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Point cloud generation for hyperspectral ore analysisDonner, Marc, Varga, Sebastian, Donner, Ralf 22 March 2018 (has links) (PDF)
Recent development of hyperspectral snapshot cameras offers new possibilities for ore analysis. A method for generating a 3D dataset from RGB and hyperspectral images is presented. By using Structure from Motion, a reference of each source image to the resulting point cloud is kept. This reference is used for projecting hyperspectral data onto the point cloud. Additionally, with this work flow it is possible to add meta data to the point cloud, which was generated from images alone.
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Updating mining reserves with uncertainty dataNeves, João, João Pereira, Maria, Araújo, Cristina, Soares, Amilcar 22 March 2018 (has links) (PDF)
In mining operations, the time delay between grade estimations and decision about the scheduling of stopes mining can result in seriously outdated information and, consequently, a substantial mined reserves bias. To mitigate this gap between the grade estimation of an orebody and its exploitation, this paper proposes a new method of speedily updating resources and reserves integrated into the concept of real-time mining. This consists in the continuous and swift update of mine reserves, which requires a continuous and fast stream of the measurements of stopes in an underground mine rather than the chemical lab analysis of core samples or chip/face samples. Here we propose using portable for the swift monitoring of ore grades. However, this “fast” data be highly uncertain. For this reason, the first step consists of creating a bidistribution function between “uncertain” XRF and the corresponding “hard” measurements, based on empirical historical data. Following this, the uncertainty of the XRF measurements is derived from those bi-distributions through the conditional distribution of real values given to the known XRF measurement.The second step involves updating the reserves by integrating this uncertain XRF data, which has been quantified by conditional distributions, in the grade characterization models. For this purpose, a stochastic simulation with point distributions is applied. A case study of a sulphide copper deposit illustrates the proposed methodology.
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Vývoj aplikací na platformě Meteor / Web Application Development on Meteor PlatformHlaváček, Josef January 2013 (has links)
The thesis describes the Meteor Platform and the process of real-time web application design and development. The objective is to provide information covering the technology behind real-time web applications and to describe the Meteor application design and development process utilizing the MMSP methodology. First part of the thesis defines what a real-time web application is and describes Node.js platform and javascript frameworks Mojito, Derby and Meteor. The second part deals with Meteor application design and development process and provides information about used architecture and components. The last chapter provides recommendation on Meteor application development and suitability of the framework for various types of applications, as well as utilization of the MMSP methodology for Meteor application development. The main output and benefit of the thesis is the real-time web application Chute Achiever, which can be used for educational purposes. This thesis is the first academic work about Meteor platform published at the University of Economics.
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Group-EDF: A New Approach and an Efficient Non-Preemptive Algorithm for Soft Real-Time SystemsLi, Wenming 08 1900 (has links)
Hard real-time systems in robotics, space and military missions, and control devices are specified with stringent and critical time constraints. On the other hand, soft real-time applications arising from multimedia, telecommunications, Internet web services, and games are specified with more lenient constraints. Real-time systems can also be distinguished in terms of their implementation into preemptive and non-preemptive systems. In preemptive systems, tasks are often preempted by higher priority tasks. Non-preemptive systems are gaining interest for implementing soft-real applications on multithreaded platforms. In this dissertation, I propose a new algorithm that uses a two-level scheduling strategy for scheduling non-preemptive soft real-time tasks. Our goal is to improve the success ratios of the well-known earliest deadline first (EDF) approach when the load on the system is very high and to improve the overall performance in both underloaded and overloaded conditions. Our approach, known as group-EDF (gEDF), is based on dynamic grouping of tasks with deadlines that are very close to each other, and using a shortest job first (SJF) technique to schedule tasks within the group. I believe that grouping tasks dynamically with similar deadlines and utilizing secondary criteria, such as minimizing the total execution time can lead to new and more efficient real-time scheduling algorithms. I present results comparing gEDF with other real-time algorithms including, EDF, best-effort, and guarantee scheme, by using randomly generated tasks with varying execution times, release times, deadlines and tolerances to missing deadlines, under varying workloads. Furthermore, I implemented the gEDF algorithm in the Linux kernel and evaluated gEDF for scheduling real applications.
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Pomník hasičů / Firefighters' MemorialKrhánek, Adam Unknown Date (has links)
Figural sculpture and 3d real-time visualisation.
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Analýza a detekce typu multimediálních dat v provozu RTP / Analysis and Detection of Multimedia Types in RTP TrafficKmeť, Martin January 2014 (has links)
This thesis deals with the issues of detecting the codec used for the encoding of voice data carried by the RTP protocol without having access to the information carried by signalisation protocols in VoIP applications. Its main goal is to create and implement a fast algorithm for detecting the codec used for voice transfer via the RTP protocol. This algorithm should be fast enough to be used for offline analysis of captured data as well as for real-time online analysis. For research of possibilities were compared two approaches of detection. Detection by the characteristics of the codecs was chosen to solve the problem itself. Within the solution was performed data analysis and implementation of the application followed by testing on data.
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Mode Change in Real-time Component Systems / Mode Change in Real-time Component SystemsOutlý, Matěj January 2011 (has links)
The goal of the thesis is to examine possibilities of dynamic reconfiguration in real-time component systems, especially to formally describe support of operating modes. The thesis introduces a reconfiguration mechanism based on properties and relations between them. The mechanism is designed to facilitate a straight forward modeling of operating modes and reconfiguration rules and preserves re-usability of assembled components. The thesis also presents a realization of the mechanism suitable for the domain of embedded real-time systems.
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CScore – A Real Time Application for E-sports : PROVIDING LIVE UPDATES OF PROFESSIONAL MATCHESAnnergren, Björn, Ulug, Daniel January 2016 (has links)
The e-sport market is a growing one and as it grows monetary interests, willingness to exploit it grows with it. A part of the e-sport market that is not satisfied yet is the market of mobile applications catering to e-sport audiences. To tackle the problem this thesis explores the problems one might encounter whilst developing a soft real-time mobile application for an esport game. The applications name is CScore, an application that will present the score of ongoing e-sports matches. Methods used for data analysis of necessary information includes analytical induction and coding. As system development model a prototyping model was used with Scrum as its framework. This thesis results in the presentation of a prototype of CScore, with enough information about the application to develop the complete system. An overview of the planned CScore system is presented including, how to retrieve information about matches and current information of ongoing matches. The relationship model of the local database and the layout of the mobile application is also presented. / E-sport är en växande marknad och medans den växer har många investerares intressen för denna marknad ökat. En av dessa branscher är mobila applikationer för e-sport fans. Denna rapport visar detaljerat hur man förbereder sig för en ny marknad och hur man utvecklar en real-tids mobilapplikation för ett e-sport spel. Applikationen kallas CScore och är en applikation som presenterar poängen av pågående e-sport matcher. Metoderna använda för data analys av nödvändig information inkluderar analytisk induktion och “coding”. Som systemutvecklingsmodell användes en prototypbaserad modell med Scrum som ramverk. Projektet resulterar i att en prototyp av CScore presenteras, med tillräcklig information om hur denna applikation borde implementeras för att utveckla det fullvärdiga systemet. En översikt över CScore systemet är presenterat inklusive hur information om matcher skall hämtas samt hur information om pågående matcher skall hämtas. Relationsmodellen över databasen och layouten för mobilapplikationen presenteras också.
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Vizualizace a editace voxelů pro 3D tisk v real-time / Real-time voxel visualization and editing for 3D printingKužel, Vojtěch January 2021 (has links)
In this thesis, we explore detailed voxel scene compression methods and editing thereof with the goal to design an interactive voxel viewer/editor, for e.g. a 3D printing appli- cation. We present state-of-the-art GPU compatible data structures and compare them. On top of the chosen data structure, we build standard editing tools known from 2D, capable of changing voxel color in real-time even on lower end machines. 1
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Implementation Issues of Real-Time Trajectory Generation on Small UAVsKingston, Derek B. 11 March 2004 (has links) (PDF)
The transition from a mathematical algorithm to a physical hardware implementation is non-trivial. This thesis discusses the issues involved in the transition from the theory of real-time trajectory generation all the way through a hardware experiment. Documentation of the validation process as well as modifications to the existing theory as a result of hardware testing are treated at length. The results of hardware experimentation show that trajectory generation can be done in real-time in a manner facilitating coordination of multiple small UAVs.
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