100 resultados para autonomous objects


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The purpose of this paper is to present and analyse a case example of the development and implementation of a digital learnmg object in context with academic literature in the field. The paper's content describes the creation of a multimedia learning object from conception in 2004 to completion m 2006. Provided is the rationale and outcome of a strategically funded University project aimed at illuminating an industrial case study of good management and communication practices for use in classrooms throughout the entire university. This paper is intended to act as a guide for others. Our experience as academics in successful dialogue With educational technologists will inspire and inform those embarking on similar projects, and aspects of it will generalise to development and implementation Issues for other kinds of learning objects.

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This paper introduces a novel method to detect texture objects from satellite images. First, a hierarchical strategy is developed to extract texture objects according to their roughness. Then, an artificial immune approach is presented to automatically generate segmentation thresholds and texture filters, which are used in the hierarchical strategy. In this approach, texture objects are regarded as antigens, and texture object filters and segmentation thresholds are regarded as antibodies. The clonal selection algorithm inspired by human immune system is employed to evolve antibodies. The population of antibodies is iteratively evaluated according to a statistical performance index corresponding to object detection ability, and evolves into the optimal antibody using the evolution principles of the clonal selection. Experimental results of texture object detection on satellite images are presented to illustrate the merit and feasibility of the proposed method.


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This article outlines some new-object commands of Logo Microworlds and includes the use of buttons, sliders and programmable colours. The ability to assign object properties including font, colour and frames are discussed. As is assigning object-instructions and commands such as click on and clickoff, launch and cancel. Programming the turtle, making a new turtle, running simultaneous turtles, programming graphic colours and sliders as well as understanding dotimes are explored.

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Observers judged TTC with computer-generated displays simulating an approaching object in three familiar-size conditions:

(i) Real-size (smaller, larger objects depicted as tennis, soccer balls respectively).
(ii) Off-size (smaller, larger objects depicted as soccer, tennis balls respectively).
(iii) Ambiguous-size (smaller, larger objects depicted as texture-less black balls of different size).

Displays simulated objects approaching observersí viewpoint from 24.96 m, and disappearing at 5.76 m. Manipulation of approach velocities (4.8-19.2 msec-1) produced viewing times from 1.0 to 4.0 sec, and delays between object disappearance and tau-based TTC ranging from 0.3 to 1.2 sec. Motion characteristics of smaller and larger objects in the three familiar-size conditions simulated those of approaching real-sized tennis and soccer balls respectively; that is, for each approach velocity, tau‚-based TTC was the same across the three conditions for smaller and larger objects.

Results showed that, consistent with the proposition of tau-determined TTC, TTC estimates in the real-size condition were uninfluenced by object size. This is contrary to previous reports that TTC for larger objects is underestimated relative to TTC for smaller objects. However, such size-dependent TTC differences were found in the ambiguous-size condition, with even larger differences in the off-size condition; TTCs for the ëlargerí tennis ball were much less than TTCs to the ësmallerí soccer ball compared to corresponding TTCs in the ambiguous-size condition. These results are problematic for the proposition that tau solely determines TTC. We discuss the role of perceptual learning in resolving this problem.

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This paper describes the rationale behind the specification and acquisition of a Digital Objects Management System (DOMS) at Deakin University. Key drivers are: compliance with the provisions of the Digital Agenda Act for the communication of copyright works; improved management of Deakin’s intellectual property, and reduction in costs of delivering online content via a learning management system.

Details of the desired functionality and potential integration issues are addressed. During the specification stage, additional uses for a digital object management system were identified that relate to the broader notion of knowledge management, and these will be discussed.

At the time of writing, no decision has been made as to which vendor(s) will be successful in gaining the University’s contract for the management of digital learning objects.

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This paper presents an application of Microsoft Robotics Studio (MSRS) in which a team of six four wheel drive, ground based robots explore and map simulated terrain. The user has the ability to modify the terrain and assign destination objectives to the team while the simulation is running. The terrain is initially generated using a gray scale image, in which the intensity of each pixel in the image gives an altitude datum. The robots start with no knowledge of their surroundings, and map the terrain as they attempt to reach user-defined target objectives. The mapping process simulates the use of common sensory hardware to determine datum points, including provision for field of view, detection range, and measurement accuracy. If traversal of a mapped area is indicated by the users’ targeting commands, path planning heuristics developed for MSRS by the author in earlier work are used to determine an efficient series of waypoints to reach the objective. Mutability of terrain is also explored- the user is able to modify the terrain without stopping the simulation. This forces the robots to adapt to changing environmental conditions, and permits analysis of the robustness of mapping algorithms used when faced with a changing world.

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In this paper the authors argue that the major problem facing local
courseware developers is that of representing cultural artefacts in their
courseware. They also discuss an emerging learning-object model that can be
adopted to address this problem by providing a systematic way to approach
implementing and representing cultural artefacts in courseware.

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The problem of dimensional defects in aluminum die-castings is widespread throughout the foundry industry and their detection is of paramount importance in maintaining product quality. Due to the unpredictable factory environment and metallic with highly reflective nature, it is extremely hard to estimate true dimensionality of these metallic parts, autonomously. Some existing vision systems are capable of estimating depth to high accuracy, however are very much hardware dependent, involving the use of light and laser pattern projectors, integrated into vision systems or laser scanners. However, due to the reflective nature of these metallic parts and variable factory environments, the aforementioned vision systems tend to exhibit unpromising performance. Moreover, hardware dependency makes these systems cumbersome and costly. In this work, we propose a novel robust 3D reconstruction algorithm capable of reconstructing dimensionally accurate 3D depth models of the aluminum die-castings. The developed system is very simple and cost effective as it consists of only a pair of stereo cameras and a defused fluorescent light. The proposed vision system is capable of estimating surface depths within the accuracy of 0.5mm. In addition, the system is invariant to illuminative variations as well as orientation and location of the objects on the input image space, making the developed system highly robust. Due to its hardware simplicity and robustness, it can be implemented in different factory environments without a significant change in the setup. The proposed system is a major part of quality inspection system for the automotive manufacturing industry.

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The objective of this research is to model and analyze candidate hull configurations for a low-cost, modular, autonomous underwater robot. As the computational power and speed of microprocessors continue to progress, we are seeing a growth in the research, development, and the utilization of underwater robots. The number of applications is broadening in the R&D and science communities, especially in the area of multiple, collaborative robots. These underwater collaborative robots represent an instantiation of a System of Systems (SoS). While each new researcher explores a unique application, control method, etc. a new underwater robot vehicle is designed, developed, and deployed. This sometimes leads to one-off designs that are costly. One limit to the wide-scale utilization of underwater robotics is the cost of development. Another limit is the ability to modify the configuration for new applications and evolving requirements. Consequently, we are exploring autonomous underwater vehicle (AUV) hull designs towards the goal of modularity, vehicle dexterity, and minimizing the cost. In our analysis, we have employed 3D solid modeling tools and finite element methods. In this paper we present our initial results and discuss ongoing work.