Minggu, 10 November 2019

MARIA PREFER is testing the analysis of the observation interface of the interface (electronic interface interactiv to control) in the control to be more coordinated and validated AMNIMARJESLOW GOVERNMENT 030105 - 17 x magnificient 010 __ Thanks to Lord Jesus about : Because now we see in the mirror a vague picture, but later we will see face to face. Now I only know imperfectly, but later I will know perfectly, just as I am known. God gave us a media interface, namely Love and Purity ___ Geen. Mac Tech Zone Electronic Interface to control interactiv








  Hasil gambar untuk electronic interface to control    




electronic interfaces are vital for communication between systems. ... CDE is a discharge that takes place when a charged cable is connected to a part of an electronic system, such as the connection of the Ethernet cable to the interface  or of USB cables to an electronic device .


Interfacing with a micro controller is basically creating codes for your input devices like sensors and connecting them through the pins of your micro controller so it can understand and process the data to come up with the desired result in your output devices or actuators.


An interface device (IDF) is a hardware component or system of components that allows a human being to interact with a computer, a telephone system, or other electronic information system. ... The personal computer (desktop or notebook, abundant memory and external storage, keyboard, large display) . 


The interface allows sending a message to an object without concerning which classes it belongs. Class needs to provide functionality for the methods declared in the interface. An interface cannot implement another Interface. It has to extend another interface if needed. 


Interface allows to set standardization for all the sub-classes which implements it. It specifies "what" the sub-classes must have but doesn't enforce how it should have. 100 % Abstraction. Interface body provides 100% abstraction, so that the sub-class should not miss any implementation of abstract method.


There are five main types of user interface:
  • command line (cli)
  • graphical user interface (GUI)
  • menu driven (mdi)
  • form based (fbi)
  • natural language (nli)



(n.)A boundary across which two independent systems meet and act on or communicate with each other. In computer technology, there are several types of interfaces. user interface - the keyboard, mouse, menus of a computer system. The user interface allows the user to communicate with the operating system. Also see GUI.


Like a class, an interface can have methods and variables, but the methods declared in interface are by default abstract (only method signature, no body). ... A Java library example is, Comparator Interface. If a class implements this interface, then it can be used to sort a collection.


Interfaces are more flexible, because a class can implement multiple interfaces. Since Java does not have multiple inheritance, using abstract classes prevents your users from using any other class hierarchy. In general, prefer interfaces when there are no default implementations or state.


NO we cant create an object of an Interface ,we use an Interface to hide the implementations from user.Interface contains only abstract methods and as abstract methods do not have a body (of implementation code) we can not create an object without constructor also .


An interface in the Java programming language is an abstract type that is used to specify a behavior that classes must implement. They are similar to protocols. ... However, an interface may inherit multiple interfaces and a class may implement multiple interfaces.


Interfaces are used to provide the benefits of multiple inheritance without its implementation difficulties. They allow several classes to share a standard set of methods and constants without requiring these methods and constants to be implemented by a common super class.


There are two common types of user interfaces on the display device: the command line interface (CLI), which contains text only, and the graphical user interface (GUI), which also includes images (e.g., windows, icons and menus).


A good user interface provides a "user-friendly" experience, allowing the user to interact with the software or hardware in a natural and intuitive way. Nearly all software programs have a graphical user interface, or GUI. ... A common example of a hardware device with a user interface is a remote control.


Interface Testing is defined as a software testing type which verifies whether the communication between two different software systems is done correctly. A connection that integrates two components is called interface. This interface in a computer world could be anything like API's, web services, etc


A consistent interface allows users to apply previously learned knowledge to new tasks. Effective applications are both consistent within themselves and consistent with one another. Simple. The best interface designs are simple. Simple designs are easy to learn and to use and give the interface a consistent look.



Here are 8 things I consider a good user interface needs to be:
  • Clear.
  • Concise.
  • Familiar.
  • Responsive.
  • Consistent.
  • Attractive.
  • Efficient.
  • Forgiving.



In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information. The exchange can be between software, computer hardware, peripheral devices, humans, and combinations of these.


Interfaces are implemented by types, and those types are either value types or reference types. Obviously, both int and string implement IComparable , and int is a value type, and string is a reference type.


An audio interface is a piece of hardware that expands and improves the sonic capabilities of a computer. Some audio interfaces give you the ability to connect professional microphones, instruments and other kinds of signals to a computer, and output a variety of signals as well.


An interface is declared by using the interface keyword. It provides total abstraction; means all the methods in an interface are declared with the empty body, and all the fields are public, static and final by default. A class that implements an interface must implement all the methods declared in the interface.


Interfaces in Object Oriented Programming Languages. An interface is a programming structure/syntax that allows the computer to enforce certain properties on an object (class).


It is used to identify a common set of methods for the group of classes that implement the interface. It is also used to share constants between classes. Interfaces are used to provide the benefits of multiple inheritance without its implementation difficulties.


In Java , interface doesn't allow you to declare any instance variables. Using a variable declared in an interface as an instance variable will return a compile time error. You can declare a constant variable, using static final which is different from an instance variable.


An interface is a pure abstract class. Hence, all methods in an interface are abtract , and must be implemented in the child classes. So, by extension, none of them can be declared as final . Why Interface methods cannot be “static” & “final”?



                             Electronic diagram of the interface to control the micropumps. CI = integrated circuit ULN 2803; d 0 , d 1 ,. .. , d 7 = input lines; P 1 , P 2 , P 3 , and P 4 = micropumps. 

Electronic diagram of the interface to control the micro pumps. CI = integrated circuit U L N 2803; d 0 , d 1 ,. .. , d 7 = input lines; P 1 , P 2 , P 3 , and P 4 = micro pumps.



                      Hasil gambar untuk electronic interface to control


   

                       Interactive media



Interactive media, also called interactive multimedia, any computer-delivered electronic system that allows the user to control, combine, and manipulate different types of media, such as text, sound, video, computer graphics, and animation. Interactive media integrate computer, memory storage, digital (binary) data, telephone, television, and other information technologies. Their most common applications include training programs, video games, electronic encyclopaedias, and travel guides. Interactive media shift the user’s role from observer to participant and are considered the next generation of electronic information systems.


A personal computer (PC) system with conventional magnetic-disk memory storage technically qualifies as a type of interactive media. More advanced interactive systems have been in use since the development of the computer in the mid-20th century—as flight simulators in the aerospace industry, for example. The term was popularized in the early 1990s, however, to describe PCs that incorporate high-capacity optical (laser) memory devices and digital sound systems.

The most common media machine consists of a PC with a digital speaker unit and a CD-ROM (compact disc read-only memory) drive, which optically retrieves data and instructions from a CD-ROM. Many systems also integrate a handheld tool (e.g., a control pad or joystick) that is used to communicate with the computer. Such systems permit users to read and rearrange sequences of text, animated images, and sound that are stored on high-capacity CD-ROMs. Systems with CD write-once read-many (WORM) units allow users to create and store sounds and images as well. Some PC-based media devices integrate television and radio as well.

Among the interactive media systems under commercial development by the mid-1990s were cable television services with computer interfaces that enable viewers to interact with television programs; high-speed interactive audiovisual communications systems that rely on digital data from fibre-optic lines or digitized wireless transmissions; and virtual reality systems that create small-scale artificial sensory environments.



Computer graphics, production of images on computers for use in any medium. Images used in the graphic design of printed material are frequently produced on computers, as are the still and moving images seen in comic strips and animations. The realistic images viewed and manipulated in electronic games and computer simulations could not be created or supported without the enhanced capabilities of modern computer graphics. Computer graphics also are essential to scientific visualization, a discipline that uses images and colours to model complex phenomena such as air currents and electric fields, and to computer-aided engineering and design, in which objects …(100 of 1345 words) . 


Animation, the art of making inanimate objects appear to move. Animation is an artistic impulse that long predates the movies. History’s first recorded animator is Pygmalion of Greek and Roman mythology, a sculptor who created a figure of a woman so perfect that he fell in love with her and begged Venus to bring her to life. Some of the same sense of magic, mystery, and transgression still adheres to contemporary film animation, which has made it a primary vehicle for exploring the overwhelming, often bewildering emotions of childhood—feelings once dealt with by folktales. The theory of the animated cartoon …(100 of 3466 words) . 




Personal computer (PC), a digital computer designed for use by only one person at a time. A typical personal computer assemblage consists of a central processing unit (CPU), which contains the computer’s arithmetic, logic, and control circuitry on an integrated circuit; two types of computer memory, main memory, such as digital random-access memory (RAM), and auxiliary memory, such as magnetic hard disks and special optical compact discs, or read-only memory (ROM) discs (CD-ROMs and DVD-ROMs); and various input/output devices, including a display screen, keyboard and mouse, modem, and printer.



GUI

In 1983 Apple introduced Lisa, a personal computer with a graphical user interface (GUI) to perform routine operations. A GUI is a display format that allows the user to select commands, call up files, start programs, and do other routine tasks by using a device called a mouse to point to pictorial symbols (icons) or lists of menu choices on the screen. This type of format had certain advantages over interfaces in which the user typed text- or character-based commands on a keyboard to perform routine tasks. A GUI’s windows, pull-down menus, dialog boxes, and other controlling mechanisms could be used in new programs and applications in a standardized way, so that common tasks were always performed in the same manner. The Lisa’s GUI became the basis of Apple’s Macintosh personal computer, which was introduced in 1984 and proved extremely successful. The Macintosh was particularly useful for desktop publishing because it could lay out text and graphics on the display screen as they would appear on the printed page.








The Macintosh’s graphical interface style was widely adapted by other manufacturers of personal computers and PC software. In 1985 the Microsoft Corporation introduced Microsoft Windows, a graphical user interface that gave MS-DOS-based computers many of the same capabilities of the Macintosh. Windows became the dominant operating environment for personal computers.




Faster, smaller, and more-powerful PCs

These advances in software and operating systems were matched by the development of microprocessors containing ever-greater numbers of circuits, with resulting increases in the processing speed and power of personal computers. The Intel 80386 32-bit microprocessor (introduced 1985) gave the Compaq Computer Corporation’s Compaq 386 (introduced 1986) and IBM’s PS/2 family of computers (introduced 1987) greater speed and memory capacity. Apple’s Mac II computer family made equivalent advances with microprocessors made by Motorola, Inc. The memory capacity of personal computers had increased from 64 kilobytes (64,000 characters) in the late 1970s to 100 megabytes (100 million characters) by the early ’90s to several gigabytes (billions of characters) by the early 2000s.








By 1990 some personal computers had become small enough to be completely portable. They included laptop computers, also known as notebook computers, which were about the size of a notebook, and less-powerful pocket-sized computers, known as personal digital assistants (PDAs). At the high end of the PC market, multimedia personal computers equipped with DVD players and digital sound systems allowed users to handle animated images and sound (in addition to text and still images) that were stored on high-capacity DVD-ROMs. Personal computers were increasingly interconnected with each other and with larger computers in networks for the purpose of gathering, sending, and sharing information electronically. The uses of personal computers continued to multiply as the machines became more powerful and their application software proliferated.








By 2000 more than 50 percent of all households in the United States owned a personal computer, and this penetration increased dramatically over the next few years as people in the United States (and around the world) purchased PCs to access the world of information available through the Internet.
The nonprofit One Laptop per Child project sought to provide a cheap (about $100), durable, energy-efficient computer to every child in the world, especially those in less-developed countries.
The nonprofit One Laptop per Child project sought to provide a cheap (about $100), durable, energy-efficient computer to every child in the world, especially those in less-developed countries


As the 2000s progressed, the calculation and video display distinctions between mainframe computers and PCs continued to blur: PCs with multiple microprocessors became more common; microprocessors that contained more than one “core” (CPU) displaced single-core microchips in the PC market; and high-end graphic processing cards, essential for playing the latest electronic games, became standard on all but the cheapest PCs. Likewise, the processor speed, amount and speed of memory, and data-storage capacities of PCs reached or exceeded the levels of earlier supercomputers.


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                                                      Microcontroller Interfacing




Developing embedded systems that interface microcontrollers to the outside world is a fascinating endeavor.  Such systems require both hardware and software development.  Most of the literature covers the programming of the microcontrollers.  There does not seen to be as much that describes the practical aspects of designing the circuits that interact with the outside world.   

The purpose of this series is to introduce the reader in how to design simple microcontroller interface circuits in embedded systems. It is assumed the reader has a basic understanding of electronics. The emphasis will be how to use this basic knowledge to create functional and reliable circuits. A special effort will be made to point out which things must be carefully considered, and the areas where precision is not necessary.

Rather than just provide a compendium of common microcontroller interface circuits, this series will attempt to go through the steps of the actual design process, trade offs, and other considerations.  If a circuit described here does not quite meet the requirements of their application, the reader will hopefully be in a position to make the necessary design changes themselves.


Circuit design requires a certain amount of mathematics for calculating component values.  When math is required, it will be kept as simple as possible.  The basic equation used will be shown, followed by the equation with the example values substituted for the variables, and the final answer.  The reader can then follow the process presented, and make adjustments to suit their own application’s requirements.

When actual microcontroller specifications are used as examples, Microchip PIC and Atmel AVR units will be referenced. These are both very popular microcontroller families.  They have low cost development tools available and the components themselves are low cost. In some cases, some of the smaller components can be purchased in single quantities for well under a dollar.  Larger and more powerful microcontrollers can be purchased for a few dollars. That is a lot of computing power for very little money. 

Although the main point of this series is on hardware, sometimes it will be necessary to discuss programming. It will be kept to a minimum and attempts will be made to keep program examples generic. 
The series will start with the basics and move to more complex subjects.  Additional installments will be added as time allows. 

Most of this series will cover low voltage circuits. Extreme caution must be exercised when working with high voltage circuits. Every effort is made to ensure this information is correct.  This information is provided as-is, and without warranty. The reader is responsible for implementing any circuits in a safe manner.

Development hardware and software for many microcontrollers is powerful and inexpensive. The immensely popular Arduino systems are a great way to start. The open source software handles a lot of the low level details, allowing new programmers to get their applications running quickly.  Arduino hardware is low cost and available from a number of vendors.  Sidebars with special tips for Arduino users are included on some topic pages.

Note that the series may not follow a logical order. Sections are added as I get the urge or based on requests from readers. Rather than re-sorting them from time to time, I decided to leave them in the order they are written so that external links to these pages are not affected.

I'm always looking for feedback on this series. Please contact me if you find any errors. If there is a specific topic you would like covered, please send me an email and I will put it on the list for consideration for future installments. Email: w9xt (at) unifiedmicro (dot) com. Be sure to include “Microcontroller I/F Series” in the subject line so it will not be caught in the spam filter.




It is assumed that the reader has a basic knowledge of electronics and this is a quick review.
Ohm’s Law  
Figure 2-1 shows the simplest circuit possible. It consists of a voltage source and a single resistor.  The voltage source is DC in this case. Unless otherwise noted, we will be dealing exclusively with DC voltage in this series.  In microcontroller circuits, the power source will usually be a power supply or battery.  In most cases the voltages we will be working with will be 12 volts or less.
With a given voltage (V) and resistor value (R), a given current (I) will flow.  A simple equation, Ohm’s Law, gives the relationship between voltage, resistance and current.
V = I * R
Simple algebra lets us manipulate the equation to solve for the unknown variable.
I = V/R      or   R = V/I  
In Figure 2-1, if we know our voltage source is 5V, and we have a 1000 ohm resistor, we can calculate the current in amperes.
I =  V/R  = 5/1000  = .005 A,  more often stated as 5 ma.
In designing circuits, we often have a given value for one parameter of V, R, or I, and a desired value for one of the other variables.  The goal is to select the remaining component to give provide the desired value.  For example, suppose we have a 12 V battery, and want 65 ma of current. What resistor value do we need?
R = V/I = 12/.065  = 184.6 ohms
Now, finding a 184.6 ohm resistor is going to be difficult, but fortunately in most cases  you do not need (and are unable) to get that sort of precision. The closest standard 5% resistor is 180 ohms.  If we use a 180 ohm resistor, and it is right on 180 ohms (it won’t be),  we will get the following current.
I = V/R = 12/180 =  .067 A, or 67 ma.  In most cases this will be close enough.  
Figure 2-1
 
Voltage Dividers
Figure 2-2 shows a slightly more complex circuit, one that has a voltage source and two resistors.   There are several points to illustrate with such a  circuit. The first is that resistors in series have a total resistance equal to the sum of the individual resistances. 
What would the current be in the circuit shown in Figure 2-2 be?  Since the two resistors could be substituted by a single resistor with a value equal to the sum of the two, Ohm’s Law states
I = V/(R1 + R2)
The other important point is to realize the there will be a voltage across each component in the circuit. If  you put a voltmeter across the power source you would read Vs.  Measuring across R1, you would measure voltage V1. Voltage V2 would appear across R2. 
Note the polarity of the voltages with reference to the arrow indicating current.  The ones across the resistors are opposite polarity of the voltage source. This is because the net voltage around the loop must be zero. Mathematically, the voltages follow this equation:
Vs = V1 + V2
So, what are the voltages V1 and V2?  That depends on the ratio of the values of R1 and R2. The voltage across a resistor will be proportional to the value of that resistor compared to the total. The following equations apply:
V1 = Vs* R1/(R1+R2)     V2 = Vs* R2/(R1+ R2)
If we had three resistors in the circuit, the following would apply
V1 = Vs* R1/(R1+R2+R3)
  
Suppose Vs = 12V, R1 = 1200Ω and R2 = 2400Ω. What is the voltage across each resistor?
V1 = Vs* R1/(R1+R2)     =  12* 1200/(1200 +2400) = 4 V
To calculate the voltage across R2 we could use the equation for V2 or we could apply the knowledge that the total voltage across the loop must equal 0V.
  
Vs = V1 + V2     -->  V2 = Vs - V1 =  12- 4 = 8V  
Summary
Designing interface circuits to microcontrollers requires some simple mathematics.  Understanding Ohm’s Law and voltage dividers will cover a large percentage of the situations for simple circuits. 


Digital I/O Ports
Microcontrollers generally combine their output pins into 8 bit ports.  Op code instructions allow easy manipulations of the values as a byte.  Byte operations are convenient when all 8 bits are part of a data byte.  At other times you will want use each bit for a different specific purpose.  You might want one bit to control an LED, a couple more to control relays, etc.  There will be op code instructions that let you manipulate individual bits. If you program in C, Basic, or other high level language, the compiler will have instructions for controlling individual bits.
Most I/O pins on a microcontroller can be set as digital inputs or outputs.  You will want to configure them in the desired direction early in the software that is executed when the microcontroller is powered up or reset.  There will be special registers for this purpose.    

Hasil gambar untuk electronic interface to control


     
                      Human Machine Intterface



The embedded microcontroler is intended for fans of artists, designers and anyone in creating interactive objects or environments, running multiple sensors with a 40 mA current source.


Figure 1. Suitable topology for fuel cell vehicle system.


            Power electronic interface and motor control for a fuel cell electric vehicle


the power electronics requirements and the controls of an induction motor for fuel cell electric vehicle system are reported. The power topology is selected based on performance, cost, size, volume, manufacture ability, component count and simplicity. Another highlight of the topology is the reduction of battery bank (back-up supply) and its control strategy. The proposed approach consists of a full-bridge DC/DC converter to boost the fuel cell voltage. The induction motor operated with vector control is driven by a three-phase PWM inverter supplied by the DC-link voltage. .

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                      Robotics/Computer Control/The Interface/Remote Control


Remote control is about controlling a robot (or any other electronic device) from a distance, either with or without a wire. Remote control methods can be split into two categories: wireless and wired.

Wired Remote Control

Wired remote control or tethered control can be the right way to interface a computer with a stationary robot. For mobile robots the cable can become a burden for the robot.

Issues With Wired Remote Control

Limited Range
  • Electric signals transferred over a wire lose energy because of the wires resistance. The result is that the amplitude of the signal decreases as distance increases.
  • Reflections can be a problem when the data rate is high. This means a previous signal doesn't disappear before the next is transmitted. This is why transmission lines are "terminated" with a resistor to ground.
  • Interference is caused by the magnetic fields of other conductors or capacitive coupling of high speed signals in other conductors. Shielding cables reduces interference, as does using differential signals (instead of using amplitude relative to ground to transmit '1's and '0's, using amplitude between 2 signal wires) through a twisted pair of conductors.
Mechanical Issues With Cables
  • Cables have fixed number of wires in them, if you need more, you'll have to replace the whole cable, which can be very time consuming.
  • Cables have a certain stiffness. The thicker the cable the more force you need to apply to bend the cable.
  • Cables have a weight. This can make it hard for smaller robots to drag it around.
  • They can get in the way of the robot.

Methods

Many of the mechanical issues of cables can be reduced by using thin cables with as few conductors as possible. Ideally such a cable would have only 3 or 4 conductors: Ground, power and one or 2 signal wires.

Advantages

By using a cable you get around the problem of heavy batteries. The robot can be powered by an AC-outlet. Another benefit of a tether is the ability to easily use a PC to control the robot.

                                            Wireless Remote Control 

IR

IR remote control is the best known form of wireless remote control. It's cheap and reliable, but limited to line-of-sight communication. Complete IR-receiver modules, like the TSOP1736, are available cheaply and can be interfaced with most controllers without much extra components. TV remote controls using RC5 (Phillips) can be used with such modules. If you want a faster data link, IRDA components could boost it significantly. Bluetooth and Wifi have replaced it on modern laptops, but IRDA components are still available.

RF

RF is widely known in model race cars, Wifi, and various other applications. These days complete RF transmitter/receiver modules are available at reasonable low prices. These modules are very easy to use and have ranges of around 100m depending on their environment. RF remote controls for high end model race cars have larger range but are much more expensive and limited in their use.
While it is definitely possible to build RF transmitters from scratch, this is not advisable. Radio frequencies are strictly governed and building a transmitter that uses the wrong frequency quickly leads to a fine or worse. Know what you're allowed to do, before building one of these. It is possible to use a wireless telephone to provide an RF connection to your robot. The major restriction being data rates limited to 9.6kbaud or so.

Speech Recognition

In essence speech recognition is a form of remote control. Probably one of the hardest forms of remote control, but also one of the most impressive ones. Although today there are modules that contain a full speech recognition system capable of learning a dozen commands, those systems are still very limited as they can't handle sentences (just commands), need to be trained before they are useful and usually can only be used by one person.

Sound

Sound can also be used as remote control, generating a tone of a particular frequency isn't hard, building a receiver to detect this tone isn't too difficult either. Sounds like whistling and clapping hands have been used for remote control before (e.g. the keyring which makes a sound when you whistle).

Network control

A further step would be to do the control over a network, from another device. This could be a wired network, like RS-232, RS-485 or Ethernet, or a wireless one, as WLAN, Bluetooth or ZigBee.


  

                                     Robotics/Communication Sensors


Data transmission channels

Being able to send data to and from your robot can be a very handy addition. There are 2 commonly used methods for wireless data transmission: IR (Infra Red) and RF (Radio Frequency). Both methods have their own advantages and disadvantages. Which to use depends on several factors.

IR

IR data transmission best known example is the TVs remote control. Using IR on a robot is quite easy and very cheap. The disadvantage of IR is that it's limited to line-of-sight transmission.Line-of-sight or the distance of operating can be increased by use of microwaves (transmission-receiver) systems

RF

RF are well known in radio controlled cars. RF is more expensive than IR, but doesn't have the line-of-sight limitation. These days there are complete RF "modems" available which can be connected to a robot without much (or even any) extra components. Although possible building your own RF communication modules isn't advisable. There are strict laws about which frequencies you can use and with how much power you can transmit.

Using IR

IR is not much more than modulated light flashes. Since IR falls outside of the visual spectrum humans can't see these flashes without e.g. a digital camera (the CMOS image chip can see IR, on the screen those IR flashes appear bright white).

Remote Control

The great thing about IR remote controls is that you can use many of these directly to control your robot. Although there are several (very) different IR remote control standards, there is one standard that is used by multiple manufacturers. This standard, called RC5, is very easy to use as many programming languages for micro controllers have build in RC5 support. The hardware is limited to an integrated receiver module (e.g. TSOP1736), a capacitor and a resistor.


  

                                                  The Interface/Networks


Sometimes a single µcontroller isn't sufficient to control your robot. Then you'll be needing a way to connect all those µcontrollers, preferably without sacrificing too many pins or expensive ICs. Of course this problem has been solved a long time ago and there are quite a number of different standards each having their own advantages and disadvantages.


Standards

There are many different standards on connecting 2 or more µcontrollers (or computers), but here are the most used standards:


I²C

Inter-Integrated-Circuit-bus or Two-wire serial bus: Used to connect ICs on a single board. The bus has one clock and one data line. Both the clock and data line are pulled high and device only drives the lines low. There are plenty of ICs available with build-in I²C interface including many of the modern µcontrollers.
µcontrollers with build in I²C support:
  • ATMEGA8
  • ATMEGA16
  • ATMEGA32
  • ATMEGA64
  • ATMEGA128
  • ATMEGA8535
Some I²C ICs:
  • MAX5380/5381/5382: 8Bit DAC
  • PCF8574: 8bit I/O-expander for I²C-bus
  • LM75: digital temperature sensor
The I²C protocol can also be performed in software and is usually referred to as bit-banged I²C.


RS232

Recommended Standard 232: Better known as the serial port on a PC. Used to connect two devices.


RS422

Recommended Standard 422: industrial version of RS232. Much better than RS-232 at resisting interference.


RS485

Recommended Standard 485: Better version of RS422: allows more than 2 devices to be connected together. (usually up to 32 devices)
RS232 <-> RS485 converters:
  • LTC485CN8: DIL8
  • SN75LBC176D: SOIC8


CAN

Acronym stands for "Controller Area Network." More complicated network. Used in automotive and domotica. Originally developed by Bosch in Germany. Limited to 1 Mbps in theory; with required overhead, protocol is slower than 1 Mbps. Data is delivered in packets of 8 bytes. CAN is frequently referred to as CANbus.


1wire

This bus uses 1 wire to supply power and communication to a IC. Used for temperature sensors and other low-power ICs. Despite the name, a second wire, ground, is used to complete the circuit. Data is sent to the IC by switching the wire between high and low. A built-in capacitor provides the IC with power during the low parts of the signal. This bus is intended for low-power devices, like temperature sensors.


SPI

SPI(Serial peripheral interface) is a 4-wire full duplex bus. The bus has a clock, transmit, receive, and select line. One device controls communication on the bus. When connecting multiple devices, each device is connected to the master with a separate select line and the master selects only one device at a time.

  

                                       Embedded Systems/Common Protocols

This is a list of common protocols used in embedded systems. Eventually, this list will become hyperlinks to sources of information on each. Many of them are byte-stream protocols that can be transmitted by a variety of serial protocols on a variety of hardware.

              
detect the I2C addresses by scanning the bus by sending a START condition to every address and checking for an ACK.

To identify devices on a closed protocol "network" of sorts. I'm trying to determine how many devices are out there and unique id's of each device. I'll probably have an Eprom or something similar to store the unique identifier. The question I would have for the forum would be: is a daisy chain the best way to identify the devices? (as shown below)
                                                 alt text
We could try to also route individual control lines to the devices but I won't necessarily know how many total devices are out there. I will be able to connect the final device back to a return line (physically using a jumper and identified here by the blue dot).



                                                     Microcontrollers


Microcontrollers are the core of many robots. They have considerable processing power packed on to one chip, allowing lots of freedom for programmers. Microcontrollers are low level devices and it is common to program them using an assembly language, this provides a great deal of control over the hardware connected to the controller. Many manufacturers also provide high-level language compilers for their chips, including BASIC and C.
What's the difference between a microcontroller, microprocessor, and a CPU ? The CPU is the part which actually executes the instructions (add, subtract, shift, fetch, etc.).
A microprocessor is any CPU on a single chip.
A micro controller is a kind of microprocessor, because it includes a CPU, but it typically also contains all of the following components on the same single chip:
  • (discrete) inputs
  • (discrete) outputs
  • ROM for the program
  • RAM for temporary data
  • EEPROM for non-volatile data
  • counter/timer
  • clock
Some micro controllers even include on board Analog-to-Digital converters (ADCs). This allows analog sensors to be directly connected to the micro controller.
With this capability, micro controllers are quite convenient pieces of silicon.
The outputs of a micro controller can be used to drive many things, common examples include LEDs and transistors. The outputs on a micro controller are generally low power. Transistors are used to switch higher power devices (such as motors) on and off.

All CPUs are useless without software.
Most software for a PC is stored on the hard drive. But when you first turn one on, it starts executing the software in the boot ROM. If you wanted to change that software, you would have to pull out the ROM chip, program a new ROM chip (in a "chip programmer"), and then plug the new chip into the PC.
Most robots don't have a hard drive -- all their software is stored in ROM. So changing that software is exactly like changing the boot code of a PC. (If your robot has an external ROM chip, then that is the one that is pulled and replaced. If your robot uses a micro controller with internal ROM, then the micro controller is pulled and replaced).
Many recent PC motherboards and micro controllers use Flash instead of ROM. That allows people to change the program without pulling out or putting in any chips. They can be rewritten with new data, like a memory chip, but permanently, and only a certain number of times (10,000 to 100,000 erase/write cycles).

Here are a few pages about specific µ controllers:


                            Computer Control

Personal computers (PC) have a large number of ports to which you could add your own hardware to control your robot. Some of these are very easy to use, while others are nearly impossible without special (expensive) ICs. Not all of these interfaces are available on all computers. This section gives an overview of some of the best known ports on a PC. These ports and their uses are well document all over the internet.

External Ports

These are all the ports that are available on the outside of a PC. Most computer users are familiar with them (or at least know them by name and looks).

Serial Port

The serial port is one of the two easiest to use ports on a PC. This port consist of 2 wires to transfer your data (one for each direction) and a number of signal wires. This port is reasonably sturdy, and if you know some digital electronics or use a microcontroller, is pretty easy to use too. It is limited on speed and can only connect two devices directly. By using special ICs you can connect the serial port to a RS-485 network and connect it to multiple devices.

Parallel Port

The parallel port is the second of the easiest to use ports on a PC. This port uses 8 lines to transfer data and has several signal lines. Modern parallel ports can send and receive data. This port is easier to use, but less sturdy than the serial port. Since it operates on TTL voltage levels (0 and 5V) it can connect directly to microcontrollers and TTL logic.

USB

USB is the successor of the serial port. It's faster and allows connecting devices without turning off the PC. Some modern microcontrollers have built in USB support.

IEEE 1394: Firewire, i.link, Lynx


IEEE 1394 also known as FireWire, i.link or lynx is a (much) faster port, similar to the USB port. It reaches speeds up to 400Mbit/s.

Keyboard Connector

Keyboards use TTL level signals to transfer button presses and releases to the PC. A keyboard sends a code when a button is pressed and sends another one when the button is released. This port could be used for some purposes.

Ethernet

Ethernet can be used to connect other devices to a PC. Complete webserver-on-a-chip are available these days, and an ethernet network can be a way to connect multiple devices in a robot (and even hook it up to the internet and let people control the robot from all over the world).

Internal Ports

These are the connectors inside the PC, generally these are used with special PCBs (called cards). Although harder to use, they offer great speed.

ISA

ISA was the (8-, later 16-bit) bus where you plugged your video, sound, IDE and network card in the old days. You'll find these on PC up to (some) early Pentium II (the latter usually has only 1 E-ISA socket, if any). This bus is pretty easy to use for your own projects and well documented on the internet.


PCI

PCI is the successor of the ISA bus. It's a faster 32bit bus. Since it support plug and play, a PCI device needs a few registers which identify the component and manufacturer.

AGP

The Accelerated Graphics Port is aimed at 3D graphic cards. It's a fast bus, but optimized for graphics.

PCI Express

PCI Express replaces both PCI and AGP. It's quite different from all the other busses, as it uses serial communication, rather than parallel. Its speed depend on the number of "lanes" (serial connections) used PCI Express support 1, 2, 4, 8 and 16 lanes.

Wireless

These are "ports" too as they can be used to connect other devices to the PC.

IRDA

IRDA is an infrared communication port. Modern versions reach speeds up to 4Mbit/s. IRDA may be a good alternative to wires for table top robots. Since it's an Infrared port it needs a line of sight to work reliable and its range is limited to 1m. Note that this port works at a much higher speed than remote controls and therefor standard remote control repeaters may not work reliable for IRDA.

WiFi / WLAN / 802.11 / Wireless Ethernet

All the names in the headline are synonyms for the same technology. WLANs are commonly used in PCs (especially laptops) as data networks. The bandwidth available is in the order of several megabits per second or more, far more than normally is necessary in any robotics project. A WLAN typically reaches about 100m, but with special directional antennas far more is possible (in a specific direction).
A WLAN is the obvious choice if your robot has an inbuilt PC or perhaps even PDA for control. Also, when you have ethernet connectivity in your controller (reasonably low cost but not a standard feature except in certain kits), there are low cost (~€50) WLAN bridges available, such as the D-Link DWL-810+ and DWL-G810.
If you only have a serial port available, a wireless device server could be used. The cost of one of them is, however, over €100.

Bluetooth

Bluetooth is a low bandwidth protocol most commonly found in cellular phones. It is increasingly being deployed in laptops, and there are separate USB "sticks" available as well. Bluetooth can be used for making a serial connection wireless - there are Bluetooth serial ports available on the market, which can be used as converters. Total bandwidth in the system is about a megabit per second, with range up to about ten meters (standard Bluetooth, 2.5 mW), or about hundred meters (industrial Bluetooth, 100 mW). There are limitations on scaling with Bluetooth - it is mostly deployed in 1:1 links even though the standard includes networks with up to 8 active nodes (and even more passive ones). This means that if you plan on building large numbers of robots with a common communication network, Bluetooth might be less well suited.

ZigBee

ZigBee is a protocol stack based on the 802.15.4 wireless network communication standard. It is low-cost, low-power and all-in-all perfectly suited for low-bandwidth communication needs. The bandwidth is on the order of tens to hundreds kilobits per second, and the range is up to about a kilometer, depending on equipment.
Interesting solutions are XBee from Maxstream, which basically provide a wireless serial link

UWB

Wireless USB

Cellular networks

A possibility is to use standard cellular networks (mobile phones). It is only a viable solution for large-scale geostationary outdoor applications with low communication needs though, because of cost, latency and bandwidth limitations.

Radio modems

Radio modems are normally older proprietary solutions for wireless linking of serial ports. Proprietary solutions probably shouldn't be considered for new designs.

Using a PC or laptop in a robot

PCs have the benefit of abundance of memory, program space and processing power. Additionally they provide the best debug I/O (screen, keyboard and mouse) you could wish for. But they do have a few flaws that limit their usefulness in a mobile robot.
  • First of all their size. Even the smallest PC, a laptop, is quite bulky and forces you to use a rather large frame.
  • Secondly, except for a laptop, power consumption is large and provide AC-power on a mobile unit is bulky as you need heavy batteries and an inverter.
  • Lastly Pcs are lousy when it comes to getting a reliable accurate timing from the outside world.
The first two points basically shape most of your robot's frame and other than using a different controller not much you can do about it. Picking the best hardware you can find is pretty much all that can make these points a little less troublesome.
The last point is quite easy to get around. Most PCs have a serial port. Most microcontrollers have a serial port as well. Use a level converter to connect the TTL level serial port of the microcontroller with the RS232 level computer serial port and use a little program that handles the accurate timing in the microcontroller and transfers this information to the computer through the serial connection. This is a very powerful setup that combines the strengths of both the PC and the microcontroller.
Covers an I/O module and RS232 to TTL level converter for use with robotics or microcontroller based projects.
Some microcontrollers provide USB or Ethernet ports, which can be used in pretty much the same way, although the software would be a bit harder to implement.


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                 The Pilot-Aircraft Interface Form and Function




The pilot-airplane interface (PAI) is the physical relationship between the person and the machine
The pilot-airplane interface (PAI) is the physical relationship between the person and the machine. It is the essential, single-point conduit through which the pilot communicates his (or her) intentions to the airplane. It would seem that this connection should be a pretty good fit, but that's not always the case.
Pilots are wonderful adapters. We learn to compensate for all kinds of airplane shortcomings. The more experience we have in a particular airplane, the less we tend to notice these compensations. We do whatever it takes to achieve the result we want. Think back to your first flight. Did you find that manual flap lever a bit awkward to pull up to its third notch? Did you allow the airplane's pitch attitude to change when you reached for the landing gear handle after your first takeoff? Chances are, after a few hours in that airplane you figured out how to perform these tasks without affecting a simultaneous task. While compensation is a necessary piloting skill, the fact that you have to do it means your workload has increased. Leaning to reach a switch or see an instrument is always a distraction. These minor distractions generally go unnoticed at altitude on a clear day, but they can be significant during high workload flying such as actual instrument approaches or during emergencies.
Mentally climb into the left seat of your airplane and visualize your physical movements as we explore a few PAI issues.

Location

Switches, levers, knobs, handles, and instruments are located throughout the cockpit. The more sophisticated the airplane, the more of these gadgets you'll find. Often they are squeezed into the same space as a less complex airplane. Limited "optimum" space - the location where these devices can best be seen and reached - forces manufacturers to place some controls and instruments in less than optimum locations.
Ever fly an airplane where the yoke obstructs your view of something on the lower instrument panel? Moving the yoke out of the way during flight is generally not an option, so you move your head or lean to see around the yoke. The same can be true for reading a gauge that's partially blocked by a protruding radio stack or engine control levers in their high-power position.
Before you fly an airplane, you should sit in the cockpit, look around, and ask yourself some questions. What instruments or switches are blocked by something that obstructs your view of them? Are they important? Are they among those you want to refer to frequently, such as navigation instruments? Could your blocked view of them keep you from noticing a deteriorating condition that could have significant consequences such as cabin pressure or oil pressure?
Notice which devices are blocked from view and assess the consequence of their going unnoticed. Do you deal with this annoyance from a convenience standpoint (don't check it as often as you should) or a compensation standpoint (incorporate a lean and look task into your instrument scan)?
Physiology experts say rapid head motions can encourage vertigo during instrument flight. Think about how quickly you move your head to get a quick peek at an obstructed gauge.
You might be able to easily see gauges located on the right side of the instrument panel, but you might still have to compensate to read them. If the instrument has a recessed face, its bezel may obstruct the markings along the left side of the face. An indicator needle pointing to that region forces you to lean to your right to read it accurately. You can forego the lean as long as this region is within the normal operating range, but if minimum or maximum limits are marked there you'll be more inclined to keep a close eye on the gauge. That means frequent leaning and longer distractions from other piloting tasks.
Parallax is another possibility with analog gauges. These gauges are designed for you to read them head-on, or perpendicular, to their faces. Because the indicator needle is a small distance away from the instrument face, it can appear to indicate a different value if you view it at an angle.
Let's say you're in the left seat trying to read a gauge on the right side of the instrument panel. The closer the needle is to the 12 o'clock position, the higher its reading will appear to be because of parallax error. If the needle were pointing exactly at 12:00, as you view it head-on, it appears to point somewhere between the 12:00 and 1:00 position when you view it from the left. At the 6:00 position the needle appears to point between 5:00 and 6:00 if you view it from the left. The parallax error is minimized when the needle points close to the 3:00 and 9:00 positions. If you hold an analog clock in the position it would be on the panel at arm's length to your right, you can see this parallax effect easily.
Just because you can see all the handles and switches doesn't automatically guarantee you can reach them. Do any switches, levers, handles, or knobs fall into this category in your airplane? Make sure you check them with your lap and shoulder straps tight. Are any of these unreachables part of a checklist you perform at a moment when loosening your shoulder straps is not possible, such as right after takeoff or just prior to landing?
Your reach is not an absolute number when it comes to operating cockpit devices. You can throw a rocker switch with a finger tip at the very end of your outstretched arm. A lever-lock switch requires you to grab it and pull it over a safety notch, however. You won't be able to actuate this kind of switch if you can just reach it with your finger tip - you'll need about two more inches.
Do the switches, handles, and other moveable controls move in the sensible direction? Up for on; down for off; middle for stop? Do you have any switches that are normally "on" during flight and that reside adjacent to those that are normally "off?" Would you rather have all switches point in the same direction for normal operation regardless whether some of the switches will be "on" and others "off?" Different airplanes may have different switchology. So, you must be extra vigilant if you fly more than one airplane.
We generally like controls to move in logical or, at least, traditional directions. How many times have you turned the crank on the ceiling the wrong way while trying to adjust the pitch trim?
Handles and levers should require enough operating force to preclude actuating them inadvertently or giving you a tendency to over-actuate, but they should have a force low enough for easy one-hand operation. Some mechanical flap levers take a notoriously high force to pull to that third notch. Some handles have perfectly acceptable forces, but their location or operation is so awkward that a conscious, concentrated effort is necessary.
Electric flaps are not immune to PAI problems. A spring-loaded switch requires you to hold the switch until the flaps reach the desired deflection. Could you be using that hand for something else? On others you only have to hold the switch while you lower the flaps, but a single flick brings the flaps all the way up. Partially raising these flaps requires two conscious movements. Think about instances where you might want to nurse the flaps up, such as during a go-around. Would you rather have that hand somewhere else during this maneuver?
Guarded switches are guarded for a reason. This passive message forces you to be sure you want to throw this switch. The result is that you make two conscious movements to operate a guarded switch.
Where is the fuel selector in your airplane? Can you reach it with your straps tight? Is it hard to turn? Is it obvious which way you turn it? Can you feel it click into place when you turn it to another tank or to the off position - or do you just sort of point it at the index? Is it on the floor or against a wall where you have to take a foot off the rudder pedal to reach it? If you are flying a twin can you afford to remove your foot from that pedal following an engine failure?

Proximity

One proximity issue is switches with a similiar shape that operate alike and are located adjacent to each other. This arrangement makes it easier to throw the wrong switch inadvertently. There have been cases of pilots who visually identified the proper switch, then looked elsewhere and hit the wrong one. You can see the problem it could create if you reached for the anti-ice switch and turned on the landing light instead.
Having a row of identical switches makes for a pretty instrument panel, but this layout can invite switch selection mistakes.
Congestion is another proximity issue. Are switches and handles so close to another device that actuating one is difficult without also moving the other? Is a handle located between the seats, where grasping it means a blind reach of a beefy arm into a narrow gap? If an emergency procedure requires you to pull a circuit breaker, can you find it quickly? in the dark? Can you pull it out? What breakers are next to it? What would the consequence be if you were to pull one of those by mistake? Study the circuit break panel and figure it out.
Emergency procedures often involve actuating several devices. How many times must you change hands on the yoke to accomplish the corrective measures? The same question is valid for any procedure, from post-takeoff checklists to instrument approaches.
Flying is a multi-sensory event. We rely primarily on vision, but there's no denying the significant influence of sound, feel, and even smell. Stall warning horns are designed to get our attention no matter where we're looking or what we're doing. Is that stall warning horn loud enough for you to hear it while you're approaching a full-power departure stall? If your airplane has warning lights, are they located in your primary field of view?
Tactile cueing is often used to help ensure your hand is on the correct device. For adjacent switch placement, a rocker switch for the landing light and toggle switch for the anti-ice might be a better idea than two rockers. It is no coincidence that landing gear handles are circular and flap switches are flat, or that throttle, mixture, and propeller knobs have different shapes and colors.
You can see a lot of overlap among these arbitrary PAI categories. Location affects seeing, reading, identifying, reaching, and operating a device. Shape, proximity, force needed, and other factors all affect how much of your attention you must devote to operating a device - which is attention you cannot devote to other flying tasks.
Now that you've considered these PAI issues while reading this in your favorite comfy chair, head to the airport. Bring the magazine along. Sit in your parked airplane and physically assess the PAI. Flip switches, operate handles, turn knobs if it is safe to do so. Do it without looking. Simulate emergencies and pay attention to how PAI can cause one task to affect another. Chances are you'll treat a few of those routine tasks with more diligence in the future. Let us know what you find.
For a real eye-opener, perform your PAI evaluation in an unfamiliar airplane. These will be your initial impressions before you've had time to compensate for them automatically. Often the first look is the most revealing.
These PAI issues are just a few of the many out there. We haven't even mentioned the seat/pedals/yoke/throttle relationships. Don't stop looking for PAI problems. You probably won't have much control over the PAI, especially with rental aircraft. You can, however, identify potential PAI problem areas and take extra care while operating those controls.




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                            Dashing Computer Interface To Control Your Car

Researchers have developed a special dashboard computer to act as a single conduit for all devices emerging in modern cars – GPS, mobile, PDAs, intelligent car technologies. It should mean a better, more relaxed and even safer driving experience.

researchers have developed a special dashboard computer to act as a single conduit for all devices emerging in modern cars – GPS, mobile, PDAs, intelligent car technologies. It should mean a better, more relaxed and even safer driving experience.

research and the automotive industry have joined forces and developed a dashboard interface that can link and control the increasing information and vehicle controls systems currently emerging in the automotive industry.

working on new technologies to improve automotive safety and to develop intelligent vehicles. But all of these systems must then be added to the dozens of controls and user devices that are already found in a car.
Current in-vehicle systems like open door and seat belt warnings will soon be joined by lane assistance, hazard detection and a host of other information and systems for safe and efficient driving.



Information overload

“There is a real risk the driver will become overwhelmed as the number of in-car systems multiply,” warns Angelos Amditis, dissemination manager of the EU-funded AIDE integrated project. “There are so many potential demands on driver attention from these new systems that they could prove distracting.”
AIDE was set up to tackle this potential problem by developing an Adaptive, Integrated Driver-vehicle interface, or AIDE. The AIDE system provides a clearinghouse for all of the systems operating in a car and to interact with the driver.
This central intelligence can prioritise and emphasise the most important and urgent information based on the driver’s state and current driving conditions, and it can put all other non-essential alerts on hold.

Not nag-ware

AIDE designed the technology to prioritise demands on the driver’s attention depending on driving conditions. If the car is approaching a tricky junction, for example, it can hold all mobile calls and text messages, or suspend non-safety critical information.
The AIDE system can support many different functions, and help to ensure that drivers get the best possible use out of those functions, and that the system is safe and easy to use.
It works by sharing input and output controls among the various subsystems, such as collision avoidance or the mobile phone unit. It then coordinates information centrally, deciding the best course of action for both a given driving situation and the driver’s current state.
If the driver is distracted, for example, the system issues warnings with greater intensity. AIDE also developed the interface so that it could adapt to different types of driver. It is possible to personalise the warning, the media, timing and its intensity according to the driver’s profile, both explicit and implicit preferences, explains Amditis.
AIDE was popular among drivers in field tests, with approximately 50% of the test subjects reporting that they appreciated support from the system. That is a surprising result, really, given that many drivers find in-car systems – like seat belt and door warnings – maddening, and it is very difficult to develop a comfortable interface.
But AIDE succeeded in developing helpful software rather than what could easily be annoying nag-ware.


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                      Driver-vehicle interfaces and interaction: where are they going?

                     Gambar terkait

Car evolution

The car was born around a century ago and its evolution has been incredibly fast, both in technology and in style. We have to move through different social and cultural evolutions to arrive to the present state of the art. The technical and social acceleration of the 20th century is well visible looking at the different worldwide research programs. Nowadays digital content and ubiquitous computing are changing us and our life style. New concepts involving the full society are emerging and the term “personal mobility” becomes more and more used together with “co-operative driving” and “environmental compatibility”.

HMI evolution

Human Machine Interaction (HMI), initially limited only to the primary in-vehicle commands, has been a major issue since the beginning. In which direction is it moving? Which technological efforts will be key factors to face the challenges of the future? We are in the middle of a transition phase where the world has to cope with and to solve big problems as energy and climate change that can strongly influence the future of the automotive industry and not only.

Keywords

HMI Human vehicle interaction Design Interiors Adaptivity Context awareness Information management Mobility Personal mobility Comfort Driver vehicle-environment





1 Introduction

Every imagined world that is not seated in the past must share its mode of non-being with the future, which by definition does not exist
(Sean Cubit—“Digital Aesthetics” 1998)


Human Machine Interaction (HMI) has been a major issue since the very early phase of car development. Initially it was limited only to the primary commands devoted just to drive the vehicle as steering wheel, accelerator and brake, but after a short while, with the evolution and diffusion of cars, became essential for drivers to know more about the state of the vehicle starting from basic information such as speed and fuel level.
This was the reason why the instrument cluster was conceived: at the beginning it was made of separate instruments, nowadays it includes an ever increasing number of indicators and displays.
The transformation was mainly due to the diffusion of cars to a mass market asking initially for a new concept of mobility and afterwards for a higher comfort.
What is characterizing the car evolution is the enormous effort done by the automotive industry to develop new technological solutions. This effort moved the car industry towards different objectives and related needs: cost reduction, better performances and increased quality have been the driving factors of this process .
One of the leading factors of the progress done by car industry is electronic. “Current production cars contain more computing power than was used to send the Apollo spacecraft to the moon” (MOTOROLA). The result is distributed in different areas: from better efficiency power train to passive and active safety, to climate control and multimedia applications.


                  
The technical and social acceleration of the 20th century is well visible looking at the numerous research programs in Europe, USA, Japan and Australia. The various programs dedicated to traffic, mobility and safety have produced results that are now present in many vehicles. Names as ABS (Anti-lock Brake System), ESC (Electronic Stability Control), ACC (Adaptive Cruise Control), Lane support, Side support are today well known by the customer market.
In this scenario of continuous evolution of vehicles we are now in a period where technology is rapidly changing vehicles and the way in which information is exchanged with drivers is now of crucial importance.

2 The driver–vehicle interaction

The main characteristic of the ongoing evolution in this society is the need to communicate anywhere and anytime, namely to be continuously connected.
The increasing amount of information and support functions is today forcing HMI designers to face the problem of contemporary warnings, messages and communications that are given to drivers at the same time or when they are engaged in demanding driving conditions.
Different solutions have been investigated and now, after a number of projects co-funded by the European Commission as CEMVOCAS , COMUNICAR AIDE , a clear understanding of when and how to provide information to the driver is reached: the integrated management of information based on message prioritisation depending on driving context, together with the use of new technologies like for example haptic devices and voice recognition, are the present concept of a smart, friendly and adaptive HMI, the so called “natural interaction”. These new HMI concepts enable the possibility to maintain driver’s workload at an acceptable level, avoiding distraction and consequently increasing safety, providing the driver with all the useful information coming from the novel driving support and information functions.
If CEMVOCAS project made the first attempt to examine the driver workload while coping with the oncoming phone calls and to apply this concept to an on vehicle speech recognition system, the COMUNICAR project developed the first rule-based information manager and the AIDE integrated project, makes evolve this concept developing an adaptive and integrated driver vehicle interface. The AIDE project, co-funded by the European Commission Information Society and Media and supported by EUCAR, ended in April 2008 and involved nine car and trucks manufactures all over Europe, major automotive OEMs, suppliers and research centres, the results of this project are now in the hands of most of the European automotive industries that are today planning the deployment phase of the AIDE project results.
Using a number of different data from the on board devices and sensors, the AIDE system is aware in real time of the driving context in terms of traffic and environmental conditions, of driver’s status and activity. The AIDE system uses this “awareness” to adapt in the most efficient and safe way the provision of the information to the driver limiting the amount of simultaneous messages and warnings given to the driver not only from car functions but also from his/her personal devices Figs. 1 and 2.


Fig. 1
Fig. 1
The AIDE adaptive integrated driver-vehicle interface
            Fig. 2
Fig. 2
The AIDE demonstrators developed by Centro Ricerche FIAT, Volvo Technologies and SEAT
In the AIDE project in fact also portable devices have been included into the concept of information management, a personal mobile phone can be seamlessly connected and managed by the central intelligence of the system keeping the connectivity always on, as demanded by today drivers, but enabling the full hands free control of the smart phone functions including SMS and MP3 player management.
To address the challenges of connectivity and safe use in cars of nomadic devices the AIDE integrated project established a Nomadic Device Forum that brought together representatives of the key stakeholders involved in this field. The activity of the Forum addressed the most important use cases and requirements to define the perspectives of a common “nomadic device gateway” for the integration of portable devices in the vehicles in compliance with the European Statement of Principles (ESoP2) defined by the European Community about in-vehicle HMI.
The AIDE system is extending the concept of information management from the use of rule based algorithms to the development of a dynamic predictive model conceived to take into account in a more extensive way driver’s behaviour and profile, vehicle dynamics and driving context.
The AIDE concept is thus to create a sort of “real time virtual awareness layer” gathering all relevant information about the context, the vehicle dynamic and the driver’s behaviour and status to close the loop and to put the driver into the loop itself. In this way the subsequent communication channel selection and information prioritisation is a powerful mean to increase driving comfort and safety.
The design of the driver-vehicle dialogue is the core of the AIDE “Interaction and Communication Assistant” (ICA) that defines the communication and data exchange protocol.
ICA is the central intelligence of the AIDE system; it is responsible of managing all the interaction and communication between driver, vehicle and driver’s personal nomadic devices. Starting from the assessment of the Driver-Vehicle-Environment (DVE) status/situation provided by the DVE monitoring modules ICA enables the selection of the presentation modality, the messages prioritisation and scheduling and the global adaptivity of the driver-vehicle interface (e.g. display configuration and function allocation).
The main goal of ICA is to manage all interactions between the driver and the various in-vehicle systems in order to:
  • avoid any negative impact of the information sources on the driving task (e.g. distraction and information overload),
  • avoid interference between different pieces of information.
The management of the functions includes:
  • the definition of which type of information should be delivered, when and how,
  • the adaptation to the driver and to the environment,
  • the personalization of the adaptive HMI to the individual driver.
In cars of today the elements that can contribute to the interaction with the new vehicle functions are different and distributed all around the driver. For example:
  • the steering function is normally assisted and the amount of mechatronics able to face different and also difficult driving conditions can be used at the same time to alert the driver in case of erroneous lane departure;
  • the accelerator pedal is rapidly evolving to become a source of feedback linked to functions like ACC (Adaptive Cruise Control) or frontal collision warning;
  • the safety belt interacts with the driver for example to remind its use and in some cases its pretensioning is used to prepare the driver’s body in case of crash or as a light warning of dangerous headway;
  • the seat generates comfort and is also used as output device for lateral warning in some implementation of the lane support function;
  • the climate control could be used to interact with the driver with fresh air or fragrances in case of fatigue;
  • the lateral acceleration and more in general the vehicle handling contributes to create the feeling of dangerous driving.
On one hand we are moving to integrate and manage the information provided to the driver, on the other hand we are working to use different communication channels, in all cases these considerations should be taken into account:
  • driving pleasure is done by emotions coming primarily by physical feelings;
  • drivers frequently have not consciousness of the systems that are active on the vehicle.
The first thought gives us the idea that with affective computing applications, nowadays well represented in pilot projects like FEELIX GROWING and encouraged by the vision where “computers learn to react to our motions and thoughts” (Intel) , the drive task will become a real immersive emotional experience not giving the driver the perception of the high level of artificial intelligence distributed around him/her.
The second consideration may result in a risk of overconfidence by drivers, an effect that should be investigated in the early design phases of a new system and should be prevented.






3 Where we are: a short state of the art

Looking at the hints concerning the car interiors and HMI offered by concept vehicles and by cars already on the market we mainly see the implementation of the following criteria:
  • increasing of the support to the driver (preventive safety);
  • satisfaction of driver’s need for connectivity;
  • increasing of entertainment for passengers;
  • re-thinking to the interior as a useful functional space.
Concerning the support to the driver, as confirmed by a number of successful research projects of the last decade , the number of safety related functions available on board is continuously increasing, from the already widely commercially available functions like ABS (Anti-lock Brake System), ESC (Electronic Stability Control), etc. to the more advanced ADAS (Advanced Driver Assistance Systems) functions like collision avoidance, lane departure warning, blind spot monitoring, and others based on on-board integrated sensors like radars and cameras, relying on satellite systems like GPS (Global Positioning System) or taking advantage from wireless communication with infrastructures and remote service providers. All these systems are providing a higher level of support to the driver both in terms of automatic intervention and of additional warnings augmenting driver’s awareness of the external scenario.
Concerning interiors and comfort, interesting examples are related to accessibility (Renault Megane coupè concept car Geneve 2008, Toyota Fine-T concept 2006), to in-vehicle office (Mercedes-V mobile office or the Kia Soul at Genève 2008) or to the needs of families with children (Mercedes F600 Hygenius concept) (Fig. 3).

Fig. 3
Fig. 3
Renault Megane coupé, Toyota Fine-T, Kia Soul, Mercedes F600 Hygenious concept cars
Concerning entertainment of passengers on board, the evolution is so rapid that in this area we have not only concepts but also products integrating the most popular multimedia (from DVD to MP3 players and videogames) (Fig. 4).

Fig. 4
Fig. 4
Fiat, Lancia, Maserati, BMW, Chrysler, Mercedes, Volvo in-vehicle entertainment solutions
In this scenario FIAT developed the Blue&Me innovative telematic solution for cars as first results of a strategic partnership with Microsoft Business Unit Automotive (Fig. 5). Blue&Me is based on Windows Mobile and uses an open, updatable system with modular contents and an associated offer of telematic services: with the support of Magneti Marelli, a platform has been developed that is compatible with most of mobile phones, music players or other personal electronic devices.

Fig. 5
Fig. 5
The FIAT Blue&Me system
Blue&Me is a good example of integration of portable devices in the car environment: the voice command system, which is completely integrated with the steering wheel controls and the information display, allows customers who own a Bluetooth mobile phone to use it even when it is in the pocket of a jacket or in a handbag, without having to move the hands off the wheel.
Thanks to the advanced voice recognition and synthesis system, it displays and reads out aloud incoming SMS messages, and understands the user’s vocal commands without the need for a voice learning phase.
Among the various audio functions it offers, driver can listen to music, stored on his/her mobile phone, MP3-player or pen-drive as a USB port allows to connect any digital device fitted with a USB connection. It also offers a navigation system and the access to a set of services such as traffic and other useful information.
As shown by the Blue&Me example, the wireless technology (Bluetooth, WiFi, etc.) has allowed our personal smart phones, PDA (Personal Digital Assistants), PND (Personal Navigation Devices) entering into the car systems and bringing on board personal contents that can be used for entertainment or work via the displays and commands that are part of the car interior.
The speech recognition technology is mature enough to be used instead of complex manual actions, like menu selections and destination entry to the navigation system, reducing driver’s distraction while synthesized voice is already used from several car functions to communicate with the driver.
It’s a matter of fact that the portable technology gave us the possibility to be always connected, the continuity to communicate without interruptions both outside and inside the vehicle and the opportunity when we change car, to continue to use our mobile phones and portable navigation systems is a reality of today.
If these devices are logically but not physically integrated in the car system they can take advantage of an integrated and safe on board HMI, compatible with the driving task, keeping the continuity and the freedom of their use outside the vehicle.
This scenario is nowadays true for many different and not only luxury cars.
For what it concerns HMI devices this scenario has the consequence of a growing number of displays and new input devices as buttons, rotary knobs and touch screens on the dashboard and the steering wheel but there is a general attempt, confirmed also by the results of the aforementioned research projects COMUNICAR and AIDE, to integrate the information and its management to optimize and rationalize the dialogue between the driver and the vehicle.
All car manufacturers are focused on the very important topic of usability of human-vehicle interaction and the quality of the graphic interfaces is constantly improving thanks to the enhanced capabilities of display technologies, electronic control units and sophisticated software tools now permitting high level graphic and 3D performances. Nowadays the on board systems are becoming “real computers” able to manage the ever increasing amount of data with higher storage capabilities and computational speed.
New emerging materials and technologies are making real in a near future the possibility to spread images and input devices on whichever surface and in the space as the potentiality of 3D virtual images or new technological e-textiles and plastics are suggesting (Fig. 6).

Fig. 6
Fig. 6
Transparent, virtual image, 3D, holographic, flexible displays. Touch sensitive tissues, touch screens, projection keyboards
This is reflected also in the vision of the future presented in a number of concept cars (Fig. 7) where big and numerous displays are replacing the traditional instruments making the dashboard becoming lighter and re-configurable. These concepts are supported by the current technologic trends of the major display suppliers, with futuristic solutions as transparent or flexible displays spread on the dashboard and the windshield surface, with a large use of virtual images and special light effects involving the whole car interior.

Fig. 7
Fig. 7
HMI solutions in Nissan, Peugeot, Alpine, Ford concept cars

4 Where are we going? Users and society contribute to design a complex scenario

In the document “2006 transport policy review impact assessment” for the Road Sector it is reported that: “Due to the flexibility of its technology and infrastructure, road transport is the only motorized mode being able to provide door-to-door services,… It can provide flexible services regarding departure time and destination, and it is the fastest transport mode for distances up to about 500 km. Thus it is not surprising that this mode remains highly attractive, despite its weaknesses, such as its high toll as regards accidents and fatalities, and the pressure it exerts on the environment.”
In general the scenario that we will have to manage is complex due to different factors influencing the present and the future: the need to increase road safety, the need to reduce CO2 emissions and fuel consumption, and in general the need to design and implement a sustainable mobility for all citizens in scenarios of growing complexity like in megalopolis.
The idea that for the future society “space will be an essential resource”, as well as time and energy, is already a challenge of today for OEMs that are reducing vehicles dimensions and creating specific models of low emissions or alternative energy city cars (Fig. 8).

Fig. 8
Fig. 8
FIAT Philla (solar), Toyota IQ (hybrid), Citroen C-Cactus (low emissions) concept cars
For example, the Smart City Group of Media Lab at MIT is looking for foldable city vehicles easy to be parked and better to be stored (Fig. 9) and the Nissan Pivo2 concept car (Geneve 2008) as well as the Peugeot Moovie concept are proposing similar ideas (Fig. 10).

Fig. 9
Fig. 9
MIT foldable concept car
Fig. 10
Fig. 10
Nissan Pivo2, Peugeot Moovie and Nissan Mixim concept city cars
It seems that the attention for city cars is growing not only at European but at worldwide level, advanced studies and a number of motor shows and car exhibitions show numerous examples of technical solutions to deal with the request to reduce the space (i.e. Nissan Mixim concept 2007) (Fig. 10).
What emerges from these concept vehicles is a deep modification of the overall idea of the vehicle itself, with radical changes that have the potentiality to affect future vehicle interiors and not only.
New materials and technologies permit to develop new concepts to cope with both space and mobility challenges and new adjectives as “foldable”, “flexible”, “wearable” are starting to be applicable to the automotive world. As MIT is working on the foldability to reduce space, others are working on flexibility to modify shapes. One example is BMW that working on the concept of a flexible car and using the potentiality of the more advanced fabrics conceived the GINA (Geometry and functions in ‘N’ Adaptions) concept car (Fig. 11), based on a lightweight stretchable fabric which acts like a skin. The result of this textile based car frame is a customisable body that can adopt conformations that were not previously possible with metal based cars, and allows the owner to modify a number of features of the car such as the spoiler, wings, bonnet and even the dashboard inside the car.

Fig. 11
Fig. 11
BMW GINA flexible concept car
Tissues make us immediately think to clothes, and just the wearability idea is well exemplified by the i-Swing concept proposed by Toyota (Fig. 12) or by the electric exoskeleton motorcycle concept Yamaha Deus Ex Machina (Fig. 13) designed by a student of the Art Center College of Design, a bike that once parked, the rider can strap it on like a suit.

Fig. 12
Fig. 12
Toyota i-Swing and other wearable concept vehicles
Fig. 13
Fig. 13
Yamaha Deus Ex Machina concept and other examples of personal and wearable vehicles
Is thus the car transforming in a special moving wearable device? Maybe not yet, but the idea to have clothes interacting with the vehicle as a new communication channel is not far to become a reality. Technological and functional tissues already exists and lot of examples have been proposed in the consumer electronic market demonstrating the possibility to integrate portable devices with our garments or in the future to have clothes directly speaking and communicating with us and with other devices through images, sounds or sensations. In the car interiors these tissues could be used as new interaction channels giving us information and haptic feedbacks, distributed all around our body and on the car internal surfaces.
In addition to that, new concepts involving the full society are frequently mentioned and the term “personal mobility” is becoming more and more used together with “co-operative driving” and “environmental compatibility”.
It’s nowadays a reality that in crowded countries as UK experiments are launched to verify and validate the “pay-as-you-drive” concept . The EcoDrive solution already realized by FIAT and Microsoft via the Blue&Me platform enables drivers to minimize their impact on the environment and may evolve into a transformation of our feeling when driving. It operates on a simple principle: it collects all necessary data related to vehicle efficiency and, through an on board USB gate, stores the data into a standard USB key. The driver can then plug the USB key in any PC and the EcoDrive system presents the driver, via a dedicated internet portal, the detailed environmental performance of the car including the CO2 emission level for each trip. It analyses driver’s style and then provides tips and recommendations on how to modify and improve it to achieve CO2 reductions—and save money on fuel. This solution demonstrates that the possible measures that OEMs can undertake to reduce the level of CO2 emissions are not only limited to the design of novel or optimised engines based on existing or on alternative energy sources, but can be extended to telematic applications.
In the near future the introduction of the IPV6 protocol will increase our possibility to have data exchange, communication, and personal information available everywhere in a seamless way on different devices and environments. Nowadays it is already possible to foresee that in the future our personal habits will probably change.
Will our thinking be different? The answer is probably “yes” and the transformation is under our eyes: it’s enough to look at the importance for the young generation to maintain contacts everywhere and at anytime.

5 Conclusions

This paper aims to be a cue for thought on where the human-vehicle interaction is going, looking at the progress done up to now and at the present scenario that is about to bring cars on the market very different from those we are accustomed to use nowadays.
We started wondering in which direction the in car driver–vehicle interfaces and interaction are moving. What we can do now is go back to the starting point and think again to “the road” done by cars up to now. From the beginning of the car industry, until a few years ago, the most used “attributes” of cars were words like: distinctive, elegant, and sportive. From distinction and elegance derived concepts very important as comfort and style while sport has always been associated with high performance cars.
In the second part of the 20th century a number of new attributes like safety, friendliness and environmental compatibility started to become more and more important and finally and finally the 21st century began with the massive introduction of the concept of connectivity .
Which will be the car “attributes” of the future? Maybe new, unexpected needs and fashions will arise, but in any case the design and development of new technologies and devices will have to face the challenges opened by the new paradigms.
A brief glance at the state of the art shows us that the current research in the field of human-vehicle interaction is going to the challenge to enable the connectivity demanded by drivers while at the same time increase driving safety.
It is expected that men and women of the future when moving will continue their normal life, leisure and work while the car will take care of their safety. The driver and the other passengers will probably be immersed in a not too huge but comfortable environment, flexible enough to enable also pleasant activities while travelling. Car “inhabitants” will entertain themselves and communicate with the world outside, all useful and interesting information will flow fluently to the driver without distracting him/her from the primary driving task: driver’s attention will remain focused on driving and, depending on car real time awareness of how much the driving task is demanding, the driver will be enabled to manage other information that will be conveyed not only through his/her eyes and ears but also through his/her skin and feelings.
Relaxing conditions will be guaranteed by the fact that the car, thanks to its intelligence and cooperation with the other vehicles and the external world, will take care of making travel fluent and safe.
We are now in the middle of a transition phase where the world has to cope with and solve big problems as energy and climate change that can strongly influence the future of the automotive industry and not only. New markets like China and India are very promising for all vehicle makers, at the same time they represent a challenge, in fact some companies are starting to produce new low cost vehicles for those markets that don’t suit yet American and European regulations. Other debates are open on the new role of electronics in the future vehicles or on the need to adapt to the novel low-cost cars.
Taking care of all these different factors it is reasonable to ask ourselves in which way the new markets and technologies may affect the HMI trends here briefly discussed.



                 Hasil gambar untuk interface to control of car


 
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                                    AVIONICS AND CONTROL


The 1980s saw a significant change in the nature of commercial air transportation and military aircraft operations as a consequence of remarkable growth in application of new avionics. These included widespread implementation of fly-by-wire systems and significant advances in fully electronic displays ("glass cockpits"), digital flight control and flight management, ring laser gyro-based inertial navigation, and full-authority digital engine controls.
These innovations provided much-increased functional capability without adverse impact to the weight of aircraft. In fact, despite the proliferation of avionics, they have accounted for approximately 1 percent of the airplane weight for the last 20 years.
However, advances in avionics have brought a new set of problems. For example, demand has increased for coordination and standardization in areas as diverse as microwave landing systems, software standards, electromagnetic vulnerability standards, and certification and testing requirements. Other problems include generally inadequate testing and validation to ensure that such systems meet all requirements when they are introduced, and the often massive cost and schedule overruns resulting from problems in software development and validation.
The digital systems introduced in the 1980s included box-for-box replacements or additions to existing functions. This created a proliferation of black boxes and consequent challenges to system integration, validation, reliability, and cost. There were also many technology developments occurring in other sectors that failed to find their way into aeronautical applications in a timely manner. For example, fiber optics, which have extensive applications in communications, have not yet seen significant application in aircraft. In short, although avionics and control technologies have produced continuous advances in aircraft systems, there is still significant opportunity for greater efficiency, enhanced functionality, and better integration of systems. This is particularly true for systems that reduce the burden on the crew of flying the aircraft and systems that allow for increased capacity of the global air traffic management (ATM) system. It is important, however, that system and component developers


Benefits of Research and Technology Development in Avionics and Controls
Aircraft Operations
Enhanced functionality
Engine control
Aerodynamic actuator control
Greater situational awareness
Smaller crew
Enhanced safety
Reliable automated systems
Enhanced communication
On-board position determination/collision avoidance
On-board flight path management
On-board health monitoring
Enhanced controllability and maneuverability
Aircraft Design and Development
Integrated systems
Technology validation
art in avionics and controls. The roles that the National Aeronautics and Space Administration (NASA) can be expected to play in the development of these key technologies are identified by acronyms in the lists and have been categorized, for brevity, as follows:
R
Fundamental research
SD&I
System development and integration
V
Simulator and/or experimental flight validation
TA
Technical advisory










     





  the key technologies of Aircraft they are as follows:
  1. Flight path management;
  2. Pilot/vehicle interface;
  3. Avionics and controls integration;
  4. Control function applications; and
  5. Aircraft power and actuation.


FLIGHT PATH MANAGEMENT

Under the general category of flight path management, the Committee has identified four specific areas of concern: (1) navigation, guidance, and performance/mission management; (2) communications; (3) collision avoidance; and (4) bad weather detection and avoidance. The Committee also considered several unique requirements for rotor craft .

 


TECHNOLOGY NEEDED
NASA ROLE
Precision runway guidance required to ensure that aircraft have the capability for autonomous operation as a backup to ground-based systems
SD&I, V, TA
Precision runway guidance sensors, integrated with on-board landing guidance system and data base of landing site information, to enable accurate synthetic vision displays
SD&I, V, TA
Integration of fuel optimization flight path with ATM metering system
R, SD&I, V, TA
Automatic aircraft flight path monitoring (on-board) versus aircraft configuration for takeoff and landing


Communications
Automated Digital Data and Voice Communications to ATM System. When used in conjunction with digitized high-speed communications technology, satellites offer a solution to many of the current problems encountered in today's flight path management. To realize the potential of these new and complex technologies, more attention to questions of proper integration is required. Aircraft manufacturers are preparing to take full advantage of the new technologies; however, modern aircraft already have operational capabilities that are not, or cannot be, realized fully in today's operating environment.

TECHNOLOGY NEEDED
NASA ROLE
Satellite communications uplink and downlink for interchange of ATM system data
V, TA
Satellite communications downlink for on-board weather sensor (e.g., radar), video (i.e., wide bandwidth) data to support extended weather data advisory system
V, TA
Integrated very high frequency (VHF) radio communications and satellite communications with automatic link establishment transparent to crew
V, TA
Satellite communications and/or data link for transmission of in-flight diagnostics to ground-based maintenance facility
TA
Integrated antenna and radio frequency signal processing for radio-communications, satellite communications, GPS, distance-measuring equipment, and air traffic control transponder
TA
System integration
V


                                             PILOT/VEHICLE INTERFACE

Fundamental to increased safety in the commercial and military airspace of 2020 will be optimization of the pilot's situational awareness and spatial orientation. The Committee has identified simulation, cockpit display and control technologies, and synthetic vision/virtual reality as key to providing this capability. A truly integrated cockpit with intelligent automation is evolving, but significant steps must still be taken and many emerging technologies must be considered and exploited properly.
Simulation
Simulation has become recognized as an increasingly economic, effective, and safe means to design and validate systems. All simulations require validation in order to predict performance.

TECHNOLOGY NEEDED
NASA ROLE
Development of techniques and specifications to accelerate simulator validation
R, SD&I, V
Cockpit Display Technology
Spatial orientation is enhanced through improvement in the display media used in the visual presentation of aircraft attitude and motion data. The traditional visual interpretations of spatial orientation are reinforced through the use of other human senses. Virtual auditory and
display systems will allow an ''open cockpit'' awareness of aircraft attitude; rates; normal/abnormal aircraft system operation; and relative orientation of other aircraft, the ground, and weather. There will be less reliance on voice communications in the ATM system.
TECHNOLOGY NEEDED
NASA ROLE
Wide field-of-view optics allowing single-panel panoramic instrument panels and synthetic vision windows
SD&I, V
Improved clarity of field of view of head-up display symbology through color, contrast, perspective, and enhanced effective optical focus at infinity, as well as use of the windscreen as the combining glass
SD&I, V
Helmet-mounted display hardware improvement allowing light weight, and full field of view
SD&I, V
Eye and head tracking technology
SD&I, V
Direct writing on the retina
R, SD&I, V
Virtual auditory systems that provide sound orientation to the airplane and the external environment
SD&I,V
Enhanced voice synthesis techniques with advances in computational rates and clarity
R, SD&I, V
Displays for non audio ATM system communications
R, SD&I, V
Techniques for enhancing display resolution and development of new display media
R, SD&I, V
Cockpit Control Technology
The increased variety of methods for pilot control of aircraft cockpit functions will complement the development of display technology and will be made necessary by the accelerating complexity of the civilian and military environment.
Voice Control. Enhancements will allow the pilot to command and query the aircraft through structured sentences. Voice control will allow the pilot to transfer control of the aircraft to automated systems during incapacitating emergencies.  

Hand Gesturing. Control will be necessary for "virtual reality" systems, in which cockpit hardware is replaced by a visual representation. Motion of forearms, legs, will be used in military aircraft to supplement existing hand motion control.
TECHNOLOGY NEEDED
NASA ROLE
Development of reliable mechanisms for tracking body motions and flexure
SD&I, V
Design of Fiber-Optic Control Sticks, Transducers, and Switches. Fiber optics complement all optical aircraft.
TECHNOLOGY NEEDED
NASA ROLE
Optical force transducers, toggles, and buttons requiring no electrical-to-optical conversion
SD&I, V
Unique Synthetic Vision/Virtual Reality Considerations
Synthetic vision replaces, or augments, the cockpit windows by superimposing sensor data (television, infrared, microwave) on the normal visual scene. Virtual reality extends the synthetic vision concept further by synthesizing the entire cockpit and aircraft external environment through the combination of sensor data, previously stored data, and real-time data received through aircraft data links. Virtual reality technology means that the pilot's point of view need not be tied to the pilot's eye location.
Replacing Cockpit Transparencies. Aircraft sensor data will require enhanced capabilities from those sensors. Sensor suites not only will create a visual telepresence but will provide weather detection, clear-air turbulence detection, obstacle avoidance, wake vortex avoidance, and reduced vestibular and visual illusions due to cloud decks, window reflections, and ground lights. Head motion will be minimized by the fusion of all sensor data into one head-up or helmet-mounted display. Infrared and remote television sensors will allow the crew . 


TECHNOLOGY NEEDED
NASA ROLE
Improved algorithms for voice recognition and parsing of words and syntax
R, SD&I, V
Compensating techniques for variations in human speech (e.g., pilot/copilot) and for individual variations due to factors such as stress
SD&I, V



Hardware
Photonics. Photonics technology is needed to enable optically-based systems that will simplify testing and certification against high-intensity radiated fields and reduce the weight needed to shield electrical systems.
TECHNOLOGY NEEDED
NASA ROLE
Network configuration evaluation tools; testing methods
SD&I, V
Communication protocols; optical sensors; optical signal conditioning
SD&I, V


Parallel Processing. Although anticipated commercial avionics applications can be accommodated with a state-of-the-art single processor system, the fault tolerance required by flight-crucial systems adds substantial overhead that significantly reduces the effective throughput of avionics computers. Parallel processing is a promising technique to provide the necessary computing power to accommodate fault tolerance overhead.
TECHNOLOGY NEEDED
NASA ROLE
Network topologies; synchronization techniques
R, SD&I
Passive Cooling. The use of smart sensors/actuators increases the presence of electronic components in locations where active cooling is inappropriate or infeasible.
TECHNOLOGY NEEDED
NASA ROLE
Integrated electronic design/thermal management tools; high-temperature electronics
SD&I, V
Devices and Components. Reduction in failure rate and increased reliability are needed.
TECHNOLOGY NEEDED
NASA ROLE
Integrated failure rate estimation tools; high-temperature electronics; thermal environment analysis tools
R, SD&I, V
Software
Computer-Aided Software Engineering. Design and analysis tools that include requirements, design, code generation, documentation, analysis, test, configuration management, and operational support are needed to improve reliability in software development and ensure software integrity.
TECHNOLOGY NEEDED
NASA ROLE
Integrated design, analysis, and reuse tools
R
Reuse Technology. Software reuse can have a dramatic impact on development, testing, and reliability. A consistent approach to software reuse is needed to reduce cost, improve quality, and reduce development time. 


Parallel Processing. Effective utilization of parallel machines demands major advances in recognition of parallelism in algorithms, partitioning schemes, compiler technology, and operating systems.
TECHNOLOGY NEEDED
NASA ROLE
Distributed operating systems; partitioning techniques
R
Expert Systems. Diagnostic, health, and status monitoring systems are required to reduce maintenance costs.
TECHNOLOGY NEEDED
NASA ROLE
Wider application of expert systems organized-domain knowledge development of inference engines
SD&I
Data Compression. The ability to handle large amounts of data with reasonable memory and interface systems is required.
TECHNOLOGY NEEDED
NASA ROLE
Data compression algorithms, including "wavelet" technology engines
R, SD&I
Neural Networks. Pattern recognition of faults and faulty manufacturing actions in real-time may be possible due to extremely high-speed computation and learning of neural networks.
TECHNOLOGY NEEDED
NASA ROLE
Theoretical basis; validation techniques
R
Functionality
System and Software Reliability. Design methods and software reliability techniques and analysis tools are needed to support design for testability and validation.
TECHNOLOGY NEEDED
NASA ROLE
Cataloging, retrieval, and certification methods
R

Architecture
Fault Tolerance. Schemes are needed for making trade-off analyses of different topologies for optimizing weight, power consumption, performance, maintenance costs, and reliability.
TECHNOLOGY NEEDED
NASA ROLE
Techniques for managing redundant computing resources; definition of fault classes
R
Verification & Validation
Formal Methods. Techniques are needed that use mathematical logic to demonstrate the consistency between specifications and implementation.
TECHNOLOGY NEEDED
NASA ROLE
User-friendly theorem provers; formal specification languages; mathematical verification methods
R, SD&I
Integrated Tool Set. Design and assessment tools must be integrated to provide improved productivity in development of systems.
TECHNOLOGY NEEDED
NASA ROLE
User-friendly interfaces; interface parameter definition
R, SD&I

CONTROL FUNCTIONAL APPLICATION

To increase the functional capability of the mechanisms by which aircraft flight is controlled, the Committee has identified control ability and maneuverability, load alleviation and ride control, engine control, aerodynamic flow control, and noise reduction as areas in which NASA must play a significant role. The following sections describe in detail how NASA research, development, and validation can play a part in bringing specific key technologies to fruition.

Controllability and Maneuverability
Relaxed Static Stability. Relaxed static stability or static instability (in tandem with center-of-gravity control) allows maneuverability improvements and trim drag reductions. Stability is provided by the flight control system. Fuel consumption improvements on the order of 5 percent are expected for conventional subsonic transports. The additional flexibility in center-of-gravity location and even greater fuel burn reduction are particularly important to tailless flying wing designs, allowing the use of more wing volume. Relaxed static stability will also significantly enhance subsonic performance of supersonic aircraft, which exhibit different inherent pitch stability characteristics in subsonic and supersonic flight. The major issues to be resolved are the provision of these functions at the needed levels of reliability.
TECHNOLOGY NEEDED
NASA ROLE
Adaptive fault detection, isolation, and reconfiguration techniques, and architectures to accommodate sensor, actuator, structure, surface, and processor failures or damage
R, SD&I
Integrated Controls. Integration of flight and propulsion control systems enhances the optimization of steady-state and transient performance. Integrated control may be used to reduce fuel burn and extend structural life, reduce pilot work load, and improve accident avoidance capability by "closing the loop" around aircraft performance with coordinated control inputs; it can also enhance safety and reliability through reconfiguration following damage or failures. This is important in advanced subsonic aircraft, especially rotorcraft and tiltrotors. Emphasis needs to be placed on practical methods, because the gap between theoretical approaches and application has been too large in the past.
TECHNOLOGY NEEDED
NASA ROLE
Robust control design methods for multi-input/output with broad tolerance of system uncertainty
R, SD&I
Adaptive fault detection, isolation, and reconfiguration techniques and architectures to accommodate sensor, actuator, structure, surface, and processor failures or damage
R, SD&I
Adaptive control design methods for real-time application
R, SD&I, V
Real-time multivariable system optimization techniques
R
Control law partitioning methods for decentralized architectures

TECHNOLOGY NEEDED
NASA ROLE
Modeling techniques; software instrumentation; performance/reliability trade-off techniques; and techniques to estimate and increase mean time between failures
R

Load Alleviation and Ride Control
Active Flight Controls. Alleviation of loads and rigid body and structural mode excitations (resulting from turbulence, gusts, maneuvers, buffeting, and flutter) with active flight controls allows the use of lighter structures and higher aspect ratios or more highly swept wings. Control surfaces are deflected to reduce aircraft response to atmospheric disturbances, redistribute lift to reduce critical structural loading, or damp wing and body structural modes. Aerodynamic flow control (described subsequently) is another method of achieving the desired distribution control forces and moments. Improved handling qualities, extended fatigue life, and improved ride quality and secondary loading are direct benefits. Applications to both advanced subsonic aircraft and rotorcraft must be addressed.
TECHNOLOGY NEEDED
NASA ROLE
Improved nonlinear computational fluid dynamics models of unsteady aerodynamic forces and aeroelastic interactions
R
Intelligent structures providing local sensing of load, acceleration, and damage conditions, and distributed actuation for aerodynamic performance optimization and load alleviation
R, SD&I, V
Engine Control
Active Inlet Distortion Control. Active control of individual inlet guide vanes, based on measurement of local pressure distribution, could dynamically adjust compressor distortion tolerance. A design stall margin of 10–20 percent is possible.
TECHNOLOGY NEEDED
NASA ROLE
High-frequency sensors and actuators
SD&I
Control laws
R
Active Combustion Control. Low nitrogen oxide (NOx) burners required by High-Speed Civil Transport (HSCT) could exhibit combustion instabilities in the form of blowout. Active control techniques that sense the presence of burning via noise measurement might allow achievement of low emissions via high-frequency fuel flow modulation. Similar techniques may be used to eliminate afterburner screech and rumble.
Integration of lift/flow, maneuvering, and stability control with load alleviation through adaptive filtering and very wide bandpass actuation
R


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                                  Robotics, Systems and Controls

Bibed Walking Robots
The bipedal structure has supreme characteristics in obstacle avoidance and compatibility in works as human substitutes. However, the dynamics involved is highly non-linear, complex and unstable. Many methods ranging from off-line trajectory generation to feedback systems based on multi-sensor-fusion are employed in the control of biped walking robots. The design of a biped robot is a process of satisfying many conflicting specifications. The aim of the research is to develop techniques and procedures in the design and control of biped robots , simulate designed control algorithms and finally apply them in the realization of a full body biped robot. The work can be divided into a variety of tasks, which include, but are not limited to the following:
 
  • Trajectory generation
  • Control of the walking machine
  • Sensor fusion
  • Mechanical design
  • Custom electronic design
  • Human-machine Interface

Design, Prototyping and Flight Control of Unmanned Aerial Vehicles
research on unmanned aerial vehicles (UAV) focuses on mechanical and aerodynamic design, prototyping and flight control of various rotary wing, fixed wing and hybrid aerial vehicles. In a TUBITAK funded project, a novel quad tilt-wing UAV was designed and constructed. The aerial vehicle can both take-off and land in the vertical direction like a helicopter and fly fast and efficiently in the horizontal direction like an airplane. It is able to hover at a constant point in air; hence, it can carry out effective surveillance even indoors at very low speeds. On the other hand, it has the ability to carry out fast, economic, long distance and long duration horizontal flights with the help of the lift forces of its wings. The aerial vehicle mechanically consists of a body built on four wings and four electric motors, which can switch between horizontal and vertical planes together with the wings, mounted at the tips of the wings. The switching of the motors from horizontal to vertical planes are achieved by servos, and different power and angular configurations of the motors and servos are used for vertical take-off and landing as well as for maneuvers during horizontal flight. A hierarchical control system was designed for this vehicle. The high-level control system orchestrates the switching between low-level controllers based on different operating modes of the vehicle. The control system of the vehicle runs on a micro-controller and the angles around all three axes are estimated by an extended Kalman filter using IMU data. The vehicle has wireless cameras for surveillance.
Current research activities in this area includes development of a smart autopilot that utilizes both robust and adaptive controllers in the flight control of various unmanned aerial vehicles (UAV) to provide stability despite the adverse weather conditions such as wind and rain, maintain the desired route, and avoid possible collisions with obstacles using visual and non-visual sensors. Vision based automatic takeoff and landing are also under investigation.
Micro swimming Robot 
                                        








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                       Hasil gambar untuk interface to control of robotics   Hasil gambar untuk interface to control of robotics



                   Gen. Mac Tech Zone MARIA PREFER is testing of the observation interface

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