665 resultados para CNPQ::ENGENHARIAS::ENGENHARIA DE PRODUCAO


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This work introduces a new method for environment mapping with three-dimensional information from visual information for robotic accurate navigation. Many approaches of 3D mapping using occupancy grid typically requires high computacional effort to both build and store the map. We introduce an 2.5-D occupancy-elevation grid mapping, which is a discrete mapping approach, where each cell stores the occupancy probability, the height of the terrain at current place in the environment and the variance of this height. This 2.5-dimensional representation allows that a mobile robot to know whether a place in the environment is occupied by an obstacle and the height of this obstacle, thus, it can decide if is possible to traverse the obstacle. Sensorial informations necessary to construct the map is provided by a stereo vision system, which has been modeled with a robust probabilistic approach, considering the noise present in the stereo processing. The resulting maps favors the execution of tasks like decision making in the autonomous navigation, exploration, localization and path planning. Experiments carried out with a real mobile robots demonstrates that this proposed approach yields useful maps for robot autonomous navigation

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This work describes the study and the implementation of the speed control for a three-phase induction motor of 1,1 kW and 4 poles using the neural rotor flux estimation. The vector speed control operates together with the winding currents controller of the stator phasis. The neural flux estimation applied to the vector speed controls has the objective of compensating the parameter dependences of the conventional estimators in relation to the parameter machine s variations due to the temperature increases or due to the rotor magnetic saturation. The implemented control system allows a direct comparison between the respective responses of the speed controls to the machine oriented by the neural rotor flux estimator in relation to the conventional flux estimator. All the system control is executed by a program developed in the ANSI C language. The main DSP recources used by the system are, respectively, the Analog/Digital channels converters, the PWM outputs and the parallel and RS-232 serial interfaces, which are responsible, respectively, by the DSP programming and the data capture through the supervisory system

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Simulations based on cognitively rich agents can become a very intensive computing task, especially when the simulated environment represents a complex system. This situation becomes worse when time constraints are present. This kind of simulations would benefit from a mechanism that improves the way agents perceive and react to changes in these types of environments. In other worlds, an approach to improve the efficiency (performance and accuracy) in the decision process of autonomous agents in a simulation would be useful. In complex environments, and full of variables, it is possible that not every information available to the agent is necessary for its decision-making process, depending indeed, on the task being performed. Then, the agent would need to filter the coming perceptions in the same as we do with our attentions focus. By using a focus of attention, only the information that really matters to the agent running context are perceived (cognitively processed), which can improve the decision making process. The architecture proposed herein presents a structure for cognitive agents divided into two parts: 1) the main part contains the reasoning / planning process, knowledge and affective state of the agent, and 2) a set of behaviors that are triggered by planning in order to achieve the agent s goals. Each of these behaviors has a runtime dynamically adjustable focus of attention, adjusted according to the variation of the agent s affective state. The focus of each behavior is divided into a qualitative focus, which is responsible for the quality of the perceived data, and a quantitative focus, which is responsible for the quantity of the perceived data. Thus, the behavior will be able to filter the information sent by the agent sensors, and build a list of perceived elements containing only the information necessary to the agent, according to the context of the behavior that is currently running. Based on the human attention focus, the agent is also dotted of a affective state. The agent s affective state is based on theories of human emotion, mood and personality. This model serves as a basis for the mechanism of continuous adjustment of the agent s attention focus, both the qualitative and the quantative focus. With this mechanism, the agent can adjust its focus of attention during the execution of the behavior, in order to become more efficient in the face of environmental changes. The proposed architecture can be used in a very flexibly way. The focus of attention can work in a fixed way (neither the qualitative focus nor the quantitaive focus one changes), as well as using different combinations for the qualitative and quantitative foci variation. The architecture was built on a platform for BDI agents, but its design allows it to be used in any other type of agents, since the implementation is made only in the perception level layer of the agent. In order to evaluate the contribution proposed in this work, an extensive series of experiments were conducted on an agent-based simulation over a fire-growing scenario. In the simulations, the agents using the architecture proposed in this work are compared with similar agents (with the same reasoning model), but able to process all the information sent by the environment. Intuitively, it is expected that the omniscient agent would be more efficient, since they can handle all the possible option before taking a decision. However, the experiments showed that attention-focus based agents can be as efficient as the omniscient ones, with the advantage of being able to solve the same problems in a significantly reduced time. Thus, the experiments indicate the efficiency of the proposed architecture

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In this work, we propose the Interperception paradigm, a new approach that includes a set of rules and a software architecture for merge users from different interfaces in the same virtual environment. The system detects the user resources and provide transformations on the data in order to allow its visualization in 3D, 2D and textual (1D) interfaces. This allows any user to connect, access information, and exchange information with other users in a feasible way, without needs of changing hardware or software. As results are presented two virtual environments builded acording this paradigm

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The frequency selective surfaces, or FSS (Frequency Selective Surfaces), are structures consisting of periodic arrays of conductive elements, called patches, which are usually very thin and they are printed on dielectric layers, or by openings perforated on very thin metallic surfaces, for applications in bands of microwave and millimeter waves. These structures are often used in aircraft, missiles, satellites, radomes, antennae reflector, high gain antennas and microwave ovens, for example. The use of these structures has as main objective filter frequency bands that can be broadcast or rejection, depending on the specificity of the required application. In turn, the modern communication systems such as GSM (Global System for Mobile Communications), RFID (Radio Frequency Identification), Bluetooth, Wi-Fi and WiMAX, whose services are highly demanded by society, have required the development of antennas having, as its main features, and low cost profile, and reduced dimensions and weight. In this context, the microstrip antenna is presented as an excellent choice for communications systems today, because (in addition to meeting the requirements mentioned intrinsically) planar structures are easy to manufacture and integration with other components in microwave circuits. Consequently, the analysis and synthesis of these devices mainly, due to the high possibility of shapes, size and frequency of its elements has been carried out by full-wave models, such as the finite element method, the method of moments and finite difference time domain. However, these methods require an accurate despite great computational effort. In this context, computational intelligence (CI) has been used successfully in the design and optimization of microwave planar structures, as an auxiliary tool and very appropriate, given the complexity of the geometry of the antennas and the FSS considered. The computational intelligence is inspired by natural phenomena such as learning, perception and decision, using techniques such as artificial neural networks, fuzzy logic, fractal geometry and evolutionary computation. This work makes a study of application of computational intelligence using meta-heuristics such as genetic algorithms and swarm intelligence optimization of antennas and frequency selective surfaces. Genetic algorithms are computational search methods based on the theory of natural selection proposed by Darwin and genetics used to solve complex problems, eg, problems where the search space grows with the size of the problem. The particle swarm optimization characteristics including the use of intelligence collectively being applied to optimization problems in many areas of research. The main objective of this work is the use of computational intelligence, the analysis and synthesis of antennas and FSS. We considered the structures of a microstrip planar monopole, ring type, and a cross-dipole FSS. We developed algorithms and optimization results obtained for optimized geometries of antennas and FSS considered. To validate results were designed, constructed and measured several prototypes. The measured results showed excellent agreement with the simulated. Moreover, the results obtained in this study were compared to those simulated using a commercial software has been also observed an excellent agreement. Specifically, the efficiency of techniques used were CI evidenced by simulated and measured, aiming at optimizing the bandwidth of an antenna for wideband operation or UWB (Ultra Wideband), using a genetic algorithm and optimizing the bandwidth, by specifying the length of the air gap between two frequency selective surfaces, using an optimization algorithm particle swarm