario, a mobile device (mobile phone) is an adequate solution. The new mobile device operating system Android from Google allows for writing multimedia-enriched applications.
“Today’s network landscape consists of quite different network technologies, wide range of end-devices with large scale of capabilities and power, and immense quantity of information and data represented in different formats” [9]. A lot of efforts are being done in order to establish open, scalable and seamless integration of various technologies and content presentation for different devices including mobile considering individual situation of the end user. This is very difficult because various kinds of devices used by different users or in different times/parallel by the same user which is not predictable and have to be recognized by the system in order to know device capabilities. Not only the devices but also Content and User Interfaces are big issues because they could include different kinds of data format like text, image, audio, video, 3D Virtual Reality data and upcoming other formats. Language Learning Game (LLG) is such an example of a device independent application where different kinds of devices and data formats, as a content of a flashcard is used for a collaborative learning. The idea of this game is to create a short story in a foreign language by using mobile devices. The story is developed by a group of participants by exchanging sentences/data via a flashcard system. This way the participants can learn from each other by knowledge sharing without fear of making mistakes because the group members are anonymous. Moreover they do not need a constant support from a teacher.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2010. While last year’s TDP focused on decisions making using extended behavior networks and on its software architecture and implementation in this year we describe the tool set that was created for RoboCup 3D. It contians a GUI for agent- and world state visualization, for evaluation of localization algorithms and benchmarks in general, a visual editor for Extended Behavior Networks creation and debugging, a live movement tool to interact with the joints and finally a tool for editing behavior motor files.
This paper describes the magmaOffenburg 3D simulation team trying to qualify for RoboCup 2011. While last year’s TDP focused on the tool set created for 3D simulation in this year we describe the further improvement in this tools as well as some new features we implemented focusing on heterogeneous robot models which seem to be used in RoboCup 2012.
An additional tool was written to simply generate situation-dependent strategies. Furthermore some tools, described last year, are now integrated in one single GUI to easy things up.
Digital libraries are providing an increasing amount of data, which is normally structured in a classical way by documents and described by metadata as keywords. The data, even in scientific systems such as digital libraries and virtual research environments, will contain a great amount of noise or information unnecessary for our personal interests. Although there has been a lot of progress in the field of information retrieval, search techniques and other content finding methods, there is still much to be done in the field of information retrieval based on user behavior. This paper presents an approach deployed in the Humboldt Digital Library (HDL) to facilitate the retrieval of relevant information to the users of the system, making recommendations of paragraphs based on their profile and the behavior of other users who share similar profiles. The Humboldt digital library represents an innovative system of open access to the legacy of Alexander von Humboldt in a digital form on the Internet (www.avhumboldt.net). It contributes to the key question, how to present interconnected data in a proper form using information technologies.
Existing approaches solving multi-vehicle pickup and delivery problems with soft time windows typically use common benchmark sets to verify their performance. However, there is a gap from these benchmark sets to real world problems with respect to instance size and problem complexity. In this paper we show that a combination of existing approaches together with improved heuristics is able to deal with the instance sizes and complexity of real world problems. The cost savings potential of the heuristics is compared to human dispatching plans generated from the data of a European carrier.