27 resultados para robot programming environment

em Deakin Research Online - Australia


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This paper describes design guidelines of a programming environment for children, aiming to lower the barriers for children to learn programming. Our model called GBuilder has been developed on the basis of guidelines, with the express purpose of enabling and empowering the students to develop their own learning programs in survival literacy within enjoyable and fun environment.

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Distributed Shared Memory (DSM) provides programmers with a shared memory environment in systems where memory is not physically shared. Clusters of Workstations (COWs), an often untapped source of computing power, are characterised by a very low cost/performance ratio. The combination of Clusters of Workstations (COWs) with DSM provides an environment in which the programmer can use the well known approaches and methods of programming for physically shared memory systems and parallel processing can be carried out to make full use of the computing power and cost advantages of the COW. The aim of this research is to synthesise and develop a distributed shared memory system as an integral part of an operating system in order to provide application programmers with a convenient environment in which the development and execution of parallel applications can be done easily and efficiently, and which does this in a transparent manner. Furthermore, in order to satisfy our challenging design requirements we want to demonstrate that the operating system into which the DSM system is integrated should be a distributed operating system. In this thesis a study into the synthesis of a DSM system within a microkernel and client-server based distributed operating system which uses both strict and weak consistency models, with a write-invalidate and write-update based approach for consistency maintenance is reported. Furthermore a unique automatic initialisation system which allows the programmer to start the parallel execution of a group of processes with a single library call is reported. The number and location of these processes are determined by the operating system based on system load information. The DSM system proposed has a novel approach in that it provides programmers with a complete programming environment in which they are easily able to develop and run their code or indeed run existing shared memory code. A set of demanding DSM system design requirements are presented and the incentives for the placement of the DSM system with a distributed operating system and in particular in the memory management server have been reported. The new DSM system concentrated on an event-driven set of cooperating and distributed entities, and a detailed description of the events and reactions to these events that make up the operation of the DSM system is then presented. This is followed by a pseudocode form of the detailed design of the main modules and activities of the primitives used in the proposed DSM system. Quantitative results of performance tests and qualitative results showing the ease of programming and use of the RHODOS DSM system are reported. A study of five different application is given and the results of tests carried out on these applications together with a discussion of the results are given. A discussion of how RHODOS’ DSM allows programmers to write shared memory code in an easy to use and familiar environment and a comparative evaluation of RHODOS DSM with other DSM systems is presented. In particular, the ease of use and transparency of the DSM system have been demonstrated through the description of the ease with which a moderately inexperienced undergraduate programmer was able to convert, write and run applications for the testing of the DSM system. Furthermore, the description of the tests performed using physically shared memory shows that the latter is indistinguishable from distributed shared memory; this is further evidence that the DSM system is fully transparent. This study clearly demonstrates that the aim of the research has been achieved; it is possible to develop a programmer friendly and efficient DSM system fully integrated within a distributed operating system. It is clear from this research that client-server and microkernel based distributed operating system integrated DSM makes shared memory operations transparent and almost completely removes the involvement of the programmer beyond classical activities needed to deal with shared memory. The conclusion can be drawn that DSM, when implemented within a client-server and microkernel based distributed operating system, is one of the most encouraging approaches to parallel processing since it guarantees performance improvements with minimal programmer involvement.

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Describes the design and implementation of an operating system kernel specifically designed to support real-time applications. It emphasises portability and aims to support state-of-the-art concepts in real-time programming. Discusses architectural aspects of the ARTOS kernel, and introduces new concepts on the areas of interrupt processing, scheduling, mutual exclusion and inter-task communication. Also explains the programming environment of ARTOS kernal and its task model, defines the real-time task states and system data structures and discusses exception handling mechanisms which are used to detect missed deadlines and take corrective action.

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Proposes a design method for the development of software in Visual BASIC whose programming environment is multi-paradigm. Extensions to structure charts and pseudocode to incorporate the three paradigms have been developed based on the premise that procedural models, event-driven forms and objects are mutually exclusive in operation.

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The rapid expansion of mobile-based systems, the capabilities of smartphone devices, as well as the radio access and cellular network technologies are the wind beneath the wing of mobile health (mHealth). In this paper, the concept of biomedical sensing analyzer (BSA) is presented, which is a novel framework, devised for sensor-based mHealth applications. The BSA is capable of formulating the Quality of Service (QoS) measurements in an end-to-end sense, covering the entire communication path (wearable sensors, link-technology, smartphone, cell-towers, mobile-cloud, and the end-users). The characterization and formulation of BSA depend on a number of factors, including the deployment of application-specific biomedical sensors, generic link-technologies, collection, aggregation, and prioritization of mHealth data, cellular network based on the Long-Term Evolution (LTE) access technology, and extensive multidimensional delay analyses. The results are studied and analyzed in a LabView 8.5 programming environment.

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In this paper, a visual feedback control approach based on neural networks is presented for a robot with a camera installed on its end-effector to trace an object in an unknown environment. First, the one-to-one mapping relations between the image feature domain of the object to the joint angle domain of the robot are derived. Second, a method is proposed to generate a desired trajectory of the robot by measuring the image feature parameters of the object. Third, a multilayer neural network is used for off-line learning of the mapping relations so as to produce on-line the reference inputs for the robot. Fourth, a learning controller based on a multilayer neural network is designed for realizing the visual feedback control of the robot. Last, the effectiveness of the present approach is verified by tracing a curved line using a 6-degrees-of-freedom robot with a CCD camera installed on its end-effector. The present approach does not necessitate the tedious calibration of the CCD camera and the complicated coordinate transformations.

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In this paper, a control approach based on reinforcement learning is present for a robot to complete a dynamic task in an unknown environment. First, a temporal difference-based reinforcement learning algorithm and its evaluation function are used to make the robot learn with its trials and errors as well as experiences. Second, the simulation are carried out to adjust the parameters of the learning algorithm and determine an optimal policy by using the models of a robot. Last, the effectiveness of the present approach is demonstrated by balancing an inverse pendulum in the unknown environment.

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Computer programming can be challenging for beginners because of the need to understand abstract programming concepts. In this paper, we study the use of the Second Life (SL) virtual world for learning computer programming concepts. We conduct an empirical study for learning computer programming in SL by addressing affordances of SL for experiential problem-based learning pedagogies. We present preliminary findings, the promises and the limitations of Second Life as an environment for learning computer programming.

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Flowcharting is a common method of setting out the requirements for a piece of code. It is simple with few rules to follow. Rarely however, is it used as the code itself. This paper describes the outline of a software package that uses the flowchart as the code for a small, autonomous, modular robot, designed for use in High Schools and Universities at an introductory level. By using flowcharting the student is introduced to the concept of structured programming. A flowchart is often the first step in programming. Here it is the only step, easing the student into the art of coding, and simplifying the teachers job.

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Flowcharting is a common method of setting out the requirements for a piece of code. It is simple with few rules to follow. Rarely however, s it used as the code itself. This paper describes the outline of a software package that uses the flowchart as the code for a small, autonomous, modular robot, designed for use in High Schools. It also describe the code used by the robot to complement the flowchart software creating a system that can be used by students and their teachers to design, build and program a robot without previous programming experience.

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This paper describes an automated trimming system of large glass fiber reinforced plastic (GFRP) using an omni-directional wheeled mobile robot (WMR) and its path control method. In trimming GFRP parts, much glass fiber and plastic powder dust occur and it becomes bad visible in environment. It is necessary to correct dead-reckoning errors of the WMR in order to control its moving path. We have discussed an external correction method of the dead-reckoning errors for the WMR using ultrasonic sensor.

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User-computer interface development has gone through rapid development in recent years. These developments, however, have not yet been fully implemented in management information system (MIS) design for job shop manufacturing situations. Most of the commercially available MISs are operationally inflexible and do not support management in report generation and decision making, particularly in job shops. This paper describes a framework in developing system user interfaces for job shop manufacturing situations to highlight how a generic information system can be made more useful to managerial decision making. Object-oriented programming technology has been used to provide flexible access to information stored by a generic MIS. Twenty interfacing programs have been developed. For illustration, only three of those interface programs relating to generation of strategic level management reports are discussed here.

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Should computer programming be taught within schools of architecture?

Incorporating even low-level computer programming within architectural education curricula is a matter of debate but we have found it useful to do so for two reasons: as an introduction or at least a consolidation of the realm of descriptive geometry and in providing an environment for experimenting in morphological time-based change.

Mathematics and descriptive geometry formed a significant proportion of architectural education until the end of the 19th century. This proportion has declined in contemporary curricula, possibly at some cost for despite major advances in automated manufacture, Cartesian measurement is still the principal ‘language’ with which to describe building for construction purposes. When computer programming is used as a platform for instruction in logic and spatial representation, the waning interest in mathematics as a basis for spatial description can be readdressed using a left-field approach. Students gain insights into topology, Cartesian space and morphology through programmatic form finding, as opposed to through direct manipulation.

In this context, it matters to the architect-programmer how the program operates more than what it does. This paper describes an assignment where students are given a figurative conceptual space comprising the three Cartesian axes with a cube at its centre. Six Phileban solids mark the Cartesian axial limits to the space. Any point in this space represents a hybrid of one, two or three transformations from the central cube towards the various Phileban solids. Students are asked to predict the topological and morphological outcomes of the operations. Through programming, they become aware of morphogenesis and hybridisation. Here we articulate the hypothesis above and report on the outcome from a student group, whose work reveals wider learning opportunities for architecture students in computer programming than conventionally assumed.

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This paper is concerned with multi-robot hunting in dynamic environments. A BCSLA approach is proposed to allow mobile robots to capture an intelligent evader. During the process of hunting, four states including dispersion-random-search, surrounding, catch and prediction are employed. In order to ensure each robot appropriate movement in each state, a series of strategies are developed in this paper. The dispersion-search strategy enables the robots to find the evader effectively. The leader-adjusting strategy aims to improve the hunting robots’ response to environmental changes and the outflank strategy is proposed for the hunting robots to force the evader to enter a besieging circle. The catch strategy is designed for shrinking the besieging circle to catch the evader. The predict strategy allows the robots to predict the evader’s position when they lose the tracking information about the evader. A novel collision-free motion strategy is also presented in this paper, which is called the direction-optimization strategy. To test the effect of cooperative hunting, the target to be captured owns a safety-motion strategy, which helps it to escape being captured. The computer simulations support the rationality of the approach.