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    <title>OAR@UM Collection:</title>
    <link>https://www.um.edu.mt/library/oar/handle/123456789/68074</link>
    <description />
    <pubDate>Mon, 20 Apr 2026 01:35:39 GMT</pubDate>
    <dc:date>2026-04-20T01:35:39Z</dc:date>
    <item>
      <title>A planar circuit model for the analysis of pixel microstrip antennas</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/101264</link>
      <description>Title: A planar circuit model for the analysis of pixel microstrip antennas
Abstract: A mobile handset needs to transmit/receive data on multiple frequency bands to access&#xD;
a diverse range of services. This implies both an increase in real estate for mobile&#xD;
terminal antennas as well as ever escalating challenges for the antenna design and&#xD;
manufacturing departments. The pixel patch antenna has been proposed as a possible&#xD;
solution. The pixel patch antenna is made up of a large number of pixels which by&#xD;
themselves do not resonate at any frequency of practical interest. However, when a set&#xD;
of selected pixels are connected/switched together, antennas of different shapes are&#xD;
synthesized to deliver the required electrical characteristics. Ideally these properties are&#xD;
optimized for a given operating environment in real-time. Given the antenna hardware&#xD;
architecture, the problem of synthesizing the various shapes can be casted as a search&#xD;
among many configurations, which is not a trivial problem because of the large search&#xD;
space defined by the pixel array.&#xD;
Early research has focused mostly on the physical construction and architecture of the&#xD;
pixel patch antenna and it is only recently that attention has increased on the search&#xD;
algorithm. A series of experiments using shorting ports, switches and varactor diodes&#xD;
are carried out as part of the literature review, to study tuning techniques. As a result&#xD;
of this study, novel architectures are proposed. The model based search algorithm is&#xD;
reviewed and its performance is compared to the Genetic Algorithm with and without&#xD;
pruning methods. This thesis builds upon the idea of making use of an antenna model&#xD;
in the search and optimization loop. To this end the known planar circuit model,&#xD;
augmented with segmentation and desegmentation methods, is further developed to&#xD;
yield an efficient model that is used to analyse a given arbitrary pixel antenna&#xD;
configuration. In the model's formulation, the Green's function approach is chosen to&#xD;
analyse the planar circuit. The Green's function is available for regular shapes only,&#xD;
and for arbitrary shaped structures, segmentation techniques are used to connect&#xD;
regular shapes together. The Generalized Cavity Model is used to model radiation and&#xD;
the fields beneath the patch.&#xD;
In order to realize the model several studies and novel methods had to be developed.&#xD;
An analysis of the behaviour of the Green's function with respect to the number of&#xD;
modes needed for convergence was carried out. It was determined that that the number&#xD;
of modes needed is a function of frequency and the permittivity of the substrate Er, at&#xD;
which the Green's function is evaluated. It was also found that the maximum number&#xD;
of modes is needed when the value of effective loss tangent is zero. These studies are&#xD;
used to dynamically estimate the number of modes needed per segment. A study is&#xD;
performed on the errors generated by multiple applications of the segmentation&#xD;
technique. The results from this study indicate that the number of segments used to&#xD;
represent the pixel patch antenna should be minimized. This is implemented in the&#xD;
Model Order Reduction algorithm.&#xD;
The relationships between the pixels are represented in a tree and a graph. This tree is&#xD;
traversed in order to build the order of segmentation. The use of these data structures&#xD;
allows the analysis of any arbitrary pixel patch antenna. A novel method to calculate&#xD;
the current passing through a number of n-port networks is developed and described.&#xD;
This method is more computationally efficient than the method used in the original&#xD;
segmentation method. The graph is used to determine the edges of the segments that&#xD;
will be used in the segmentation algorithm.&#xD;
A set of solvers are developed and their application in terms of efficiency are studied.&#xD;
In particular an algorithm that evaluates the input impedance of the antenna only in a&#xD;
set of intervals and interpolates between these points to find the minimum value of the&#xD;
input reflection coefficient is developed. The fields are only evaluated once the&#xD;
resonant frequency is found.&#xD;
The results obtained from this model are compared to CST microwave studio&#xD;
simulations. A set of pixel patch antennas configured in regular shapes, and a set of&#xD;
arbitrary shaped pixel patch configurations are used in the evaluation. The planar&#xD;
circuit model yields accurate results for the resonant frequency while it gives a good&#xD;
estimate of the impedance matching. The different variants of the model are considered&#xD;
to study the trade-off between accuracy and computational efficiency. Finally,&#xD;
developments to the model that potentially improve computational efficiency are&#xD;
suggested and discussed.
Description: PH.D.</description>
      <pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/101264</guid>
      <dc:date>2014-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>AR games on an FPGA</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/95233</link>
      <description>Title: AR games on an FPGA
Abstract: Image processing and computer vision techniques form the basis of augmented&#xD;
reality applications. AR is becoming a very pliable and versatile concept&#xD;
appearing in a vast range of products developed by both large companies and&#xD;
hobbyists alike. It follows the idea of superimposing computer-generated data on&#xD;
real-time imagery in order to submerse a user in an environment where the real&#xD;
world and a virtual one seamlessly blend together. This thesis aims to produce&#xD;
two sample augmented reality games and discuss some concepts that are&#xD;
enveloped in this expanding field. The first is a 2-player game, where user A is&#xD;
able to draw a maze "directly" into the game using a white board as the canvas.&#xD;
User B has to manipulate a ball object out of this maze in the fewest amount of&#xD;
moves possible. The concept revolves around a basic system of a camcorder-transducer that will extract the image off the white board, pass it through various&#xD;
filtering techniques, and display it onto the VGA monitor. In this way, a user is&#xD;
able to completely control the difficulty factor of the game and challenge fellow&#xD;
players in a new way every game. The second game is similar to the first but has&#xD;
an added twist - there is a limited number allowed collisions and once this value&#xD;
is reached the ball disappears and the game is over. The user that gets farthest&#xD;
through the maze and obtains the best time result is declared the winner.
Description: B.SC.(HONS)COMPUTER ENG.</description>
      <pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/95233</guid>
      <dc:date>2014-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Car tracking in video surveillance</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/95106</link>
      <description>Title: Car tracking in video surveillance
Abstract: Technology has reached a stage where mounting cameras to capture video imagery is&#xD;
quite affordable, but finding available human resources to sit and watch the imagery is&#xD;
very expensive, due to the continuous monitoring that is required. The massive&#xD;
amount of data involved makes it unfeasible to guarantee attentive monitoring by&#xD;
human operators for long periods of time due to monotony and fatigue. Therefore, to&#xD;
assist human operators with identification of important events in videos, an intelligent&#xD;
visual surveillance system can be used. The goal of such implementations is not just to&#xD;
use cameras in the place of human eyes, but mainly to achieve the entire surveillance&#xD;
task as automatically as possible.&#xD;
There are three basic key steps in object tracking, which are detection of interesting&#xD;
moving objects, tracking of such objects from frame to frame, and the analysis of&#xD;
object tracks to so that their behaviour can be recognized.&#xD;
In this project, a tracking algorithm is designed to identify moving cars from a video&#xD;
sequence which is captured by a stationary camera. The algorithm is divided into two&#xD;
main parts, motion detection and tracking. Initially, the system detects any motion&#xD;
present in the scene by using the background subtraction technique. Finally, it keeps&#xD;
track of each moving car and associates the detections which correspond to the same&#xD;
car over a period of time together, and displays a car identification number for each&#xD;
track.&#xD;
The system was tested with different test sequences, and values for the thresholds used&#xD;
in the algorithm were selected experimentally. Tests showed that the algorithm can&#xD;
track cars from a stationary camera effectively.
Description: B.SC.(HONS)COMPUTER ENG.</description>
      <pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/95106</guid>
      <dc:date>2014-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Immersive AR/VR spaces</title>
      <link>https://www.um.edu.mt/library/oar/handle/123456789/95031</link>
      <description>Title: Immersive AR/VR spaces
Abstract: Augmented reality is a modem term that is most often mistaken for virtual reality.&#xD;
Although these seem interchangeable, there is a distinct difference these two terms.&#xD;
For the Augmented reality case, the system creates an environment, where information&#xD;
is superimposed over the real world. While, for virtual reality, all of the modifications&#xD;
and actions that take place are related to the virtual world. In this final year project,&#xD;
the designed system was split up into two main sections. The first case is a purely&#xD;
augmented reality system (AR). The idea behind this is to create an environment where&#xD;
the user is able to detect a specific pattern, on which a desired augmented object is&#xD;
portrayed. Also the end-user will have the capability of modifying such an item. While&#xD;
the second aspect of this thesis, was that of an augmented virtualized reality (A VR)&#xD;
system. This can be perceived as an amalgamation of both augmented and virtual&#xD;
reality. The idea behind such a concept is that of creating an area where the user has&#xD;
the facility of creating and modifying virtual objects.&#xD;
One must note that, although these are two different scenarios, there are still some core&#xD;
items that must be implemented in both cases. One of which is the display headset.&#xD;
The purpose of this item is to provide an interface between the user and the processing&#xD;
system. Generally this is achieved by means of a virtual monitor. This is presented as&#xD;
two separate vision slots for the user. One can perceive this display headset as a pair of&#xD;
glasses. Also a feature that is this generally incorporated in such designs, is that of&#xD;
video cameras. Their purpose is to provide a live video stream back to the processing&#xD;
system.&#xD;
While another item that is common in both of the AR and A VR case is that of tracking.&#xD;
The idea behind this term is that the system is able to determine the location of an&#xD;
entity. Some of the most common typos of tracking systems arc GPS, QR codes and&#xD;
image tracking. For this project, the latter case is used for both designs. For the AR&#xD;
scenario, the system is programmed to track certain images of real world items. When&#xD;
such an items comes into the field of vision of the system, the assigned augmented&#xD;
object is created. As for the AVR design, the image tracking is used to determine the&#xD;
position of the user, relative to certain markers.
Description: B.SC.(HONS)COMPUTER ENG.</description>
      <pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://www.um.edu.mt/library/oar/handle/123456789/95031</guid>
      <dc:date>2014-01-01T00:00:00Z</dc:date>
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