#Antenna Project using matlab
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ersantenna · 2 years ago
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How to Secure a Job as an Antenna Test Engineer
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Are you interested in a career as an Antenna Test Engineer? Do you have a passion for ensuring that wireless communication devices perform at their best? If so, you're on the right track. In this article, we will guide you through the steps required to land a job as an Antenna Test Engineer. With the increasing demand for connectivity and wireless technology, this field offers promising career prospects. So, let's delve into the details and understand what it takes to become an Antenna Test Engineer.
Understanding the Role of an Antenna Test Engineer
Before we dive into the qualifications and requirements, it's essential to understand the responsibilities of an Antenna Test Engineer. Antenna Test Engineers play a crucial role in the development and testing of antennas used in various wireless communication devices such as smartphones, routers, and IoT devices. Their primary responsibilities include:
Antenna Design and Optimization: Antenna Test Engineers design, simulate, and optimize antenna systems to ensure efficient signal reception and transmission.
Testing and Measurement: They conduct extensive tests and measurements to assess antenna performance, including radiation patterns, gain, and impedance.
Quality Assurance: Engineers ensure that antennas meet industry standards and regulatory requirements.
Problem Solving: They troubleshoot and solve issues related to antenna performance and signal interference.
Educational Requirements
To kickstart your career as an Antenna Test Engineer, you'll need the right educational background:
Bachelor's Degree: A bachelor's degree in electrical engineering, telecommunications, or a related field is typically required. This provides a solid foundation in electronics and communication systems.
Master's Degree (Optional): Pursuing a master's degree can enhance your knowledge and make you a more competitive candidate in the job market.
Essential Skills and Knowledge
RF Fundamentals: A deep understanding of Radio Frequency (RF) principles is essential for working with antennas. This includes knowledge of RF circuit design and electromagnetic theory.
Software Proficiency: Familiarity with software tools such as MATLAB, CST Microwave Studio, and HFSS for antenna design and simulation is crucial.
Testing Equipment: Proficiency in using testing equipment like Vector Network Analyzers (VNAs) and Spectrum Analyzers is required for conducting antenna tests.
Communication Skills: Effective communication is vital when working in a team and conveying technical information to non-technical stakeholders.
Problem-Solving Abilities: Antenna Test Engineers often encounter complex challenges, so strong problem-solving skills are a must.
Gaining Practical Experience
Internships: Consider interning with companies that specialize in antenna design and testing. This hands-on experience can be invaluable when seeking a full-time position.
Certifications: Obtaining relevant certifications, such as Certified Wireless Network Administrator (CWNA) or Certified Wireless Technician (CWT), can enhance your credentials.
Building a Strong Resume and Portfolio
Resume: Craft a well-structured resume that highlights your education, skills, internships, and certifications. Tailor it to the specific job you're applying for.
Portfolio: Create a portfolio showcasing your antenna design projects and test results. This visual representation of your work can impress potential employers.
Job Search and Networking
Online Job Portals: Utilize online job portals and professional networking platforms like LinkedIn to search for job openings.
Networking: Attend industry events, conferences, and workshops to expand your professional network. Networking can open doors to job opportunities.
Acing the Interview
Interview Preparation: Prepare for interviews by reviewing common interview questions related to antenna engineering. Be ready to discuss your experiences and problem-solving abilities.
Conclusion
Becoming an Antenna Test Engineer requires a solid educational foundation, practical experience, and a passion for wireless communication technology. By following these steps and continuously improving your skills, you can increase your chances of securing a job in this exciting and evolving field. Remember, persistence and dedication are key to success in your journey towards becoming an Antenna Test Engineer. Good luck!
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guidance-point-blog · 7 years ago
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prashantgujjar · 4 years ago
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pattern data out of scanned phased antenna array, not just the plot
I've worked through a lot of examples, it is easy to create a plot for a phased-antenna array, one which is scanned to several angles using the plotResponse function. I'm sure it is easy to do what I want, just not for me.... which is get the numbers plotted on the plot. They are directivity referenced, etc. Values from a 3D plot would be helpful too.
this command line is used to retrieve the actual numbers which represent the pattern:
   "el_pat = abs(step(sArrayResponse,fmax,el_ang));"
The step function seems to be the answer to all problems of the world, but if I want to put my own weights to point the main beam in a particular direction, meaning in for ea element/s for the phases and possibly amplitude, I have not figured out how I can get just the pattern numbers (angle-magnitude) out afterwards. I would also like the values output for a 3D plot as well. 
This code produces a pattern I want the actual numbers from:
frequency = 3e9 propagationSpeed = physconst('lightspeed') h = phased.URA; h.ElementSpacing = [0.0408163265306122 0.0408163265306122]; h.Size = [8 16]; h.Lattice = 'Rectangular'; % The element is just a cosine element h.Element = ...    phased.CosineAntennaElement('CosinePower',[2 2]); %Assign steering angles, frequencies and propagation speed steeringAngle = [0;30]; %Steering angle %Calculate Steering Weights w = zeros(getNumElements(h), length(frequency)); elementVector = phased.SteeringVector('SensorArray',h, ...     'PropagationSpeed', 300000000,...     'IncludeElementResponse',true);%SV steering vector %Find the weights and the strings for the legend for idx = 1:length(frequency)    w(:, idx) = step(elementVector, frequency(idx), steeringAngle(:, idx)); end figure; plotResponse(h, frequency, propagationSpeed, 'Unit','dbi', ...                'Format', 'Line', 'RespCut', 'El', 'weights', w);
ANSWER
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What version of Phased Array System
Toolbox do you have? If you are using R2014b, then you can use directivity method to retrieve the value, for example, to get the data you plot, you can do the following:  
el = -90:90; az = zeros(1,numel(el)); D = directivity(h,frequency,[az;el],'Weights',w);
You can verify it by plotting it as  
plot(el,D)
and compare it to what you get from plotResponse
SEE COMPLETE ANSWER CLICK THE LINK
https://www.matlabsolutions.com/resources/pattern-data-out-of-scanned-phased-antenna-array-not-just-the-plot.php
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svsembedded · 4 years ago
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Telegram App Controlled Home Automation Using ESP32 | IOT
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defender-of-mankind · 6 years ago
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Final Presentation and Write-Up
Intro to Game, Background, and Inspiration:
This is a first-person bug destroying simulator game. It’s called Defender of Mankind, and it is not influenced by any games I’ve ever played, I just thought it would be a fun game to make. Originally, this game was going to be something completely different. It was going to be more free-form, like an adventure game, but I quickly realized that making something to the scale that I was imagining in the time frame given would make it so the project wouldn’t end up the way I wanted it to. In the search for another concept, I ended up having a conversation with my dad about living in New York and how he always had cockroaches in his apartment. We both realized that it would make a pretty funny game, so I began developing on that idea more thoroughly.
Description of Prototype:
My prototype doesn’t actually differ that much from my original concept, and the only big thing that I can think of that’s different is the attack. I was originally going to have a character with arms and legs visible to the player so that the player could stomp on and hit the enemies, making it seem more realistic. However, I found the process of creating and animating the character to be very time-consuming and difficult with the little knowledge that I have about Unity and animating in the first place, so I decided to stick to a simple cross-hair in the middle of the screen and a click-to-kill function.
Another aspect of my original design document that I didn’t see fitting into this game was the idea of collectables. I originally wanted it so you could gain collectables that would increase the area of the light beam, but after going through with so much of the development, I realized that it wasn’t really plausible to include that on the basis of actually scripting it in addition to the idea of collectables not really working for the game concept.
The only other difference that didn’t really change, but I just didn’t include, is the actual background and “lore” of the game. Originally, the idea was that cockroaches are actually aliens sent to observe humanity and learn our weaknesses, and that’s why they can never die. The name of the game was based on this concept and there was going to be a final boss fight with a giant cockroach at the end that I knew wouldn’t make it into this prototype, but hopefully, as I keep developing the game and learning more, I’ll be able to get to that point.
While my prototype did hit most of the things I had planned on testing, there were actually more things that I had to add along the way in order for the game to make sense and function properly. These include the spawner system, the enemy counter system, the timer system, lots of UI, and the gameplay path (moving from the home screen to the actual game and from the game to the game over screen, etc.) to name a few.
Notable Gameplay Systems:
Probably the biggest issue that I faced with this project was the enemy movement. Obviously, I wanted it to look fairly realistic without making it over the top and having each leg or antenna move on all of the 200 enemy models, so I struggled with a lot of different ways to make the movement look realistic but simple. When I first started working on the enemy movement, I was SO hyped to even get them to move, and now looking at the project, I have come so far in literally just a week and a half of working on this system that it’s almost unbelievable. I still have to say, while I am satisfied with the enemy movement for the purpose of this prototype and the amount of time I had to develop it, I still wish there was a little more randomness to them and hopefully as I keep developing this game, that will be something that I can deal with. Overall, though, I’m really proud of how the enemy movement turned out.
Another system that gave me a lot of trouble was the spawners. I struggled for a long time with even how to get started creating the spawners for this game and went through a lot of different ideas and scripts to get to my final system. It’s still not perfect, one issue being that you still have to input the three coordinates for the actual spawn point, as I couldn’t figure out a way to link a game object’s transform position to the spawner and then be able to move the spawner and make duplicates without it messing them all up and having 200 bugs spawn from one single point (absolutely terrifying to see, by the way, even if it was only in a game). In the end, I got it to work out with only the little extra work of actually having to input the correct coordinates for each of the 12 spawners.
the one system that is essential to the game that I actually did not develop myself is the first person camera and controller. This was the first thing that I did, obviously, so I could start developing and testing the other systems, but I was so lost when I first started that I just used the first person camera controller from UNity’s standard assets package. This actually need dup saving me a TON of time and allowed me to move forward with the rest of the game that was actually part of the gameplay.
Testing:
I only had a few playtesters including my dad, sister, brother, roommates, and some coworkers. Everyone said they loved the game and were able to give me good insight into what to add and what I should explain more. This was really a crucial step towards the end of creating this prototype because after playing it myself for so long and knowing what everything did and how to make it do what I wanted it to, seeing someone else play the game allowed me to further explain what was needed and what I could take out.
Because of this, I ended up adding a text box to the game when you first start explaining that you have to defuse all the spawners and kill all the bugs. The other problem I noticed was that a lot of people skipped over the tutorial and then didn’t know the controls, but I’m not sure how to resolve that other than making the game path go from the main screen to the tutorial, but that seemed inconvenient if you already know how to play the game. In the end, I decided to leave it as is, with the tutorial as a separate path to take.
Final Touches:
After finishing basically everything on my list of things to get done, I decided to jump into something that I didn’t think I would have time for which was sound. From the beginning of this concept, I wanted to add bug sounds to make it creepier and more realistic. I found that the sound also helped as a cue so players were more aware of when enemies were spawned instead of just seeing the number of enemies go up in the corner of the screen. It was super creepy to code it all and make sure it worked, but I’m happy with how it turned out.
I also decided to add an intro screen with a brief introduction to the game. Initially, I wanted it to explain the whole concept of the world I created, but I decided to steer away from making it more complicated than it needed to be and just put 3 simple lines setting up the story and why the player is in this place. I also added more sound to this, having a skittering sound travel left and right across the canvas so that when you have headphones on it sounds like they’re moving from ear to ear. Super creepy but also sounds really cool.
After that, I cleaned up a few things, mainly making sure that the player doesn’t get stuck anywhere and moved some objects around to ensure that everything was spread out properly.
Finally, I decided to do some post-processing. This was a fun stage, and also very quick because I didn’t want to add too much and clutter the screen that already has so much going on. So I added a little bit of grain to make it creepier, some slight ambient occlusion to deepen the shadows, the smallest bit of bloom just because I wanted to see what it would do, and probably the most noticeable was the motion blur. I was actually really pleasantly surprised to see how the motion blur affected the player’s movement, making it seem jerky and almost frightened. It worked really well and I played with the settings a little bit to make sure it wasn’t overwhelming and distracting from the game.
After that, I built the game and called it done!
Conclusions:
There were so many things involved in this project that I never thought would come up, simply because I wasn’t totally aware of how the program works and what it actually takes to build a game. There were many times where I was beyond frustrated with a single line of code that just wasn’t doing what I wanted it to, but that made it so I had to take a step back and really look at the problem and think of various ways that I could solve it. Because of this, I actually learned way more than I ever thought I could learn about coding and about the Unity program in just 6 weeks.
My favorite parts of this project were creating the scene and learning a new coding language. In the past, I have taught myself how to code, mainly HTML and some basic CSS a few years ago, and I had to take MATLAB as a course last academic year, but learning C# was completely different from any language I’ve learned before. Through class time and scouring the internet for documentation and forums on why my code wasn’t working, I learned more about this language and how to make it do what I want it to do than I ever learned using MATLAB or any other language. I think the main reason for this is because I had something that I could reference back to and see if the change I made to the code actually made a difference to the game. I am a very visual learner and being able to see that my code changed part of the actual game was really cool.
Overall, I really enjoyed this project and learning so many new things that I know will apply to future projects. Having this class as the first one I take as an IDM major was a great experience and I can’t wait until I can start new projects and new classes.
Link to my Final Game Build: https://drive.google.com/open?id=18BBb_8o1MlSJ2FH2zIAfptmpwz8-s8qm
Link to Final Game Package: https://drive.google.com/open?id=1uDcZF6dnj6DQm3hac1Inb1JKUwb0craf
Link to my Final PowerPoint Presentation: https://drive.google.com/open?id=1nc1sGrmHPd98plYVTdMosV62VqggKCKA
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Phd thesis on microstrip antenna
Phd thesis on microstrip antenna
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Kids Game Club | Topic: Microstrip Filter Phd Thesis – 467333
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lewiskdavid90 · 8 years ago
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guidance-point-blog · 7 years ago
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guidance-point-blog · 7 years ago
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prashantgujjar · 6 years ago
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Why are analog signals still being used in communication?
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This is a very often misunderstood concept. Here is the most important thing to understand: The communication SIGNAL is ANALOG, but the MODULATION is DIGITAL.
Why is the signal analog?
A) Our world is analog. Signals are electromagnetic waves which are inherently analog. This can’t be changed.
2. What is modulation and why do we need it?
A) Modulation is embedding a message signal onto a CARRIER signal.
B) In the early days, the ‘message’ was voice. If everyone is trying to transmit their signal, we couldn’t hear it due to interference with every other message…. like being in a crowded room with everyone talking at once and trying to listen to a conversation across the room.
C) The ‘message’ is placed onto a CARRIER signal. The carrier is a signal (sinusoid) at a given frequency (channel) and the information is MODULATED onto the carrier. This keeps everyone’s signal from interfering if each conversation is on a separate channel.
3. What is analog vs. digital modulation?
A) Analog modulation was used first because it was easy. We had an analog signal and on the other end we wanted an analog signal. The most simplistic approach was to use AMPLITUDE MODULATION (AM). The voice message was used to change the amplitude of the carrier signal.
B) Digital modulation uses BINARY format to change the PHASE or FREQUENCY of the carrier in discrete steps (1 or 0 as in the binary number representation). That is, the frequency of the carrier will be changed by +/- some small frequency offset based on the binary message. In reality the phase is modulated but frequency may be easier to visualize and is very close.
4. Why is everything going to digital modulation over analog modulation?
A) Digital modulation is more robust. If the signal is AM modulated, then any interference or noise is added directly to the signal… so it sounds like it has ‘static’ in it.
B) Then systems went to FM instead of AM. FM = Frequency Modulation. This is still an analog modulation, but interference is far less likely to create frequency errors than amplitude errors. The FM signal can still sound like there is ‘static’ but not nearly as likely. That’s why FM sounds better than AM.
C) Digital modulation only has to be accurate enough to decode the message into a 1 or 0. High or low. So, the digital modulation is extremely robust to noise and interference… but when it breaks, it is a brick wall. It sounds great until it breaks. This can be seen if you have watched an HDTV broadcast over the air. It looks awesome until the signal degrades (storm, bad antenna, etc.) and then you see large ‘pixelation’ and it flashes in and out completely as you begin to see the pixelation.
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