698 resultados para Turbulent environments
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The application of augmented reality (AR) technology for assembly guidance is a novel approach in the traditional manufacturing domain. In this paper, we propose an AR approach for assembly guidance using a virtual interactive tool that is intuitive and easy to use. The virtual interactive tool, termed the Virtual Interaction Panel (VirIP), involves two tasks: the design of the VirIPs and the real-time tracking of an interaction pen using a Restricted Coulomb Energy (RCE) neural network. The VirIP includes virtual buttons, which have meaningful assembly information that can be activated by an interaction pen during the assembly process. A visual assembly tree structure (VATS) is used for information management and assembly instructions retrieval in this AR environment. VATS is a hierarchical tree structure that can be easily maintained via a visual interface. This paper describes a typical scenario for assembly guidance using VirIP and VATS. The main characteristic of the proposed AR system is the intuitive way in which an assembly operator can easily step through a pre-defined assembly plan/sequence without the need of any sensor schemes or markers attached on the assembly components.
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Behavior-based navigation of autonomous vehicles requires the recognition of the navigable areas and the potential obstacles. In this paper we describe a model-based objects recognition system which is part of an image interpretation system intended to assist the navigation of autonomous vehicles that operate in industrial environments. The recognition system integrates color, shape and texture information together with the location of the vanishing point. The recognition process starts from some prior scene knowledge, that is, a generic model of the expected scene and the potential objects. The recognition system constitutes an approach where different low-level vision techniques extract a multitude of image descriptors which are then analyzed using a rule-based reasoning system to interpret the image content. This system has been implemented using a rule-based cooperative expert system
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We describe a model-based objects recognition system which is part of an image interpretation system intended to assist autonomous vehicles navigation. The system is intended to operate in man-made environments. Behavior-based navigation of autonomous vehicles involves the recognition of navigable areas and the potential obstacles. The recognition system integrates color, shape and texture information together with the location of the vanishing point. The recognition process starts from some prior scene knowledge, that is, a generic model of the expected scene and the potential objects. The recognition system constitutes an approach where different low-level vision techniques extract a multitude of image descriptors which are then analyzed using a rule-based reasoning system to interpret the image content. This system has been implemented using CEES, the C++ embedded expert system shell developed in the Systems Engineering and Automatic Control Laboratory (University of Girona) as a specific rule-based problem solving tool. It has been especially conceived for supporting cooperative expert systems, and uses the object oriented programming paradigm
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In this paper we describe a system for underwater navigation with AUVs in partially structured environments, such as dams, ports or marine platforms. An imaging sonar is used to obtain information about the location of planar structures present in such environments. This information is incorporated into a feature-based SLAM algorithm in a two step process: (I) the full 360deg sonar scan is undistorted (to compensate for vehicle motion), thresholded and segmented to determine which measurements correspond to planar environment features and which should be ignored; and (2) SLAM proceeds once the data association is obtained: both the vehicle motion and the measurements whose correct association has been previously determined are incorporated in the SLAM algorithm. This two step delayed SLAM process allows to robustly determine the feature and vehicle locations in the presence of large amounts of spurious or unrelated measurements that might correspond to boats, rocks, etc. Preliminary experiments show the viability of the proposed approach
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The system described herein represents the first example of a recommender system in digital ecosystems where agents negotiate services on behalf of small companies. The small companies compete not only with price or quality, but with a wider service-by-service composition by subcontracting with other companies. The final result of these offerings depends on negotiations at the scale of millions of small companies. This scale requires new platforms for supporting digital business ecosystems, as well as related services like open-id, trust management, monitors and recommenders. This is done in the Open Negotiation Environment (ONE), which is an open-source platform that allows agents, on behalf of small companies, to negotiate and use the ecosystem services, and enables the development of new agent technologies. The methods and tools of cyber engineering are necessary to build up Open Negotiation Environments that are stable, a basic condition for predictable business and reliable business environments. Aiming to build stable digital business ecosystems by means of improved collective intelligence, we introduce a model of negotiation style dynamics from the point of view of computational ecology. This model inspires an ecosystem monitor as well as a novel negotiation style recommender. The ecosystem monitor provides hints to the negotiation style recommender to achieve greater stability of an open negotiation environment in a digital business ecosystem. The greater stability provides the small companies with higher predictability, and therefore better business results. The negotiation style recommender is implemented with a simulated annealing algorithm at a constant temperature, and its impact is shown by applying it to a real case of an open negotiation environment populated by Italian companies
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This paper shows the impact of the atomic capabilities concept to include control-oriented knowledge of linear control systems in the decisions making structure of physical agents. These agents operate in a real environment managing physical objects (e.g. their physical bodies) in coordinated tasks. This approach is presented using an introspective reasoning approach and control theory based on the specific tasks of passing a ball and executing the offside manoeuvre between physical agents in the robotic soccer testbed. Experimental results and conclusions are presented, emphasising the advantages of our approach that improve the multi-agent performance in cooperative systems
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Keynote Presentation at PLE2011. What kind of Web have we got? What kind of Web does a Learning Individual need? What kind of Web does a Learning Society need?
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This is a version of a seminar/keynote talk I have given a few times. It argues that VLEs are no longer fit for purpose and that students should learn to take responsibility for their own toolsets.
Institutional Personal Learning Environments – Paradise or Paradox? A Digital Literacies Perspective
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This was my keynote presentation at Computer Supported Education (CSEDU) 2012, in Porto. It looks at the importance of digital literacies and how VLEs do not support their developmeng and looks at iPLEs as an alternative.
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Investigating the use of Virtual Learning Environments by teachers in schools and colleges
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This article describes an intervention process undertaken in a training program for preschool and first grade teachers from public schools in Cali, Colombia. The objective of this process is to provide a space for teachers to reflect on pedagogical practices which allow them to generate educational processes that foster children’s understanding of mathematical knowledge in the classroom. A set of support strategies was presented for helping teachers in the design, analysis and implementation of learning environments as meaningful educational spaces. Furthermore, participants engaged in an analysis of their own intervention modalities to identify which modalities facilitate the development of mathematical abilities in children. In order to ascertain the transformations in the teachers’ learning environments, the mathematical competences and cognitive processes underlying the activities proposed in the classroom, as well as teacher intervention modalities and the types of student participation in classroom activities were examined both before and after the intervention process. Transformations in the teachers’ conceptions about the children’s abilities and their own practices in teaching mathematics in the classroom were evidenced.
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El presente trabajo tiene como finalidad caracterizar conceptos y elementos clave del caos y de la complejidad existente en la relación entre las organizaciones y la comunidad. Esta relación parte de la base de satisfacer las necesidades de los actores involucrados y, así mismo, mejorar el desempeño de cada uno, y contribuir al bienestar de la sociedad y a la perdurabilidad de las empresas. Para alcanzar el objetivo planteado, inicialmente se hace necesario contextualizar conceptos que estarán presentes durante todo el escrito. Por esto se expondrán términos como teoría de la complejidad, teoría del caos, los aspectos más representativos de la relación comunitaria y el marketing y su impacto en las comunidades. La teoría de la complejidad permitirá entender los sistemas como un todo, en donde las relaciones e interacciones de cada una de sus diferentes partes nos conducen a innumerables escenarios posibles. También se buscará entender la importancia de la relación organización-comunidad, ya que la comunidad puede jugar un papel determinante cuando las organizaciones se adaptan a los cambios. Es de suma importancia establecer relaciones estratégicas con la comunidad, entendiendo a la comunidad como un sistema o grupo social con determinadas características, que permitan tanto a las organizaciones como a la misma comunidad entender, comprender y satisfacer eficazmente las necesidades subyacentes y, así, llegar a establecer un entorno de retroalimentación continua y sostenibilidad a lo largo del tiempo. Actualmente, el funcionamiento del mundo ha cambiado en cierta medida, ya que antes la base del conocimiento se centraba en función del orden y la regularidad. Ahora, en cambio, se destaca la creatividad y la dinámica que son causadas por el desorden y la irregularidad presentes en los sistemas. El mundo se plantea como un grupo de innumerables sistemas auto-organizados, donde su funcionamiento puede provocar resultados impredecibles o aleatorios. La materia de complejidad en los sistemas se ha desarrollado por diferentes autores según aproximaciones desde diferentes ramas de la ciencia, como la cibernética, basada en los mecanismos de retroalimentación y control; desde la teoría general de los sistemas, que da énfasis en el dinamismo presente en los sistemas y cómo la organización está presente en su estructura. En el presente proyecto se realizará un estudio de tipo teórico-conceptual: se seleccionarán las bases de datos, fuentes de información y los documentos más representativos o que proporcionen la mayor información posible que permita el completo entendimiento de la investigación y de sus alcances propuestos. Es así que esta investigación busca aportar más elementos dentro de los diferentes estudios que pretenden explicar y mejorar la perdurabilidad de las empresas bajo las diferentes líneas de investigación. A través del tiempo, el GIPE ha ido evolucionando de acuerdo con los resultados de las investigaciones y se ha centrado en cuatro líneas de investigación: Liderazgo, Realidad, Estrategia y Gerencia. El proyecto de investigación “Relación de las organizaciones con el medio y marketing” hace parte de la línea de gerencia y busca identificar oportunidades gerenciales para las organizaciones que las acerquen al conocimiento y manejo de las áreas funcionales (Facultad de Administración, 2013). Además, el proyecto se adentra en las organizaciones en entornos complejos y su relación con la comunidad, y se observa así la organización como un ser vivo que contribuye al bienestar de la sociedad que, finalmente, es lo que garantiza su perdurabilidad.
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Multicultural leadership is a topic a great interest in nowadays globalized work environment. Colombia emerges as an attractive marketplace with appealing business opportunities, especially for German enterprises. After presenting Colombia’s current political, social and economic situation, the thesis elaborates the complex subject of cultural differences while focusing on the peculiarities of German and Colombian national cultures. The resulting implications for a team’s collaboration and leader effectiveness are theoretically supported with reference to the landmark studies of Hofstede and GLOBE. By utilizing semi-structured interview techniques, a qualitative research enriches the previous findings and gives an all-encompassing insight in German-Colombian teamwork. The investigation identifies distinctive behavioral patterns and relations, which imply challenges and factors of success for multicultural team leaders. Finally, a categorical analysis examines the influence of cultural traits on team performance and evaluates the effectiveness of the applied leadership style.
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Desde el campo de la informática educativa, varios autores exponen el posible efecto positivo de incorporar videojuegos y simulaciones con elementos de juego en los procesos educativos. Esta postura continúa siendo objeto de debate y sus detractores identifican, dos problemas fundamentales, por un lado el excesivo coste de estas iniciativas y, por otro, su carácter limitado que obliga a que formen parte de variados procesos educativos.. En este trabajo se estudia cómo abordar estos dos problemas desde un punto de vista tecnológico. Se propone una plataforma menor que e-adventure, un entorno de desarrollo para juegos educativos. Esta plataforma aborda el primer problema planteando, un modelo de proceso de desarrollo inspirado en la aproximación documental al desarrollo de software. El modelo de proceso incluye la propuesta de un lenguaje de marcado extendido, XML, específico del dominio de las aventuras gráficas educativas. Este lenguaje es sencillo de utilizar y facilita la creación de este tipo de juegos e incluye construcciones específicamente educativas que dan soporte a la evaluación de la actividad del alumno y a patrones de aprendizaje adaptativo. El segundo problema se aborda proponiendo la integración de dichos juegos con plataformas de tele-enseñanza, LMS, que se emplean tanto en la enseñanza a través de internet como en aproximaciones del aprendizaje electrónico, e-learning, combinadas con la enseñanza tradicional.. Se incluye la implementación de un prototipo de la plataforma propuesta y varios juegos educativos desarrollados con ella, en colaboración con investigadores e instructores de otros campos..