36 resultados para Robotic Excavation


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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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La excavación de las necrópolis de incineración de Santa Madrona (Riba-roja d’Ebre) y Sebes (Flix) aportan nuevos datos sobre el estudio del mundo funerario en esta zona. Ambas presentan una fase de utilización durante la Primera Edad del Hierro (siglos vii-vi a.C.), caracterizada por un predominio de estructuras tumulares, junto a las que se documentan otras variantes (urnas funerarias sin túmulo, deposiciones de huesos sin urna, ofrendas funerarias, estructuras empedradas sin urna, etc.). En ambas necrópolis, los estudios antropológicos muestran que todos los grupos de edad estaban representados. Los materiales cerámicos y ajuares presentan gran similitud entre las diferentes sepulturas, lo que sugiere una cierta igualdad en el tratamiento de los difuntos. La existencia, en ambos casos, de dos áreas diferenciadas, podría indicar una separación en función de grupos familiares.

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En 1991 vió la luz una colección de terracotas arquitectónicas procedentes de la villa romana de El Vilarenc y otras pocas de Tárraco, que fueron identificadas como lastras Campana. Cinco años más tarde en las excavaciones de la Plaça de la Font de Tarragona fueron descubiertos seis nuevos ejemplares. Ahora, el conjunto consta de 14/15 piezas distribuidas en cuatro motivos iconográficos: “Mujeres flanqueando un candelabro”, “Teseo reconocido por su padre”, “Engalanamiento de un hermes” y “Escena de pórtico de palestra”. El interés radica en los siguientes factores: su absoluta excepcionalidad (son extremadamente raras fuera de Italia); su concentración geográfica en la capital y su territorio; y su precisa adscripción cronológica y cultural. Los análisis arqueométricos adjudican un orígen lacial para una y una fabricación local para las restantes. Este hecho permite plantear el tema de la adopción de modelos iconográficos de la capital –Roma– en la Tárraco post-augustea.

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This paper presents an assemblage of marmora found during the archaeological excavation undertaken in 1992, a small part of the site where the Hospital of Sant Pau and Santa Tecla stands today, at Rambla Vella of Tarragona (Spain). Most of them are coloured marmora from a wide range of quarries: not only local (Santa Tecla stone, Alcover stone) and regional (broccatello) but also imported, such as giallo antico, pavonnazzetto, africano, portasanta, porfido rosso, serpentino, breccia di Settebasi. Even though some fine-grained, white marble fragments were also found, they are not being discussed here. Despite the small number of fragments recovered, this set is highly interesting as they were found in a clear, well-dated stratigraphical context: a soil from 125-150 AD that filled up some sort of building from Augustan times. The location of the site, on the limits of the upper part of the town, which was devoted to public areas (mainly related to the imperial worship, the provincial government and public), and the lower part of Tarraco, where the other activities (residential, colonial govern, etc) took place, is also significant. Therefore, both its location and its date are significant, as during this period the upper part of Roman Tarraco underwent major urban modifications which gave it the magnificence worthy of the capital of the largest province of the western part of Roman Empire.

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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

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Forensic archaeology has been of inestimable help in the location and excavation of clandestine burials (Hunter 1996a:16-17, 1996b; Killam 2004; Levine et al. 1984). Landscape archaeology techniques have been adapted and widely applied for such purposes. In this article, an adaptation of one of the most common applications of archaeological GIS, that is predictive site location, is applied to the detection of body dump sites and clandestine burial sites, bringing together in the process the fields of landscape archaeology, forensic sciences, and GIS.

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long-term cultural history of the Madriu-Perafita-Claror valleys (Andorra) and the Cadí Range (Catalonia) has been investigated thanks to the combination of archaeological surveys and excavation, analysis of written sources, multiproxy alaeoenvironment analysis (pollen, NPP, micro and macro charcoal, sedimentology and geochemistry), and digital technologies such as stereophotogrammetry, multispectral imaging, DGPS and GIS. The project has been designed from a landscape archaeology approach and the study area has been selected due to the suitable setting it provides for a meaningful application of the aforementioned techniques. Consequently, archaeological, historical and palaeoenvironmental data have been all treated as cultural proxies. Their comparison has allowed obtaining not only coherent but also complementary results. The project outcomes show an uninterrupted occupation of these high mountain valleys (2000-2600 m a.s.l.) from the Mesolithic until the present. This human occupation shows strong spatial and chronological variability in human practices ranging from a stable long term group occupation in the Late Neolithic to the diversification of representative practices during the Roman period (metallurgy, pine resin exploitation, charcoal production, pastoralism, etc.). This high diversity of activities leads to complex cultural landscapes in the high Pyrenean areas. The reconstruction of the cultural history at the study areas will allow the development of more sustainable politics for these landscapes management.

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Aquest petit treball pretén esdevenir una guia bàsica per aquells arqueòlegs que desconeixen l’aspecte conservatiu dels materials arqueològics. Així, en primer lloc analitzarem, a grans trets, la composició físicoquímica dels diferents objectes que podem trobar en una excavació i quins són els agents que més els malmeten. Després tractarem d’introduir alguns consells pràctics pel treball de camp.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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[cat] En els anys 2003 i 2004 una intervenció arqueològica preventiva en el terme de Salàs de Pallars va permetre documentar seixanta estructures excavades al subsòl. La majoria de les estructures foren identificades com a sitges, però també es documentaren cubetes i fosses de diversa funció, algunes utilitzades com a sepultures. L"estudi dels materials recuperats, complementats per datacions radiocarbòniques, indiquen dos períodes cronològics: el bronze inicial i l"etapa ibèrica plena, als quals s"ha d"afegir una única estructura que pertany a començaments de l"Imperi romà. Les dades obtingudes informen sobre les pràctiques de les comunitats agrícoles assentades en el sector meridional de la comarca del Pallars Jussà en tres moments històrics diferents. [eng]In 2003 and 2004 a Preventive Archaeological Excavation was done in the locality of Salàs de Pallars. This allowed to catalogue the sixty structures found in the subsoil. Most of the structures were identified as silos, but we also documented basins and pits with different functions, some used as graves. The study of the recovered materials, supported by a radiocarbon analysis technique, ages this around two chronological periods: the Early Bronze Age and Iberian Period. We must add a third period to classify a single structure that belongs to the Early Roman Empire. The obtained results provide us information about the farming methods used by the communities placed in the southern Region of the Pallars Jussà during the three different historical moments.

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Des programmes de recherche pluridisciplinaires sur l’occupation du sol et le pastoralisme de la Préhistoire au Moyen Âge dans le sud du massif alpin sont menés, depuis 1998, sur les massifs du Haut Champsaur, de Freissinières et de l’Argentièrois (Hautes-Alpes). Des dix phases d’occupation et d'activité agropastorale mises en évidence (prospections pédestres et fouilles), entre 1600 et 2700 m d’altitude, trois se distinguent: la fin du Néolithique, l’âge du Bronze et la période médiévale. Au travers des premières données archéologiques et environnementales, cet article présente, depuis le milieu du IIIe millénaire au début du Ier millénaire, les grandes caractéristiques de l’occupation du sol mais aussi l’originalité et l’importance de l’activité humaine dans cette zone alpine. La fin du Néolithique et l’âge du Bronze correspondent à une multiplication des gisements archéologiques marquant de façon évidente une rupture dans la gestion de l'espace montagnard. Les paysages sont largement façonnés par les activités humaines et l’entretien des terres cultivées, des prairies et des alpages, paraît continu. À la lumière des données de terrain, l’une des évolutions qui apparaît sur les sites d’altitude durant cette période concerne l’apparition de structures pastorales bâties entre 2 067 et 2 303 m d’altitude (datation 14C).

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Peer-reviewed