Academic literature on the topic 'Vehicles, Military Power trains Computer simulation'

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Journal articles on the topic "Vehicles, Military Power trains Computer simulation"

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Fernández-Rodríguez, Adrián, Antonio Fernández-Cardador, Asunción Cucala, and Maria Falvo. "Energy Efficiency and Integration of Urban Electrical Transport Systems: EVs and Metro-Trains of Two Real European Lines." Energies 12, no. 3 (January 24, 2019): 366. http://dx.doi.org/10.3390/en12030366.

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Transport is a main source of pollutants in cities, where air quality is a major concern. New transport technologies, such as electric vehicles, and public transport modalities, such as urban railways, have arisen as solutions to this important problem. One of the main difficulties for the adoption of electric vehicles by consumers is the scarcity of a suitable charging infrastructure. The use of the railway power supplies to charge electric vehicle batteries could facilitate the deployment of charging infrastructure in cities. It would reduce the cost because of the use of an existing installation. Furthermore, electric vehicles can use braking energy from trains that was previously wasted in rheostats. This paper presents the results of a collaboration between research teams from University of Rome Sapienza and Comillas Pontifical University. In this work, two real European cases are studied: an Italian metro line and a Spanish metro line. The energy performance of these metro lines and their capacity to charge electric vehicles have been studied by means of detailed simulation tools. Their results have shown that the use of regenerated energy is 98% for short interval of trains in both cases. However, the use of regenerated energy decreases as the train intervals grow. In a daily operation, an important amount of regenerated energy is wasted in the Italian and Spanish case. Using this energy, a significant number of electric vehicles could be charged every day.
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Ramos, Germán Andrés, Tomàs Montobbio de Pérez-Cabrero, Carles Domènech-Mestres, and Ramon Costa-Castelló. "Industrial Robots Fuel Cell Based Hybrid Power-Trains: A Comparison between Different Configurations." Electronics 10, no. 12 (June 14, 2021): 1431. http://dx.doi.org/10.3390/electronics10121431.

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Electric vehicles are becoming more and more popular. One of the most promising possible solutions is one where a hybrid powertrain made up of a FC (Fuel Cell) and a battery is used. This type of vehicle offers great autonomy and high recharging speed, which makes them ideal for many industrial applications. In this work, three ways to build a hybrid power-train are presented and compared. To illustrate this, the case of an industrial robot designed to move loads within a fully automated factory is used. The analysis and comparison are carried out through different objective criteria that indicate the power-train performance in different battery charge levels. The hybrid configurations are tested using real power profiles of the industrial robot. Finally, simulation results show the performance of each hybrid configuration in terms of hydrogen consumption, battery and FC degradation, and dc bus voltage and current regulation.
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Qiao, Yuan, Xucheng Duan, Kaisheng Huang, Yizhou Song, and Jianan Qian. "Scavenging Ports’ Optimal Design of a Two-Stroke Small Aeroengine Based on the Benson/Bradham Model." Energies 11, no. 10 (October 12, 2018): 2739. http://dx.doi.org/10.3390/en11102739.

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The two-stroke engine is a common power source for small and medium-sized unmanned aerial vehicles (UAV), which has wide civil and military applications. To improve the engine performance, we chose a prototype two-stroke small areoengine, and optimized the geometric parameters of the scavenging ports by performing one-dimensional (1D) and three-dimensional (3D) computational fluid dynamics (CFD) coupling simulations. The prototype engine is tested on a dynamometer to measure in-cylinder pressure curves, as a reference for subsequent simulations. A GT Power simulation model is established and validated against experimental data to provide initial conditions and boundary conditions for the subsequent AVL FIRE simulations. Four parameters are considered as optimal design factors in this research: Tilt angle of the central scavenging port, tilt angle of lateral scavenging ports, slip angle of lateral scavenging ports, and width ratio of the central scavenging port. An evaluation objective function based on the Benson/Bradham model is selected as the optimization goal. Two different operating conditions, including the take-off and cruise of the UAV are considered. The results include: (1) Orthogonal experiments are analyzed, and the significance of parameters are discussed; (2) the best factors combination is concluded, followed by simulation verification; (3) results before and after optimization are compared in details, including specific scavenging indexes (delivery ratio, trapping efficiency, scavenging efficiency, etc.), conventional performance indicators, and the sectional views of gas composition distribution inside the cylinder.
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Laws, Praveen, Ajit Kumar, and Santanu Mitra. "A Numerical Study Toward Harvesting Power From Train Slipstream Using Savonius Rotor." Journal of Energy Resources Technology 142, no. 5 (February 12, 2020). http://dx.doi.org/10.1115/1.4045963.

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Abstract A novel and strategic green energy production method that utilizes relative wind generated from moving vehicles is presented. A speeding train generates an enormous wake of wind around it, which stocks a substantial amount of kinetic energy. In this study, this freely accessible wind power is harvested by installing a modified savonius wind turbine within the slipstream region of the train. A computer-oriented fluid-solid integrate simulation of wind turbine propelled by train-induced wind is performed by executing all physically realistic boundary conditions. The numerical study is based on open-source CFD toolbox openfoam, and the results were validated against benchmark experimental study. Parametric sensitivity analysis such as optimal turbine performance within the slipstream regime, torque prediction from express trains, two opposite crossing trains, tunnel condition, and turbine wind turbine clusters arrangement has been reported. This study enhances the understanding of the power generation by the turbine from the train slipstream which is not reported in any open literature as far as the authors’ present knowledge goes.
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Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me." M/C Journal 6, no. 1 (February 1, 2003). http://dx.doi.org/10.5204/mcj.2134.

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I remember the first time I saw a dead body. I spawned just before dawn; around me engines were clattering into life, the dim silhouettes of tanks beginning to move out in a steady grinding rumble. I could dimly make out a few other people, the anonymity of their shadowy outlines belied by the names hanging over their heads in a comforting blue. Suddenly, a stream of tracers arced across the sky; explosions sounded nearby, then closer still; a tank ahead of me stopped, turned sluggishly, and fired off a couple of rounds, rocking slightly against the recoil. The radio was filled with talk of Germans in the town, but I couldn’t even see the town. I ran toward what looked like the shattered hulk of a building and dived into what I hoped was a doorway. It was already occupied by another Tommy and together we waited for it to get lighter, listening to the rattle of machine guns, the sharp ping as shells ricocheted off steel, the sickening, indescribable, but immediately recognisable sound when they didn’t. Eventually, the other soldier moved out, but I waited for the sun to peek over the nearby hills. Once I was able to see where I was going, I made straight for the command post on the edge of town, and came across a group of allied soldiers standing in a circle. In the centre of the circle lay a dead German soldier, face up. “Well I’ll be damned,” I said aloud; no one else said anything, and the body abruptly faded. I remember the first time I killed someone. I had barely got the Spit V up to 4000 feet when out of the corner of my eye I caught a glimpse of something below me. I dropped the left wing and saw a Stuka making a bee-line for the base. I made a hash of the turn, almost stalling, but he obviously had no idea I was there. I saddled-up on his six, dropping down low to avoid fire from his gunner, and opened up on him. I must have hit him at perfect convergence because he disintegrated, pieces of dismembered airframe raining down on the field below. I circled the field, putting all my concentration into making the landing that would make the kill count, then switched off the engine and sat in the cockpit for a moment, heart pounding. As you can tell, I’ve been in the wars lately. The first example is drawn from the launch of Cornered Rat Software’s WWII Online: Blitzkrieg (2001) while the second is based on a short stint playing Warbirds 3 (2002). Both games are examples of one of the most interesting recent developments in computer and video gaming: the increasing popularity and range of Massively Multiplayer Online Games (MMOGs); other notable examples of historical combat simulation MMOGs include HiTech Creations Aces High (2002) and Jaleco Entertainment’s Fighter Ace 3.5 (2002). For a variety of technical reasons, most popular multiplayer games—particularly first-person shooter (FPS) games such as Doom, Quake, and more recently Medal of Honor: Allied Assault (2002) and Return to Castle Wolfenstein (2001)—are played on player-organised servers that are usually limited to 32 or fewer players; terrain maps are small and rotated every couple of hours on average. MMOGs, by contrast, feature anywhere from hundreds to tens of thousands of players hosted on a handful of company-run servers. The shared virtual geography of these worlds is huge, extending across tens of thousands of square miles; these worlds are also persistent in that they respond dynamically to the actions of players and continue to do so while individual players are offline. As my opening anecdotes demonstrate, the experience of dealing and receiving virtual death is central to massively multiplayer simulations as it is to so many forms of computer games. Yet for an experience is that is so ubiquitous in computer games (and, some would say, even constitutes their experiential core) death is under-theorised. Mainstream culture tends to see computer and console game mayhem according to a rigid desensitisation argument: the experience of repeatedly killing other players online leads to a gradual erosion of the individual moral sense which makes players more likely to countenance killing people in the real world. Nowhere was this argument more in evidence that in the wake of the murder of fifteen students by Dylan Klebold and Eric Harris at Columbine High School in Littleton, Colorado on April 20, 1999. The discovery that the two boys were enthusiastic players of Id Software’s Doom and Quake resulted in an avalanche of hysterical news stories that charged computer games with a number of evils: eroding kids’ ability to distinguish fantasy from reality, encouraging them to imitate the actions represented in the games, and immuring them to the real-world consequences of violence. These claims were hardly new, and had in fact been directed at any number of violent popular entertainment genres over the years. What was new was the claim that the interactive nature of FPS games rendered them a form of simulated weapons training. What was also striking about the discourse surrounding the Littleton shooting was just how little the journalists covering the story knew about computer, console and arcade games. Nevertheless, their approach to the issue encouraged readers to see games as having real life analogs. Media discussion of the event also reinforced the notion of a connection with military training techniques, making extensive use of Lt. Col. (ret) David Grossman, a former Army ranger and psychologist who led the charge in claiming that games were “mass-murder simulators” (Gittrich, AA06). This controversy over the role of violent computer games in the Columbine murders is part of a larger cultural discourse that adopts the logical fallacy characteristic of moral panics: coincidence equals causation. Yet the impoverished discussion of online death and destruction is also due in no small measure to an entrenched hostility toward popular entertainment as a whole, a hostility that is evident even in the work of some academic critics who study popular culture. Andrew Darley, for example, argues that, never has the flattening of meaning or depth in the traditional aesthetic sense of these words been so pronounced as in the action-simulation genres of the computer game: here, aesthetic experience is tied directly to the purely sensational and allied to tests of physical dexterity (143). In this view, the repeated experience of death is merely a part of the overall texture of a form characterised not so much by narrative as by compulsive repetition. More generally, computer games are seen by many critics as the pernicious, paradigmatic instance of the colonisation of individual consciousness by cultural spectacle. According to this Frankfurt school-influenced critique (most frequently associated with the work of Guy Debord), spectacle serves both to mystify and pacify its audience: The more the technology opens up narrative possibilities, the less there is for the audience to do. [. . .]. When the spectacle conceals the practice of the artists who create it, it [announces]…itself as an expression of a universe beyond human volition and effort (Filewood 24). In supposedly sapping its audience’s critical faculties by bombarding them with a technological assault whose only purpose is to instantiate a deterministic worldview, spectacle is seen by its critics as exemplifying the work of capitalist ideology which teaches people not to question the world around them by establishing, in Althusser’s famous phrase, an “imaginary relationship of individuals to their real conditions of their existence” (162). The desensitisation thesis is thus part of a larger discourse that considers computer games paradoxically to be both escapist and as having real-world effects. With regard to online death, neo-Marxism meets neo-Freudianism: players are seen as hooked on the thrill not only of destroying others but also of self-destruction. Death is thus considered the terminus of all narrative possibility, and the participation of individuals in fantasy-death and mayhem is seen to lead inevitably to several kinds of cultural death: the death of “family values,” the death of community, the death of individual responsibility, and—given the characterisation of FPS games in particular as lacking in plot and characterisation—the death of storytelling. However, it is less productive to approach computer, arcade and console games as vehicles for force-feeding content with pre-determined cultural effects than it is to understand them as venues within and around which players stage a variety of theatrical performances. Thus even the bêtes noire of the mainstream media, first-person shooters, serve as vehicles for a variety of interactions ranging from the design of new sounds, graphics and levels, new “skins” for player characters, the formation of “tribes” or “clans” that fight and socialise together, and the creation of elaborate fan fictions. This idea that narrative does not simply “happen” within the immediate experience of playing the game, but is in fact produced by a dynamic interplay of interactions for which the game serves as a focus, also suggests a very different way of looking at the role of death online. Far from being the logical endpoint, the inevitable terminus of all narrative possibility, death becomes the indispensable starting point for narrative. In single-player games, for example, the existence of the simple “save game” function—differing from simply putting the game board to one side in that the save function allows the preservation of the game world in multiple temporal states—generates much of the narrative and dramatic range of computer games. Generally a player saves the game because he or she is facing an obstacle that may result in death; saving the game at that point allows the player to investigate alternatives. Thus, the ever-present possibility of death in the game world becomes the origin of all narratives based on forward investigation. In multiplayer and MMOG environments, where the players have no control over the save game state, it is nevertheless the possibility of a mode of forward projection that gives the experience its dramatic intensity. Flight simulation games in particular are notoriously difficult to master; the experience of serial death, therefore, becomes the necessary condition for honing your flying skills, trying out different tactics in a variety of combat situations, trying similar tactics in different aircraft, and so on. The experience of online death creates a powerful narrative impulse, and not only in those situations where death is serialised and guaranteed. A sizable proportion of the flight sim communities of both Warbirds and Aces High participate in specially designed scenario events that replicate a specific historical air combat event (the Battle of Britain, the Coral Sea, USAAF bomber operations in Europe, etc.) as closely as possible. What makes these scenarios so compelling for many players is that they are generally “one life” events: once the player is dead, they are out for the rest of the event and this creates an intense experience that is completely unlike flying in the everyday free-for-all arenas. The desensitisation thesis notwithstanding, there is little evidence that this narrative investment in death produces a more casual attitude toward real-life death amongst MMOG players. For example, when real-world death intrudes, simulation players often reach for the same rituals of comfort and acknowledgement that are employed offline. Recently, when an Aces High player died unexpectedly of heart failure at the age of 35, his squadron held an elaborate memorial event in his honor. Over a hundred players bailed out over an aerodrome—bailing out is the only way that a player in Aces High can acquire a virtual human body—and lined the edges of the runway as members of the dead player’s squad flew the missing man formation overhead (GrimmCAF). The insistence upon bodily presence in the context of a classic military ceremony marking irrecoverable absence suggests the way in which the connections between real and virtual worlds are experienced by players: as tensions, but also as points where identities are negotiated. This example does not seem to indicate that everyday familiarity with virtual death has dulled the players’ sensibilities to the sorrow and loss accompanying death in the real world. I began this article talking about death in simulation MMOGs for a number of reasons. In the first place, MMOGs are more commonly identified with their role-playing examples (MMORPGs) such as Ultima Online and Everquest, games that focus on virtual community-building and exploration in addition to violence and conquest. By contrast, simulation games tend to be seen as having more in common with first-person shooters like Quake, in the way in which they foreground the experience of serial death. Secondly, it is precisely the connection between simulation and death that makes games in general (as I demonstrated in relation to the media coverage of the Columbine murders) so problematic. In response, I would argue that one of the most interesting aspects of computer games recently has been the degree to which generic distinctions have been breaking down. MMORPGs, which had their roots in the Dungeons and Dragons gaming world, and the text-based world of MUDs and MOOs have since developed sophisticated third-person and even first-person representational styles to facilitate both peaceful character interactions and combat. Likewise, first-person shooters have begun to add role-playing elements (see, for example, Looking Glass Studios’ superb System Shock 2 (1999) or Lucasarts' Jedi Knight series). This trend has also been incorporated into simulation MMOGs: World War II Online includes a rudimentary set of character-tracking features, and Aces High has just announced a more ambitious expansion whose major focus will be the incorporation of role-playing elements. I feel that MMOGs in particular are all evolving towards a state that I would describe as “simulance:” simulations that, while they may be associated with a nominal representational reality, are increasingly about exploring the narrative possibilities, the mechanisms of theatrical engagement for self and community of simulation itself. Increasingly, none of the terms "simulation,” "role-playing" or indeed “game” quite captures the texture of these evolving experiences. In their complex engagement with both scripted and extemporaneous narrative, the players have more in common with period re-enactors; the immersive power of a well-designed flight simulator scenario produces a feeling in players akin to the “period rush” experienced by battlefield re-enactors, the frisson between awareness of playing a role and surrendering completely to the momentary power of its illusory reality. What troubles critics about simulations (and what also blinds them to the narrative complexity in other forms of computer games) is that they are indeed not simply examples of re-enactment —a re-staging of supposedly real events—but a generative form of narrative enactment. Computer games, particularly large-scale online games, provide a powerful set of theatrical tools with which players and player communities can help shape narratives and deepen their own narrative investment. Obviously, they are not isolated from real-world cultural factors that shape and constrain narrative possibility. However, we are starting to see the way in which the games use the idea of virtual death as the generative force for new storytelling frameworks based, in Filewood’s terms, on forward investigation. As games begin to move out of their incunabular state, they may contribute to the re-shaping of culture and consciousness, as other narrative platforms have done. Far from causing the downfall of civilisation, game-based narratives may bring with them a greater cultural awareness of simultaneous narrative possibility, of the past as sets of contingent phenomena, and a greater attention to practical, hands-on experimental problem-solving. It would be ironic, but no great surprise, if a form built around the creative possibilities inherent in serial death in fact made us more attentive to the rich alternative possibilities of living. Works Cited Aces High. HiTech Creations, 2002. http://www.bartleby.com/201/1.html Althusser, Louis. “Ideology and Ideological State Apparatuses (Notes Toward an Investigation).” Lenin and Philosophy and Other Essays. By Louis Althusser, trans. Ben Brewster. New York, 1971. 127-86. Barry, Ellen. “Games Feared as Youths’ Basic Training; Industry, Valued as Aid to Soldiers, on Defensive.” The Boston Globe 29 Apr 1999: A1. LexisNexis. Feb. 7, 2003. Cornered Rat Software. World War II Online: Blitzkrieg. Strategy First, 2001. http://www.wwiionline.com/ Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Debord, Guy. The Society of the Spectacle. Donald Nicholson-Smith. New York: Zone Books, 1994. 1967. Der Derian, James. “The Simulation Syndrome: From War Games to Game Wars.” Social Text 8.2 (1990): 187-92. Filewood, Alan. “C:\Games\Dramaturgy: The Cybertheatre of Computer Games.” Canadian Theatre Review 81 (Winter 1994): 24-28. Gittrich, Greg. “Expert Differs with Kids over Video Game Effects.” The Denver Post 27 Apr 1999: AA-06. LexisNexis. Feb. 7 2003. GrimmCAF. “MojoCAF’s Memorial Flight.” Aces High BB, 13 Dec. 2002. http://www.hitechcreations.com/forums/sh... IEntertainment Network. Warbirds III. Simon and Schuster Interactive, 2002.http://www.totalsims.com/index.php?url=w... Jenkins, Henry, comp. “Voices from the Combat Zone: Game Grrlz Talk Back.” From Barbie to Mortal Kombat: Gender and Computer Games. Ed. Justine Cassell and Henry Jenkins. Cambridge, Massachusetts: MIT P, 1998. 328-41. Lieberman, Joseph I. “The Social Impact of Music Violence.” Statement Before the Governmental Affairs Committee Subcommittee on Oversight, 1997. http://www.senate.gov/member/ct/lieberma... Feb. 7 2003. Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free, 1997. Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing, 2000. Pyro. “AH2 FAQ.” Aces High BB, 29 Jan. 2003. Internet. http://www.hitechcreations.com/forums/sh... Feb. 8 2003. Links http://www.wwiionline.com/ http://www.idsoftware.com/games/doom/ http://www.hitechcreations.com/ http://www.totalsims.com/index.php?url=wbiii/content_home.php http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=77265 http://www.senate.gov/member/ct/lieberman/releases/r110697c.html http://www.idsoftware.com/games/wolfenstein http://www.idsoftware.com/games/quake/ http://www.ea.com/eagames/official/moh_alliedassault/home.jsp http://www.jaleco.com/fighterace/index.html http://www.bartleby.com/201/1.html http://www.hitechcreations.com/forums/showthread.php?s=&amp;amp;amp;amp;amp;threadid=72560 Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Mullen, Mark. "It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me" M/C: A Journal of Media and Culture 6.1 (2003). Dn Month Year < http://www.media-culture.org.au/0302/03-itwasnotdeath.php>. APA Style Mullen, M., (2003, Feb 26). It Was Not Death for I Stood Up…and Fragged the Dumb-Ass MoFo Who'd Wasted Me. M/C: A Journal of Media and Culture, 6,(1). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0302/03-itwasnotdeath.html
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Abbas, Hadi, Youngki Kim, Jason B. Siegel, and Denise M. Rizzo. "Synthesis of Pontryagin's Maximum Principle Analysis for Speed Profile Optimization of All-Electric Vehicles." Journal of Dynamic Systems, Measurement, and Control 141, no. 7 (March 25, 2019). http://dx.doi.org/10.1115/1.4043117.

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This paper presents a study of the energy-efficient operation of all-electric vehicles leveraging route information, such as road grade, to adjust the velocity trajectory. First, Pontryagin's maximum principle (PMP) is applied to derive necessary conditions and to determine the possible operating modes. The analysis shows that only five modes are required to achieve minimum energy consumption: full propulsion, cruising, coasting, full regeneration, and full regeneration with conventional braking. Then, the minimum energy consumption problem is reformulated and solved in the distance domain using dynamic programming to find the optimal speed profiles. Various simulation results are shown for a lightweight autonomous military vehicle. The sensitivity of energy consumption to regenerative-braking power limits and trip time is investigated. These studies provide important information that can be used in designing component size and scheduling operation to achieve the desired vehicle range.
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Miorini, Rinaldo, Darin J. Sharar, Arun V. Gowda, Cathleen Hoel, Bryan Whalen, and Peter de Bock. "A Novel Package-integrated Cyclone Cooler for the Thermal Management of Power Electronics." Journal of Electronic Packaging, August 9, 2021. http://dx.doi.org/10.1115/1.4052071.

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Abstract In order for electronics packaging power density to increase, innovations and improvements in heat transfer are required. Electrification of transportation has the potential for significant fuel and energy savings. Changing to an electrified drive train requires reliable and efficient power electronics to provide power conversion between AC motors and DC energy storage. For high power transportation systems like aircraft or heavy vehicles, the power density of these power electronics needs to be improved. Power density is also an enabler for high power military devices that must be used and transported via air, ground, and sea. This paper summarizes the outcome of a collaborative and multi-disciplinary research effort aimed at co-designing novel electronics cooling device that utilizes two-phase fluid flow. Two-phase flow cooling has been known for decades as well as the risks associated with it: critical heat flux, dry-out and thermal runaway. Our research de-risks the two-phase cooling phenomenon by swirling the flow to remove the bubbles from the wall and confining them at the core of the cooler. The combined effects of gas phase removal, enhanced nucleation and dramatic liquid film agitation and rupture have been quantified by our experiments: double the heat transfer coefficient with only 13% increase in pressure drop. Besides advanced fluid-dynamics, our Package Integrated Cyclone Cooler (PICCO) utilizes cutting edge packaging and additive manufacturing technology such as direct deposition of a metal substrate and circuits (dies) on a complex helical cooler that can only be manufactured via 3D printing. By co-designing and testing the cooler we have quantified the impact of the swirled flow on the junction temperature with respect to a conventional (non-swirl) two-phase-flow-cooled power electronics package. At steady state, our post-test thermal simulations predict a junction temperature reduction from 185°C to 75°C at the same power dissipation. When the heat load is unsteady (EPA Urban Drive Cycle), the junction temperature reduction is 140°C to 60°C.
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KIVANÇ, ÖMER CİHAN. "An approach to improve the performance of cooperative unmanned vehicle team." TURKISH JOURNAL OF ELECTRICAL ENGINEERING & COMPUTER SCIENCES, March 1, 2019, 1428–44. http://dx.doi.org/10.3906/elk-1806-98.

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In this paper, a method based on optimal energy management is proposed in order to improve the operational and tactical abilities of collaborative unmanned vehicle teams. Collaborative unmanned systems are used in surveillance, tracking, and military operations. The optimal assignment of these tasks requires cooperation among the vehicles in order to generate a strategy that is efficient with respect to overall mission duration and satisfies all problem constraints. The key motivation behind this paper is to design an unmanned vehicle team that mitigates the disadvantages caused by the structures and characteristics of unmanned ground vehicles (UGVs) and unmanned aerial vehicles (UAVs), which are used in these systems. The design steps of the developed system are explained in three sections in a multidisciplinary fashion. In the first section, the optimal energy consumption profile is estimated by simulating the UAV’s flight on a Nvidia Jetson TX2 embedded system, located on the UGV. In the second section, a UAV charger design and implementation is done via development of a TMS320F28335 DSP controlled 65 W inductive wireless power transfer circuit, and in the third section an algorithm that calculates the optimal range and route for the user-selected way points using the state of charge of the UAV’s LiPo batteries and a preflight simulation using the simulated annealing method are developed. The experiments are performed in real time with an example scenario and the proposed strategy’s suitability and effectiveness are verified for cooperative unmanned vehicle teams.
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Madovi, Orwell, Andreas Hoffrichter, Nick Little, Shanelle N. Foster, and Raphael Isaac. "Feasibility of hydrogen fuel cell technology for railway intercity services: a case study for the Piedmont in North Carolina." Railway Engineering Science, July 31, 2021. http://dx.doi.org/10.1007/s40534-021-00249-8.

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AbstractDiesel fuel combustion results in exhaust containing air pollutants and greenhouse gas emissions. Many railway vehicles use diesel fuel as their energy source. Exhaust emissions, as well as concerns about economical, alternative power supply, have driven efforts to move to hydrogen motive power. Hydrogen fuel cell technology applied to railways offers the opportunity to eliminate harmful exhaust emissions and the potential for a low- or zero-emission energy supply chain. Currently, only multiple-unit trains with hydrail technology operate commercially. Development of an Integrated Hybrid Train Simulator for intercity railway is presented. The proposed tool incorporates the effect of powertrain components during the wheel-to-tank process. Compared to its predecessors, the proposed reconfigurable tool provides high fidelity with medium requirements and minimum computation time. Single train simulation and the federal government’s Greenhouse gases, Regulated Emissions, and Energy use in Transportation (GREET®) model are used in combination to evaluate the feasibility of various train and powertrain configurations. The Piedmont intercity service operating in North Carolina is used as a case study. The study includes six train configurations and powertrain options as well as nine hydrogen supply options in addition to the diesel supply. The results show that a hydrail option is not only feasible, but a low- or zero-carbon hydrogen supply chain could be possible.
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Brandt, Marisa Renee. "Cyborg Agency and Individual Trauma: What Ender's Game Teaches Us about Killing in the Age of Drone Warfare." M/C Journal 16, no. 6 (November 6, 2013). http://dx.doi.org/10.5204/mcj.718.

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During the War on Terror, the United States military has been conducting an increasing number of foreign campaigns by remote control using drones—also called unmanned aerial vehicles (UAVs) or remotely piloted vehicles (RPVs)—to extend the reach of military power and augment the technical precision of targeted strikes while minimizing bodily risk to American combatants. Stationed on bases throughout the southwest, operators fly weaponized drones over the Middle East. Viewing the battle zone through a computer screen that presents them with imagery captured from a drone-mounted camera, these combatants participate in war from a safe distance via an interface that resembles a video game. Increasingly, this participation takes the form of targeted killing. Despite their relative physical safety, in 2008 reports began mounting that like boots-on-the-ground combatants, many drone operators seek the services of chaplains or other mental health professionals to deal with the emotional toll of their work (Associated Press; Schachtman). Questions about the nature of the stress or trauma that drone operators experience have become a trope in news coverage of drone warfare (see Bumiller; Bowden; Saleton; Axe). This was exemplified in May 2013, when former Air Force drone pilot Brandon Bryant became a public figure after speaking to National Public Radio about his remorse for participating in targeted killing strikes and his subsequent struggle with post-traumatic stress (PTS) (Greene and McEvers). Stories like Bryant’s express American culture’s struggle to understand the role screen-mediated, remotely controlled killing plays in shifting the location of combatants’s sense of moral agency. That is, their sense of their ability to act based on their own understanding of right and wrong. Historically, one of the primary ways that psychiatry has conceptualized combat trauma has been as combatants’s psychological response losing their sense of moral agency on the battlefield (Lifton).This articleuses the popular science fiction novel Ender's Game as an analytic lens through which to examine the ways that screen-mediated warfare may result in combat trauma by investigating the ways in which it may compromise moral agency. The goal of this analysis is not to describe the present state of drone operators’s experience (see Asaro), but rather to compare and contrast contemporary public discourses on the psychological impact of screen-mediated war with the way it is represented in one of the most influential science fiction novels of all times (The book won the Nebula Award in 1985, the Hugo Award in 1986, and appears on both the Modern Library 100 Best Novels and American Library Association’s “100 Best Books for Teens” lists). In so doing, the paper aims to counter prevalent modes of critical analysis of screen-mediated war that cannot account for drone operators’s trauma. For decades, critics of postmodern warfare have denounced how fighting from inside tanks, the cockpits of planes, or at office desks has removed combatants from the experiences of risk and endangerment that historically characterized war (see Gray; Levidow & Robins). They suggest that screen-mediation enables not only physical but also cognitive and emotional distance from the violence of war-fighting by circumscribing it in a “magic circle.” Virtual worlds scholars adopted the term “magic circle” from cultural historian Johan Huizinga, who described it as the membrane that separates the time and space of game-play from those of real life (Salen and Zimmerman). While military scholars have long recognized that only 2% of soldiers can kill without hesitation (Grossman), critics of “video game wars” suggest that screen-mediation puts war in a magic circle, thereby creating cyborg human-machine assemblages capable of killing in cold blood. In other words, these critics argue that screen-mediated war distributes agency between humans and machines in such a way that human combatants do not feel morally responsible for killing. In contrast, Ender’s Game suggests that even when militaries utilize video game aesthetics to create weapons control interfaces, screen-mediation alone ultimately cannot blur the line between war and play and thereby psychically shield cyborg soldiers from combat trauma.Orson Scott Card’s 1985 novel Ender’s Game—and the 2013 film adaptation—tells the story of a young boy at an elite military academy. Set several decades after a terrible war between humans and an alien race called the buggers, the novel follows the life of a boy named Ender. At age 6, recruiters take Andrew “Ender” Wiggin from his family to begin military training. He excels in all areas and eventually enters officer training. There he encounters a new video game-like simulator in which he commands space ship battalions against increasingly complex configurations of bugger ships. At the novel’s climax, Ender's mentor, war hero Mazer Rackham, brings him to a room crowded with high-ranking military personnel in order to take his final test on the simulator. In order to win Ender opts to launch a massive bomb, nicknamed “Little Doctor”, at the bugger home world. The image on his screen of a ball of space dust where once sat the enemy planet is met by victory cheers. Mazer then informs Ender that since he began officer training, he has been remotely controlling real ships. The video game war was, "Real. Not a game" (Card 297); Ender has exterminated the bugger species. But rather than join the celebration, Ender is devastated to learn he has committed "xenocide." Screen-mediation, the novel shows, can enable people to commit acts that they would otherwise find heinous.US military advisors have used the story to set an agenda for research and development in augmented media. For example, Dr. Michael Macedonia, Chief Technology Officer of the Army Office for Simulation, Training, and Instrumentation told a reporter for the New York Times that Ender's Game "has had a lot of influence on our thinking" about how to use video game-like technologies in military operations (Harmon; Silberman; Mead). Many recent programs to develop and study video game-like military training simulators have been directly inspired by the book and its promise of being able to turn even a six-year-old into a competent combatant through well-structured human-computer interaction (Mead). However, it would appear that the novel’s moral regarding the psychological impact of actual screen-mediated combat did not dissuade military investment in drone warfare. The Air Force began using drones for surveillance during the Gulf War, but during the Global War on Terror they began to be equipped with weapons. By 2010, the US military operated over 7,000 drones, including over 200 weapons-ready Predator and Reaper drones. It now invests upwards of three-billion dollars a year into the drone program (Zucchino). While there are significant differences between contemporary drone warfare and the plot of Ender's Game—including the fact that Ender is a child, that he alone commands a fleet, that he thinks he is playing a game, and that, except for a single weapon of mass destruction, he and his enemies are equally well equipped—for this analysis, I will focus on their most important similarities: both Ender and actual drone operators work on teams for long shifts using video game-like technology to remotely control vehicles in aerial combat against an enemy. After he uses the Little Doctor, Mazer and Graff, Ender's long-time training supervisors, first work to circumvent his guilt by reframing his actions as heroic. “You're a hero, Ender. They've seen what you did, you and the others. I don't think there's a government on Earth that hasn't voted you their highest metal.” “I killed them all, didn't I?” Ender asked. “All who?” asked Graff. “The buggers? That was the idea.” Mazer leaned in close. “That's what the war was for.” “All their queens. So I killed all their children, all of everything.” “They decided that when they attacked us. It wasn't your fault. It's what had to happen.” Ender grabbed Mazer's uniform and hung onto it, pulling him down so they were face to face. “I didn't want to kill them all. I didn't want to kill anybody! I'm not a killer! […] but you made me do it, you tricked me into it!” He was crying. He was out of control. (Card 297–8)The novel up to this point has led us to believe that Ender at the very least understands that what he does in the game will be asked of him in real life. But his traumatic response to learning the truth reveals that he was in the magic circle. When he thinks he is playing a game, succeeding is a matter of ego: he wants to be the best, to live up to the expectations of his trainers that he is humanity’s last hope. When the magic circle is broken, Ender reconsiders his decision to use the Little Doctor. Tactics he could justify to win the game, reframed as real military tactics, threaten his sense of himself as a moral agent. Being told he is a hero provides no solace.Card wrote the novel during the Cold War, when computers were coming to play an increasingly large role in military operations. Historians of military technology have shown that during this time human behavior began to be defined in machine-like, functionalist terms by scientists working on cybernetic systems (see Edwards; Galison; Orr). Human skills were defined as components of large technological systems, such as tanks and anti-aircraft weaponry: a human skill was treated as functionally the same as a machine one. The only issue of importance was how all the components could work together in order to meet strategic goals—a cybernetic problem. The reasons that Mazer and Graff have for lying to Ender suggest that the author believed that as a form of technical augmentation, screen-mediation can be used to evacuate individual moral agency and submit human will to the command of the larger cybernetic system. Issues of displaced agency in the military cyborg assemblage are apparent in the following quote, in which Mazer compares Ender himself to the bomb he used to destroy the bugger home world: “You had to be a weapon, Ender. Like a gun, like the Little Doctor, functioning perfectly but not knowing what you were aimed at. We aimed you. We're responsible. If there was something wrong, we did it” (298). Questions of distributed agency have also surfaced in the drone debates. Government and military leaders have attempted to depersonalize drone warfare by assuring the American public that the list of targets is meticulously researched: drones kill those who we need killed. Drone warfare, media theorist Peter Asaro argues, has “created new and complex forms of human-machine subjectivity” that cannot be understood by considering the agency of the technology alone because it is distributed between humans and machines (25). While our leaders’s decisions about who to kill are central to this new cyborg subjectivity, the operators who fire the weapons nevertheless experience at least a retrospective sense of agency. As phenomenologist John Protevi notes, in the wake of wars fought by modern military networks, many veterans diagnosed with PTS still express guilt and personal responsibility for the outcomes of their participation in killing (Protevi). Mazer and Graff explain that the two qualities that make Ender such a good weapon also create an imperative to lie to him: his compassion and his innocence. For his trainers, compassion means a capacity to truly think like others, friend or foe, and understand their motivations. Graff explains that while his trainers recognized Ender's compassion as an invaluable tool, they also recognized that it would preclude his willingness to kill.It had to be a trick or you couldn't have done it. It's the bind we were in. We had to have a commander with so much empathy that he would think like the buggers, understand them and anticipate them. So much compassion that he could win the love of his underlings and work with them like a perfect machine, as perfect as the buggers. But somebody with that much compassion could never be the killer we needed. Could never go into battle willing to win at all costs. If you knew, you couldn't do it. If you were the kind of person who would do it even if you knew, you could never have understood the buggers well enough. (298)In learning that the game was real, Ender learns that he was not merely coming to understand a programmed simulation of bugger behavior, but their actual psychology. Therefore, his compassion has not only helped him understand the buggers’ military strategy, but also to identify with them.Like Ender, drone operators spend weeks or months following their targets, getting to know them and their routines from a God’s eye perspective. They both also watch the repercussions of their missions on screen. Unlike fighter pilots who drop bombs and fly away, drone operators use high-resolution cameras and fly much closer to the ground both when flying and assessing the results of their strikes. As one drone operator interviewed by the Los Angeles Times explained, "When I flew the B-52, it was at 30,000 to 40,000 feet, and you don't even see the bombs falling … Here, you're a lot closer to the actual fight, or that's the way it seems" (Zucchino). Brookings Institute scholar Peter Singer has argued that in this way screen mediation actually enables a more intimate experience of violence for drone operators than airplane pilots (Singer).The second reason Ender’s trainers give for lying is that they need someone not only compassionate, but also innocent of the horrors of war. The war veteran Mazer explains: “And it had to be a child, Ender,” said Mazer. “You were faster than me. Better than me. I was too old and cautious. Any decent person who knows what warfare is can never go into battle with a whole heart. But you didn't know. We made sure you didn't know" (298). When Ender discovers what he has done, he loses not only his innocence but his sense of himself as a moral agent. After such a trauma, his heart is no longer whole.Actual drone operators are, of course, not kept in a magic circle, innocent of the repercussions of their actions. Nor do they otherwise feel as though they are playing, as several have publicly stated. Instead, they report finding drone work tedious, and some even play video games for fun (Asaro). However, Air Force recruitment advertising makes clear analogies between the skills they desire and those of video game play (Brown). Though the first generations of drone operators were pulled from the ranks of flight pilots, in 2009 the Air Force began training them from the ground. Many drone operators, then, enter the role having no other military service and may come into it believing, on some level, that their work will be play.Recent military studies of drone operators have raised doubts about whether drone operators really experience high rates of trauma, suggesting that the stresses they experience are seated instead in occupational issues like long shifts (Ouma, Chappelle, and Salinas; Chappelle, Psy, and Salinas). But several critics of these studies have pointed out that there is a taboo against speaking about feelings of regret and trauma in the military in general and among drone operators in particular. A PTS diagnosis can end a military career; given the Air Force’s career-focused recruiting emphasis, it makes sense that few would come forward (Dao). Therefore, it is still important to take drone operator PTS seriously and try to understand how screen-mediation augments their experience of killing.While critics worry that warfare mediated by a screen and joystick leads to a “‘Playstation’ mentality towards killing” (Alston 25), Ender's Game presents a theory of remote-control war wherein this technological redistribution of the act of killing does not, in itself, create emotional distance or evacuate the killer’s sense of moral agency. In order to kill, Ender must be distanced from reality as well. While drone operators do not work shielded by the magic circle—and therefore do not experience the trauma of its dissolution—every day when they leave the cyborg assemblage of their work stations and rejoin their families they still have to confront themselves as individual moral agents and bear their responsibility for ending lives. In both these scenarios, a human agent’s combat trauma serves to remind us that even when their bodies are physically safe, war is hell for those who fight. This paper has illustrated how a science fiction story can be used as an analytic lens for thinking through contemporary discourses about human-technology relationships. However, the US military is currently investing in drones that are increasingly autonomous from human operators. This redistribution of agency may reduce incidence of PTS among operators by decreasing their role in, and therefore sense of moral responsibility for, killing (Axe). Reducing mental illness may seem to be a worthwhile goal, but in a world wherein militaries distribute the agency for killing to machines in order to reduce the burden on humans, societies will have to confront the fact that combatants’s trauma cannot be a compass by which to measure the morality of wars. Too often in the US media, the primary stories that Americans are told about the violence of their country’s wars are those of their own combatants—not only about their deaths and physical injuries, but their suicide and PTS. To understand war in such a world, we will need new, post-humanist stories where the cyborg assemblage and not the individual is held accountable for killing and morality is measured in lives taken, not rates of mental illness. ReferencesAlston, Phillip. “Report of the Special Rapporteur on Extrajudicial, Summary, or Arbitrary Executions, Addendum: Study on Targeted Killings.” United Nations Human Rights Council (2010). Asaro, Peter M. “The Labor of Surveillance and Bureaucratized Killing: New Subjectivities of Military Drone Operators”. Social Semiotics 23.2 (2013): 196-22. Associated Press. “Predator Pilots Suffering War Stress.” Military.com 2008. Axe, David. “How to Prevent Drone Pilot PTSD: Blame the ’Bot.” Wired June 2012.Bowden, Mark. “The Killing Machines: How to Think about Drones.” The Atlantic Sep. 2013.Brown, Melissa T. Enlisting Masculinity: The Construction of Gender in US Military Recruiting Advertising during the All-Volunteer Force. London: Oxford University Press, 2012. Bumiller, Elisabeth. “Air Force Drone Operators Report High Levels of Stress.” New York Times 18 Dec. 2011: n. pag. Card, Orson Scott. Ender’s Game. Tom Doherty Associates, Inc., 1985. Chappelle, Wayne, D. Psy, and Amber Salinas. “Psychological Health Screening of Remotely Piloted Aircraft (RPA) Operators and Supporting Units.” Paper presented at the Symposium on Mental Health and Well-Being across the Military Spectrum, Bergen, Norway, 12 April 2011: 1–12. Dao, James. “Drone Pilots Are Found to Get Stress Disorders Much as Those in Combat Do.” New York Times 22 Feb. 2013: n. pag. Edwards, Paul N. The Closed World: Computers and the Politics of Discourse in Cold War America. Cambridge: MIT Press, 1997.Galison, Peter. “The Ontology of the Enemy: Norbert Wiener and the Cybernetic Vision.” Critical Inquiry 21.1 (1994): 228.Gray, Chris Hables “Posthuman Soldiers in Postmodern War.” Body & Society 9.4 (2003): 215–226. 27 Nov. 2010.Greene, David, and Kelly McEvers. “Former Air Force Pilot Has Cautionary Tales about Drones.” National Public Radio 10 May 2013.Grossman, David. On Killing. Revised. Boston: Back Bay Books, 2009. Harmon, Amy. “More than Just a Game, But How Close to Reality?” New York Times 3 Apr. 2003: n. pag. Levidow, Les, and Robins. Cyborg Worlds: The Military Information Society. London: Free Association Books, 1989. Lifton, Robert Jay. Home from the War: Vietnam Veterans: Neither Victims nor Executioners. New York: Random House, 1973. Mead, Corey. War Play: Video Games and the Future of Armed Conflict. Boston: Houghton Mifflin Harcourt, 2013. Orr, Jackie. Panic Diaries: A Genealogy of Panic Disorder. Durham: Duke University Press, 2006.Ouma, J.A., W.L. Chappelle, and A. Salinas. Facets of Occupational Burnout among US Air Force Active Duty and National Guard/Reserve MQ-1 Predator and MQ-9 Reaper Operators. Air Force Research Labs Technical Report AFRL-SA-WP-TR-2011-0003. Wright-Patterson AFB, OH: Air Force Research Laboratory. 2011.Protevi, John. “Affect, Agency and Responsibility: The Act of Killing in the Age of Cyborgs.” Phenomenology and the Cognitive Sciences 7.3 (2008): 405–413. Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press, 2003. Saleton, William. “Ghosts in the Machine: Do Remote-Control War Pilots Get Combat Stress?” Slate.com Aug. 2008. Schachtman, Nathan. “Shrinks Help Drone Pilots Cope with Robo-Violence.” Wired Aug. 2008.Silberman, Steve. “The War Room.” Wired Sep. 2004: 1–5.Singer, P.W. Wired for War: The Robotics Revolution and Conflict in the Twenty-First Century. New York: Penguin Press, 2009. Zucchino, David. “Drone Pilots Have Front-Row Seat on War, from Half a World Away.” Los Angeles Times 21 Feb. 2010: n. pag.
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Conference papers on the topic "Vehicles, Military Power trains Computer simulation"

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Headings, Leon M., Gregory N. Washington, Shawn Midlam-Mohler, and Joseph P. Heremans. "High Temperature Multi-Fuel Combustion-Powered Thermoelectric Auxiliary Power Unit." In ASME 2009 Conference on Smart Materials, Adaptive Structures and Intelligent Systems. ASMEDC, 2009. http://dx.doi.org/10.1115/smasis2009-1290.

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With rising worldwide energy demands, there is a growing need for technologies which are able to utilize alternative forms and sources of energy as well as to reduce consumption. While energy storage technologies are rapidly advancing, they are not yet capable of matching the energy densities of combustible fuels. The internal combustion engine (ICE), coupled with a generator, is the predominant method of converting this chemical energy into electrical energy, yet the mechanical nature of this system presents performance limitations. An alternative being developed here is a combustion-powered thermoelectric generator (C-TEG) to directly convert the heat released from combustion into electricity. The solid-state nature of thermoelectric (TE) devices provides the attractive inherent benefits of reliability, fuel flexibility, controllability, and potential for power densities exceeding that of ICE/generator systems. While low material and device efficiencies have thus far limited the use of TEGs to niche applications, recently developed materials have more than doubled the TE figure of merit, a material parameter strongly influencing efficiency. The rapid rate of TE material advancements merits the parallel development of device technologies. Opportunities for a durable, multi-fuel, high power density generator make C-TEGs potential candidates for many consumer, industrial, and military power applications including automotive auxiliary power. Within the automotive field, C-TEGs may be applied in hybrid-electric vehicles to provide power during engine cycling or in conjunction with a TE waste heat recovery system to provide power on demand. With sufficient improvements in efficiency, C-TEGs may be used in plug-in hybrid-electric vehicles where the C-TEG serves as the range extender in lieu of an ICE/generator system. Another application is to provide auxiliary power in commercial vehicles. In this research, a baseline prototype was first constructed with a conventional heat exchange configuration, a commercial bismuth telluride module (maximum 225 °C), and a novel fuel atomizer. This prototype was used to develop and validate a computer simulator, identify the greatest opportunities for improvement, validate the use of the fuel atomizer with diesel fuel for TE power generation, and provide a baseline performance with which to compare system improvements. Subsequent improvements were made to increase combustion efficiency, reduce thermal losses, and characterize the heat exchangers at 500 °C for accurate simulation of the system performance with high performance lead telluride modules. In addition, multiple fuels were tested to verify multi-fuel capability and performance, and the use of a Pt/Pd combustion catalyst was tested to quantify improvements in heat exchange effectiveness.
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Chang, Kevin, and Christopher Johnson. "Multibody System for Virtual Prototyping." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86150.

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The Ground Systems (GS) business unit of BAE Systems Inc. develops and manufactures major ground combat vehicles for military. Because the development of ground-based combat vehicles is a complex process, it requires the coordinated effort of multiple engineering disciplines that include human factor engineering (HFE), product design, as well as modeling and simulation (M&S), to perform design analysis and to predict vehicle performance. In order to increase engineering efficiency and to reduce product development costs, GS has developed a virtual prototyping technology. Using this technology, it enables GS to perform vehicle design and requirement validation in a virtual environment prior to expensive and time consuming hardware prototyping. This technology also enables GS customers to be more involved in the product development cycle and makes the product development process more customer-centric. The development of this virtual environment requires integration of various technologies, including multibody dynamics, 3D computer graphics, networking, modeling and simulation, and the human-machine interface design. This paper describes how multibody system simulations are used in this virtual environment to support GS vehicle design in the areas of crew visibility studies, crew station design, vehicle interference checking, and electrical power management simulation.
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3

Coffey, Melody, Raymond Dalke, Ryian Williams, Devyn Sutton, Jan Brink, and M. Salim Azzouz. "Active Pneumatic Road Rumble Energy Harvesting System." In ASME 2015 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/imece2015-52171.

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Transportation vehicles traveling on busy roads and highways waste an appreciable amount of their kinetic energy. The lost energy dissipation is due to many factors such as: the friction due to braking, the friction of the tires on the road, the friction of the vehicle body against the surrounding air, and the friction due to the engine’s moving parts. In an effort to save some of this lost energy, it is possible to harvest it through pneumatic and mechanical devices built into the road, especially on highly traffic highways. With over 1 billion cars in the world, there is a huge potential for tapping into the lost energy, and harvesting it for another use. This technical paper focuses on designing a pneumatic and mechanical system that collects the lost kinetic energy of multiple passing cars. A new energy harvesting system utilizing pneumatic and mechanical components has been developed. In this system, a vehicle’s tires pass over a pneumatic manifold system equipped with exciter keys. These keys are depressed and activate a pneumatic system to compress air. Each exciter key is coupled to a connecting rod and piston assembly. The compressed air generated by many exciter keys is then collected in an air tank and channeled to a pneumatic motor. The pneumatic motor transmits then a rotational motion to an electricity generator that produces electric energy. The electric energy can be stored into a series of batteries. The modular pneumatic manifold systems would be located where car drivers encounter deceleration ramps, when approaching a stop sign, or entering a toll booth plaza, etc. The pneumatic system was designed using a computer drawing CAD software. The vehicle’s kinetic energy losses are thoroughly analyzed and their distribution is comprehensively determined using the first principle of thermodynamics, and the thermodynamics theory for compressed air. Energy losses to the system keys and springs, and different friction losses are also determined. A pneumatic model of the manifold, and piping connections to the air tank has been programmed using a pneumatic software for modeling and simulation. An economic viability study of such systems has also been performed. Parameters such as the number of passing cars and the number of strokes on the exciter keys necessary to fill an air tank are determined. A physical prototype of the modular manifold has been built, and experimental measurements are expected to be performed in an upcoming second phase of the project. It is envisioned that such harvesting energy systems can be used to produce energy locally in remote road areas to power stop lights, or street lights. This type of system can also be adapted to be used with other transportation systems such as trains and buses to produce electricity for their respective stations when traffic is heavy.
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