scholarly journals Shock tube-based calibration installation for dynamic pressure transducers and performance testing

2019 ◽  
Vol 2019 (23) ◽  
pp. 8577-8582
Author(s):  
Laijun Yan ◽  
Xu Zhang ◽  
Lihu Zhang ◽  
Xianghong Yao ◽  
Xinhua Qi ◽  
...  
2018 ◽  
Vol 1064 ◽  
pp. 012055 ◽  
Author(s):  
Laijun Yan ◽  
Yong Chen ◽  
Lihu Zhang ◽  
Xu Zhang ◽  
Xianghong Yao ◽  
...  

Author(s):  
Adam M. Hurst ◽  
Timothy R. Olsen ◽  
Scott Goodman ◽  
Joe VanDeWeert ◽  
Tonghuo Shang

Silicon micro-machined piezoresistive based pressure transducers are often used to make high frequency dynamic pressure measurements. The spectral or frequency response of these microelectromechanical systems (MEMS) is a function of the natural resonance of the sensor structure, sensor size, sensor packaging, signal conditioning and transducer mounting in the desired measurement location. The advancement of MEMS micro-fabrication, which has reduced sensor size dramatically, and the high elastic modulus of silicon have allowed the natural resonance of these devices to range from 100kHz to several MHz [1]. As a result, packaging and mounting at the point of measurement are the major factors that determine the flat (0dB) frequency response envelope of the transducer, which is typically quantified by a transfer function. The transfer function quantifies the difference both in magnitude and phase between an input signal and a measured signal in the frequency domain. The dynamic response of pressure transducers has historically been estimated via a unit step input in pressure created through a shock tube test that excites the high natural resonance of the chip. Unfortunately, these tests are less effective at accurately quantifying the frequency response of the transducer in the domain of greatest interest (DC-20kHz), specifically the bandwidth over which the response is flat (0dB). In this work, we present a test methodology using a speaker-driven dynamic pressure calibration setup for experimentally determining the transfer function of a pressure transducer from 1–50kHz. The test setup is validated using capacitive-based microphones with claimed flat spectral characteristics well beyond 50kHz. Using this test setup, we present experimental spectral response results for low-pressure miniature MEMS piezoresistive pressure transducers over the frequency range of 1–50kHz and qualitatively compare these results to traditional shock tube tests. The transducers characterized have been manufactured with several different standard sizes and front-end configurations.


2020 ◽  
pp. 1-12
Author(s):  
Wu Xin ◽  
Qiu Daping

The inheritance and innovation of ancient architecture decoration art is an important way for the development of the construction industry. The data process of traditional ancient architecture decoration art is relatively backward, which leads to the obvious distortion of the digitalization of ancient architecture decoration art. In order to improve the digital effect of ancient architecture decoration art, based on neural network, this paper combines the image features to construct a neural network-based ancient architecture decoration art data system model, and graphically expresses the static construction mode and dynamic construction process of the architecture group. Based on this, three-dimensional model reconstruction and scene simulation experiments of architecture groups are realized. In order to verify the performance effect of the system proposed in this paper, it is verified through simulation and performance testing, and data visualization is performed through statistical methods. The result of the study shows that the digitalization effect of the ancient architecture decoration art proposed in this paper is good.


Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 965
Author(s):  
Naufal Azzmi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan  (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).


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