Establishing an error in the angle estimates of a monopulse radar is critical to creating miss distance during the terminal stage of missile engagements. However, the tools for creating angle deception are limited, with blink jamming offering significant potential. This paper fills in the conceptual gaps in understanding of blink jamming, through a theoretical analysis, which is validated using modelling and simulation, including hardware-in-the-loop with a Field Programmable Gate Array (FPGA). Additionally, a novel version of blink jamming is proposed, using a synchronized amplitude modulation, and its performance compared to traditional, unmodulated blink jamming. The complete results are discussed, with design guidance provided for implementing blink jamming in operational scenarios.
This paper describes the design, implementation, and testing of a novel multi-function software defined Radio Frequency (RF) system designed for small airborne drone applications. The system was created using an inexpensive Field Programmable Gate Array (FPGA) to combine a coherent linear frequency modulated radar transmitter and receiver, with a Digital Radio Frequency Memory (DRFM) jammer for use with a common RF aperture in simultaneous operation. The system was implemented on a Xilinx Kintex-7 FPGA with a wideband analogue-to-digital/ digital-to-analogue (ADC/DAC) converter mezzanine board and tested using hardware-in-the-loop mode to validate its performance. This is the first known account of an integrated multifunction electronic attack and radar system on a single chip, capable of performing a simultaneous, not time shared, operation.
The Chinese musical idol show, Dimension Nova, (produced by entertainment company IQIYI) follows the same formula as other shows where a panel of judges choose from a pool of hopefuls to find the best singer. However, the contestants for Dimension Nova are virtual beings. The way these characters are presented, and the way the show is edited, intends for the creations to be the focus of the audience, not the creators behind them. Thus, augmented reality cameras render dances, conversations, performances, and rehearsals for broadcast with the models – or avatars – simulating a mixed reality environment. The audience fantasy is a collaboratively constructed reality – a feat made possible by virtue of the ubiquity of the digital avatar within the zeitgeist of society. The transformation of the avatar from a representation of the user to an individualised entity, interactive and reactive, as we progress from Web 2.0 era to the new Web 3.0 society of omnipresent computing is the focus of this article and is introduced by what I term the “hypervirtual” environment of the future.
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