We demonstrate light-emitting hyperbolic metasurfaces in the 1200-1600nm spectral range. The multilayer configuration, ideal for planar integration, enables characterization of hyperbolic dispersion by polarization an...
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A promising approach of designing mesostructured materials with novel physical behavior is to combine unique optical and electronic properties of solid nanoparticles with long-range ordering and facile response of sof...
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We present BrainNet which, to our knowledge, is the first multi-person non-invasive direct brain-to-brain interface for collaborative problem solving. The interface combines electroencephalography (EEG) to record brai...
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We present BrainNet which, to our knowledge, is the first multi-person non-invasive direct brain-to-brain interface for collaborative problem solving. The interface combines electroencephalography (EEG) to record brain signals and transcranial magnetic stimulation (TMS) to deliver information noninvasively to the brain. The interface allows three human subjects to collaborate and solve a task using direct brain-to-brain communication. Two of the three subjects are designated as "Senders" whose brain signals are decoded using real-time EEG data analysis. The decoding process extracts each Sender’s decision about whether to rotate a block in a Tetris-like game before it is dropped to fill a line. The Senders’ decisions are transmitted via the Internet to the brain of a third subject, the "Receiver," who cannot see the game screen. The Senders’ decisions are delivered to the Receiver’s brain via magnetic stimulation of the occipital cortex. The Receiver integrates the information received from the two Senders and uses an EEG interface to make a decision about either turning the block or keeping it in the same orientation. A second round of the game provides an additional chance for the Senders to evaluate the Receiver’s decision and send feedback to the Receiver’s brain, and for the Receiver to rectify a possible incorrect decision made in the first round. We evaluated the performance of BrainNet in terms of (1) Group-level performance during the game, (2) True/False positive rates of subjects’ decisions, and (3) Mutual information between subjects. Five groups, each with three human subjects, successfully used BrainNet to perform the collaborative task, with an average accuracy of 81.25%. Furthermore, by varying the information reliability of the Senders by artificially injecting noise into one Sender’s signal, we investigated how the Receiver learns to integrate noisy signals in order to make a correct decision. We found that like conventional social networks, BrainN
This paper reports on an optical visual fiducial system developed for relative-pose estimation of two ships at sea. Visual fiducials are ubiquitous in the robotics literature, however none are specifically designed fo...
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ISBN:
(纸本)9781509015276
This paper reports on an optical visual fiducial system developed for relative-pose estimation of two ships at sea. Visual fiducials are ubiquitous in the robotics literature, however none are specifically designed for use in outdoor lighting conditions. Blooming of the CCD causes a significant bias in the estimated pose of square tags that use the outer corners as point correspondences. In this paper, we augment existing state-of-the-art visual fiducials with a border of circles that enables high accuracy, robust pose estimation. We also present a methodology for characterizing tag measurement uncertainty on a per measurement basis. We integrate these methods into a relative ship motion estimation system and support our results using outdoor imagery and field data collected aboard the USNS John Glenn and USNS Bob Hope during skin-to-skin operations.
We report results of an investigation of the temperature dependence of the magnon and phonon frequencies in NiO. A combination of Brillouin-Mandelstam and Raman spectroscopies allowed us to elucidate the evolution of ...
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Virtual reality simulators represent an affordable alternative for teaching and learning specific skills in environments not available in reality for educational purposes. Their goal is to provide a simulated environm...
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The role of climate can be affected by plants. The weather can accelerate and multiply the existence of various plant pests and diseases, accelerate the growth and development of grass among plants, and encourage the ...
The role of climate can be affected by plants. The weather can accelerate and multiply the existence of various plant pests and diseases, accelerate the growth and development of grass among plants, and encourage the emergence of infection and significant damage to plants. The elements of climate that affect the growth of plants are one of them is rainfall. In this paper, we performed the simulation using the non-parametric penalized spline (PSPLINE) method and studied the effect on rice production in Lampung. It can be concluded that the increasing fluctuation, frequency, and intensity of climate anomalies in the last decade caused by the ENSO phenomenon have an impact on changes in distribution patterns, intensity, and period of the wet season so that the start of the rainy season and the dry season becomes too late. As a result, there is a seasonal shift from normal average conditions that can ultimately have severe implications for food crops. In a nutshell penalized spline gives high accuracy with R 2 = 96.227% and MAPE = 1.62%.
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