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- Fachbereich - Architektur (22)
- Fachbereich - Wirtschaftswissenschaften (18)
- Intelligente Mensch-Technik-Interaktion (12)
Actin droplet machine
(2019)
The actin droplet machine is a computer model of a three-dimensional network of actin bundles developed in a droplet of a physiological solution, which implements mappings of sets of binary strings. The actin bundle network is conductive to travelling excitations, i.e. impulses. The machine is interfaced with an arbitrary selected set of k electrodes through which stimuli, binary strings of length k represented by impulses generated on the electrodes, are applied and responses are recorded. The responses are recorded in a form of impulses and then converted to binary strings. The machine's state is a binary string of length k: if there is an impulse recorded on the ith electrode, there is a '1' in the ith position of the string, and '0' otherwise. We present a design of the machine and analyse its state transition graphs. We envisage that actin droplet machines could form an elementary processor of future massive parallel computers made from biopolymers.
The PSFC, or Pioneer Sound Field Controller, is a DSP-driven hemispherical loudspeaker array, installed at the University of Aizu Multimedia Center. The PSFC features realtime manipulation of the primary components of sound spatialization for each of two audio sources located in a virtual environment, including the content (apparent direction and distance) and context (room characteristics: reverberation level, room size and liveness). In an alternate mode, it can also direct the destination of the two separate input signals across 14 loudspeakers, manipulating the direction of the virtual sound sources with no control over apparent distance other than that afforded by source loudness (including no simulated environmental reflections or reverberation). The PSFC speaker dome is about 10 m in diameter, accommodating about fifty simultaneous users, including about twenty users comfortably standing or sitting near its ``sweet spot,'' the area in which the illusions of sound spatialization are most vivid. Collocated with a large screen rear-projection stereographic display, the PSFC is intended for advanced multimedia and virtual reality applications.
A swirling pulverized coal flame is computationally investigated. A Eulerian–Lagrangian formulation is used to describe the two-phase flow. Turbulence is modelled within a RANS (Reynolds averaged numerical simulation) framework. Four turbulence viscosity- (TV) based models, namely the standard k-ε model, realizable k-ε model, renormalization group theory k-ε model, and the shear stress transport k-ω model are used. In addition, a Reynolds stress transport model (RSM) is employed. The models are assessed by comparing the predicted velocity fields with the measurements of other authors. In terms of overall average values, the agreement of the predictions to the measurements is observed to be within the range 20–40%. A better performance of the RSM compared to the TV models is observed, with a nearly twice as better overall agreement to the experiments, particularly for the swirl velocity. In the second part of the investigation, the resolution of the discrete particle phase in modelling the turbulent particle dispersion (TPD) and particle size distribution (SD) is investigated. Using the discrete random walk model for the TPD, it is shown that even five random walks are sufficient for an accuracy that is quite high, with a less than 1% mean deviation from the solution obtained by thirty random walks. The approximation of the measured SD is determined by a continuous Rosin–Rammler distribution function, and inaccuracies that can occur in its subsequent discretization are demonstrated and discussed. An investigation on the resolution of the SD by discrete particle size classes (SC) indicates that 12 SC are required for an accuracy with a less than 1% mean deviation from the solution with 18 SC. Although these numbers may not necessarily be claimed to be sufficiently universal, they may serve as guidance, at least for SD with similar characteristics
We give an enumeration of possible problem frames, based on domain characteristics, and comment on the usefulness of the obtained frames. In particular, we investigate problem domains and their characteristics in detail. This leads to fine-grained criteria for describing problem domains. As a result, we identify a new type of problem domain and come up with integrity conditions for developing useful problem frames. Taking a complete enumeration of possible problem frames (with at most three problem domains, of which only one is constrained) as a basis, we find 8 new problem frames, 7 of which we consider as useful in practical software development.
A Sound Spatialization Server for a Speaker Array as an Integrated Part of a Virtual Environment
(1998)
Spatial sound plays an important role in virtual reality environments, allowing orientation in space, giving a feeling of space, focusing the user on events in the scene, and substituting missing feedback cues (e.g., force feedback). The sound spatialization framework of the University of Aizu, which supports number of spatialization backends, has been extended to include a sound spatialization server for a multichannel loudspeaker array (Pioneer Sound Field Control System). Our goal is that the spatialization server allows easy integration into virtual environments. Modeling of distance cues, which are essential for full immersion, is discussed. Furthermore, the integration of this prototype into different applications allowed us to reveal the advantages and problems of spatial sound for virtual reality environments.
In a virtual reality environment, users are immersed in a scene with objects which might produce sound. The responsibility of a VR environment is to present these objects, but a practical system has only limited resources, including spatialization channels (mixels), MIDI/audio channels, and processing power. A sound spatialization resource manager, introduced in this thesis, controls sound resources and optimizes fidelity (presence) under given conditions, using a priority scheme based on psychoacoustics. Objects which are spatially close together can be coalesced by a novel clustering algorithm, which considers listener localization errors. Application programmers and VR scene designers are freed from the burden of assigning mixels and predicting sound source locations. The framework includes an abstract interface for sound spatialization backends, an API for the VR environments, and multimedia authoring tools.
Today, the use of renewable energies and recycling of climate-changing gases are increasingly important. In this context,coupling of methanation with small, decentralized CO2sources such as biogas plants provides one possibility. However,fluctuating availability of renewables for hydrogen production in combination with small storage volumes result in anenhanced demand for dynamic process operation. This leads to new research challenges with respect to the required cata-lysts and the overall process design. To draw reliable conclusions about the catalytic performance under dynamic processoperation, the mechanism of the methanation reaction as well as typical deactivation procedures of the catalyst appliedunder steady-state conditions have to be reviewed thoroughly.
We present a security engineering process based on security problem frames and concretized security problem frames. Both kinds of frames constitute patterns for analyzing security problems and associated solution approaches. They are arranged in a pattern system that makes dependencies between them explicit. We describe step-by-step how the pattern system can be used to analyze a given security problem and how solution approaches can be found. Further, we introduce a new frame that focuses on the privacy requirement anonymity.
The Common Lisp Interface Manager (CLIM) is used to develop graphical user interfaces for Lisp-basedapplications. With the prototype of the CLIM interface Builder (CLIB) the programmer can generate code for CLIM interactively. The developing process will be fast and less prone to errors. With this new tool, the interactive rapid prototyping reduces costs of a specification phase. Here we present the concept and first results of the prototype of CLIB.
The authors present a security engineering process based on security problem frames and concretized security problem frames. Both kinds of frames constitute patterns for analyzing security problems and associated solution approaches. They are arranged in a pattern system that makes dependencies between them explicit. The authors describe step-by-step how the pattern system can be used to analyze a given security problem and how solution approaches can be found. Afterwards, the security problems and the solution approaches are formally modeled in detail. The formal models serve to prove that the solution approaches are correct solutions to the security problems. Furthermore, the formal models of the solution approaches constitute a formal specification of the software to be developed. Then, the specification is implemented by generic security components and generic security architectures, which constitute architectural patterns. Finally, the generic security components and the generic security architecture that composes them are refined and the result is a secure software product built from existing and/or tailor-made security components.