134 resultados para flying robots

em Consorci de Serveis Universitaris de Catalunya (CSUC), Spain


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Un dels principals problemes de la interacció dels robots autònoms és el coneixement de l'escena. El reconeixement és fonamental per a solucionar aquest problema i permetre als robots interactuar en un escenari no controlat. En aquest document presentem una aplicació pràctica de la captura d'objectes, de la normalització i de la classificació de senyals triangulars i circulars. El sistema s'introdueix en el robot Aibo de Sony per a millorar-ne la interacció. La metodologia presentada s'ha comprobat en simulacions i problemes de categorització reals, com ara la classificació de senyals de trànsit, amb resultats molt prometedors.

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El nombre d'aplicacions dels microrobots en biomedicina creix a mesura que el seu desenvolupament avança. Entre elles hi ha les consistents a examinar cèl·lules amb microrobots cooperants. En aquest treball es presenta un prototip a escala d'aquest problema, convenientment simplificat: dos robots tracten d'agafar una pilota que representa la cèl·lula que s'examina. Com a resultat, s'ha obtingut un algorisme deliberatiu per a la resolució d'aquest problema amb robots homogenis.

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Els eixams de robots distribuïts representen tot un món de possibilitats al camp de la microrobòtica, però existeixen pocs estudis que n'analitzin els comportaments socials i les interaccions entre robots autònoms distribuïts. Aquests comportaments han de permetre assolir de la manera més efectiva possible un bon resultat. Prenent com a base l'objectiu esmentat, aquest treball detalla diferents polítiques de cerca i de reconfiguració dels robots i estudia els seus comportaments per tal de determinar quins d'ells són més útils per solucionar un problema concret amb les plagues d'erugues i corcs als camps de cigroneres.

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La solución a los problemas de disponibilidad horaria para la realización de sesiones prácticas por parte de los estudiantes se encuentra en los laboratorios remotos, que permiten a estos interactuar con los elementos instalados en los laboratorios sin necesidad de estar presentes físicamente. Este proyecto pretende crear un laboratorio remoto para la asignatura “Robótica y Automatización Industrial” impartida en la ETSE, UAB, en el cual los estudiantes puedan ejecutar trayectorias de tipo spline cúbico en un brazo robot y observar a través de vídeo en tiempo real los movimientos del robot desde cualquier lugar con conexión a Internet.

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This paper presents the distributed environment for virtual and/or real experiments for underwater robots (DEVRE). This environment is composed of a set of processes running on a local area network composed of three sites: 1) the onboard AUV computer; 2) a surface computer used as human-machine interface (HMI); and 3) a computer used for simulating the vehicle dynamics and representing the virtual world. The HMI can be transparently linked to the real sensors and actuators dealing with a real mission. It can also be linked with virtual sensors and virtual actuators, dealing with a virtual mission. The aim of DEVRE is to assist engineers during the software development and testing in the lab prior to real experiments

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In this paper we present a novel approach to assigning roles to robots in a team of physical heterogeneous robots. Its members compete for these roles and get rewards for them. The rewards are used to determine each agent’s preferences and which agents are better adapted to the environment. These aspects are included in the decision making process. Agent interactions are modelled using the concept of an ecosystem in which each robot is a species, resulting in emergent behaviour of the whole set of agents. One of the most important features of this approach is its high adaptability. Unlike some other learning techniques, this approach does not need to start a whole exploitation process when the environment changes. All this is exemplified by means of experiments run on a simulator. In addition, the algorithm developed was applied as applied to several teams of robots in order to analyse the impact of heterogeneity in these systems

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Albert Lewin, a well-known Hollywood cinema director who is significantly influenced by the surrealistic movement, brings together the myth f Pandora and the legend of the flying Dutchman in order to create an exemplary love story, a crazy love story which goes beyond the limits of human reason. Bearing in mind, then, that if one wants to believe in this sort of love story must not be guided by human reason stricto sensu, he builds a world of signs, a semiologic world which this article aims at helping to interpret.

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In this work, we present the cultural evolution that has allowed to overcome many problems derived from the limitations of the human body. These limitations have been solved by a"cyborization" process that began since early anthropogenesis. Originally, it was envisioned to deal with some diseases, accidents or body malfunctions. Nowadays, augmentations improve common human capabilities; one of the most notable is the increase of brain efficiency by using connections with a computer. A basic social question also addressed is which people will and should have access to these augmentations. Advanced humanoid robots (with human external aspect, artificial intelligence and even emotions) already exist and consequently a number of questions arise. For instance, will robots be considered living organisms? Could they be considered as persons? Will we confer the human status to robots? These questions are discussed. Our conclusions are that the advanced humanoid robots display some actions that may be considered as life-like, yet different to the life associated with living organisms, also, to some extend they could be considered as persons-like, but not humans.

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The human being has changed in time due to both, biological and cultural evolution. In a first step, biological evolution was the cornerstone of the changes in our species. However, cultural evolution was also a key element producing adaptations that allowed the evolution of modern human being. These adaptations include aspects as different as clothing, tools, reading and writing, calculation and some forms of rudimentary prosthesis. Technoscience has enhanced these adaptations that conduce to the concept of broad-sense cyborg. Present human society includes a huge proportion of these latter individuals. In this article we discuss this reality and the future of our society based on the interconnections between humans, cyborgs and robots.

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This work extends a previously developed research concerning about the use of local model predictive control in differential driven mobile robots. Hence, experimental results are presented as a way to improve the methodology by considering aspects as trajectory accuracy and time performance. In this sense, the cost function and the prediction horizon are important aspects to be considered. The aim of the present work is to test the control method by measuring trajectory tracking accuracy and time performance. Moreover, strategies for the integration with perception system and path planning are briefly introduced. In this sense, monocular image data can be used to plan safety trajectories by using goal attraction potential fields

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We are progressively immersed in technology to such extend that in our everyday life we are and we do what technology allows us to be and to do. In this process, cyborgs and robots constitute elements that we analyze from a number of techno scientific and philosophical approaches. Additionally, we propose that a new concept: GEH (Genetic Engineered Human) as a new potential social imaginary element, which would be the human being improved by the broad-sense genetics engineer (that is, changing many genes by genetics engineer, modifications in the genome, cloning, and so on). If our aspirations as humans pass through technology and in particular for cyborgs, robots and GEH, the bidirectional links between these theoretical or real entities and our personal identities will be the more and more substantial in our society.

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We adapt the Shout and Act algorithm to Digital Objects Preservation where agents explore file systems looking for digital objects to be preserved (victims). When they find something they “shout” so that agent mates can hear it. The louder the shout, the urgent or most important the finding is. Louder shouts can also refer to closeness. We perform several experiments to show that this system works very scalably, showing that heterogeneous teams of agents outperform homogeneous ones over a wide range of tasks complexity. The target at-risk documents are MS Office documents (including an RTF file) with Excel content or in Excel format. Thus, an interesting conclusion from the experiments is that fewer heterogeneous (varying skills) agents can equal the performance of many homogeneous (combined super-skilled) agents, implying significant performance increases with lower overall cost growth. Our results impact the design of Digital Objects Preservation teams: a properly designed combination of heterogeneous teams is cheaper and more scalable when confronted with uncertain maps of digital objects that need to be preserved. A cost pyramid is proposed for engineers to use for modeling the most effective agent combinations

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La robòtica està experimentant un gran auge, amb el disseny de màquines cada cop més sofisticades i complexes pel que fa a les funcions que poden dur a terme i a la capacitat d'interacció amb les persones. Molta inspiració ve de la natura. Un dels reptes actuals és optimitzar els sistemes que controlen el moviment de les extremitats perquè permetin ajustar la velocitat i la coordinació de manera precisa i ràpida. Anna N. Ahn i els seus col·laboradors, dels departaments de biologia i d'enginyeria del Pitzer College i del Harvey Mudd College de Claremont, als EUA, han proposat un sistema de control basat en el moviment de les extremitats de les aranyes. Concretament, han estudiat la locomoció hidràulica de les taràntules, que es veu afectada per la temperatura, segons han publicat a The Journal of Experimental Biology.

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Treball dividit en quatre parts: 1.- Recorregut epistemológic dels performances de Marcel•lí Antúnez fins a Hipermembrana. 2.- Breu exploració dels diversos camps des dels quals s'aborda l'estudi de l'obra de l'artista dividits en dos vessants: a)- Món viu: explora el biològic, la carn i el cos. b)- Món inert: explora la tecnologia, el posthumà, els robots, cyborgs i androides, el cyberpunk i el postcyberpunk. 3.- Breu exposició de l'actual sistema de treball de Marcel•lí Antúnez, la sistematúrgia. 4.- A partir de la problemàtica perceptiva que comporta el treball de l'artista s'esbossen unes primeres conclusions.

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El robot Aibo disposa de la llibreria Aibo Remote Framework per controlar-lo remotament mitjançant un PC i una xarxa inalàmbrica, també per accedir a informació d'estat del robot, o per veure les imatges que l'Aibo capta. Combinant Remote Framework i php s'ha creat una aplicació web que permet controlar Aibos diferents remotament per Internet, així com tenir accés a les imatges subjectives de cadascun dels Aibos. A més, la tecnologia existent d'streaming permet que l'aplicació web tingui un vídeo incrustat que possibilita veure en directe els Aibos mitjançant una càmera web enfocada cap a ells.