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Some environments are hostile or inaccessible to human beings. In such situations, one has to rely on robots which, despite continuous technical progress, still don’t have the capability to perform complex tasks autonomously with a sufficient level of reliability and security. They must be remotely controlled. If simple input devices allow controlling them in free space, for example to move a camera, they are no longer sufficient when a control of the efforts applied on the environment is required. In such a case, force feedback interfaces are necessary. This article introduces their main design criteria and use-cases in teleoperation.
A new design method for applications using virtual environments is proposed. I2 I enables us to design an innovative virtual reality system that effectively simulates certain aspects of the real world for the user, under optimum conditions of cost, time and quality. In such a system, the user, stimulated by all his sensations, intuitively understands the actions he has to perform. The disciplinary fields involved in meeting such a challenge are numerous, and not limited to the usual design professions. For more information, please refer to the "Virtual Reality" section of the Signal Processing and its Applications (TEB) booklet in Techniques de l'Ingénieur.
The history of stealth is fairly recent but has experienced a significant development over the past decades leading to the creation of several generations of stealth aircrafts and notably the Lockheed F22 and the F22 Raptor.Stealth aircrafts are conceived in order to deflect or absorb waves and send back to the radar a very attenuated signal. Stealth is based upon several basic principles linked to existing electromagnetic phenomena. The radar equivalent surface of the object must be reduced to the minimum so that it is detected by radars as late as possible.The design of a stealth aircraft is subjected to rules in terms of shape, cavities and choice of absorbing materials. Since these developments, stealth has been successfully applied to missiles, drones and warships.
Scientific and technological advances in the field of virtual reality make it possible to create, evaluate, and disseminate interactive and immersive applications at low cost. Whether to simulate real-life situations and/or to enhance human capabilities, virtual reality is used currently in several fields. This article covers in particular its use in learning and training. It Starts with an introduction to virtual reality and the advantages of its use. Then, it presents how virtual learning environments are designed, and concludes with a study of concrete use cases.
Since the 1990s, virtual reality technologies, and those associated with them, have penetrated the world of health and disability for various purposes such as understanding the human being, caring for him, enabling him to develop or recover capacities, helping him, to enable him to regain as much autonomy as possible. The interest shown in them results from the innovative and effective paradigms they allow to implement, the impact that virtual experiences have on mankind, the attractiveness they generate for different users, but also from the current facilitation of their access. This approach is particularly and specifically beneficial in psychotherapy and in cognitive and sensorimotor rehabilitation.
This article describes the concepts of intelligent predictive maintenance in Industry 5.0. It begins by presenting the paradigm shift between Industry 4.0 and Industry 5.0, initiated in 2020 by the European Commission to emphasize human-centered approaches, sustainability, and resilience. The methods and tools related to the prediction of the remaining useful life (RUL) of equipment are described in detail. It identifies the contributions of AI, conversational agents, and the metaverse to predictive maintenance. Finally, it provides an overview of the applications in the industry, highlighting their advantages and disadvantages, particularly from an ethical standpoint.
Connected Glasses are augmented reality devices that enable hands-free remote communication. This technology, which is still emerging in the workplace, raises questions about the risk of accidents when employees are walking while wearing connected glasses. An experimental study was carried out to analyse gait parameters. Significant disruptions to walking were observed under different conditions of use of several connected glasses’ models. These results lead us to issue a number of warnings to ensure user safety and are the focus of this article.
Artificial intelligence (AI) has experienced accelerated growth in the digital media field since the 2015s. This article first provides a reminder of the principles, components and techniques of artificial intelligence, in particular machine learning, and deep learning with neural networks. It then proposes a sample of AI applications developed in the field of images in photography, for old films, and in video. In the field of sounds, the article presents some examples related to the automatic processing of speech, 3D audio and music.
Room acoustics is one of the areas of acoustics that attracts most interest from the public and from acousticians themselves. It differs from most other fields of acoustics in that sound is considered in its positive aspect: communication, culture, music, whereas in many fields of acoustics it is considered in its negative aspect, i.e. noise that causes discomfort, which unfortunately it often does. We like to associate room acoustics with a long-practiced art form, sometimes shrouded in a certain mystery, as evidenced by the myth of ancient theater acoustics, which some acousticians keep alive.
Unlike other studies carried out in this field, the study of the acoustics of rooms cannot be mathematically modelled in order to describe the propagation of sound. This article presents the linearization process of a complex set of variables, which, unlike in traditional models, does not involve prioritization or traditional parameterization. It includes a methodological scheme involving six proposals concerning the virtual distribution of sources, the search for a compromise criterion between clarity and homogeneity, the choice of a frequency band, the determination of the opening angle of sources and the delineation of the listening plane. The implementation of the model is analyzed in the case where sources are predetermined and in the case where only the site is known.
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