Djurhuuspappas8930
The performance of sensorless control in a permanent magnet synchronous machine (PMSM) highly depends on the accuracy of rotor position estimation. Owing to its strong robustness, phase-locked loop (PLL) is widely used in rotor position estimation. However, due to the influence of harmonics existing in back electromotive force (EMF), estimation error occurs by using PLL. In this paper, a hybrid filtering stage-based PLL is proposed to improve the rotor position estimation. Adaptive notch filters and moving average filters are integrated together to eliminate harmonic EMF. To make the method effective under varying speed conditions, adaptive parameters design guidelines are provided, considering dynamic performance under a wide operating range. The proposed method can accurately detect rotor position even under harmonic EMF disturbances. It can also adjust the frequency adaptively based on the rotating speed of the rotor, which means the estimation performance is not deteriorated under rotating speed changing conditions. The simulation results verify the effectiveness of the proposed method.Collaborative filtering (CF) aims to make recommendations for users by detecting user's preference from the historical user-item interactions. Existing graph neural networks (GNN) based methods achieve satisfactory performance by exploiting the high-order connectivity between users and items, however they suffer from the poor training efficiency problem and easily introduce bias for information propagation. Moreover, the widely applied Bayesian personalized ranking (BPR) loss is insufficient to provide supervision signals for training due to the extremely sparse observed interactions. To deal with the above issues, we propose the Efficient Graph Collaborative Filtering (EGCF) method. Specifically, EGCF adopts merely one-layer graph convolution to model the collaborative signal for users and items from the first-order neighbors in the user-item interactions. Moreover, we introduce contrastive learning to enhance the representation learning of users and items by deriving the self-supervisions, which is jointly trained with the supervised learning. Extensive experiments are conducted on two benchmark datasets, i.e., Yelp2018 and Amazon-book, and the experimental results demonstrate that EGCF can achieve the state-of-the-art performance in terms of Recall and normalized discounted cumulative gain (NDCG), especially on ranking the target items at right positions. In addition, EGCF shows obvious advantages in the training efficiency compared with the competitive baselines, making it practicable for potential applications.Due to the prevalence of globalization and the surge in people's traffic, diseases are spreading more rapidly than ever and the risks of sporadic contamination are becoming higher than before. Disease warnings continue to rely on censored data, but these warning systems have failed to cope with the speed of disease proliferation. Due to the risks associated with the problem, there have been many studies on disease outbreak surveillance systems, but existing systems have limitations in monitoring disease-related topics and internationalization. With the advent of online news, social media and search engines, social and web data contain rich unexplored data that can be leveraged to provide accurate, timely disease activities and risks. In this study, we develop an infectious disease surveillance system for extracting information related to emerging diseases from a variety of Internet-sourced data. We also propose an effective deep learning-based data filtering and ranking algorithm. This system provides nation-specific disease outbreak information, disease-related topic ranking, a number of reports per district and disease through various visualization techniques such as a map, graph, chart, correlation and coefficient, and word cloud. Our system provides an automated web-based service, and it is free for all users and live in operation.In this work, we propose a Bluetooth low energy (BLE) beacon-based algorithm to enable remote measurement of the social behavior of the participants of an observational Autism Spectrum Disorder (ASD) clinical trial (NCT03611075). We have developed a mobile application for a smartphone and a smartwatch to collect beacon signals from BLE beacon sensors as well as to store information about the participants' household rooms. U0126 Our goal is to collect beacon information about the time the participants spent in different rooms of their household to infer sociability information. We applied the same technology and setup in an internal experiment with healthy volunteers to evaluate the accuracy of the proposed algorithm in 10 different home setups, and we observed an average accuracy of 97.2%. Moreover, we show that it is feasible for the clinical study participants/caregivers to set up the BLE beacon sensors in their homes without any technical help, with 96% of them setting up the technology on the first day of data collection. Next, we present results from one-week location data from study participants collected through the proposed technology. Finally, we provide a list of good practice guidelines for optimally applying beacon technology for indoor location monitoring. The proposed algorithm enables us to estimate time spent in different rooms of a household that can pave the development of objective sociability features and eventually support decisions regarding drug efficacy in ASD.An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game.