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Engineering topics

Shinar, J.

Publications and source records attributed to Shinar, J..

Quantitative modeling of gate-tunable cavity exciton-polaritons in transition-metal dichalcogenides

We performed a comprehensive real-space simulation study of propagative exciton-polaritons (EPs) of tungsten disulfide (WS 2 ) inside a Fabry–Pérot cavity. Through our simulations, we were able to construct the dispersion relation and determine the propagation length (L p ) of EPs, both of which show sensitive dependence on the applied gate voltage. We found that L p increases at higher gate voltages when excited at the exciton energy but shows opposite gate dependence at the trion energy. These observations are direct evidence of the coupling between the cavity mode with excitons and trions of WS 2 . Furthermore, we demonstrate a proof-of-concept device based on the tunable cavity EPs of WS 2 , which is promising for application as photonic transistors, modulators, or electrical-to-optical converters. Furthermore, our work unveils the real-space transport properties of gate-tunable cavity EPs and paves the way for future applications of EPs in nanophotonic devices and circuits.

42 ENGINEERING↗

Two-target game model of an air combat with fire-and-forget all-aspect missiles

An air combat duel between similar aggressive fighter aircraft, both equipped with the same type of guided missiles, is formulated as a two-target differential game using the dynamic model of the game of two identical cars. Each of the identical target sets represents the effective firing envelope of an all-aspect fire-and-forget air-to-air missile. The firing range limits depend on the target aspect angle and are approximated by analytical functions. The maximum range, computed by taking into account the optimal missile avoidance maneuver of the target, determines the no-escape firing envelope. The solution consists of the decomposition of the game space into four regions: the respective winning zones of the two opponents, the draw zone, and the region where the game terminates by a mutual kill. The solution provides a new insight for future air combat analysis.

Davidovitz, A.↗

Unified approach for two-target game analysis

A two-target differential game is defined from the outset by a qualitative (game-of-kind) formulation. The solution of such a game is the decomposition of the space of admissible initial conditions into zones of different outcomes: two winning zones, one for each player, the zone of nowinning (draw) and (if the intersection of the two target sets is not empty) a zone of eventual mutual winning (mutual kill). In this paper it is shown that the solution of any two-target game can be constructed, based on solving first two single-target pursuit-evasion games of kind (one for each target set) in a systematic way.

Shinar, J.↗

A qualitative analysis of future air combat with 'fire and forget' missiles

A set of previous examples have demonstrated that the two-target game formulation is adequate for modeling air-to-air combat between two aggressively motivated fighter aircraft. The present paper describes such an engagement between two aircraft of different speed but equipped with the same 'fire and forget' type guided missiles. The results of the analysis suggest a new concept of air combat tactics for future scenarios.

Shinar, J.↗

Pursit-evasion game analysis in a line of sight coordinate system

The paper proposes to use line of sight coordinates for the analysis of pursuit-evasion games. The advantage of this method for two-target games is shown to be evident. As a demonstrative example the game of two identical cars is formulated and solved in such coordinate systems. A new type of singular surface, overlooked in a previous study of the same problem, is discovered as a consequence of the simplicity of the solution.

Shinar, J.↗

An extended two-target differential game model for medium-range air combat game analysis

The first phase of an investigation of a two-target game, representing an air combat with boresight limited all-aspect guided missiles is summarized. The results, obtained by using a line of sight coordinate system, are compared to a similar recently published work. The comparison indicates that improved insight, gained by using line of sight coordinates, allows to discover important new features of the game solution.

Shinar, J.↗

Validation of zero-order feedback strategies for medium range air-to-air interception in a horizontal plane

A zero order feedback solution of a variable speed interception game between two aircraft in the horizontal plane, obtained by using the method of forced singular perturbation (FSP), is compared with the exact open loop solution. The comparison indicates that for initial distances of separation larger than eight turning radii of the evader, the accuracy of the feedback approximation is better than one percent. The result validates the zero order FSP approximation for medium range air combat analysis.

Shinar, J.↗