scholarly journals Running High Level Architecture in Real-Time for Flight Simulator Integration

Author(s):  
Torsten Gerlach ◽  
Umut Durak ◽  
Alexander Knüppel ◽  
Tim Rambau
2019 ◽  
Vol 8 (2S11) ◽  
pp. 4043-4046

Objectives: DLR’s real-time Human-in-the-Loop Space Flight Simulator needed an enhancement in its transonic and supersonic behavior for its advanced concept of a suborbital, hypersonic, winged passenger transport called SpaceLiner. Methods/Statistical analysis: A simulation model has been developed by geometry modeled flight dynamics for the commercial flight simulation software “X-Plane”. The presented solution is based on a real-time flight dynamics corrector application, taking table-based aerodynamic coefficients from Computational Fluid Dynamics (CFD) model experiments to overwrite X-Plane’s internal flight dynamics in the supersonic and hypersonic regime. Findings: Although compressible flow effects are considered using Prandtl-Glauert, the SpaceLiner X-Plane simulation model needed deeper investigation in its transonic and supersonic behavior, taking into account that transonic effects in X-Plane only refer to an empirical mach-divergent drag increase and the airfoil becomes an appropriate thickness ratio diamond shape under supersonic conditions. Whereas the X-Plane internal flight simulation engine delivers a high level of realism under subsonic conditions, significant deviations from the SpaceLiner aerodynamic reference database were identified in the supersonic and hypersonic regimes. An improved accuracy could be observed for two Mach test cases under corrector application usage conditions. Using X-Plane on the one hand and covering a constant accuracy throughout the whole range of regimes, subsonic, supersonic and hypersonic on the other hand, can be achieved by using the presented corrector application solution. Application/Improvements: X-Plane’s wireframe model approach was successfully fused with table-based lookup processing, delivering a constant high level of realism throughout the whole Mach range.


2016 ◽  
Vol 20 (4) ◽  
pp. 289-309 ◽  
Author(s):  
Jose Claudio V. S. Junior ◽  
Alisson V. Brito ◽  
Luis Feliphe Silva Costa ◽  
Tiago P. Nascimento ◽  
Elmar Uwe Kurt Melcher

Buildings ◽  
2019 ◽  
Vol 9 (3) ◽  
pp. 68
Author(s):  
Mankyu Sung

This paper proposes a graph-based algorithm for constructing 3D Korean traditional houses automatically using a computer graphics technique. In particular, we target designing the most popular traditional house type, a giwa house, whose roof is covered with a set of Korean traditional roof tiles called giwa. In our approach, we divided the whole design processes into two different parts. At a high level, we propose a special data structure called ‘modeling graphs’. A modeling graph consists of a set of nodes and edges. A node represents a particular component of the house and an edge represents the connection between two components with all associated parameters, including an offset vector between components. Users can easily add/ delete nodes and make them connect by an edge through a few mouse clicks. Once a modeling graph is built, then it is interpreted and rendered on a component-by-component basis by traversing nodes in a procedural way. At a low level, we came up with all the required parameters for constructing the components. Among all the components, the most beautiful but complicated part is the gently curved roof structures. In order to represent the sophisticated roof style, we introduce a spline curve-based modeling technique that is able to create curvy silhouettes of three different roof styles. In this process, rather than just applying a simple texture image onto the roof, which is widely used in commercial software, we actually laid out 3D giwa tiles on the roof seamlessly, which generated more realistic looks. Through many experiments, we verified that the proposed algorithm can model and render the giwa house at a real time rate.


Sensors ◽  
2021 ◽  
Vol 21 (12) ◽  
pp. 3956
Author(s):  
Youngsun Kong ◽  
Hugo F. Posada-Quintero ◽  
Ki H. Chon

The subjectiveness of pain can lead to inaccurate prescribing of pain medication, which can exacerbate drug addiction and overdose. Given that pain is often experienced in patients’ homes, there is an urgent need for ambulatory devices that can quantify pain in real-time. We implemented three time- and frequency-domain electrodermal activity (EDA) indices in our smartphone application that collects EDA signals using a wrist-worn device. We then evaluated our computational algorithms using thermal grill data from ten subjects. The thermal grill delivered a level of pain that was calibrated for each subject to be 8 out of 10 on a visual analog scale (VAS). Furthermore, we simulated the real-time processing of the smartphone application using a dataset pre-collected from another group of fifteen subjects who underwent pain stimulation using electrical pulses, which elicited a VAS pain score level 7 out of 10. All EDA features showed significant difference between painless and pain segments, termed for the 5-s segments before and after each pain stimulus. Random forest showed the highest accuracy in detecting pain, 81.5%, with 78.9% sensitivity and 84.2% specificity with leave-one-subject-out cross-validation approach. Our results show the potential of a smartphone application to provide near real-time objective pain detection.


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