25 resultados para Small Ground Vertebrates
Resumo:
In this work a forest fire detection solution using small autonomous aerial vehicles is proposed. The FALCOS unmanned aerial vehicle developed for remote-monitoring purposes is described. This is a small size UAV with onboard vision processing and autonomous flight capabilities. A set of custom developed navigation sensors was developed for the vehicle. Fire detection is performed through the use of low cost digital cameras and near-infrared sensors. Test results for navigation and ignition detection in real scenario are presented.
Resumo:
It is well-known that ROVs require human intervention to guarantee the success of their assignment, as well as the equipment safety. However, as its teleoperation is quite complex to perform, there is a need for assisted teleoperation. This study aims to take on this challenge by developing vision-based assisted teleoperation maneuvers, since a standard camera is present in any ROV. The proposed approach is a visual servoing solution, that allows the user to select between several standard image processing methods and is applied to a 3-DOF ROV. The most interesting characteristic of the presented system is the exclusive use of the camera data to improve the teleoperation of an underactuated ROV. It is demonstrated through the comparison and evaluation of standard implementations of different vision methods and the execution of simple maneuvers to acquire experimental results, that the teleoperation of a small ROV can be drastically improved without the need to install additional sensors.
Resumo:
13th International Conference on Autonomous Robot Systems (Robotica), 2013
Resumo:
The robotics community is concerned with the ability to infer and compare the results from researchers in areas such as vision perception and multi-robot cooperative behavior. To accomplish that task, this paper proposes a real-time indoor visual ground truth system capable of providing accuracy with at least more magnitude than the precision of the algorithm to be evaluated. A multi-camera architecture is proposed under the ROS (Robot Operating System) framework to estimate the 3D position of objects and the implementation and results were contextualized to the Robocup Middle Size League scenario.
Resumo:
This work presents an automatic calibration method for a vision based external underwater ground-truth positioning system. These systems are a relevant tool in benchmarking and assessing the quality of research in underwater robotics applications. A stereo vision system can in suitable environments such as test tanks or in clear water conditions provide accurate position with low cost and flexible operation. In this work we present a two step extrinsic camera parameter calibration procedure in order to reduce the setup time and provide accurate results. The proposed method uses a planar homography decomposition in order to determine the relative camera poses and the determination of vanishing points of detected lines in the image to obtain the global pose of the stereo rig in the reference frame. This method was applied to our external vision based ground-truth at the INESC TEC/Robotics test tank. Results are presented in comparison with an precise calibration performed using points obtained from an accurate 3D LIDAR modelling of the environment.
Resumo:
Biomechanical gait parameters—ground reaction forces (GRFs) and plantar pressures—during load carriage of young adults were compared at a low gait cadence and a high gait cadence. Differences between load carriage and normal walking during both gait cadences were also assessed. A force plate and an in-shoe plantar pressure system were used to assess 60 adults while they were walking either normally (unloaded condition) or wearing a backpack (loaded condition) at low (70 steps per minute) and high gait cadences (120 steps per minute). GRF and plantar pressure peaks were scaled to body weight (or body weight plus backpack weight). With medium to high effect sizes we found greater anterior-posterior and vertical GRFs and greater plantar pressure peaks in the rearfoot, forefoot and hallux when the participants walked carrying a backpack at high gait cadences compared to walking at low gait cadences. Differences between loaded and unloaded conditions in both gait cadences were also observed.
Resumo:
In the last two decades, small strain shear modulus became one of the most important geotechnical parameters to characterize soil stiffness. Finite element analysis have shown that in-situ stiffness of soils and rocks is much higher than what was previously thought and that stress-strain behaviour of these materials is non-linear in most cases with small strain levels, especially in the ground around retaining walls, foundations and tunnels, typically in the order of 10−2 to 10−4 of strain. Although the best approach to estimate shear modulus seems to be based in measuring seismic wave velocities, deriving the parameter through correlations with in-situ tests is usually considered very useful for design practice.The use of Neural Networks for modeling systems has been widespread, in particular within areas where the great amount of available data and the complexity of the systems keeps the problem very unfriendly to treat following traditional data analysis methodologies. In this work, the use of Neural Networks and Support Vector Regression is proposed to estimate small strain shear modulus for sedimentary soils from the basic or intermediate parameters derived from Marchetti Dilatometer Test. The results are discussed and compared with some of the most common available methodologies for this evaluation.
Resumo:
In the last two decades, small strain shear modulus became one of the most important geotechnical parameters to characterize soil stiffness. Finite element analysis have shown that in-situ stiffness of soils and rocks is much higher than what was previously thought and that stress-strain behaviour of these materials is non-linear in most cases with small strain levels, especially in the ground around retaining walls, foundations and tunnels, typically in the order of 10−2 to 10−4 of strain. Although the best approach to estimate shear modulus seems to be based in measuring seismic wave velocities, deriving the parameter through correlations with in-situ tests is usually considered very useful for design practice.The use of Neural Networks for modeling systems has been widespread, in particular within areas where the great amount of available data and the complexity of the systems keeps the problem very unfriendly to treat following traditional data analysis methodologies. In this work, the use of Neural Networks and Support Vector Regression is proposed to estimate small strain shear modulus for sedimentary soils from the basic or intermediate parameters derived from Marchetti Dilatometer Test. The results are discussed and compared with some of the most common available methodologies for this evaluation.
Resumo:
Os vídeo jogos ou jogos de computador têm vindo a crescer na sua relação com o público ganhando terreno e credibilidade nos benefícios que os jogadores obtêm quando usam este tipo de software, indo esses benefícios para além do divertimento associado à palavra jogo no seu sentido etimológico. Nos últimos anos cada vez mais o mercado e algumas das mais reputadas instituições de ensino têm dedicado especial atenção a este tipo de software, englobando nesses estudos diversas áreas desde a engenharia à saúde, incluindo ainda, estudos de cariz psicológico e sociológico reveladores de que estas experiências de entretenimento, cada vez mais disponíveis a todos, têm influência na sua envolvente de integração e relação com outros fenómenos de cariz social. Apreciado o estado da arte esta tese tem como principal objetivo servir de guia de iniciação a individuais ou pequenas equipas da área de desenvolvimento de software no caminho para o desenvolvimento de jogos de vídeo independentes, apresentando uma análise cuidada capaz de apoiar as equipas desde o momento zero, estando o mesmo estruturado de forma a refletir o entendimento das bases teóricas em que o desenvolvimento deste tipo de software assenta, o estado da arte sobre plataformas, análise de mercado e indústria, metodologias de desenvolvimento e equipas, e ainda analisadas algumas das mais relevantes ferramentas de desenvolvimento e criação de conteúdos. Como prova de conceito e componente de caráter experimental, este trabalho compreende ainda o desenvolvimento de um jogo de vídeo guiado pelas orientações e lições apreendidas durante o processo de estudo de forma a ser representativo da aplicação dessa aprendizagem, e ainda capaz de detalhar passo a passo cada fase do processo, com o objetivo de apoiar a preparação de pessoas interessadas em iniciar a aventura de desenvolver os seus próprios jogos e quem sabe dar início aos seus próprios negócios e empresas. O jogo desenvolvido replica um recente êxito, o jogo 2048, que apesar da sua mecânica simples revela-se um excelente desafio do ponto de vista da sua implementação, bem como o processo criativo adjacente no transformar algo tão simples e experimentado numa experiência nova capaz de atrair antigos jogadores e interesse de novos. O desenvolvimento e publicação da aplicação experimental, e após análise dos dados recolhidos, mostram-se reveladores de que é de fato possível a programadores independentes entrar num mercado de alto potencial, e que adquiridas as bases de conhecimento expostas no documento estarão em condições mais favoráveis para ultrapassar algumas das mais comuns barreiras no atingir desse objetivo.