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EN
Artificial intelligence-assisted recognition of dangerous items at baggage inspection is essential for traveler safety. In our research, we used a digital twin of a suitcase with three dangerous items placed among ordinary items: a knife, a revolver, and a grenade. We aimed to investigate the impact of granular noise on the quality of recognizing dangerous objects, depending on the adopted color model. For our research, we used the YOLOv7 neural network, which was trained on images of individual color models undistorted by noise for 300 epochs. Test sets with different noise levels were then recognized by the trained network. The confusion matrix for the trained images from the digital twin revealed high-quality recognition of individual objects. Research into the influence of grain noise on the recognition of dangerous objects revealed poor resistance of colored images on a white background to such noise. The best results for recognizing dangerous objects were recorded for black-and-white negative images, which are commonly used in medical x-rays.
EN
Virtual digital representation of a physical object or system, created with precision through computer simulations, data analysis, and various digital technologies can be used as training set for real life situations. The principal aim behind creating a virtual representation is to furnish a dynamic, data-fueled, and digital doppelgänger of the physical asset. This digital counterpart serves multifaceted purposes, including the optimization of performance, the continuous monitoring of its well-being, and the augmentation of informed decision-making processes. Main advantage of employing a digital twin is its capacity to facilitate experimentation and assessment of diverse scenarios and conditions, all without impinging upon the actual physical entity. This capability translates into substantial cost savings and superior outcomes, as it allows for the early identification and mitigation of issues before they escalate into significant problems in the tangible world. Within our research endeavors, we've meticulously constructed a digital twin utilizing the Unity3D software. This digital replica faithfully mimics vehicles, complete with functioning headlamp toggles. Our lighting system employs polygons and normal vectors, strategically harnessed to generate an array of dispersed and reflected light effects. To ensure realism, we've meticulously prepared the scene to emulate authentic road conditions. For validation and testing, we integrated our model with the YOLO (You Only Look Once) neural network. A specifically trained compact YOLO model demonstrated impressive capabilities by accurately discerning the status of real vehicle headlamps. On average, it achieved an impressive recognition probability of 80%, affirming the robustness of our digital twin.
3
Content available GPU implementation of atomic fluid MD simulation
EN
A computer simulation of an atomic fluid on a GPU was implemented using the CUDA architecture. It was shown that the programming model for efficient numerical computing applications was changing with the development of the CUDA architecture. The introduction of the L2 cache decreased the latency between the global GPU memory and the registers. The performed MD simulation using the global memory and registers showed that the average acceleration relative to the CPU reached 80 times for single-precision calculations. Usually, the shared block memory gives much be4er results for this kind of calculation. We have found that using the shared memory gives acceleration over 116 times in comparison to the CPU. It is about 49% faster than using the global memory and registers. It is shown here that the performance of generally available graphics cards for double-precision calculations is significantly lower than for single-precision calculations. The recorded double-precision acceleration relative to the CPU in our experiment averaged 6 and 7 times for the global and shared memory, respectively. We performed these calculations on two different CUDA enable device systems.
EN
The attractiveness of real-time multimedia communication as part of an e-learningplatform largely depends on the quality of the telecommunications infrastructure and on theservices that support the exchange of audiovisual data. The research subject of this workis communication between stationary and mobile devices using distributed services such asWeb Real-Time Communication (WebRTC) running in HTML5 compliant web browsers. Thetest connections were carried out in a peer-to-peer architecture over a local wireless WiFinetwork and a mobile network supporting the Long Term Evolution (LTE) standard fordata interchange. Several audiovisual sessions between two clients were analyzed for differentconnection scenarios. Parameters responsible for the transmission quality, such as delay, jitter,packet loss, or the speed of sending and receiving video frames were measured for each scenario.Open audiovisual communication system performance experiments were conducted under realoperating conditions. The obtained results indicated potential applications in the developmentof e-learning websites.
5
Content available An EEG mobile device as a game controller
EN
In this work the real-time control of computer games was explored by a single elec-trode mobile electroencephalography (EEG) device with a Bluetooth interface. The amplitudevariation in the two frequency bands of 4-12 Hz and 60-200 Hz was selected as the real-timecontrol parameter. The frequency-domain of a raw EEG signal was calculated using the discreteFourier transform. The time-dependent signal samples equal to 512, 1024, and 2048 time pointsin size were used in our research. The well-known classic Pong game was used to try out ourcontroller. The developed software handles communication with the device and real-time gamerendering. The .NET Framework with the C# programming language was used as a develop-ment tool. 50 gameplay trials were made for each controller setup. The obtained results arepromising for the possible use of the device in real-time communication with computer devicesfor people with hand disabilities.
EN
We parallelized the sequential algorithm of the four-body correlation function if eachcombination of two pairs(i, j)and(k, l) was averaged over the time in a separate calculation thread. The generator of pairs used as the input for this algorithm was also parallelized and connected with the 4-body correlation function calculations. We used our algorithm to accelerate extremely intensive calculations of the 4-body polarizability anisotropy correlation functions,which were very important to estimate the interaction induced light scattering spectrum. The resulting C code was used to test our algorithm on Graphics Processing Units (GPUs) with the Compute Unified Device Architecture (CUDA) technology from NVIDIA®Corporation. Asa result, we achieved 12 times the acceleration of the 4-body correlation function calculations in comparison to the Central Processing Unit (CPU) core. The peak performance of the GPU calculations was registered at the level of 19 times faster than the CPU core. We also found thatacceleration depended on the memory consumption. In the single precision mode, the relative error between the CPU and GPU calculations was found to be within 0.1%
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