Simulate Waste Rock Flow During Co-Disposal for Dilution Control
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Agx Multiphysics Download
Agx multiphysics download click here to download A patch release of AgX Dynamics is now available for download for all of our licensed customers. This version include some minor. AGX Dynamics is a professional multi-purpose physics engine for simulators, Virtual parallel high performance hybrid equation solvers and novel multi- physics models. Why choose AGX Dynamics? Download AGX product brochure. This video shows a simulation of a wheel loader interacting with a dynamic tree model. High fidelity. AGX Multiphysics is a proprietary real-time physics engine developed by Algoryx Simulation AB Create a book · Download as PDF · Printable version. AgX Multiphysics Toolkit · Age Of Empires III The Asian Dynasties Expansion. Convert trail version Free Download, product key, keygen, Activator com extended. free full download agx multiphysics toolkit from AYS search www.doorway.ru have many downloads related to agx multiphysics toolkit which are hosted on sites like. With AGXUnity, it is possible to incorporate a real physics engine into a well Download from the prebuilt-packages sub-directory in the repository www.doorway.rug: multiphysics. A www.doorway.ru app that runs a physics engine and lets clients download physics data in real Clone or download AgX Multiphysics compiled with Lua support. Agx multiphysics toolkit. Developed physics the was made dynamics multiphysics simulation. Runtime library for AgX MultiPhysics Library. How to repair file. Original file to replace broken file www.doorway.ru Download. Current version: Some short videos that may help starting with AGX-III. Example 1: Finding a possible Pareto front for the Balaban Index in the Missing: multiphysics. -
Cost-Efficient Video Interactions for Virtual Training Environment
COST-EFFICIENT VIDEO INTERACTIONS FOR VIRTUAL TRAINING ENVIRONMENT Arsen Gasparyan A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE August 2007 Committee: Hassan Rajaei, Advisor Guy Zimmerman Walter Maner ii ABSTRACT Rajaei Hassan, Advisor In this thesis we propose the paradigm for video-based interaction in the distributed virtual training environment, develop the proof of concept, examine the limitations and discover the opportunities it provides. To make the interaction possible we explore and/or develop methods which allow to estimate the position of user’s head and hands via image recognition techniques and to map this data onto the virtual 3D avatar thus allowing the user to control the virtual objects the similar way as he/she does with real ones. Moreover, we target to develop a cost efficient system using only cross-platform and freely available software components, establishing the interaction via common hardware (computer, monocular web-cam), and an ordinary internet channel. Consequently we aim increasing accessibility and cost efficiency of the system and avoidance of expensive instruments such as gloves and cave system for interaction in virtual space. The results of this work are the following: the method for estimation the hand positions; the proposed design solutions for the system; the proof of concepts based on the two test cases (“Ball game” and “Chemistry lab”) which show that the proposed ideas allow cost-efficient video-based interaction over the internet; and the discussion regarding the advantages, limitations and possible future research on the video-based interactions in the virtual environments. -
A Review of Applications of Computer Games in Education and Training
Session T4A A Review of Applications of Computer Games in Education and Training Felipe Arango, El-Sayed Aziz, Sven K. Esche and Constantin Chassapis Stevens Institute of Technology, Department of Mechanical Engineering, Hoboken, New Jersey 07030, USA [email protected], [email protected], [email protected] and [email protected] Abstract - Scientists, engineers and educators are rendering, audio output, in-game physics modeling, game increasingly using environments enabled by advanced logics, rudimentary artificial intelligence, user interactions cyberinfrastructure tools for their research, formal and as well as multi-user networking) and is usually informal education and training, career development accompanied by a software development kit (SDK). These and life-long learning. For instance, academic SDKs enable others to develop customized content that is institutions as well as private training and education then utilized in conjunction with the game engine. companies have recently started to explore the potential Currently, several computer game engines are commercially of commercially available multi-player computer game available and have been used by developers to create very engines for the development of virtual environments for realistic massive multiplayer game environments (e.g. instructional purposes. Most of these developments are World of Warcraft [2], Everquest II [3], Second Life [4]). At still in their early stages and are focused mainly on present, some of the better known commercial game engines investigating the suitability of interactive games for representing the cutting edge of technology in first person remote user interaction, content distribution and perspective graphics are Epic Game’s Unreal engine [5], id collaborative activities. Some of the ongoing projects Software’s DOOM 3 engine [6] and Valve Corporation’s have additional research objectives, such as the analysis Source engine [7]. -
Dynamic Simulation of Manipulation & Assembly Actions
Syddansk Universitet Dynamic Simulation of Manipulation & Assembly Actions Thulesen, Thomas Nicky Publication date: 2016 Document version Peer reviewed version Document license Unspecified Citation for pulished version (APA): Thulesen, T. N. (2016). Dynamic Simulation of Manipulation & Assembly Actions. Syddansk Universitet. Det Tekniske Fakultet. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal ? Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 09. Sep. 2018 Dynamic Simulation of Manipulation & Assembly Actions Thomas Nicky Thulesen The Maersk Mc-Kinney Moller Institute Faculty of Engineering University of Southern Denmark PhD Dissertation Odense, November 2015 c Copyright 2015 by Thomas Nicky Thulesen All rights reserved. The Maersk Mc-Kinney Moller Institute Faculty of Engineering University of Southern Denmark Campusvej 55 5230 Odense M, Denmark Phone +45 6550 3541 www.mmmi.sdu.dk Abstract To grasp and assemble objects is something that is known as a difficult task to do reliably in a robot system. -
Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller . -
8 3D NAVIGATION BASED on 3D GAME ENGINE – Preliminary Results
8 3D NAVIGATION BASED ON 3D GAME ENGINE – Preliminary Results Khairul Hafiz Sharkawi Alias Abdul Rahman Department of Geoinformatics, Faculty of Geoinformation Science and Engineering, Universiti Teknologi Malaysia, 81310 UTM Skudai, Johor, Malaysia. ABSTRACT With new technology of hardware and software available today, more and more research on 3D capabilities were carried out, tested and incorporated with GIS as an effort to realize the components of 3D GIS such as 3D navigation. Many navigation systems use 2D maps to represent the real world objects and situations; and most of them were not able to provide real spatial information (shapes, colors or materials) of the objects or scenes, as we perceived. Features and navigational landmarks were not easily available for navigating in the real world, as they were very useful and helpful for the navigation purposes. This chapter describes an experiment on 3D navigation (indoor and outdoor) within building environment. We utilize a freely available 3D game engine as a navigation tool couple with simple programming effort. We also incorporated the navigation system with spatial database management system (DBMS). The navigation system works and will be presented. The outlook and future works on the proposed navigation system for 3D GIS will be highlighted. 156 Advances towards 3D GIS 1.0 INTRODUCTION Rapid development in computer-related industries and technologies has lead to the emergence of better hardware and software that can support more sophisticated functions, smart applications and more complex (3D) visualizations and capabilities. The need for 3D capabilities to be incorporated in computer applications has long been sought and worked on; and its demands are growing due the availability of these technologies. -
Game Is Not Over Yet: Software Patents and Their Impact on Video Game Industry in Europe
Game Is Not Over Yet: Software Patents and Their Impact on Video Game Industry in Europe Huang Yan∗ Abstract: The paper conducts a review of patent protection of video game software, such as computer game engine, game methods and game concept. The paper compares the software patent protection schemes between the US and the EU, and points out that strong software patent protection for video games may intrude virtual world and stifle innovation. The paper believes that property rights in virtual worlds are really about social relations. Only when Europe has recognized the missions of patent protection and the features of the video game business, can it make its own satisfied legal arrangements of the social relations in the real-world, and achieve the goals set by itself in the political and cultural strategies. I. Introduction A video game is usually defined as “an electronic or computerized game played by manipulating images on a video display or television screen.”1 The term “video games” includes console games, PC offline games, online games, and wireless games. There is a traditional perception that compared to other sectors of economy video games are a matter of enlightenment, which is very marginal in terms of economic contribution. However, the Study on the Economy of Culture in Europe suggests ∗ PhD candidate at the Law Faculty, National University of Singapore 1 European Commission, Study on the Economy of Culture in Europe, October 2006 http://ec.europa.eu/culture/eac/sources_info/studies/economy_en.html (Last visited Mar 12th, 2008) 1 otherwise. According to the study carried out by the European Commission in October 2006, the revenues of the video game industry as a whole on a global level are reported to have doubled between 1997 and 2003, reaching € 15.3 billion in 2003; at European level, the turnover of the video game sector increased from €2.6 billion in 1997 to €5.25 billion in 2003. -
Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context
sensors Systematic Review Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context Caio Camargo 1, José Gonçalves 1,2,3 , Miguel Á. Conde 4,* , Francisco J. Rodríguez-Sedano 4, Paulo Costa 3,5 and Francisco J. García-Peñalvo 6 1 Instituto Politécnico de Bragança, 5300-253 Bragança, Portugal; [email protected] (C.C.); [email protected] (J.G.) 2 CeDRI—Research Centre in Digitalization and Intelligent Robotics, 5300-253 Bragança, Portugal 3 INESC TEC—Institute for Systems and Computer Engineering, 4200-465 Porto, Portugal; [email protected] 4 Robotics Group, Engineering School, University of León, Campus de Vegazana s/n, 24071 León, Spain; [email protected] 5 Universidade do Porto, 4200-465 Porto, Portugal 6 GRIAL Research Group, Computer Science Department, University of Salamanca, 37008 Salamanca, Spain; [email protected] * Correspondence: [email protected] Abstract: This paper presents a systematic literature review (SLR) about realistic simulators that can be applied in an educational robotics context. These simulators must include the simulation of actuators and sensors, the ability to simulate robots and their environment. During this systematic review of the literature, 559 articles were extracted from six different databases using the Population, Intervention, Comparison, Outcomes, Context (PICOC) method. After the selection process, 50 selected articles were included in this review. Several simulators were found and their features were also Citation: Camargo, C.; Gonçalves, J.; analyzed. As a result of this process, four realistic simulators were applied in the review’s referred Conde, M.Á.; Rodríguez-Sedano, F.J.; context for two main reasons. The first reason is that these simulators have high fidelity in the robots’ Costa, P.; García-Peñalvo, F.J. -
Desarrollo De Un Entorno Virtual Para Visualización 3D De Los Riesgos Que Se Pueden Presentar Dentro De Las Instalaciones De La Universidad Autónoma De Occidente
DESARROLLO DE UN ENTORNO VIRTUAL PARA VISUALIZACIÓN 3D DE LOS RIESGOS QUE SE PUEDEN PRESENTAR DENTRO DE LAS INSTALACIONES DE LA UNIVERSIDAD AUTÓNOMA DE OCCIDENTE LINA JOHANNA MONTOYA AGUILAR UNIVERSIDAD AUTÓNOMA DE OCCIDENTE FACULTAD DE INGENIERIA DEPARTAMENTO DE OPERACIONES Y SISTEMAS PROGRAMA INGENIERÍA INFORMÁTICA SANTIAGO DE CALI 2011 DESARROLLO DE UN ENTORNO VIRTUAL PARA VISUALIZACIÓN 3D DE LOS RIESGOS QUE SE PUEDEN PRESENTAR DENTRO DE LAS INSTALACIONES DE LA UNIVERSIDAD AUTÓNOMA DE OCCIDENTE LINA JOHANNA MONTOYA AGUILAR Trabajo de Grado para optar al título de Ingeniero en Informático Director JESÚS DAVID CARDONA QUIROZ Doctor en Ingeniería Informática UNIVERSIDAD AUTÓNOMA DE OCCIDENTE FACULTAD DE INGENIERÍA DEPARTAMENTO DE OPERACIONES Y SISTEMAS PROGRAMA INGENIERÍA INFORMÁTICA SANTIAGO DE CALI 2011 Nota de aceptación: Aprobado por el Comité de Grado en cumplimiento de los requisitos exigidos por la Universidad Autónoma de Occidente para optar al título de Ingeniero en Informática. Ms.C. CARLOS ALBERTO PELÁEZ Jurado Ph.D. OLMEDO ARCILA GUZMÁN Jurado Santiago de Cali, 01 de Junio de 2011 Primero a DIOS, por darme la bendición de tener Educación Superior gracias a Él que me dio sabiduría y entendimiento, que no me deja rendir y que siempre me acompaña en todo momento. A mis Padres, Vilma Aguilar y Freddy Montoya, quienes más que la vida, me han brindado los mejores consejos, el apoyo cuando lo necesito, por todo lo que soy; gracias a su esfuerzo me ayudan cada día a crecer, a soñar, a tomar decisiones, a ser mejor. Agradezco en especial a mi madre que siempre ha estado ahí conmigo, a quien debo mi dedicación, ánimos de lucha y esfuerzo. -
Integration of the Simulation Environment for Autonomous Robots with Robotics Middleware
INTEGRATION OF THE SIMULATION ENVIRONMENT FOR AUTONOMOUS ROBOTS WITH ROBOTICS MIDDLEWARE by Adam Carlton Harris A dissertation submitted to the faculty of The University of North Carolina at Charlotte in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Electrical Engineering Charlotte 2014 Approved by: _______________________________ Dr. James M. Conrad _______________________________ Dr. Thomas P. Weldon _______________________________ Dr. Bharat Joshi _______________________________ Dr. Stephen J. Kuyath _______________________________ Dr. Peter Tkacik ii © 2014 Adam Carlton Harris ALL RIGHTS RESERVED iii ABSTRACT ADAM CARLTON HARRIS. Integration of the simulation environment for autonomous robots with robotics middleware. (Under the direction of DR. JAMES M. CONRAD) Robotic simulators have long been used to test code and designs before any actual hardware is tested to ensure safety and efficiency. Many current robotics simulators are either closed source (calling into question the fidelity of their simulations) or are very complicated to install and use. There is a need for software that provides good quality simulation as well as being easy to use. Another issue arises when moving code from the simulator to actual hardware. In many cases, the code must be changed drastically to accommodate the final hardware on the robot, which can possibly invalidate aspects of the simulation. This defense describes methods and techniques for developing high fidelity graphical and physical simulation of autonomous robotic vehicles that is simple to use as well as having minimal distinction between simulated hardware, and actual hardware. These techniques and methods were proven by the development of the Simulation Environment for Autonomous Robots (SEAR) described here. SEAR is a 3-dimensional open source robotics simulator written by Adam Harris in Java that provides high fidelity graphical and physical simulations of user-designed vehicles running user-defined code in user-designed virtual terrain. -
The Urban Mixed Realities Workshop
Welcome to the Urban Mixed Realities Workshop We would like to welcome you to the Urban Mixed Realities workshop which is being hosted as part of CHI 2008 in the stunning city of Florence. In common with CHI, this workshop embraces the themes of art, science and balance from the perspective of urban mixed realities and brings together researchers, practitioners and students from a range of backgrounds and countries. Urban mixed reality environments encompass a range of user experiences from games through to systems which help people uncover the invisible elements of the city. They also range from single user industrial applications through to multi-user shared experiences which utilise anything from mobile phones through to large multi-touch displays. However one aspect remains common across all these experiences in that they are inherently linked to the underlying aspects of the city, and in doing so rely as much on the advanced technologies as they do on the diversity of city life. In common with the field of mixed reality this workshop is very much a mesh of prior and new work, with classic HCI research through to CSCW, virtual environments, mobile spatial interaction, pervasive games and art all playing a part. However it was felt that the diverse array of user experience issues within urban mixed realities represented a real challenge and one which (as the field is growing in popularity) required a specific workshop. One which would allow us to explore the wide range of aspects such as: meshing reality with unreality; understanding constructive perception and social action; presence; group behaviours and co- location; materiality vs immateriality and meaning making. -
Virtual Reality Software Taxonomy
Arts et Metiers ParisTech, IVI Master Degree, Student Research Projects, 2010, Laval, France. RICHIR Simon, CHRISTMANN Olivier, Editors. www.masterlaval.net Virtual Reality software taxonomy ROLLAND Romain1, RICHIR Simon2 1 Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France 2Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France [email protected], [email protected] Abstract— Choosing the best 3D modeling software or real- aims at realizing a state of the art of existing software time 3D software for our needs is more and more difficult used in virtual reality and drawing up a short list among because there is more and more software. In this study, we various 3D modeling and virtual reality software to make help to simplify the choice of that kind of software. At first, easier the choice for graphic designers and programmers. we classify the 3D software into different categories we This research is not fully exhaustive but we have try to describe. We also realize non-exhaustive software’s state of cover at best the software mainly used by 3D computer the art. In order to evaluate that software, we extract graphic designers. evaluating criteria from many sources. In the last part, we propose several software’s valuation method from various At first, we are going to list the major software on the sources of information. market and to group them according to various user profiles. Then, we are going to define various criteria to Keywords: virtual, reality, software, taxonomy, be able to compare them. To finish, we will present the benchmark perspectives of this study.