Browsing by Subject "simulation"
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ItemEfficient Computation for a Reaction-Diffusion System with a Fast Reaction with Continuous and Discontinuous Initial Data Using COMSOL Multiphysics(2009) Wang, Guan; Churchill, Aaron; Gobbert, Matthias K.; Seidman, Thomas I.In a chemical reaction-diffusion system with three species, the interaction between diffusion and a fast reaction between two species creates a transient, sharp, internal interface. Besides the three species model, we use a two component model that is equivalent in the asymptotic limit as the reaction becomes infinitely fast. We use COMSOL Multiphysics for the simulations and use the time-dependent analysis of the general form of the problem for accurate representation of derivatives of the non-linear terms. For a representative continuous initial condition, detailed comparisons of results in one spatial dimension confirm that the two component model is the asymptotic limit of the three species model, but is significantly more numerically efficient. Additional studies in both one and two spatial dimensions confirm that COMSOL Multiphysics obtains the same steady state solution also for several initial conditions with jump discontinuities. ItemHeaven and Hellscapes: Exploring Altered Mind States through Procedural Environments(Faculty of Arts and Design, Durban University of Technology (DUT), 2018) Oldenburg, AaronThis paper discusses the results of several original digital game design experiments where generative landscapes are created to reference states of consciousness. Their designs take inspiration from hypnagogic states, geographically-located psychic trauma and dream-states, unconscious player input, dissociative worlds, and landscapes as autonomous, emotional entities. This series is a work-in-progress that points to future paths in expressive generative landscape design. ItemInfotecture: Gauging Where Physical Architecture and Information Architecture Merge and Divide(2018-07-18) Pollard, Sean; Walsh, Greg; Kohl, Deborah; Yale Gordon College of Arts and Sciences; Interaction Design Information Architecture (IDIA)This thesis examined the problem of a lack of universal information architecture (IA) design standard in the realm of information technology (IT), resulting in over-diversity, bad IA, best practices disarray, and substantialized user disconnect. Literature-based research observed for potential, metaphorical arcade overlaps within IA, and physical architectural periscopes extending beyond the mere use of the word architecture. This architectural potential was given the makeshift term Infotecture: Both the element of potential and its potentiality to merge the two fields through intentional overlap and application. It was proposed and examined that if arcade periscopes, or metaphorical columns and arch constructs, as well as their supporting architectural design principles, align with the context of the word architecture within IA and its design languages then such a correlation should be considered in future dialogue and integration into best practices. It was concluded that infotecture proved inconclusive without further empirical data, but documented user-research eye tracking video data revealing uniform user responses to proposed cognitive arcades within a simulation as considered within the literature review. This proved reflected in universal broadening and narrowing visual query patterns in all participants when operating the architecturally influential driving simulation used in the user-research eye tracking investigation. The eye tracking data was further supported by insightful feedback from test participants when interviewed and debriefed after participation. The contributions to a solution to the problem were observational recommendations for future designers geared toward the identifying, consideration, and possible integration of the mental models, founding principles and structural aesthetics of Roman architect Vitruvius and others by future information architects into future IA and simulative designs. ItemMagicWeaver: An Agent-Based Simulation Framework for Wireless Sensor Networks(2002-08-01) Tolia, Sovrin; Finin, Tim; Joshi, AnupamDistributed sensor networks have been the focus of considerable research during the past few years. Current research on wireless sensor networks can involve a number of issues, including hardware constraints, communication and routing issues, data management problems, and software engineering principles. To clearly understand their characteristics, we require development environments to design them, explore architectural alternatives, and simulate their performance. MagicWeaver is an agent-based simulation framework for wireless sensor networks. It provides abstract models for sensor tasking and communication, device constraints, network topologies and the physical environment. It also supports a special class of applications characterized by streaming data-feeds. MagicWeaver illustrates ways in which agents paradigm extends it`s flexibility to incorporate teamwork and coordination between sensor agents. In this paper we discuss MagicWeaver`s underlying design rationale and provide it`s current implementation status. We also report on results obtained while performing scalability tests using the JADE agent platform. ItemMulti-User Virtual Environments for Education and Training? A Critical Review of Second Life(Educational Technology Publications Inc., 2008-06) Berge, Zane L.Second Life is a popular example of an immersive, three-dimensional, virtual world. Inhabitants of Second Life often describe their experiences in-world as having great social presence. Certainly there is a good deal of potential for education and training to occur in multi-user virtual environments (MUVEs), if designed properly, especially when the goals involve role playing, simulation, and peer interaction. On the other hand, the author notes, the state-of-the-art of these virtual worlds is such that instructors should use caution, if for no other reason than the steep learning curve for students and teachers alike, in using MUVEs for education and training, when an easier to use alternative delivery system can be effective. ItemParallel studies for chemically reacting systems(2009-08-06) Yang, YushuParallel computing code can be applied to solve chemically reacting systems. In a well stirred chemical system, the number of molecules for each species can be solved by implicit tau method, and the histogram of the method is used to compare with the exact simulation called SSA. In this report, the parallel code will be implemented in both SSA and implicit tau, with the discussion that how random number generator will be applied in the parallel code from large number of sample simulations. Moreover, the performance study of the parallelism and some statistical analysis will be provided. ItemReclustering for Large Plasticity in Clustered Shape Matching(2017-01-01) Falkenstein, Michael Joseph; Bargteil, Adam W.; Computer Science and Electrical Engineering; Computer ScienceIn this theses, we present a novel contribution to the clustered shape matching framework. Clustered shape matching describes an algorithm introduced a decade ago by M�ller and colleagues in 2005, which was designed to allow for deformable bodies to behave in a physically plausible way when it comes to collisions, deformations, or fractures. This is accomplished by sampling the given deformable object with particles and clustering the particles together in such a way that they can accurately reflect plastic and elastic deformations in the object. These sampled particles determine the degrees of freedom present within the object. At each timestep, a best-fit rigid transformation of the rest of the shape of the object to the current configuration of particles is computed, and Hookean springs are used to pull the particles towards the transformed shape. Clustered shape matching algorithms of this nature have proven to be robust enough to offer realistic physical simulations, while also being efficient enough to run in real-time, offering a level of interactivity for the user. One limitation of clustered shape matching becomes apparent during large plastic deformations. Recently, there was a piece of research work published that extended basic clustered shape matching in an attempt to address this limitation by dynamically adding and removing clusters and particles. In this theses, we re-visit this limitation and propose a more careful, principle-driven solution to the problem of reclustering. Additionally, we show through experimentation that our proposed solution does not change the behavior of the material of the sampled object. Furthermore, we demonstrate that the particle reclustering is sufficient in our framework to handle extremely large plastic deformations, allowing us to easily conserve the mass of the object. Lastly, we present a concrete example, highlighting an error in estimating rotations in the original shape matching work of M�ller and colleagues that has persisted for over a decade through other followup work in shape matching. ItemThe modeling equation: solving the physically-based modeling and animation problem with a unified solution(2015-01-01) Wang, Yu; Olano, Marc; Computer Science and Electrical Engineering; Computer SciencePhysically-based modeling research in computer graphics is based largely on derivation or close approximation from physics laws defining the material behaviors. From rigid object dynamics, to various kinds of deformable objects, such as elastic, plastic, and viscous fluid flow, to their interaction, almost every natural phenomena can find a rich history in computer graphics research. Due to the nonlinear nature of almost all real world dynamics, the mathematical definition of their behavior is rarely linear. As a result, solving for the dynamics of these phenomena involves non-linear numerical solvers, which sometimes introduces numerical instability, such as volume gain or loss, slow convergence. The contribution of this project is a unified particle-based model that implements an extended SPH solver for modeling fluid motion, integrated with rigid body deformation using shape matching. The model handles phase changes between solid and liquid, including melting and solidification, where material rigidity is treated as a function of time and particle distance to the object surface, and solid fluid coupling, where rigid body motion causes secondary fluid flow motion. Due to the stability of the fluid-rigid interplay solver, we can introduce artistic control to the framework, such as rigging, where object motion is predefined by either artistic control, or procedurally generated dynamics path. Interaction with the fluid can be indirectly achieved by rigging the rigid particles which implicitly handles rigid-fluid coupling. We used marching cubes to extract the surfaces of the objects, and applied the PN-triangles to replace the planar silhouettes with cubic approximations. We provide discussion on evaluation metrics for physically-based modeling algorithms. In addition, GPU solutions are designed for physics solvers, isosurface extraction and smoothing. ItemUtilizing Technology Based Learning for Disaster Preparedness(IGI Global Disseminator of Knowledge, 2012-01) Burkhammer, Michele; Lawner, Benjamin; Berge, ZanePreparing for disasters can be a grueling, although necessary, exercise for those involved in emergency response. The large scale nature of disaster response poses many obstacles to executing an effective disaster preparedness drill that incorporates hospitals,fire and rescue personnel, and police. Cooperation and effective communication during these incidents is imperative. Simulation technology is a realistic alternative to a large, multi-disciplinary, one- time effort. Each discipline may be able to practice and reinforce their roles in a disaster 1vith the aid of various emerging technologies. This paper e):.:amines some of the technologies already being implemented in the area of disaster preparedness. Technology based learning (TBL) strategies are analyzed/or consistency with accepted principles of adult education.