Lyle N. Long
Research Subjects
Lyle N. Long has a total of 27 co-authors. Here are the top co-authors by number of shared publications:
- James B. Anderson
Department of Chemistry, Pennsylvania State University, University Park, Pennsylvania 16802
2 shared publications - Michael M. Micci
Department of Aerospace Engineering, Pennsylvania State University, University Park, PA 16802 USA
2 shared publications Oranuj Janrathitikarn
Penn State University
2 shared publicationsPatrick D. O’connor
Penn State Univ, Dept Chem, University Pk, PA 16802 USA
2 shared publications- Yusuf Ozyoruk
Middle East Technical University
2 shared publications - Amanda D. Hanford
Graduate Program in Acoustics, The Pennsylvania State University 2 , University Park, Pennsylvania 16802, USA
1 shared publication
Latest Publications
- 25 June 2016
- Published by Springer Nature in Lecture Notes in Computer Science
- p. 314-323
Toward Human-Level Massively-Parallel Neural Networks with Hodgkin-Huxley Neurons
- 25 June 2016
- Published by Springer Nature in Lecture Notes in Computer Science
- p. 314-323
Toward Human-Level Massively-Parallel Neural Networks with Hodgkin-Huxley Neurons
- 1 March 2011
- Published by ASME International in Journal of Fluids Engineering
- Vol. 133 (3) , 031103
CFD Analysis of Gear Windage Losses: Validation and Parametric Aerodynamic Studies
A computational fluid dynamics (CFD) method has been applied to gear configurations with and without shrouding. The goals of this work have been to validate the numerical and modeling approaches used for these applications and to develop physical understanding of the aerodynamics of gear windage loss. Several spur gear geometries are considered, for which experimental data are available. Various canonical shrouding configurations and free spinning (no shroud) cases are studied. Comparisons are made with experimental data from open literature, and data recently obtained in the NASA Glenn Research Center Gear Windage Test Facility, Cleveland, OH. The results show good agreement with the experiment. The parametric shroud configuration studies carried out in the Glenn experiments and the CFD analyses elucidate the physical mechanisms of windage losses as well as mitigation strategies due to shrouding and newly proposed tooth contour modifications.
- 1 March 2011
- Published by ASME International in Journal of Fluids Engineering
- Vol. 133 (3) , 031103
CFD Analysis of Gear Windage Losses: Validation and Parametric Aerodynamic Studies
A computational fluid dynamics (CFD) method has been applied to gear configurations with and without shrouding. The goals of this work have been to validate the numerical and modeling approaches used for these applications and to develop physical understanding of the aerodynamics of gear windage loss. Several spur gear geometries are considered, for which experimental data are available. Various canonical shrouding configurations and free spinning (no shroud) cases are studied. Comparisons are made with experimental data from open literature, and data recently obtained in the NASA Glenn Research Center Gear Windage Test Facility, Cleveland, OH. The results show good agreement with the experiment. The parametric shroud configuration studies carried out in the Glenn experiments and the CFD analyses elucidate the physical mechanisms of windage losses as well as mitigation strategies due to shrouding and newly proposed tooth contour modifications.
- Open Access
- 27 May 2010
- Published by Wiley in Journal of Robotics
- Vol. 2010, 1-8
Deep Blue Cannot Play Checkers: The Need for Generalized Intelligence for Mobile Robots
Generalized intelligence is much more difficult than originally anticipated when Artificial Intelligence (AI) was first introduced in the early 1960s. Deep Blue, the chess playing supercomputer, was developed to defeat the top rated human chess player and successfully did so by defeating Gary Kasporov in 1997. However, Deep Blue only played chess; it did not play checkers, or any other games. Other examples of AI programs which learned and played games were successful at specific tasks, but generalizing the learned behavior to other domains was not attempted. So the question remains: Why is generalized intelligence so difficult? If complex tasks require a significant amount of development, time and task generalization is not easily accomplished, then a significant amount of effort is going to be required to develop an intelligent system. This approach will require a system of systems approach that uses many AI techniques: neural networks, fuzzy logic, and cognitive architectures.
- 27 May 2010
- Published by Wiley in Journal of Robotics
- Vol. 2010, 1-8
Open AccessDeep Blue Cannot Play Checkers: The Need for Generalized Intelligence for Mobile Robots
Generalized intelligence is much more difficult than originally anticipated when Artificial Intelligence (AI) was first introduced in the early 1960s. Deep Blue, the chess playing supercomputer, was developed to defeat the top rated human chess player and successfully did so by defeating Gary Kasporov in 1997. However, Deep Blue only played chess; it did not play checkers, or any other games. Other examples of AI programs which learned and played games were successful at specific tasks, but generalizing the learned behavior to other domains was not attempted. So the question remains: Why is generalized intelligence so difficult? If complex tasks require a significant amount of development, time and task generalization is not easily accomplished, then a significant amount of effort is going to be required to develop an intelligent system. This approach will require a system of systems approach that uses many AI techniques: neural networks, fuzzy logic, and cognitive architectures.
- 1 August 2008
- Published by Elsevier in Journal of Computational Physics
- Vol. 227 (16) , 7664-7673
Accurate rate expressions for simulations of gas-phase chemical reactions
- 1 August 2008
- Published by Elsevier in Journal of Computational Physics
- Vol. 227 (16) , 7664-7673
Accurate rate expressions for simulations of gas-phase chemical reactions
- 1 June 2008
- Published by Acoustical Society of America (ASA) in The Journal of the Acoustical Society of America
- Vol. 123 (6) , 4118-4126
Predicting absorption and dispersion in acoustics by direct simulation Monte Carlo: Quantum and classical models for molecular relaxation
In the current study, real gas effects in the propagation of sound waves are simulated using the direct simulation Monte Carlo method for a wide range of frequencies. This particle method allows for treatment of acoustic phenomena at high Knudsen numbers, corresponding to low densities and a high ratio of the molecular mean free path to wavelength. Different methods to model the internal degrees of freedom of diatomic molecules and the exchange of translational, rotational and vibrational energies in collisions are employed in the current simulations of a diatomic gas. One of these methods is the fully classical rigid-rotor/harmonic-oscillator model for rotation and vibration. A second method takes into account the discrete quantum energy levels for vibration with the closely spaced rotational levels classically treated. This method gives a more realistic representation of the internal structure of diatomic and polyatomic molecules. Applications of these methods are investigated in diatomic nitrogen gas in order to study the propagation of sound and its attenuation and dispersion along with their dependence on temperature. With the direct simulation method, significant deviations from continuum predictions are also observed for high Knudsen number flows. (c) 2008 Acoustical Society of America.
- 1 June 2008
- Published by Acoustical Society of America (ASA) in The Journal of the Acoustical Society of America
- Vol. 123 (6) , 4118-4126
Predicting absorption and dispersion in acoustics by direct simulation Monte Carlo: Quantum and classical models for molecular relaxation
In the current study, real gas effects in the propagation of sound waves are simulated using the direct simulation Monte Carlo method for a wide range of frequencies. This particle method allows for treatment of acoustic phenomena at high Knudsen numbers, corresponding to low densities and a high ratio of the molecular mean free path to wavelength. Different methods to model the internal degrees of freedom of diatomic molecules and the exchange of translational, rotational and vibrational energies in collisions are employed in the current simulations of a diatomic gas. One of these methods is the fully classical rigid-rotor/harmonic-oscillator model for rotation and vibration. A second method takes into account the discrete quantum energy levels for vibration with the closely spaced rotational levels classically treated. This method gives a more realistic representation of the internal structure of diatomic and polyatomic molecules. Applications of these methods are investigated in diatomic nitrogen gas in order to study the propagation of sound and its attenuation and dispersion along with their dependence on temperature. With the direct simulation method, significant deviations from continuum predictions are also observed for high Knudsen number flows. (c) 2008 Acoustical Society of America.
- 1 March 2008
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- No. 1095323X,p. 1-9
Gait Control of a Six-Legged Robot on Unlevel Terrain Using a Cognitive Architecture
This paper discusses the use of the Soar cognitive architecture to control gait selection of a six-legged robot using force sensors attached to its feet. The hardware platform also incorporated sonar sensors, a GPS receiver, and a Webcam. The Soar cognitive architecture was used to control the robot, and the Java programming language was used as middleware between Soar and the hardware components. The force sensors were attached and the force profile was examined. Soar productions for controlling the gait were developed. Experiments were performed on terrain which has random holes and obstacles. Two cases were conducted: walking using Soar to select the gait, and using Soar with the chunking turned on for learning.
- 1 March 2008
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- No. 1095323X,p. 1-9
Gait Control of a Six-Legged Robot on Unlevel Terrain Using a Cognitive Architecture
This paper discusses the use of the Soar cognitive architecture to control gait selection of a six-legged robot using force sensors attached to its feet. The hardware platform also incorporated sonar sensors, a GPS receiver, and a Webcam. The Soar cognitive architecture was used to control the robot, and the Java programming language was used as middleware between Soar and the hardware components. The force sensors were attached and the force profile was examined. Soar productions for controlling the gait were developed. Experiments were performed on terrain which has random holes and obstacles. Two cases were conducted: walking using Soar to select the gait, and using Soar with the chunking turned on for learning.
- 1 August 2007
- Published by Institute of Electrical and Electronics Engineers (IEEE) in 2007 International Joint Conference on Neural Networks
- No. 21614393,p. 53-58
Character Recognition using Spiking Neural Networks
A spiking neural network model is used to identify characters in a character set. The network is a two layered structure consisting of integrate-and-fire and active dendrite neurons. There are both excitatory and inhibitory connections in the network. Spike time dependent plasticity (STDP) is used for training. The winner take all mechanism is enforced by the lateral inhibitory connections. It is found that most of the characters are recognized in a character set consisting of 48 characters. The network is trained successfully with increased resolution of the characters. Also, addition of uniform random noise does not decrease its recognition capability.
- 1 August 2007
- Published by Institute of Electrical and Electronics Engineers (IEEE) in 2007 International Joint Conference on Neural Networks
- No. 21614393,p. 53-58
Character Recognition using Spiking Neural Networks
A spiking neural network model is used to identify characters in a character set. The network is a two layered structure consisting of integrate-and-fire and active dendrite neurons. There are both excitatory and inhibitory connections in the network. Spike time dependent plasticity (STDP) is used for training. The winner take all mechanism is enforced by the lateral inhibitory connections. It is found that most of the characters are recognized in a character set consisting of 48 characters. The network is trained successfully with increased resolution of the characters. Also, addition of uniform random noise does not decrease its recognition capability.
- 1 April 2007
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- No. 23296267,p. 69-76
A Review of Intelligent Systems Software for Autonomous Vehicles
The need for intelligent unmanned vehicles has been steadily increasing. These vehicles could be air-, ground-, space-, or sea-based. This paper will review some of the most common software systems and methods that could be used for controlling such vehicles. Early attempts at mobile robots were confined to simple laboratory environments. For vehicles to operate in real-world noisy and uncertain environments, they need to include numerous sensors and they need to include both reactive and deliberative features. The most effective software systems have been hierarchical or multi-layered. Many of these systems mimic biological systems. This paper reviews several software approaches for autonomous vehicles. While there are similarities, there are differences as well. Most of these software systems are very difficult to use, and few of them have the ability to learn. Autonomous vehicles promise remarkable capabilities for both civilian and military applications, but much work remains to develop intelligent systems software which can be used for a wide range of applications. In particular there is a need for reliable open-source software that can be used on inexpensive autonomous vehicles
- 1 April 2007
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- No. 23296267,p. 69-76
A Review of Intelligent Systems Software for Autonomous Vehicles
The need for intelligent unmanned vehicles has been steadily increasing. These vehicles could be air-, ground-, space-, or sea-based. This paper will review some of the most common software systems and methods that could be used for controlling such vehicles. Early attempts at mobile robots were confined to simple laboratory environments. For vehicles to operate in real-world noisy and uncertain environments, they need to include numerous sensors and they need to include both reactive and deliberative features. The most effective software systems have been hierarchical or multi-layered. Many of these systems mimic biological systems. This paper reviews several software approaches for autonomous vehicles. While there are similarities, there are differences as well. Most of these software systems are very difficult to use, and few of them have the ability to learn. Autonomous vehicles promise remarkable capabilities for both civilian and military applications, but much work remains to develop intelligent systems software which can be used for a wide range of applications. In particular there is a need for reliable open-source software that can be used on inexpensive autonomous vehicles