Systematic Literature Review of Realistic Simulators Applied in Educational Robotics Context
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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. -
Tree Code for Collision Detection of Large Numbers of Particles
Tree Code for Collision Detection of Large Numbers of Particles Application for the Breit-Wheeler Process [preprint] O. Jansen, E. d’Humi`eres, X. Ribeyre, S. Jequier, V.T. Tikhonchuk Univ. Bordeaux/CNRS/CEA, Centre Lasers Intenses et Applications [email protected] August 4, 2016 Abstract Collision detection of a large number N of particles can be challenging. Directly testing N particles for 2 collision among each other leads to N queries. Especially in scenarios, where fast, densely packed particles interact, challenges arise for classical methods like Particle-in-Cell or Monte-Carlo. Modern collision detec- tion methods utilising bounding volume hierarchies are suitable to overcome these challenges and allow a detailed analysis of the interaction of large number of particles. This approach is applied to the analysis of the collision of two photon beams leading to the creation of electron-positron pairs. Keywords tree code; collision detection; QED; Breit-Wheeler process; pair creation; astronomy 1 Introduction Modelling a large number of particles often is a challenge in physics. Many-body problems are well known in astronomy, plasma physics, solid state physics and other disciplines. In astronomy a common way to overcome the challenge of simulating a many-body problem, like the movement of stars of one galaxy under each others gravitational force, is to use the Barnes-Hut (BH) method [1]. In a BH simulation space is partitioned in an hierarchic octree structure. The tree branches grow towards successive smaller volumes of space in such way as to include at maximum one particle (star) in each leaf node, while still covering the entirety of the simulation domain. -
Rifle Hunting
TABLE OF CONTENTS Hunting and Outdoor Skills Member Manual ACKNOWLEDGEMENTS A. Introduction to Hunting 1. History of Hunting 5 2. Why We Hunt 10 3. Hunting Ethics 12 4. Hunting Laws and Regulations 20 5. Hunter and Landowner Relations 22 6. Wildlife Management and the Hunter 28 7. Careers in Hunting, Shooting Sports and Wildlife Management 35 B. Types of Hunting 1. Hunting with a Rifle 40 2. Hunting with a Shotgun 44 3. Hunting with a Handgun 48 4. Hunting with a Muzzleloading 51 5. Bowhunting 59 6. Hunting with a Camera 67 C. Outdoor and Hunting Equipment 1. Use of Map and Compass 78 2. Using a GPS 83 3. Choosing and Using Binoculars 88 4. Hunting Clothing 92 5. Cutting Tools 99 D. Getting Ready for the Hunt 1. Planning the Hunt 107 2. The Hunting Camp 109 3. Firearm Safety for the Hunter 118 4. Survival in the Outdoors 124 E. Hunting Skills and Techniques 1. Recovering Game 131 2. Field Care and Processing of Game 138 3. Hunting from Stands and Blinds 144 4. Stalking Game Animals 150 5. Hunting with Dogs 154 F. Popular Game Species 1. Hunting Rabbits and Hares 158 2. Hunting Squirrels 164 3. Hunting White-tailed Deer 171 4. Hunting Ring-necked Pheasants 179 5. Hunting Waterfowl 187 6. Hunting Wild Turkeys 193 2 ACKNOWLEDGEMENTS The 4-H Shooting Sports Hunting Materials were first put together about 25 years ago. Since that time there have been periodic updates and additions. Some of the authors are known, some are unknown. Some did a great deal of work; some just shared morsels of their expertise. -
Efficient Algorithms for Two-Phase Collision Detection
MERL { A MITSUBISHI ELECTRIC RESEARCH LABORATORY http://www.merl.com Ecient Algorithms for Two-Phase Collision Detection Brian Mirtich TR-97-23 Decemb er 1997 Abstract This article describ es practical collision detection algorithms for rob ot motion planning. Attention is restricted to algorithms that handle rigid, p olyhedral ge- ometries. Both broad phase and narrow phase detection strategies are discussed. For the broad phase, an algorithm using axes-aligned b ounding b oxes and a hi- erarchical spatial hash table is describ ed. For the narrow-phase, the Lin-Canny algorithm is presented. Alternatives to these algorithms are also discussed. Fi- nally, the article describ es a scheduling paradigm for managing collision checks that can further reduce computation time. Pointers to downloadable software are included. To appear in Practical Motion Planning in Rob otics: Current Approaches and Future Directions, K. Gupta and A.P. del Pobil, editors. This work may not b e copied or repro duced in whole or in part for any commercial purp ose. Permission to copy in whole or in part without payment of fee is granted for nonpro t educational and research purp oses provided that all such whole or partial copies include the following: a notice that such copying is by p er- mission of Mitsubishi Electric Information Technology Center America; an acknowledgment of the authors and individual contributions to the work; and all applicable p ortions of the copyright notice. Copying, repro duction, or republishing for any other purp ose shall require a license with payment of fee to Mitsubishi Electric Information Technology Center America. -
Framework Para O Desenvolvimento De Experiências Virtuais Com Interacção Háptica
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Orientador: Prof. A. Augusto de Sousa Co-orientadora: Prof. ª Teresa Restivo Co-orientador: Prof. António Mendes Lopes 28 de Junho de 2010 Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Aprovado em provas públicas pelo Júri: Presidente: Professor João Correia Lopes Vogal Externo: Professor António Ramires Fernandes Orientador: Professor António Augusto de Sousa 31 de Julho de 2010 Resumo A presente dissertação apresenta o trabalho efectuado na área do Desenvolvimento de Experiências Virtuais com Interacção Háptica, nomeadamente experiências relacionadas com o comportamento físico de objectos. Este trabalho enquadra-se numa perspectiva de poder introduzir o desenvolvimento de experiências virtuais com interacção háptica no ensino, estando definido como objectivo a concepção de um conjunto de metodologias que permitam criar este tipo de experiências de forma simples e rápida. Inicia-se assim o trabalho com uma revisão bibliográfica das áreas envolvidas, nomeadamente simulação por computador, computação gráfica, realidade virtual e interacção háptica. Seguidamente são investigadas e analisadas possíveis soluções actualmente existentes e passíveis de serem aplicadas. Dado que não se encontrou uma solução que satisfizesse as necessidades do problema, apresenta-se uma análise das tecnologias necessárias para conceber uma nova solução: motor gráfico, motor físico e dispositivo háptico. As duas primeiras tecnologias referidas são alvo de uma avaliação, que permite escolher, de entre um conjunto de opções, qual o motor gráfico e físico que melhor se adequa às necessidades. -
An Optimal Solution for Implementing a Specific 3D Web Application
IT 16 060 Examensarbete 30 hp Augusti 2016 An optimal solution for implementing a specific 3D web application Mathias Nordin Institutionen för informationsteknologi Department of Information Technology Abstract An optimal solution for implementing a specific 3D web application Mathias Nordin Teknisk- naturvetenskaplig fakultet UTH-enheten WebGL equips web browsers with the ability to access graphic cards for extra processing Besöksadress: power. WebGL uses GLSL ES to communicate with graphics cards, which uses Ångströmlaboratoriet Lägerhyddsvägen 1 different Hus 4, Plan 0 instructions compared with common web development languages. In order to simplify the development process there are JavaScript libraries handles the Postadress: Box 536 751 21 Uppsala communication with WebGL. On the Khronos website there is a listing of 35 different Telefon: JavaScript libraries that access WebGL. 018 – 471 30 03 It is time consuming for developers to compare the benefits and disadvantages of all Telefax: these 018 – 471 30 00 libraries to find the best WebGL library for their need. This thesis sets up requirements of a Hemsida: specific WebGL application and investigates which libraries that are best for http://www.teknat.uu.se/student implmeneting its requirements. The procedure is done in different steps. Firstly is the requirements for the 3D web application defined. Then are all the libraries analyzed and mapped against these requirements. The two libraries that best fulfilled the requirments is Three.js with Physi.js and Babylon.js. The libraries is used in two seperate implementations of the intitial game. Three.js with Physi.js is the best libraries for implementig the requirements of the game. -
Game Engine Architecture Spring 2017 03. Event Systems for Game Engines
Game Engine Architecture Spring 2017 03. Event systems for game engines Juha Vihavainen University of Helsinki [ McShaffryMcShaffry,, Ch. 6: Game actors and component architecture ,, Ch. 11: Game event management ]] [ Gregory, Ch. 5.4: Strings, unique ids ,, localization , etc., 274, Ch.15.2: Runtime object model architectures , 873 Ch. 15.7: Events and message passing, 933 ]] [Meyers (2015): Effective Modern C ++++]] Lecture outline On events and event handling using Observer (MVC) and Command design patterns Updates are not enough for game software Typed Message design pattern (Vlissides, 1997) breaking dependencies between senders & receivers Queueing of messages for later delivery Using unique object ids for game entities and types 24.2.2017 Juha Vihavainen / University of Helsinki 22 The Observer design pattern Problem certain objects need to be informed about the changes occurring in other objects a subject has to be observed by one or more observers decouple as much as possible and reduce the dependencies Solution define a oneone--toto--manymany dependency between objects so that when one object changes its statestate,, all its dependents are automatically notified and updated A cornerstone of the ModelModel--ViewView--ControllerController architectural design, where the Model implements the mechanics of the program, and the Views are implemented as Observers that are kept uncoupled from the Model components Modified from Joey Paquet, 20072007--20142014 24.2.2017 University of Helsinki 33 Erich Gamma et al., Design Patterns ( 1994) Observer pattern: class design ""View "" classes ""ModelModel""classesclasses Updates multiple ( seems Notifies all its observers complicated..) observers on changes 24.2.2017 University of Helsinki 44 The participants Subject --abstractabstract class defining the operations for attaching and dede-- attaching observers to the clientclient;; often referred to as " Observable "" ConcreteSubject -- concrete Subject class. -
Procedural Destruction of Objects for Computer Games
Procedural Destruction of Objects for Computer Games PUBLIC VERSION THESIS submitted in partial fulfilment of the requirements for the degree of MASTER OF SCIENCE in MEDIA AND KNOWLEDGE ENGINEERING by Joris van Gestel born in Zevenhuizen, the Netherlands Computer Graphics and CAD/CAM Group Cannibal Game Studios Department of Mediamatics Molengraaffsingel 12-14 Faculty of EEMCS, Delft University of Technology 2629 JD Delft Delft, the Netherlands The Netherlands www.ewi.tudelft.nl www.cannibalgamestudios.com Author: Joris van Gestel Student id: 1099825 Email: [email protected] Date: May 10, 2011 © 2011 Cannibal Game Studios. All Rights Reserved i Summary Traditional content creation for computer games is a costly process. In particular, current techniques for authoring destructible behaviour are labour intensive and often limited to a single object basis. We aim to create an intuitive approach which allows designers to visually define destructible behaviour for objects in a reusable manner, which can then be applied in real-time. First we present a short introduction into the way that destruction has been done in games for many years. To better understand the physical processes that are being replicated, we present some information on how destruction works in the real world, and the high level approaches that have developed to simulate these processes. Using criteria gathered from industry professionals, we survey previous research work and determine their usability in a game development context. The approach which suits these criteria best is then selected as the basis for the approach presented in this work. By examining commercial solutions the shortcomings of existing technologies are determined to establish a solution direction. -
Geometry & Computation for Interactive Simulation
Geometry & Computation for Interactive Simulation Jorg Peters (CISE University of Florida, USA), Dinesh Pai (University of British Columbia), Ulrich Reif (Technische Universitaet Darmstadt) Sep 24 – Sep 29, 2017 1 Overview The workshop advanced the state of the art in geometry and computation for interactive simulation by in- troducing to each other researchers from different branches of academia, research labs and industry. These researchers share the common goal of improving the interface between geometry and computation for physi- cal simulation – but approach it with differing emphasis, techniques and toolkits. A key issue for all partici- pants is to shorten process times and to improve the outcomes of the design-analysis cycle. That is, to more quickly optimize shape, structure and properties to achieve one or multiple design goals. Correspondingly, the challenges laid out covered a wide spectrum from hierarchical design and prediction of novel 3D printed materials, to multi-objective optimization minimizing fuel consumption of commercial airplanes, to creating training scenarios for minimally invasive surgery, to multi-point interactive force feedback for virtually plac- ing an engine into a restricted cavity. These challenges map to challenges in the underlying areas of geometry processing, computational geometry, geometric design, formulation of simulation models, isogeometric and higher-order isoparametric design with splines and meshingless approaches, to real-time computation for interactive surgical force-feedback simulation. The workshop was highly succesful in presenting and con- trasting this rich set of techniques. And it generated recommendations for educating future generation of researchers in geometry and computation for interactive simulation (see outcomes). The lower than usual number of participants (due to a second series of earth quakes just before the meeting) allowed for increased length of individual presentations, so as to discuss topics and ideas at length, and to address basics theory. -
Luminosity | a Re-Imagining of Twilight | by Alicorn
Luminosity by Alicorn You don't have to make a hundred mistakes for everything to disintegrate around you. One will do. One wrong risk, one misplaced trust, one careless guess is enough to destroy the one thing you can least afford to lose. But I'd never had any reason to imagine that my disaster would befall me at the time when I was most unexpectedly safe. pg. 1 1. Forks 2. The Cullens 3. The Reveal 4. Matchmaking 5. Vampires 101 6. Edward 7. Souls 8. The Future 9. Witches and Werewolves 10. Coven 11. Volterra 12. Norway 13. Newborn 14. Self-Control 15. Honeymoon 16. Ambition 17. Rachel 18. Clearwater 19. Denali 20. Europe 21. Hybrid 22. Maggie 23. Sue 24. Delivery 25. Expectations 26. Little Witch 27. Scatter 28. Ashes 29. Things Left Behind pg. 2 Forks Here is how I decided to live with my father in Washington. My favorite three questions are, What do I want?, What do I have?, and How can I best use the latter to get the former? Actually, I'm also fond of What kind of person am I?, but that one isn't often directly relevant to decision making on a day-to-day basis. What did I want? I wanted my mother, Renée, to be happy. She was the most important person to me, bar none. I also wanted her around, but when I honestly evaluated my priorities, it was more important that she be happy. If, implausibly, I had to choose between Renée being happy on Mars, and Renée being miserable living with me as she always had - I wouldn't be thrilled about it. -
Michał Domański Curriculum Vitae / Portfolio
Michał Domański Curriculum Vitae / Portfolio date of birth: 09-03-1986 e-mail: [email protected] address: ul. Kabacki Dukt 8/141 tel. +48 608 629 046 02-798 Warsaw Skype: rein4ce Poland I am fascinated by the world of science, programming, I love experimenting with the latest technologies, I have a great interest in virtual reality, robotics and military. Most of all I value the pursuit of professionalism, continuous education and expanding one's skill set. Education 2009 - till now Polish Japanese Institute of Information Technology Computer Science - undergraduate studies, currently 4th semester 2004 - 2009 Cracow University of Technology Master of Science in Architecture and Urbanism - graduated 2000 - 2004 Romuald Traugutt High School in Częstochowa mathematics, physics, computer-science profile Skills Advanced level Average level Software C++ (10 years), MFC Java, J2ME Windows 98, XP, Windows 7 C# .NET 3.5 (3 years) DirectX, MDX SketchUP OpenGL BASCOM AutoCAD Actionscript/Flex MS SQL, Oracle Visual Studio 2008, MSVC 6.0 WPF Eclipse HTML/CSS Flex Builder Photoshop CS2 Addtional skills: Good understanding of design patterns and ability to work with complex projects Strong problem solving skills Excellent work organisation and teamwork coordination Eagerness to learn any new technology Languages: Polish, English (proficiency), German (basic) Ever since I can remember my interests lied in computers. Through many years of self-education and studying many projects I have gained insight and experience in designing and programming professional level software. I did an extensive research in the game programming domain, analyzing game engines such as Quake, Half-Life and Source Engine, through which I have learned how to structure and develop efficient systems while implementing best industry-standard practices. -
Learning Physics Through Transduction
Digital Comprehensive Summaries of Uppsala Dissertations from the Faculty of Science and Technology 1977 Learning Physics through Transduction A Social Semiotic Approach TREVOR STANTON VOLKWYN ACTA UNIVERSITATIS UPSALIENSIS ISSN 1651-6214 ISBN 978-91-513-1034-3 UPPSALA urn:nbn:se:uu:diva-421825 2020 Dissertation presented at Uppsala University to be publicly examined in Haggsalen, Ångströmlaboratoriet, Lägerhyddsvägen 1, Uppsala, Monday, 30 November 2020 at 14:00 for the degree of Doctor of Philosophy. The examination will be conducted in English. Faculty examiner: Associate Professor David Brookes (Department of Physics, California State University). Abstract Volkwyn, T. S. 2020. Learning Physics through Transduction. A Social Semiotic Approach. Digital Comprehensive Summaries of Uppsala Dissertations from the Faculty of Science and Technology 1977. 294 pp. Uppsala: Acta Universitatis Upsaliensis. ISBN 978-91-513-1034-3. This doctoral thesis details the introduction of the theoretical distinction between transformation and transduction to Physics Education Research. Transformation refers to the movement of meaning between semiotic resources within the same semiotic system (e.g. between one graph and another), whilst the term transduction refers to the movement of meaning between different semiotic systems (e.g. diagram to graph). A starting point for the thesis was that transductions are potentially more powerful in learning situations than transformations, and because of this transduction became the focus of this thesis. The thesis adopts a social semiotic approach. In its most basic form, social semiotics is the study of how different social groups create and maintain their own specialized forms of meaning making. In physics education then, social semiotics is interested in the range of different representations used in physics, their disciplinary meaning, and how these meanings may be learned.