Analysis and Optimization of a Dual Free Piston, Spring Assisted, Linear Engine Generator
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Arxiv:2103.14589V2 [Math.GR] 16 Jun 2021
FINITENESS PROPERTIES FOR RELATIVES OF BRAIDED HIGMAN–THOMPSON GROUPS RACHEL SKIPPER AND XIAOLEI WU Abstract. We study the finiteness properties of the braided Higman–Thompson group bVd,r(H) with labels in H ≤ Bd, and bFd,r(H) and bTd,r(H) with labels in H ≤ P Bd where Bd is the braid group with d strings and P Bd is its pure braid subgroup. We show that for all d ≥ 2 and r ≥ 1, the group bVd,r(H) (resp. bTd,r(H) or bFd,r(H)) is of type Fn if and only if H is. Our result in particular confirms a recent conjecture of Aroca and Cumplido. Introduction The family of Thompson’s groups and the many groups in the extended Thompson family have long been studied for their many interesting properties. Thompson’s group F is the first example of a type F∞, torsion-free group with infinite cohomological dimension [BG84] while Thompson’s groups T and V provided the first examples of finitely presented simple groups. More recently the braided and labeled braided Higman–Thompson groups have garnered attention in part due their connections with big mapping class groups. The braided version of Thompson’s group V , which we refer to here as bV , was first intro- duced independently by Brin and Dehornoy [Bri07], [Deh06]. Brady, Burillo, Cleary, and Stein introduced braided F , or bF . The groups bV and bF were shown to be finitely presented in [Bro06] and [BBCS08], respectively, and this was extended to show that both of these groups + + are of type F∞ in [BFM 16]. -
K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005)
K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) 2016 Final Report K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) Berrin Tansel, Ph.D., P.E., Florida International University August 2016 1 K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) This page is intentionally left blank. i K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) U.S. DOT DISCLAIMER The contents of this report reflect the views of the authors, who are responsible for the facts, and the accuracy of the information presented herein. This document is disseminated under the sponsorship of the U.S. Department of Transportation’s University Transportation Centers Program, in the interest of information exchange. The U.S. Government assumes no liability for the contents or use thereof. ACKNOWLEDGEMENT OF SPONSORSHIP This work was sponsored by a grant from the Southeastern Transportation Research, Innovation, Development and Education Center (STRIDE) at the University of Florida. The STRIDE Center is funded through the U.S. Department of Transportation’s University Transportation Centers Program. ii K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005) TABLE OF CONTENTS ABSTRACT ...................................................................................................................................................... v CHAPTER 1: INTRODUCTION ........................................................................................................................ -
Perancangan Game Multiplatform Menggunakan Scirra Construct 2 Dan Html 5
Simposium Nasional RAPI XIII - 2014 FT UMS ISSN 1412-9612 PERANCANGAN GAME MULTIPLATFORM MENGGUNAKAN SCIRRA CONSTRUCT 2 DAN HTML 5 Anggit Dwi Hartanto1 , Windha Mega Pradnya Dhuhita2 , Alfian Tinangon1 1Jurusan Teknik Informatika STMIK AMIKOM Yogyakarta Jl. Ringroad Utara Depok Sleman Yogyakarta Telp 0274 884201 2 Jurusan Sistem Informasi STMIK AMIKOM Yogyakarta Jl. Ringroad Utara Depok Sleman Yogyakarta Telp 0274 884201 Email: [email protected] Abstrak Saat ini perkembangan teknologi game berkembang sangatlah pesat, terbukti dengan munculnya berbagai macam game engine yang dapat memfasilitasi pengembang untuk mengembangkan suatu game dengan lebih mudah. Makalah ini membahas tentang pengembangan sebuah game multiplatform dengan menggunakan game engine scirra construct2 dan HTML5 . Engine game tersebut digunakan agar pengembang lebih mudah dalam pengelolaan animasi, suara, layout, layer, kamera, kontrol, dan pengelolaan kecerdasan buatan. Game yang dikembangan bergenre casual game yang bertemakan pertempuran bajak laut untuk menemukan harta karun. Game yang dikembangkan merupakan game mutipaltform yang artinya game tersebut dapat berjalan di lebih dari satu platform, yaitu sistem operasi android mobile, sistem operasi desktop antara lain (Ms. Windows, Mac OS, Linux), dan browser yang mendukung HTML5. Salah satu platform yang menjadi fokus pengembangan game ini adalah android yang merupakan platform yang saat ini mempunyai pengguna sangat banyak. Dengan berjalannya game di platform android, pengguna dapat memainkan game ini kapan saja dan dimana saja. Kata kunci: game, html5, scirra construct 2 Pendahuluan Perkembangan teknologi software selalu mengiringi perkembangan teknologi dari masa kemasa, yang mendorong pertumbuhan industri kreatif yang terus meningkat. Terbukti dengan banyaknya engine maupun tools yang diciptakan untuk mempermudah pengembang dalam mengembangkan software dari masa kemasa. -
2D Multiplayer Game Development Using Unity
Vol-6 Issue-2 2020 IJARIIE-ISSN(O)-2395-4396 2D MULTIPLAYER GAME DEVELOPMENT USING UNITY Kumaresan G1, Sharath A2, Sheshanth B P3, Somesh A4 1 Assistant Professor, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India 2 UG Student, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India 3 UG Student, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India 4 UG Student, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India ABSTRACT Video games are common these days. The games have been developed for various purposes including entertainment, informational purposes, marketing, and advertising purposes. Game developers are continually developing multi- platform games that can be played on computers, mobile devices like iPads and smartphones and other video game devices. Today, mobile games consume a huge market share within the games industry. Considering that nearly two billion mobile devices are running a Unity-made game, it is probable that quite a large majority of these new companies will be using Unity to develop mobile games. Mobile games are becoming more and more popular and well-received by different types of users around the world. A lot of frameworks that allow developers to create the games in a faster and easier way. The Unity 3D engine is employed by an outsized majority of developers to make games. It owns a forty-five percent market share and is considered one of the biggest development tools today This project involves the approach of creating a 2D mobile game using Unity. -
The Undergraduate Games Corpus: a Dataset for Machine Perception of Interactive Media
The Thirty-Fifth AAAI Conference on Artificial Intelligence (AAAI-21) The Undergraduate Games Corpus: A Dataset for Machine Perception of Interactive Media Barrett R. Anderson, Adam M. Smith Design Reasoning Lab, University of California Santa Cruz [email protected], [email protected] Abstract of machine perception techniques that directly address the unique features of interactive media. Machine perception research primarily focuses on process- ing static inputs (e.g. images and texts). We are interested This paper contributes a new, annotated corpus of 755 in machine perception of interactive media (such as games, games. We provide full game source code and assets, in apps, and complex web applications) where interactive au- many cases licensed for reuse, that were collected with in- dience choices have long-term implications for the audience formed consent for their use in AI research. In comparison experience. While there is ample research on AI methods for to lab-created game clones intended as AI testbeds, these the task of playing games (often just one game at a time), this games are complete works intended as human experiences, work is difficult to apply to new and in-development games and they represent a range of design polish rather than being or to use for non-playing tasks such as similarity-based re- filtered to only commercially successful games. By offering trieval or authoring assistance. In response, we contribute a games for a variety of platforms (from micro-games in Bitsy corpus of 755 games and structured metadata, spread across and text-oriented stories in Twine to the heavyweight games several platforms (Twine, Bitsy, Construct, and Godot), with full source and assets available and appropriately licensed built in the Godot Engine), we set up future research with a for use and redistribution in research. -
Transaction / Regular Paper Title
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of South Wales Research Explorer IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES 1 Design of Large Scale Virtual Equipment for Interactive HIL Control System Labs Yuxin Liang and Guo-Ping Liu, Fellow, IEEE Abstract—This paper presents a method to design high-quality 3D equipment for virtual laboratories. A virtual control laboratory is designed on large-scale educational purpose with merits of saving expenses for universities and can provide more opportunities for students. The proposed laboratory with more than thirty virtual instruments aims at offering students convenient experiment as well as an extensible framework for experiments in a collaborative way. hardware-in-the-loop (HIL) simulations with realistic 3D animations can be an efficient and safe way for verification of control algorithms. Advanced 3D technologies are adopted to achieve convincing performance. In addition, accurate mechanical movements are designed for virtual devices using real-time data from hardware-based simulations. Many virtual devices were created using this method and tested through experiments to show the efficacy. This method is also suitable for other virtual applications. The system has been applied to a creative automatic control experiment course in the Harbin Institute of Technology. The assessment and student surveys show that the system is effective in student’s learning. Index Terms—control systems, 3D equipment design, virtual laboratory, real-time animation, control education, hardware- based simulation —————————— —————————— 1 INTRODUCTION N the learning of control systems, students not only have by static pictures with augmented reality animation in the I to acquire theoretical knowledge, but also the ability to recent work of Chacón et at. -
Localization Tools in General Purpose Game Engines: a Systematic Mapping Study
Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 9979657, 15 pages https://doi.org/10.1155/2021/9979657 Review Article Localization Tools in General Purpose Game Engines: A Systematic Mapping Study Marcus Toftedahl Division of Game Development, University of Skövde, Skövde, Sweden Correspondence should be addressed to Marcus Toftedahl; [email protected] Received 31 March 2021; Accepted 5 July 2021; Published 23 July 2021 Academic Editor: Cristian A. Rusu Copyright © 2021 Marcus Toftedahl. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline. 1. Introduction tions or specific corporate entities handling functions such as marketing or distribution. This is not always the case with “The world is full of different markets and cultures and, to indie game development, where Pereira and Bernardes [7] maximize profits™[sic], nowadays games are released in sev- note that the structure of indie development is more flexible, eral languages. -
Development of a Low-Inductance Linear Alternator for Stirling Power Convertors
NASA/TM—2017-219699 AIAA–2017–4961 Development of a Low-Inductance Linear Alternator for Stirling Power Convertors Steven M. Geng and Nicholas A. Schifer Glenn Research Center, Cleveland, Ohio November 2017 NASA STI Program . in Profile Since its founding, NASA has been dedicated • CONTRACTOR REPORT. Scientific and to the advancement of aeronautics and space science. technical findings by NASA-sponsored The NASA Scientific and Technical Information (STI) contractors and grantees. Program plays a key part in helping NASA maintain this important role. • CONFERENCE PUBLICATION. Collected papers from scientific and technical conferences, symposia, seminars, or other The NASA STI Program operates under the auspices meetings sponsored or co-sponsored by NASA. of the Agency Chief Information Officer. It collects, organizes, provides for archiving, and disseminates • SPECIAL PUBLICATION. Scientific, NASA’s STI. The NASA STI Program provides access technical, or historical information from to the NASA Technical Report Server—Registered NASA programs, projects, and missions, often (NTRS Reg) and NASA Technical Report Server— concerned with subjects having substantial Public (NTRS) thus providing one of the largest public interest. collections of aeronautical and space science STI in the world. Results are published in both non-NASA • TECHNICAL TRANSLATION. English- channels and by NASA in the NASA STI Report language translations of foreign scientific and Series, which includes the following report types: technical material pertinent to NASA’s mission. • TECHNICAL PUBLICATION. Reports of For more information about the NASA STI completed research or a major significant phase program, see the following: of research that present the results of NASA programs and include extensive data or theoretical • Access the NASA STI program home page at analysis. -
LJMU Research Online
CORE Metadata, citation and similar papers at core.ac.uk Provided by LJMU Research Online LJMU Research Online Tang, SOT and Hanneghan, M State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning http://researchonline.ljmu.ac.uk/205/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Tang, SOT and Hanneghan, M (2011) State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22 (4). pp. 551-605. ISSN 1093-023x LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ State of the Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning Stephen Tang* and Martin Hanneghan Liverpool John Moores University, James Parsons Building, Byrom Street, Liverpool, L3 3AF, United Kingdom * Corresponding author. -
Development of Resonating Oscillating Linear Engine Alternator; Instrumentation and Control
Graduate Theses, Dissertations, and Problem Reports 2018 Development of Resonating Oscillating Linear Engine Alternator; Instrumentation and Control Fereshteh Mahmudzadeh Follow this and additional works at: https://researchrepository.wvu.edu/etd Recommended Citation Mahmudzadeh, Fereshteh, "Development of Resonating Oscillating Linear Engine Alternator; Instrumentation and Control" (2018). Graduate Theses, Dissertations, and Problem Reports. 7211. https://researchrepository.wvu.edu/etd/7211 This Thesis is protected by copyright and/or related rights. It has been brought to you by the The Research Repository @ WVU with permission from the rights-holder(s). You are free to use this Thesis in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you must obtain permission from the rights-holder(s) directly, unless additional rights are indicated by a Creative Commons license in the record and/ or on the work itself. This Thesis has been accepted for inclusion in WVU Graduate Theses, Dissertations, and Problem Reports collection by an authorized administrator of The Research Repository @ WVU. For more information, please contact [email protected]. Development of Resonating Oscillating Linear Engine Alternator; Instrumentation and Control Fereshteh Mahmudzadeh Thesis submitted to the College of Engineering and Mineral Resources at West Virginia University in partial fulfillment of the requirements for the degree of Master of Science In Electrical Engineering Parviz Famouri, Ph.D., Chair Muhammad A. Choudhry, Ph.D. Katerina Goseva-Popstojanova, Ph.D. Lane Department of Computer Science and Electrical Engineering Morgantown, West Virginia 2018 Keywords: Linear Engine Alternator, Control Copyright 2018 Fereshteh Mahmudzadeh Abstract Development of Resonating Oscillating Linear Engine Alternator; Instrumentation and Control Fereshteh Mahmudzadeh The Oscillating Linear Engine and Alternator (OLEA) machine is a micro power generator that operates on natural gas. -
Basic Elements and Characteristics of Game Engine
Global Journal of Computer Sciences: Theory and Research Volume 8, Issue 3, (2018) 126-131 www.gjcs.eu Basic elements and characteristics of game engine Ramiz Salama*, Near East University, Department of Computer Engineering, Nicosia 99138, Cyprus Mohamed ElSayed, Near East University, Department of Computer Engineering, Nicosia 99138, Cyprus Suggested Citation: Salama, R. & ElSayed, M. (2018). Basic elements and characteristics of game engine. Global Journal of Computer Sciences: Theory and Research. 8(3), 126–131. Received from March 11, 2018; revised from July 15, 2018; accepted from November 13, 2018. Selection and peer review under responsibility of Prof. Dr. Dogan Ibrahim, Near East University, Cyprus. ©2018 SciencePark Research, Organization & Counseling. All rights reserved. Abstract Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engine and Construct Game Engine. In the research paper, we discuss the basic elements of the game engine and how to make the most useful option among Game Engines depending on your different needs and needs of your game. Keywords: Game engine, game engine element, basics of game engine. -
Design and Modeling of Free Piston Linear Alternator
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 05 | May-2018 www.irjet.net p-ISSN: 2395-0072 Design and modeling of Free Piston Linear Alternator Yogesh Sonwane1, Kaustubh Buge2, Sujit Thigale3, Akshay Jadhav4, Prof. Zen Athawale5 1,2,3,,4Students, 5Assistant Professor, Department of Mechanical Engineering, JSPM’s Bhivarabai Sawant Institute of Technology & Research, Wagholi, Pune, Maharashtra, India. ---------------------------------------------------------------------***----------------------------------------------------------------- Abstract – This paper deals with design, analysis and paper proposes a novel method to start the engine by modeling of free piston linear alternator. In the modern world, mechanical resonance. A closed-loop control model was free piston engines have been under extensive research in past developed and implemented in a prototype FPEG which was years. It is not successful in modern application. These papers driven by a linear machine with a constant driving force. deals with development of free piston engine, in recent paper Both numerical and experimental investigation was carried there are less effort is obtained on free piston engines. The aim out. The results show that once the linear motor force have of this project with is to provide electricity generation and to overcome the initial friction force, both the in-cylinder peak give high efficiency. It works on principle of electromagnetic pressure and the amplitude of the piston motion would induction and this paper gives helpful information for increase gradually by resonance and quickly achieve the development of free piston engine target for ignition. With a fixed motor force of 110N, within 0.8 second, the maximum in-cylinder pressure can achieve Key Words: Solenoid valve, alternator, ultrasonic 12 bars, the compression ratio can reach 9:1, and the engine sensor, double acting pneumatic cylinder, charging is ready for ignition.