NANOSCALE MATERIALS AND DEVICES FOR FUTURE COMMUNICATION NETWORKS

ABSTRACT

New discoveries in materials on the nanometer-length scale are expected to play an important role in addressing ongoing and future challenges in the field of communication. Devices and systems for ultra-high-speed short-and long-range communication links, portable and power-efficient computing devices, high-density memory and logics, ultra-fast interconnects, and autonomous and robust energy scavenging devices for accessing ambient intelligence and needed information will critically depend on the success of next-generation emerging nanomaterials and devices. This seminar presents some exciting recent developments in nanomaterials that have the potential to play a critical role in the development and transformation of future intelligent communication networks.

If you are interested in this seminar topic, Click here to know
how to get the full report. * conditions apply

Touch Screens With Feelings

ABSTRACT

This seminar includes the theory, design and construction of a haptic display for creating texture sensations through variations in surface friction. Ultra sonic frequency, low amplitude vibrations between two flat plates have been shown to create a squeeze film of air between the two plate surfaces thereby reducing the friction. Here, it is shown that a reduction of friction will also occur between a human finger and a vibrating plate. Thus, a vibrating plate can serve as a haptic interface. The amplitude of vibration can also be correlated to the amount of friction reduction the plate and the finger. Varying the surface friction between the finger and the haptic interface is a way of indirectly controlling shear forces on the finger during active exploration. Using finger position and velocity feedback on the display allows for the creation of spatial texture sensations.

If you are interested in this seminar topic, Click here to know
how to get the full report. * conditions apply

Self Healing Robots

ABSTRACT


When people or animals get hurt, they can usually compensate for minor injuries and keep limping along, but for robots, even slight damage can make them stumble and fall. Now a robot scarcely larger than a human hand has demonstrated a novel ability: It can recover from damage — an innovation that could make robots more independent.

The new robot, which looks like a splay-legged, four-footed starfish, deduces the shape of its own body by performing a series of playful movements, swiveling its four limbs. By using sensors to record resulting changes in the angle of its body, it gradually generates a computerized image of itself. The robot then uses this to plan out how to walk forward.

The researchers hope similar robots will someday respond not only to damage to their own bodies but also to changes in the surrounding environment. Such responsiveness could lend autonomy to robotic explorers on other planets like Mars — a helpful feature, since such robots can’t always be in contact with human controllers on earth. Aside from practical value, the robot’s abilities suggest a similarity to human thinking as the robot tries out various actions to figure out the shape of its world.



If you are you interested in this seminar topic, mail to us to get
the full report * of the seminar topic.
Mail ID: - contact4seminars@gmail.com
* conditions apply

– OR –

Click here for Quick Contact (Request for Topics)



Multi Touch

ABSTRACT


Multi-touch technology is an advanced human-computer interaction technique that recognizes multiple touch points and also includes the hardware devices that implement it, which allow users to compute without conventional input devices . Multi-touch consists of a touch screen (screen, table, wall, etc.) or touchpad, as well as a software that recognizes multiple simultaneous touch points, as opposed to the standard touch screen which recognizes only one touch point at a time.
Multi touch using Frustrated Total Internal Reflection is a simple, inexpensive, and scalable technique for enabling high-resolution multi touch sensing on rear-projected interactive surfaces. Different applications for multi-touch interfaces both exist and are being proposed. Some uses are individualistic e.g. iPhone, iPod touch, MacBook Pro, MacBook Air. The use of multi-touch technology is expected to rapidly become common place.



If you are you interested in this seminar topic, mail to us to get
the full report * of the seminar topic.
Mail ID: - contact4seminars@gmail.com
* conditions apply

– OR –

Click here for Quick Contact (Request for Topics)



Bio Inspired Computing

ABSTRACT


Biologically inspired (often hyphenated as biologically-inspired) computing (also bio-inspired computing) is a field of study that loosely knits together subfields related to the topics of connectionism, social behaviour and emergence. It is often closely related to the field of artificial intelligence, as many of its pursuits can be linked to machine learning. It relies heavily on the fields of biology, computer science and mathematics. Briefly put, it is the use of computers to model nature, and simultaneously the study of nature to improve the usage of computers. Biologically inspired computing is a major subset of natural computation.
Some areas of study encompassed under the canon of biologically inspired computing, and their biological counterparts:
• genetic algorithms ↔ evolution
• emergent systems ↔ ants, termites, bees, wasps
• artificial immune systems ↔ immune system
The way in which bio-inspired computing differs from traditional artificial intelligence (AI) is in how it takes a more evolutionary approach to learning, as opposed to the what could be described as ‘creationist’ methods used in traditional AI. In traditional AI, intelligence is often programmed from above: the programmer is the creator, and makes something and imbues it with its intelligence. Bio-inspired computing, on the other hand, takes a more bottom-up, decentralised approach; bio-inspired techniques often involve the method of specifying a set of simple rules, a set of simple organisms which adhere to those rules, and a method of iteratively applying those rules. After several generations of rule application it is usually the case that some forms of complex behaviour arise. Complexity gets built upon complexity until the end result is something markedly complex, and quite often completely counterintuitive from what the original rules would be expected to produce.



If you are you interested in this seminar topic, mail to us to get
the full report * of the seminar topic.
Mail ID: - contact4seminars@gmail.com
* conditions apply

– OR –

Click here for Quick Contact (Request for Topics)



The Artificial Brain

ABSTRACT


We have always been interested in the notion of consciousness fact, which is, for us, the fact that an individual endowed with a brain can think of something related to his position in the world right here right now. It is not about the continuity, or the performance, nor the profoundness of the thought, but it is about thinking of something in a knowable manner and which can be specified from a linguistic or mathematical angle, without it being an automatic and predefined response to a given situation.
By analogy to the notion lengthily investigated by philosophers, psychologists, neurobiologists, we will pose the question of artificial consciousness: how can one transpose the fact of “thinking of something” into the computable field, so that an artificial system, founded on computer processes, would be able to generate consciousness facts, in a viewable manner. The system will have intentions, emotions and ideas about things and events related to it-self. The system would have to have a body that it could direct and which would constrain the system. It would also have to have a history, and intentions to act and, most of all, to think. It would have to have knowledge, notably language knowledge. It would have to have emotions, intentions and finally a certain consciousness about itself.
We can name this system, by sheer semantic analogy, an artificial brain. However we will see that its architecture is quite different from living brains. The concern is transposing the effects, the movements; certainly not reproducing the components like neurons and glial cells. We should keep in mind principally one characteristic of the process of thinking unfolding in a brain: there is a complex neural, biochemical, electrical activation movement happening. This movement is coupled to a similar but of a different mode in the nervous system deployed in the whole body. This complex movement generates, by selective emergence and by reaching a particular configuration, what we call a thought about something. This thought rapidly leads to actuators or language activity and descends then in the following thought which can be similar or different. This is the very complex phenomenon that has to be transposed into the computable domain.
Hence, we should approach the sudden appearance of thoughts in brains at the level of the complex dynamics of a system building and reconfiguring recurrent and temporized flow. We can transpose this into computer processes architectures containing symbolic meaning and we should make it geometrically self-controlled. Two reasonable hypotheses are made for this transposition:
• analogy between the geometrical dynamics of the real brain and of the artificial brain. For one, flows are complex images, almost continuous; for the other, these are dynamical graphs which deformations are evaluated topologically.
• combinatory complexity reduction of the real brain in the computable domain by using symbolic and pre-language level for this approach. The basic elements are completely different; they are not of the same scale.
However, once these hypotheses made, one should not start to develop an architecture that will operate its own control from the aspects of its changing geometry. One needs to ask the proper question about consciousness fact generation. A philosopher, a couple of decades ago, M. Heidegger, asked the proper question: what brings us to think about this thing right here right now? The answer, quite elaborate, to this question will conduct to a system architecture choice that will take us away from reactive or deductive systems. The system will generate intentionally its consciousness facts, intention as P. Ricoeur understood it. There are no consciousness facts without intention to think. This settles the question, considered as a formidable, of freedom to think. One thinks of everything according to his memory and his intuition on the moment, but only if it is expressible as a thought by the system producing thoughts. Some might see something infinite in this process; however it is not our case. A finite set of component which movements occur in a finite space has only a finite number of states in which it can be. Also, as the permanence of the physical real apprehensible by the sense is very strong, the preoccupation to think by man is quite limited, in his civilizations. Let us point out that artificial systems that will think artificially will be able to communicate directly at the level of forms of the ideas, without using a language mediator, and hence, would be co-active as well as being numerous in space.
For different reasons, numerous people think that the path of artificial consciousness’ investigation should not be taken at all. I feel differently, because, discoveries have been the very root of our existence, from fire to the mighty F-16s. The mind is a work of art moulded in mystery, and any effort to unlock its doors should be encouraged because, I am sure, that its discovery is only going to help us respect the great architect more.



If you are you interested in this seminar topic, mail to us to get
the full report * of the seminar topic.
Mail ID: - contact4seminars@gmail.com
* conditions apply

– OR –

Click here for Quick Contact (Request for Topics)



Brain Machine Interface

ABSTRACT


A brain-machine interface is a communication system that does not depend on the brains normal output pathways of peripheral nerves and muscles. It is a new communication link between a functioning human brain and the outside world. These are electronic interfaces with the brain, which has the ability to send and receive signals from the brain. BMI uses brain activity to command, control, actuate and communicate with the world directly through brain integration with peripheral devices and systems. The signals from the brain are taken to the computer via the implants for data entry without any direct brain intervention. BMI transforms mental decisions and/or reactions into control signals by analyzing the bioelectrical brain activity.
While linking the brain directly with machines was once considered science fiction, advances over the past few years have made it increasingly viable. It is an area of intense research with almost limitless possibilities. The human brain is the most complex physical system we know of, and we would have to understand its operation in great detail to build such a device. An immediate goal of brain-machine interface study is to provide a way for people with damaged sensory/motor functions to use their brain to control artificial devices and restore lost capabilities. By combining the latest developments in computer technology and hi-tech engineering, paralyzed persons will be able to control a motorized wheel chair, computer painter, or robotic arm by thought alone. In this era where drastic diseases are getting common it is a boon if we can develop it to its full potential. Recent technical and theoretical advances, have demonstrated the ultimate feasibility of this concept for a wide range of space-based applications. Besides the clinical purposes such an interface would find immediate applications in various technology products also.



If you are you interested in this seminar topic, mail to us to get
the full report * of the seminar topic.
Mail ID: - contact4seminars@gmail.com
* conditions apply

– OR –

Click here for Quick Contact (Request for Topics)



A Search Engine for 3D Models

ABSTRACT


As the number of 3D models available on the Web grows, there is an increasing need for a search engine to help people find them. Unfortunately, traditional text-based search techniques are not always effective for 3D data. In this paper, we investigate new shape-based search methods.
The key challenges are to develop query methods simple enough for novice users and matching algorithms robust enough to work for arbitrary polygonal models. We present a web-based search engine system that supports queries based on 3D sketches, 2D sketches, 3D models, and/or text keywords. For the shape-based queries, we have developed a new matching algorithm that uses spherical harmonics to compute discriminating similarity measures without requiring repair of model degeneracies or alignment of orientations. It provides 46{245% better performance than related shape matching methods during precision-recall experiments, and it is fast enough to return query results from a repository of 20,000 models in under a second. The net result is a growing interactive index of 3D models available on the Web (i.e., a Google for 3D models).



If you are you interested in this seminar topic, mail to us to get
the full report * of the seminar topic.
Mail ID: - contact4seminars@gmail.com
* conditions apply

– OR –

Click here for Quick Contact (Request for Topics)



  • © 2008 – 2013 seminars4you,

Follow

Get every new post delivered to your Inbox.

Join 1,338 other followers