35 resultados para Arduino (Programmable controller) - programming
Resumo:
En aquest món on ens ha tocat viure i patir canvis tan durs amb la crisi econòmica que patim, que ens ha fet passar de lligar els gossos amb llonganisses a vigilar en les despeses del dia a dia per poder arribar just a final de mes, és el moment de reinventar-se. És per aquest motiu que presento aquesta idea, on el seu objectiu és desenvolupar una pàgina web que esdevingui un punt de trobada entre usuaris que volen transmetre o ampliar el seu coneixement i oferir-los la possibilitat que entre ells puguin compartir les seves habilitats i destreses. El web consistirà en un panell d’activitats on els usuaris un cop s’hagin registrat puguin crear les activitats que vulguin aprendre o bé ensenyar, tot demanant, si ho desitgen, quelcom a canvi. Aleshores la resta d’usuaris si els interessa l’activitat, poden acceptar la demanda o bé fer una proposta pròpia. A partir d’aquí els usuaris s’han de posar d’acord a l’hora de dur a terme l’activitat. El web disposarà d’una part pels usuaris amb permisos d’administrador perquè puguin gestionar el portal. Aquest projecte s’ha desenvolupat amb el framework de PHP Codeigniter, el qual utilitza la programació per capes MVC, la qual separa la programació en tres parts: el Model, la Vista i el Controlador. També s’han utilitzat els llenguatges HTML5 i CSS3, i jQuery, que és una llibreria de JavaScript. Com a sistema gestor de base de dades s’ha utilitzat el MySQL.
Resumo:
The aim of this project is to get used to another kind of programming. Since now, I used very complex programming languages to develop applications or even to program microcontrollers, but PicoCricket system is the evidence that we don’t need so complex development tools to get functional devices. PicoCricket system is the clear example of simple programming to make devices work the way we programmed it. There’s an easy but effective way to program small, devices just saying what we want them to do. We cannot do complex algorithms and mathematical operations but we can program them in a short time. Nowadays, the easier and faster we produce, the more we earn. So the tendency is to develop fast, cheap and easy, and PicoCricket system can do it.
Resumo:
El objetivo de este proyecto es el de realizar la fabricación de una alarma la cual se puede controlar desde cualquier dispositivo Android, ya que la comunicación se realiza a través de la conexión Bluetooth entre una aplicación Android y una placa Arduino que realiza el control del mecanismo Hardware. A través de la aplicación que se instala en el dispositivo móvil, se puede realitzar el control del prototipo, como la validación del usuario, activación y desactivación de la alarma y enlazar con el módulo Bluetooth.
Resumo:
Type 1 diabetic patients depend on external insulin delivery to keep their blood glucose within near-normal ranges. In this work, two robust closed-loop controllers for blood glucose regulation are developed to prevent the life-threatening hypoglycemia, as well as to avoid extended hyperglycemia. The proposed controllers are designed by using the sliding mode control technique in a Smith predictor structure. To improve meal disturbance rejection, a simple feedforward controller is added to inject meal-time insulin bolus. Simulations scenarios were used to test the controllers, and showed the controllers ability to maintain the glucose levels within the safe limits in the presence of errors in measurements, modeling and meal estimation
Resumo:
This paper presents a control strategy for blood glucose(BG) level regulation in type 1 diabetic patients. To design the controller, model-based predictive control scheme has been applied to a newly developed diabetic patient model. The controller is provided with a feedforward loop to improve meal compensation, a gain-scheduling scheme to account for different BG levels, and an asymmetric cost function to reduce hypoglycemic risk. A simulation environment that has been approved for testing of artificial pancreas control algorithms has been used to test thecontroller. The simulation results show a good controller performance in fasting conditions and meal disturbance rejection, and robustness against model–patient mismatch and errors in mealestimation
Resumo:
Biometric system performance can be improved by means of data fusion. Several kinds of information can be fused in order to obtain a more accurate classification (identification or verification) of an input sample. In this paper we present a method for computing the weights in a weighted sum fusion for score combinations, by means of a likelihood model. The maximum likelihood estimation is set as a linear programming problem. The scores are derived from a GMM classifier working on a different feature extractor. Our experimental results assesed the robustness of the system in front a changes on time (different sessions) and robustness in front a change of microphone. The improvements obtained were significantly better (error bars of two standard deviations) than a uniform weighted sum or a uniform weighted product or the best single classifier. The proposed method scales computationaly with the number of scores to be fussioned as the simplex method for linear programming.
Resumo:
Avui en dia s’ha convertit en una necessitat tenir cura del medi ambient i optimitzar els recursos naturals. En el camp per estalviar energia s’han fet grans progressos i disposem d’un gran ventall de dispositius que ens ajuden i ens faciliten l’optimització del consum d’energia. Però és una realitat que en l’estalvi del consum d’aigua el progrés ha estat molt menor i es limita molt a donar consells i repartir dosificadors d’aigua. Qui no ha vist carrers o jardins o cases inundades amb milers de litres d’aigua? Aquesta realitat m’ha portat a dissenyar i desenvolupar un prototip que em permeti tenir un millor control del consum d’aigua. El prototip, a trets principals, consta d’un sensor, una electrovàlvula i una placa Arduino Atmega. El sensor ens permet mesurar els litres consumits durant un cert període de temps. Passat aquest temps de mostreig es compara els litres consumits amb el consum habitual, en aquell període de temps. En cas de sobrepassar el volum programat es tancarà l’electrovàlvula de forma automàtica i rebrem un SMS al telèfon. L’activació de l’alarma es pot ajustar que sigui al igualar-se els dos valors, litres programats i litres consumits. També es pot programar el percentatge que cal sobrepassar de litres consumits per activar l’alarma, com el temps de mostreig. El fet de poder programar tots aquests valors ens permet fer un ajust ideal per a la instal·lació que es vol tenir controlada. A més, el prototip es pot utilitzar per enviar a la companyia d’aigua el valor del comptador de forma automàtica. D’aquesta forma la companyia d’aigua també optimitza recursos estalviant-se el desplaçament de personal a la instal·lació per fer la lectura corresponent. El prototip està basat amb un Arduino Atmega que ens permet el processament de les dades programades i capturades pel sensor. També s’ha incorporat una pantalla TFT Touch 2’8”, que permet visualitzar i programar els valors d’una forma molt més intuïtiva. Per enviar els SMS s’utilitza una placa d’Arduino Cel·lular Shield - SM5100B, a la qual només cal afegir una targeta SIM. A priori, el prototip té un elevat cost al fabricar una sola unitat i pot semblar poc útil. Però ens pot estalviar alguna sorpresa en les factures d’aigua si tenim una fuita i no ens n’adonem fins a veure el rebut de la companyia. Si es fabriqués a grans quantitats es podria abaratir el preu i fer-lo encara més engrescador.
Resumo:
This paper presents a programming environment for supporting learning in STEM, particularly mobile robotic learning. It was designed to maintain progressive learning for people with and without previous knowledge of programming and/or robotics. The environment was multi platform and built with open source tools. Perception, mobility, communication, navigation and collaborative behaviour functionalities can be programmed for different mobile robots. A learner is able to programme robots using different programming languages and editor interfaces: graphic programming interface (basic level), XML-based meta language (intermediate level) or ANSI C language (advanced level). The environment supports programme translation transparently into different languages for learners or explicitly on learners’ demand. Learners can access proposed challenges and learning interfaces by examples. The environment was designed to allow characteristics such as extensibility, adaptive interfaces, persistence and low software/hardware coupling. Functionality tests were performed to prove programming environment specifications. UV BOT mobile robots were used in these tests
Resumo:
El trabajo expuesto en la presente memoria tiene como objetivo la creación de un prototipo de avisos para gente sorda. El sistema se encargará de facilitar la interactuación entre una persona con problemas auditivos y los señales sonoros que pueden hallarse en una casa. El prototipo se ha desarrollado a partir de la plataforma hardware Arduino, un Smartphone con sistema operativo Android y la tecnología de comunicaciones inalámbricas Bluetooth y ZigBee.
Resumo:
Possibilistic Defeasible Logic Programming (P-DeLP) is a logic programming language which combines features from argumentation theory and logic programming, incorporating the treatment of possibilistic uncertainty at the object-language level. In spite of its expressive power, an important limitation in P-DeLP is that imprecise, fuzzy information cannot be expressed in the object language. One interesting alternative for solving this limitation is the use of PGL+, a possibilistic logic over Gödel logic extended with fuzzy constants. Fuzzy constants in PGL+ allow expressing disjunctive information about the unknown value of a variable, in the sense of a magnitude, modelled as a (unary) predicate. The aim of this article is twofold: firstly, we formalize DePGL+, a possibilistic defeasible logic programming language that extends P-DeLP through the use of PGL+ in order to incorporate fuzzy constants and a fuzzy unification mechanism for them. Secondly, we propose a way to handle conflicting arguments in the context of the extended framework.
Resumo:
In the last decade defeasible argumentation frameworks have evolved to become a sound setting to formalize commonsense, qualitative reasoning. The logic programming paradigm has shown to be particularly useful for developing different argument-based frameworks on the basis of different variants of logic programming which incorporate defeasible rules. Most of such frameworks, however, are unable to deal with explicit uncertainty, nor with vague knowledge, as defeasibility is directly encoded in the object language. This paper presents Possibilistic Logic Programming (P-DeLP), a new logic programming language which combines features from argumentation theory and logic programming, incorporating as well the treatment of possibilistic uncertainty. Such features are formalized on the basis of PGL, a possibilistic logic based on G¨odel fuzzy logic. One of the applications of P-DeLP is providing an intelligent agent with non-monotonic, argumentative inference capabilities. In this paper we also provide a better understanding of such capabilities by defining two non-monotonic operators which model the expansion of a given program P by adding new weighed facts associated with argument conclusions and warranted literals, respectively. Different logical properties for the proposed operators are studied
Resumo:
The time required to image large samples is an important limiting factor in SPM-based systems. In multiprobe setups, especially when working with biological samples, this drawback can make impossible to conduct certain experiments. In this work, we present a feedfordward controller based on bang-bang and adaptive controls. The controls are based in the difference between the maximum speeds that can be used for imaging depending on the flatness of the sample zone. Topographic images of Escherichia coli bacteria samples were acquired using the implemented controllers. Results show that to go faster in the flat zones, rather than using a constant scanning speed for the whole image, speeds up the imaging process of large samples by up to a 4x factor.
Resumo:
Virtual Laboratories are an indispensablespace for developing practical activities in a Virtual Environment. In the field of Computer and Software Engineering different types of practical activities have tobe performed in order to obtain basic competences which are impossible to achieve by other means. This paper specifies an ontology for a general virtual laboratory.The proposed ontology provides a mechanism to select the best resources needed in a Virtual Laboratory once a specific practical activity has been defined and the maincompetences that students have to achieve in the learning process have been fixed. Furthermore, the proposed ontology can be used to develop an automatic and wizardtool that creates a Moodle Classroom using the practical activity specification and the related competences.
Resumo:
Peer-reviewed