2,924 research outputs found
Conceptual Design and Testing of a Dual-thrust Dual-head Electromagnetic Space Exploration Probe
This paper relates to the conceptual design and laboratory testing of a miniature dual-thrust dual-head electromagnetic space exploration probe, named as Jerin’s Space Exploration Probe (JSEP), capable of producing propulsive force continuously within the atmosphere and outer space. The JSEP consists of a magnetic piston and a vacuum cylinder with dual-head electromagnet having varying polarity. The total weight of the miniature system used for the static test is on the order of 1.2 Kg. The piston is made of permanent magnet which is kept inside a vacuum cylinder of diameter 3 cm and a total length of 12 cm. The vacuum cylinder is made of non-Magnetic material. The dual-heads are magnetized using a Direct Current (DC) from a solar cell and the reciprocating motion of the piston is being invoked by the polarity change using an onboard timing circuit. The forward motion of the JSEP is achieved by the momentum gained from the striking force of the magnetic piston to the Forward Dead Centre (FDC) of the vacuum cylinder. Whereas, the equal and opposite reacting force was nullified at the border of the Jerin’s Gap by initiating the polarity change of the Rearward Dead Centre (RDC) using a timing circuit, which has facilitated for prohibiting the backward movement of JSEP. The series of strikes done by the magnetic piston at the FDC enable the JSEP to travel an infinite distance limited to the life of the system with a minimum estimated span of 12 years
Do different types of VR influence pedestrian route choice behaviour? A comparison study of Desktop VR and HMD VR
Virtual Reality (VR) is a valuable tool for studying pedestrian behaviour in complex and realistic scenarios. However, it has remained unknown how different VR technology would influence pedestrian behaviour. This paper presents VR experiments that were conducted with 70 participants using a desktop VR or a HMD VR to perform four different wayfinding tasks in a multi-story building. Quantitative analysis of pedestrian behaviour data and user experience data were performed in order to investigate the impact of the technological differences between the two VR techniques. It was found that participants had better wayfinding task performance in the desktop group. However, the route and exit choice and user experience were overall similar between the two groups. The findings suggest that one could adopt more ‘simple’ VR technologies for studies featuring ‘simple’ wayfinding tasks.Accepted Author ManuscriptTransport and Plannin
VR Kepler orbit simulation: VR Astronomy simulation
For this project, we developed an educational Virtual Reality (VR) experience that will expose students to an immersive simulation of planetary motion. While there are many Solar System simulations available online, none of them focus on visualizing apparent retrograde motion in an educational setting. This VR experience is intended to fill that gap. The objective of this research project was to develop and implement an efficient and accurate simulation of Kepler orbits in VR for educational settings with a focus on the visualization of apparent retrograde motion. In particular, our main focus is on the ability to view the apparent retrograde motion of planets from the perspective of planets other than Earth. Our VR application is created using Unreal Engine 5, with code written in C++, and is designed to be used with the Meta Quest 2 VR headset. To the best of our knowledge, this is one of the first attempts in post-secondary education at creating an immersive experience for planetary motion in VR with a focus on apparent retrograde motion. Report submission was sponsored by Dr. Shahriar Khosravi, (Computing Science Department) for course CMPT 2367 and was presented at the New Westminster campus on April 12, 2023, for Student Research Days 2023.Not peer reviewe
VR Kepler orbit simulation: VR Astronomy simulation
For this project, we developed an educational Virtual Reality (VR) experience that will expose students to an immersive simulation of planetary motion. While there are many Solar System simulations available online, none of them focus on visualizing apparent retrograde motion in an educational setting. This VR experience is intended to fill that gap.
The objective of this research project was to develop and implement an efficient and accurate simulation of Kepler orbits in VR for educational settings with a focus on the visualization of apparent retrograde motion. In particular, our main focus is on the ability to view the apparent retrograde motion of planets from the perspective of planets other than Earth.
Our VR application is created using Unreal Engine 5, with code written in C++, and is designed to be used with the Meta Quest 2 VR headset. To the best of our knowledge, this is one of the first attempts in post-secondary education at creating an immersive experience for planetary motion in VR with a focus on apparent retrograde motion.
Video submission was sponsored by Dr. Shahriar Khosravi, (Computing Science Department) for course CMPT 2367 and was presented at the New Westminster campus on April 12, 2023, for Student Research Days 2023
Применение VR-технологий в обучении и развитии персонала
Тема исследования: Применение VR-технологий в обучении и развитии персонала. Документ содержит 76 страниц, на которых размещены 16 рисунков и 7 таблиц. Выпускная квалификационная работа включает 4 приложения. В процессе написания ВКР использовались 50 литературных источников. Объект исследования - публичное акционерное общество «Газпром нефть». Предмет исследования - программы обучения и развития персонала с использованием VR-технологий в ПАО «Газпром нефть».
Структура ВКР включает в себя введение, три главы основного текста, заключение, список используемых источников и приложения. Во введении сформированы цель и задачи, а также объект, предмет и методы исследования, обоснована актуальность выбранной темы выпускной квалификационной работы.
В первой главе «Теоретические основы обучения и развития персонала» описаны сущность, подходы, методологические принципы, цели и методы обучения и развития персонала, а также рассмотрен традиционный корпоративный университет как форма обучения и развития персонала. Вторая глава «Инновационные технологии обучения и развития персонала» посвящена описанию инновационных методов обучения персонала, а также изучению различных методик оценки эффективности программ обучения. В третьей главе «Применение VR-технологий в ПАО «Газпром нефть» описана деятельность компании, проанализирована организационная структура, а также характеристика персонала организации по различных критериям, отражены финансовые показатели компании. На основе данных внутренней документации и анкетирования сотрудников автором были проанализированы внедрённые программы обучения с применением VR-технологий и сформулированы рекомендации по совершенствованию реализуемых VR-курсов. Также в работе были предложены метрики для оценки экономической и социальной эффективности обучения с применением VR-технологий.
В заключении работы сформулированы итоги исследования и общие выводы.
Цель выпускной квалификационной работы: анализ реализуемых программ обучения с применением VR-технологий в ПАО «Газпром нефть» и разработка рекомендаций по их совершенствованию. Также были поставлены следующие задачи: исследовать дифференциацию понятий «обучение персонала» и «развитие персонала», изучить методы обучения и развития персонала, проанализировать методики оценки эффективности обучения и развития персонала и др.
Получены следующие выводы: выявлены высокая эффективность применения VR-технологий в обучении и развитии персонала в ПАО «Газпром нефть», а также возможные зоны развития, для совершенствования которых предложен ряд рекомендаций.Research topic: Application of VR technologies in personnel training and development. The document contains 76 pages containing 16 figures and 7 tables. The final qualifying work includes 4 applications. In the process of writing the work, 50 literary sources were used. The object of the research is the public joint stock company Gazprom Neft. The subject of the research is personnel training and development programs using VR technologies at Gazprom Neft PJSC.
The structure of the work includes an introduction, three chapters of the main text, a conclusion, a list of sources and applications. In the introduction, the goal and objectives, as well as the object, subject and methods of research are formed, the relevance of the chosen topic of the final qualifying work is substantiated.
The first chapter "Theoretical foundations of personnel training and development" describes the essence, approaches, methodological principles, goals and methods of personnel training and development, and also considers the traditional corporate university as a form of personnel training and development. The second chapter "Innovative technologies for personnel training and development" is devoted to the description of innovative methods of personnel training, as well as to the study of various methods for assessing the effectiveness of training programs. The third chapter, Application of VR technologies at PJSC Gazprom Neft, describes the company's activities, analyzes the organizational structure, as well as the characteristics of the organization's personnel according to various criteria, reflects the company's financial indicators. Based on the data of internal documentation and questionnaires of employees, the author analyzed the implemented training programs using VR technologies and formulated recommendations for improving the implemented VR courses. The work also proposed metrics for assessing the economic and social effectiveness of learning using VR technologies.
In the conclusion of the work, the results of the study and general conclusions are formulated.
The purpose of the final qualification work: analysis of the training programs being implemented using VR technologies at Gazprom Neft PJSC and the development of recommendations for their improvement. The following tasks were also set: to investigate the differentiation of the concepts of "personnel training" and "personnel development", to study the methods of training and personnel development, to analyze methods for assessing the effectiveness of training and personnel development, etc.
The following conclusions were obtained: high efficiency of the use of VR technologies in personnel training and development at Gazprom Neft PJSC was revealed, as well as possible development zones, for the improvement of which a number of recommendations were proposed
3D flow visualization and geometry optimization of cavity based scramjet combustors using k-ω model
In this paper numerical studies have been carried out to examine the intrinsic flow features of cavity based scramjet combustors with backward facing step and forward ramp using 3D, density-based, implicit, SST k-omega turbulence model. The preliminary results show a wide variety of flow features resulting from the interactions between the injector flows, shock waves, boundary layers, and cavity flows. In all the cases the C2H6-CO2-H2O fuel is injected at three different jet angles for the optimization of the jet orientation. Through the 3D numerical simulation we have corroborated that an optimized cavity is a good choice to stabilize the flame in the scramjet combustor as it generates a benign recirculation zone in the scramjet combustor. We comprehended that the cavity based scramjet combustors have a bearing on the source of disturbance for the transverse jet oscillation, fuel/air mixing enhancement, and flame-holding improvement. We concluded that the cavity shaped combustor with backward facing step and 45° forward ramp having an injector location of 1.6 times of its hydraulic diameter from the inlet facilitating at an angle of injection of 45° opposing the inlet flow is a good choice to getting relatively higher temperature at the exit
Diagnostic investigation of flame spread mechanism in dual-thrust solid propellant rocket motors
Numerical studies have been carried out to examine the flame spread mechanism and the chamber dynamics of high-performance dual-thrust solid propellant rocket motors during the starting transient period of operation. Using a three-dimensional unsteady, shear-stress transport k-ω turbulence model, detailed parametric studies have been carried out to examine the aerodynamic choking and the existence/non-existence of a fluid throat at the transition region during the startup transient of dual-thrust motors (DTMs). In the numerical study, a fully implicit finite volume scheme of the compressible, density based Navier-Stokes equation is employed. We confirmed that, at the subsonic inflow conditions, there is a possibility of the occurrence of internal flow choking in dual-thrust motors with large length-to-diameter ratio (L/d > 44) due to the formation of a fluid throat at the beginning of the transition region induced by area blockage caused by boundary layerdisplacement thickness. We also confirmed that in such motors the choked flow becomes unchoked flow during the flame spread period due to the mass injection from the wall as a result of the thinning of the boundary layer thickness. We have demonstrated that without altering the grain geometry one can alter the flame spread mechanism by altering the igniter jet turbulence intensity, igniter gas temperature and propellant conductivity. Additionally, the numerical results of inert simulators of dual-thrust motors are compared with that of the case with propellant injection for establishing the physical situations of the choked and unchoked flow conditions during the starting transient period of operation of dual-thrust motors with high-propellant loading density
Social virtual reality (VR) applications and user experiences
Virtual reality (VR) is the experience in a simulated interactive virtual space. It provides synthetic sensory feedback to users' actions that can physically and mentally immerse the users. Social VR is one type of VR system that allows multiple users to join a collaborative virtual environment and communicate with each other, usually by means of visual and audio cues. The virtual space can be a computer-generated 3D scene or a 360° scene captured by an omnidirectional camera. Each user is represented as a computer-generated avatar or using a virtual representation based on live capture. Social VR has shown to be a promising solution to enrich remote communication experiences in the face of increasing pressures to reduce travel and work remotely. In this chapter, we will showcase the design, implementation, and real-world deployment of a series of social VR applications, which are developed for immersive interactive communication and collaboration for multiple domains (e.g., healthcare, cultural heritage). Moreover, we discuss the experimental protocols for evaluating user experiences in this new medium.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Multimedia Computin
Wayfinding behaviour in a multi-level building: A comparative study of HMD VR and Desktop VR
Virtual Reality (VR) provides the possibility to study pedestrian wayfinding behaviour in multi-level buildings. Although VR has been applied increasingly to study pedestrian behaviour, it has remained unclear how different VR technology would affect behavioural outcomes in a multi-level building. The study compares the adoption of different VR technologies for pedestrian wayfinding studies, via investigating the difference in pedestrian wayfinding behaviour and user experience. Wayfinding experiments with two groups of participants were conducted using either HMD VR or Desktop VR. Pedestrian movement trajectory data were collected via the VR system and user experience data were recorded via a questionnaire. These data allow for direct comparison and detailed analysis of pedestrian behaviour and user experience between the adoption of two VR technologies. The results showed that technological differences have a significant impact on wayfinding task performance and head rotation change. However, the route choice, exit choice and user experience were overall similar between the two groups. These results provide empirical evidence supporting researchers to choose between immersive and non-immersive VR when study pedestrian wayfinding behaviour.Transport and PlanningTransport and Plannin
Author Co-Citation Analysis (ACA): a powerful tool for representing implicit knowledge of scholar knowledge workers
In the last decade, knowledge has emerged as one of the most important and valuable organizational assets. Gradually this importance caused to emergence of new discipline entitled ―knowledge management‖. However one of the major challenges of knowledge management is conversion implicit or tacit knowledge to explicit knowledge. Thus Making knowledge visible so that it can be better accessed, discussed, valued or generally managed is a long-standing objective in knowledge management. Accordingly in this paper author co- citation analysis (ACA) will be proposed as an efficient technique of knowledge visualization in academia (Scholar knowledge workers)
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