945 resultados para Human-Structure Interaction
Resumo:
Durante el transcurso de esta Tesis Doctoral se ha realizado un estudio de la problemática asociada al desarrollo de sistemas de interacción hombre-máquina sensibles al contexto. Este problema se enmarca dentro de dos áreas de investigación: los sistemas interactivos y las fuentes de información contextual. Tradicionalmente la integración entre ambos campos se desarrollaba a través de soluciones verticales específicas, que abstraen a los sistemas interactivos de conocer los procedimientos de bajo nivel de acceso a la información contextual, pero limitan su interoperabilidad con otras aplicaciones y fuentes de información. Para solventar esta limitación se hace imprescindible potenciar soluciones interoperables que permitan acceder a la información del mundo real a través de procedimientos homogéneos. Esta problemática coincide perfectamente con los escenarios de \Computación Ubicua" e \Internet de las Cosas", donde se apunta a un futuro en el que los objetos que nos rodean serán capaces de obtener información del entorno y comunicarla a otros objetos y personas. Los sistemas interactivos, al ser capaces de obtener información de su entorno a través de la interacción con el usuario, pueden tomar un papel especial en este escenario tanto como consumidores como productores de información. En esta Tesis se ha abordado la integración de ambos campos teniendo en cuenta este escenario tecnológico. Para ello, en primer lugar se ha realizado un an álisis de las iniciativas más importantes para la definición y diseño de sistemas interactivos, y de las principales infraestructuras de suministro de información. Mediante este estudio se ha propuesto utilizar el lenguaje SCXML del W3C para el diseño de los sistemas interactivos y el procesamiento de los datos proporcionados por fuentes de contexto. Así, se ha reflejado cómo las capacidades del lenguaje SCXML para combinar información de diferentes modalidades pueden también utilizarse para procesar e integrar información contextual de diferentes fuentes heterogéneas, y por consiguiente diseñar sistemas de interacción sensibles al contexto. Del mismo modo se presenta a la iniciativa Sensor Web, y a su extensión semántica Semantic Sensor Web, como una iniciativa idónea para permitir un acceso y suministro homogéneo de la información a los sistemas interactivos sensibles al contexto. Posteriormente se han analizado los retos que plantea la integración de ambos tipos de iniciativas. Como resultado se ha conseguido establecer una serie de funcionalidades que son necesarias implementar para llevar a cabo esta integración. Utilizando tecnologías que aportan una gran flexibilidad al proceso de implementación y que se apoyan en recomendaciones y estándares actuales, se implementaron una serie de desarrollos experimentales que integraban las funcionalidades identificadas anteriormente. Finalmente, con el fin de validar nuestra propuesta, se realizaron un conjunto de experimentos sobre un entorno de experimentación que simula el escenario de la conducción. En este escenario un sistema interactivo se comunica con una extensión semántica de una plataforma basada en los estándares de la Sensor Web para poder obtener información y publicar las observaciones que el usuario realizaba al sistema. Los resultados obtenidos han demostrado la viabilidad de utilizar el lenguaje SCXML para el diseño de sistemas interactivos sensibles al contexto que requieren acceder a plataformas avanzadas de información para consumir y publicar información a la vez que interaccionan con el usuario. Del mismo modo, se ha demostrado cómo la utilización de tecnologías semánticas en los procesos de consulta y publicación de información puede facilitar la reutilización de la información publicada en infraestructuras Sensor Web por cualquier tipo de aplicación, y de este modo contribuir al futuro escenario de Internet de las Cosas. ABSTRACT In this Thesis, we have addressed the difficulties related to the development of context-aware human-machine interaction systems. This issue is part of two research fields: interactive systems and contextual information sources. Traditionally both fields have been integrated through domain-specific vertical solutions that allow interactive systems to access contextual information without having to deal with low-level procedures, but restricting their interoperability with other applications and heterogeneous data sources. Thus, it is essential to boost the research on interoperable solutions that provide access to real world information through homogeneous procedures. This issue perfectly matches with the scenarios of \Ubiquitous Computing" and \Internet of Things", which point toward a future in which many objects around us will be able to acquire meaningful information about the environment and communicate it to other objects and to people. Since interactive systems are able to get information from their environment through interaction with the user, they can play an important role in this scenario as they can both consume real-world data and produce enriched information. This Thesis deals with the integration of both fields considering this technological scenario. In order to do this, we first carried out an analysis of the most important initiatives for the definition and design of interactive systems, and the main infrastructures for providing information. Through this study the use of the W3C SCXML language is proposed for both the design of interactive systems and the processing of data provided by different context sources. Thus, this work has shown how the SCXML capabilities for combining information from different modalities can also be used to process and integrate contextual information from different heterogeneous sensor sources, and therefore to develope context-aware interaction systems. Similarly, we present the Sensor Web initiative, and its semantic extension Semantic Sensor Web, as an appropriate initiative to allow uniform access and delivery of information to the context-aware interactive systems. Subsequently we have analyzed the challenges of integrating both types of initiatives: SCXML and (Semantic) Sensor Web. As a result, we state a number of functionalities that are necessary to implement in order to perform this integration. By using technologies that provide exibility to the implementation process and are based on current recommendations and standards, we implemented a series of experimental developments that integrate the identified functionalities. Finally, in order to validate our approach, we conducted different experiments with a testing environment simulating a driving scenario. In this framework an interactive system can access a semantic extension of a Telco plataform, based on the standards of the Sensor Web, to acquire contextual information and publish observations that the user performed to the system. The results showed the feasibility of using the SCXML language for designing context-aware interactive systems that require access to advanced sensor platforms for consuming and publishing information while interacting with the user. In the same way, it was shown how the use of semantic technologies in the processes of querying and publication sensor data can assist in reusing and sharing the information published by any application in Sensor Web infrastructures, and thus contribute to realize the future scenario of \Internet of Things".
Resumo:
Dynamic soil-structure interaction has been for a long time one of the most fascinating areas for the engineering profession. The building of large alternating machines and their effects on surrounding structures as well as on their own functional behavior, provided the initial impetus; a large amount of experimental research was done,and the results of the Russian and German groups were especially worthwhile. Analytical results by Reissner and Sehkter were reexamined by Quinlan, Sung, et. al., and finally Veletsos presented the first set of reliable results. Since then, the modeling of the homogeneous, elastic halfspace as a equivalent set of springs and dashpots has become an everyday tool in soil engineering practice, especially after the appearance of the fast Fourier transportation algorithm, which makes possible the treatment of the frequency-dependent characteristics of the equivalent elements in a unified fashion with the general method of analysis of the structure. Extensions to the viscoelastic case, as well as to embedded foundations and complicated geometries, have been presented by various authors. In general, they used the finite element method with the well known problems of geometric truncations and the subsequent use of absorbing boundaries. The properties of boundary integral equation methods are, in our opinion, specially well suited to this problem, and several of the previous results have confirmed our opinion. In what follows we present the general features related to steady-state elastodynamics and a series of results showing the splendid results that the BIEM provided. Especially interesting are the outputs obtained through the use of the so-called singular elements, whose description is incorporated at the end of the paper. The reduction in time spent by the computer and the small number of elements needed to simulate realistically the global properties of the halfspace make this procedure one of the most interesting applications of the BIEM.
Resumo:
Estamos viviendo la era de la Internetificación. A día de hoy, las conexiones a Internet se asumen presentes en nuestro entorno como una necesidad más. La Web, se ha convertido en un lugar de generación de contenido por los usuarios. Una información generada, que sobrepasa la idea con la que surgió esta, ya que en la mayoría de casos, su contenido no se ha diseñado más que para ser consumido por humanos, y no por máquinas. Esto supone un cambio de mentalidad en la forma en que diseñamos sistemas capaces de soportar una carga computacional y de almacenamiento que crece sin un fin aparente. Al mismo tiempo, vivimos un momento de crisis de la educación superior: los altos costes de una educación de calidad suponen una amenaza para el mundo académico. Mediante el uso de la tecnología, se puede lograr un incremento de la productividad, y una reducción en dichos costes en un campo, en el que apenas se ha avanzado desde el Renacimiento. En CloudRoom se ha diseñado una plataforma MOOC con una arquitectura ajustada a las últimas convenciones en Cloud Computing, que implica el uso de Servicios REST, bases de datos NoSQL, y que hace uso de las últimas recomendaciones del W3C en materia de desarrollo web y Linked Data. Para su construcción, se ha hecho uso de métodos ágiles de Ingeniería del Software, técnicas de Interacción Persona-Ordenador, y tecnologías de última generación como Neo4j, Redis, Node.js, AngularJS, Bootstrap, HTML5, CSS3 o Amazon Web Services. Se ha realizado un trabajo integral de Ingeniería Informática, combinando prácticamente la totalidad de aquellas áreas de conocimiento fundamentales en Informática. En definitiva se han ideado las bases de un sistema distribuido robusto, mantenible, con características sociales y semánticas, que puede ser ejecutado en múltiples dispositivos, y que es capaz de responder ante millones de usuarios. We are living through an age of Internetification. Nowadays, Internet connections are a utility whose presence one can simply assume. The web has become a place of generation of content by users. The information generated surpasses the notion with which the World Wide Web emerged because, in most cases, this content has been designed to be consumed by humans and not by machines. This fact implies a change of mindset in the way that we design systems; these systems should be able to support a computational and storage capacity that apparently grows endlessly. At the same time, our education system is in a state of crisis: the high costs of high-quality education threaten the academic world. With the use of technology, we could achieve an increase of productivity and quality, and a reduction of these costs in this field, which has remained largely unchanged since the Renaissance. In CloudRoom, a MOOC platform has been designed with an architecture that satisfies the last conventions on Cloud Computing; which involves the use of REST services, NoSQL databases, and uses the last recommendations from W3C in terms of web development and Linked Data. For its building process, agile methods of Software Engineering, Human-Computer Interaction techniques, and state of the art technologies such as Neo4j, Redis, Node.js, AngularJS, Bootstrap, HTML5, CSS3 or Amazon Web Services have been used. Furthermore, a comprehensive Informatics Engineering work has been performed, by combining virtually all of the areas of knowledge in Computer Science. Summarizing, the pillars of a robust, maintainable, and distributed system have been devised; a system with social and semantic capabilities, which runs in multiple devices, and scales to millions of users.
Resumo:
In this chapter some applications of boundary element techniques to dynamic problems are presented. First, the basic theory is briefly reviewed in order to provide the necessary background to interpret the numerical results (for a fuller account of elastodynamic theory we recommend a study of the specialized literature). The second part of the chapter is devoted to the numerical implementation of the BEM. The presentation is based on the steady-state solution because this is the area in which most experience exists. This is by no means a limitation of the BEM method, and the use of integral transformations to obtain transient solutions is a well established procedure. Finally, in the third part three examples are presented. The first example is the steady-state solution of a plate under cyclic forces with and without a crack. The second example relies on the determination of soil compliances necessary to study soil-structure interaction and the third example treats the problem of the influence of different incidence angles of incoming waves in foundations. The last two examples are relevant to earthquake engineering problems for which the BEM is very well suited.
Resumo:
The Software Engineering (SE) community has historically focused on working with models to represent functionality and persistence, pushing interaction modelling into the background, which has been covered by the Human Computer Interaction (HCI) community. Recently, adequately modelling interaction, and specifically usability, is being considered as a key factor for success in user acceptance, making the integration of the SE and HCI communities more necessary. If we focus on the Model-Driven Development (MDD) paradigm, we notice that there is a lack of proposals to deal with usability features from the very first steps of software development process. In general, usability features are manually implemented once the code has been generated from models. This contradicts the MDD paradigm, which claims that all the analysts? effort must be focused on building models, and the code generation is relegated to model to code transformations. Moreover, usability features related to functionality may involve important changes in the system architecture if they are not considered from the early steps. We state that these usability features related to functionality can be represented abstractly in a conceptual model, and their implementation can be carried out automatically.
Resumo:
Este trabajo trata cómo se pueden aplicar las técnicas de análisis de usabilidad al desarrollo de plataformas web. Actualmente es común que los servicios sean ofrecidos mediante plataformas web para un grupo muy heterogéneo de personas. Por otra parte, los análisis de usabilidad son una herramienta muy útil para conocer cómo interactúan las personas con los ordenadores y mejorar el diseño de las aplicaciones. Realizar un buen diseño permite mejorar la experiencia de usuario, factor fundamental para el éxito de cualquier producto que requiera interacción con el usuario. A continuación se describen las diferentes fases de los test de usabilidad y se detalla cómo han sido aplicadas durante el desarrollo del proyecto. Finalmente, se presentarán los resultados obtenidos durante la evaluación de la plataforma y el análisis de los mismos indicando cómo han afectado al diseño de la plataforma. ---ABSTRACT---This document discusses how to apply usability test techniques over web platform development. Nowadays, it is common that services are offered through web platforms for a large group of heterogeneous people. Moreover, usability tests are a very useful tool to understand human-computer interaction and improve the design of the applications. A good design can improve user experience, which is essential for the success of any product that requires user interaction. The following pages describes the different phases of usability testing and detail how these have been applied during the development of the project. Finally, the results obtained during the platform evaluation are presented and analysed, explaining how they have affected the design of the platform.
Resumo:
An approximate procedure for studying harmonic soil-structure interaction problems is presented. The presence of Rayleigh waves is considered and the resulting governing equations of the dynamic soil-structure system are solved in the time domain. With this method the transient and steady states of a vibratory motion and also the nonlinear behaviour of the soil can be studied. As an example, the dynamic earth pressure against a rigid retaining wall is investigated. The loads are assumed to be harmonic Rayleigh waves with both static and dynamic surface surcharges. The dependence of the results on the excitation frequency is shown.
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In this paper an analytical static approach to analyse buried tunnels under seismic surface waves (Rayleigh and Love waves), propagating parallel to the tunnels axis, is provided. In the proposed method, the tunnel is considered as a beam on elastic foundation by using a Winkler model to represent the subgrade reaction and the soil-structure interaction. The seismic load is imposed by giving at the base of the soil springs a determined configuration corresponding to the free-field motion. From the solution of the differential governing equations of the problem, results are obtained in form of relative displacements between points of tunnel, and therefore the seismic bending moments and shearing forces, acting on the tunnel cross section, can be computed.
Resumo:
In this paper some aspects of the use of non-reflecting boundaries in dynamic problems, analyzed in time domain, are considered. Current trends for treating the above mentioned problems are summarized with a particular emphasis on the use of numerical techniques, such as Boundary Element Method (BEM) or mixed and hybrid formulations, Finite Element Method (FEM) plus BEM. As an alternative to these methods, an easy time domain boundary condition, obtained from the well known consistent transmitting boundary developed by Waas for frequency domain analysis, can be applied to represent the reactions of the unbounded soil on the interest zone. The behaviour of this proposed boundary condition is studied when waves of different frequency to the one used for its obtention are acting on the physical edge of the model. As an application example,an analysis is made of the soil-structure interaction of a rigid strip foundation on a horizontal non-linear elastic layer on bed rock. The results obtained suggest the need of time domain solutions for this type of problem
Resumo:
Cross-platform development frameworks for mobile applications promise important advantages in cost cuttings and easy maintenance, posing as a very good option for organizations interested in the design of mobile applications for several platforms. Given that platform conventions are especially important for the User eXperience (UX) of mobile applications, the usage of a framework where the same code defines the behavior of the app in different platforms could have a negative impact in the UX. This paper describes a study where two independent teams have designed two different versions of a mobile application, one using a framework that generates Android and iOS versions automatically, and another team using native tools. The alternative versions for each platform have been evaluated with 37 users with a combination of a laboratory usability test and a longitudinal study. The results show that differences are minimal in the Android platform, but in iOS, even if a reasonably good UX can be obtained with the usage of this framework by an UX-conscious design team, a higher level of UX can be obtained directly developing with a native tool.
Resumo:
Cultural heritage is an important asset of Europe which is largely underexplored. One of the main reasons is that the general public do not really incorporate cultural activities in their life style. Currently, curators and professionals in the heritage sector face the toughest challenges on how to attract, engage and retain visitors of heritage institutions (libraries, museums, archives and historical societies). TAG CLOUD FP7 European project seeks to overcome this situation and promote lifelong engagement with culture by personalising the visitors? cultural experiences through cloud technologies.
Resumo:
En hidrodinámica, el fenómeno de Sloshing se puede definir como el movimiento de la superficie libre de un fluido dentro de un contenedor sometido a fuerzas y perturbaciones externas. El fluido en cuestión experimenta violentos movimientos con importantes deformaciones de su superficie libre. La dinámica del fluido puede llegar a generar cargas hidrodinámicas considerables las cuales pueden afectar la integridad estructural y/o comprometer la estabilidad del vehículo que transporta dicho contenedor. El fenómeno de Sloshing ha sido extensivamente investigado matemática, numérica y experimentalmente, siendo el enfoque experimental el más usado debido a la complejidad del problema, para el cual los modelos matemáticos y de simulación son aun incapaces de predecir con suficiente rapidez y precisión las cargas debidas a dicho fenómeno. El flujo generado por el Sloshing usualmente se caracteriza por la presencia de un fluido multifase (gas-liquido) y turbulencia. Reducir al máximo posible la complejidad del fenómeno de Sloshing sin perder la esencia del problema es el principal reto de esta tesis doctoral, donde un trabajo experimental enfocado en casos canónicos de Sloshing es presentado y documentado con el objetivo de aumentar la comprensión de dicho fenómeno y por tanto intentar proveer información valiosa para validaciones de códigos numéricos. El fenómeno de Sloshing juega un papel importante en la industria del transporte marítimo de gas licuado (LNG). El mercado de LNG en los últimos años ha reportado un crecimiento hasta tres veces mayor al de los mercados de petróleo y gas convencionales. Ingenieros en laboratorios de investigación e ingenieros adscritos a la industria del LNG trabajan continuamente buscando soluciones económicas y seguras para contener, transferir y transportar grandes volúmenes de LNG. Los buques transportadores de LNG (LNGC) han pasado de ser unos pocos buques con capacidad de 75000 m3 hace unos treinta años, a una amplia flota con una capacidad de 140000 m3 actualmente. En creciente número, hoy día se construyen buques con capacidades que oscilan entre 175000 m3 y 250000 m3. Recientemente un nuevo concepto de buque LNG ha salido al mercado y se le conoce como FLNG. Un FLNG es un buque de gran valor añadido que solventa los problemas de extracción, licuefacción y almacenamiento del LNG, ya que cuenta con equipos de extracción y licuefacción a bordo, eliminando por tanto las tareas de transvase de las estaciones de licuefacción en tierra hacia los buques LNGC. EL LNG por tanto puede ser transferido directamente desde el FLNG hacia los buques LNGC en mar abierto. Niveles de llenado intermedios en combinación con oleaje durante las operaciones de trasvase inducen movimientos en los buques que generan por tanto el fenómeno de Sloshing dentro de los tanques de los FLNG y los LNGC. El trabajo de esta tesis doctoral lidia con algunos de los problemas del Sloshing desde un punto de vista experimental y estadístico, para ello una serie de tareas, descritas a continuación, se han llevado a cabo : 1. Un dispositivo experimental de Sloshing ha sido configurado. Dicho dispositivo ha permitido ensayar secciones rectangulares de tanques LNGC a escala con movimientos angulares de un grado de libertad. El dispositivo experimental ha sido instrumentado para realizar mediciones de movimiento, presiones, vibraciones y temperatura, así como la grabación de imágenes y videos. 2. Los impactos de olas generadas dentro de una sección rectangular de un LNGC sujeto a movimientos regulares forzados han sido estudiados mediante la caracterización del fenómeno desde un punto de vista estadístico enfocado en la repetitividad y la ergodicidad del problema. 3. El estudio de los impactos provocados por movimientos regulares ha sido extendido a un escenario más realístico mediante el uso de movimientos irregulares forzados. 4. El acoplamiento del Sloshing generado por el fluido en movimiento dentro del tanque LNGC y la disipación de la energía mecánica de un sistema no forzado de un grado de libertad (movimiento angular) sujeto a una excitación externa ha sido investigado. 5. En la última sección de esta tesis doctoral, la interacción entre el Sloshing generado dentro en una sección rectangular de un tanque LNGC sujeto a una excitación regular y un cuerpo elástico solidario al tanque ha sido estudiado. Dicho estudio corresponde a un problema de interacción fluido-estructura. Abstract In hydrodynamics, we refer to sloshing as the motion of liquids in containers subjected to external forces with large free-surface deformations. The liquid motion dynamics can generate loads which may affect the structural integrity of the container and the stability of the vehicle that carries such container. The prediction of these dynamic loads is a major challenge for engineers around the world working on the design of both the container and the vehicle. The sloshing phenomenon has been extensively investigated mathematically, numerically and experimentally. The latter has been the most fruitful so far, due to the complexity of the problem, for which the numerical and mathematical models are still incapable of accurately predicting the sloshing loads. The sloshing flows are usually characterised by the presence of multiphase interaction and turbulence. Reducing as much as possible the complexity of the sloshing problem without losing its essence is the main challenge of this phd thesis, where experimental work on selected canonical cases are presented and documented in order to better understand the phenomenon and to serve, in some cases, as an useful information for numerical validations. Liquid sloshing plays a key roll in the liquified natural gas (LNG) maritime transportation. The LNG market growth is more than three times the rated growth of the oil and traditional gas markets. Engineers working in research laboratories and companies are continuously looking for efficient and safe ways for containing, transferring and transporting the liquified gas. LNG carrying vessels (LNGC) have evolved from a few 75000 m3 vessels thirty years ago to a huge fleet of ships with a capacity of 140000 m3 nowadays and increasing number of 175000 m3 and 250000 m3 units. The concept of FLNG (Floating Liquified Natural Gas) has appeared recently. A FLNG unit is a high value-added vessel which can solve the problems of production, treatment, liquefaction and storage of the LNG because the vessel is equipped with a extraction and liquefaction facility. The LNG is transferred from the FLNG to the LNGC in open sea. The combination of partial fillings and wave induced motions may generate sloshing flows inside both the LNGC and the FLNG tanks. This work has dealt with sloshing problems from a experimental and statistical point of view. A series of tasks have been carried out: 1. A sloshing rig has been set up. It allows for testing tanks with one degree of freedom angular motion. The rig has been instrumented to measure motions, pressure and conduct video and image recording. 2. Regular motion impacts inside a rectangular section LNGC tank model have been studied, with forced motion tests, in order to characterise the phenomenon from a statistical point of view by assessing the repeatability and practical ergodicity of the problem. 3. The regular motion analysis has been extended to an irregular motion framework in order to reproduce more realistic scenarios. 4. The coupled motion of a single degree of freedom angular motion system excited by an external moment and affected by the fluid moment and the mechanical energy dissipation induced by sloshing inside the tank has been investigated. 5. The last task of the thesis has been to conduct an experimental investigation focused on the strong interaction between a sloshing flow in a rectangular section of a LNGC tank subjected to regular excitation and an elastic body clamped to the tank. It is thus a fluid structure interaction problem.
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Many computer vision and human-computer interaction applications developed in recent years need evaluating complex and continuous mathematical functions as an essential step toward proper operation. However, rigorous evaluation of this kind of functions often implies a very high computational cost, unacceptable in real-time applications. To alleviate this problem, functions are commonly approximated by simpler piecewise-polynomial representations. Following this idea, we propose a novel, efficient, and practical technique to evaluate complex and continuous functions using a nearly optimal design of two types of piecewise linear approximations in the case of a large budget of evaluation subintervals. To this end, we develop a thorough error analysis that yields asymptotically tight bounds to accurately quantify the approximation performance of both representations. It provides an improvement upon previous error estimates and allows the user to control the trade-off between the approximation error and the number of evaluation subintervals. To guarantee real-time operation, the method is suitable for, but not limited to, an efficient implementation in modern Graphics Processing Units (GPUs), where it outperforms previous alternative approaches by exploiting the fixed-function interpolation routines present in their texture units. The proposed technique is a perfect match for any application requiring the evaluation of continuous functions, we have measured in detail its quality and efficiency on several functions, and, in particular, the Gaussian function because it is extensively used in many areas of computer vision and cybernetics, and it is expensive to evaluate.
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Sin duda, el rostro humano ofrece mucha más información de la que pensamos. La cara transmite sin nuestro consentimiento señales no verbales, a partir de las interacciones faciales, que dejan al descubierto nuestro estado afectivo, actividad cognitiva, personalidad y enfermedades. Estudios recientes [OFT14, TODMS15] demuestran que muchas de nuestras decisiones sociales e interpersonales derivan de un previo análisis facial de la cara que nos permite establecer si esa persona es confiable, trabajadora, inteligente, etc. Esta interpretación, propensa a errores, deriva de la capacidad innata de los seres humanas de encontrar estas señales e interpretarlas. Esta capacidad es motivo de estudio, con un especial interés en desarrollar métodos que tengan la habilidad de calcular de manera automática estas señales o atributos asociados a la cara. Así, el interés por la estimación de atributos faciales ha crecido rápidamente en los últimos años por las diversas aplicaciones en que estos métodos pueden ser utilizados: marketing dirigido, sistemas de seguridad, interacción hombre-máquina, etc. Sin embargo, éstos están lejos de ser perfectos y robustos en cualquier dominio de problemas. La principal dificultad encontrada es causada por la alta variabilidad intra-clase debida a los cambios en la condición de la imagen: cambios de iluminación, oclusiones, expresiones faciales, edad, género, etnia, etc.; encontradas frecuentemente en imágenes adquiridas en entornos no controlados. Este de trabajo de investigación estudia técnicas de análisis de imágenes para estimar atributos faciales como el género, la edad y la postura, empleando métodos lineales y explotando las dependencias estadísticas entre estos atributos. Adicionalmente, nuestra propuesta se centrará en la construcción de estimadores que tengan una fuerte relación entre rendimiento y coste computacional. Con respecto a éste último punto, estudiamos un conjunto de estrategias para la clasificación de género y las comparamos con una propuesta basada en un clasificador Bayesiano y una adecuada extracción de características. Analizamos en profundidad el motivo de porqué las técnicas lineales no han logrado resultados competitivos hasta la fecha y mostramos cómo obtener rendimientos similares a las mejores técnicas no-lineales. Se propone un segundo algoritmo para la estimación de edad, basado en un regresor K-NN y una adecuada selección de características tal como se propuso para la clasificación de género. A partir de los experimentos desarrollados, observamos que el rendimiento de los clasificadores se reduce significativamente si los ´estos han sido entrenados y probados sobre diferentes bases de datos. Hemos encontrado que una de las causas es la existencia de dependencias entre atributos faciales que no han sido consideradas en la construcción de los clasificadores. Nuestro resultados demuestran que la variabilidad intra-clase puede ser reducida cuando se consideran las dependencias estadísticas entre los atributos faciales de el género, la edad y la pose; mejorando el rendimiento de nuestros clasificadores de atributos faciales con un coste computacional pequeño. Abstract Surely the human face provides much more information than we think. The face provides without our consent nonverbal cues from facial interactions that reveal our emotional state, cognitive activity, personality and disease. Recent studies [OFT14, TODMS15] show that many of our social and interpersonal decisions derive from a previous facial analysis that allows us to establish whether that person is trustworthy, hardworking, intelligent, etc. This error-prone interpretation derives from the innate ability of human beings to find and interpret these signals. This capability is being studied, with a special interest in developing methods that have the ability to automatically calculate these signs or attributes associated with the face. Thus, the interest in the estimation of facial attributes has grown rapidly in recent years by the various applications in which these methods can be used: targeted marketing, security systems, human-computer interaction, etc. However, these are far from being perfect and robust in any domain of problems. The main difficulty encountered is caused by the high intra-class variability due to changes in the condition of the image: lighting changes, occlusions, facial expressions, age, gender, ethnicity, etc.; often found in images acquired in uncontrolled environments. This research work studies image analysis techniques to estimate facial attributes such as gender, age and pose, using linear methods, and exploiting the statistical dependencies between these attributes. In addition, our proposal will focus on the construction of classifiers that have a good balance between performance and computational cost. We studied a set of strategies for gender classification and we compare them with a proposal based on a Bayesian classifier and a suitable feature extraction based on Linear Discriminant Analysis. We study in depth why linear techniques have failed to provide competitive results to date and show how to obtain similar performances to the best non-linear techniques. A second algorithm is proposed for estimating age, which is based on a K-NN regressor and proper selection of features such as those proposed for the classification of gender. From our experiments we note that performance estimates are significantly reduced if they have been trained and tested on different databases. We have found that one of the causes is the existence of dependencies between facial features that have not been considered in the construction of classifiers. Our results demonstrate that intra-class variability can be reduced when considering the statistical dependencies between facial attributes gender, age and pose, thus improving the performance of our classifiers with a reduced computational cost.
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Esta tesis se centra en desarrollo de tecnologías para la interacción hombre-robot en entornos nucleares de fusión. La problemática principal del sector de fusión nuclear radica en las condiciones ambientales tan extremas que hay en el interior del reactor, y la necesidad de que los equipos cumplan requisitos muy restrictivos para poder aguantar esos niveles de radiación, magnetismo, ultravacío, temperatura... Como no es viable la ejecución de tareas directamente por parte de humanos, habrá que utilizar dispositivos de manipulación remota para llevar a cabo los procesos de operación y mantenimiento. En las instalaciones de ITER es obligatorio tener un entorno controlado de extrema seguridad, que necesita de estándares validados. La definición y uso de protocolos es indispensable para regir su buen funcionamiento. Si nos centramos en la telemanipulación con algo grado de escalado, surge la necesidad de definir protocolos para sistemas abiertos que permitan la interacción entre equipos y dispositivos de diversa índole. En este contexto se plantea la definición del Protocolo de Teleoperación que permita la interconexión entre dispositivos maestros y esclavos de distinta tipología, pudiéndose comunicar bilateralmente entre sí y utilizar distintos algoritmos de control según la tarea a desempeñar. Este protocolo y su interconectividad se han puesto a prueba en la Plataforma Abierta de Teleoperación (P.A.T.) que se ha desarrollado e integrado en la ETSII UPM como una herramienta que permita probar, validar y realizar experimentos de telerrobótica. Actualmente, este Protocolo de Teleoperación se ha propuesto a través de AENOR al grupo ISO de Telerobotics como una solución válida al problema existente y se encuentra bajo revisión. Con el diseño de dicho protocolo se ha conseguido enlazar maestro y esclavo, sin embargo con los niveles de radiación tan altos que hay en ITER la electrónica del controlador no puede entrar dentro del tokamak. Por ello se propone que a través de una mínima electrónica convenientemente protegida se puedan multiplexar las señales de control que van a través del cableado umbilical desde el controlador hasta la base del robot. En este ejercicio teórico se demuestra la utilidad y viabilidad de utilizar este tipo de solución para reducir el volumen y peso del cableado umbilical en cifras aproximadas de un 90%, para ello hay que desarrollar una electrónica específica y con certificación RadHard para soportar los enormes niveles de radiación de ITER. Para este manipulador de tipo genérico y con ayuda de la Plataforma Abierta de Teleoperación, se ha desarrollado un algoritmo que mediante un sensor de fuerza/par y una IMU colocados en la muñeca del robot, y convenientemente protegidos ante la radiación, permiten calcular las fuerzas e inercias que produce la carga, esto es necesario para poder transmitirle al operador unas fuerzas escaladas, y que pueda sentir la carga que manipula, y no otras fuerzas que puedan influir en el esclavo remoto, como ocurre con otras técnicas de estimación de fuerzas. Como el blindaje de los sensores no debe ser grande ni pesado, habrá que destinar este tipo de tecnología a las tareas de mantenimiento de las paradas programadas de ITER, que es cuando los niveles de radiación están en sus valores mínimos. Por otro lado para que el operador sienta lo más fielmente posible la fuerza de carga se ha desarrollado una electrónica que mediante el control en corriente de los motores permita realizar un control en fuerza a partir de la caracterización de los motores del maestro. Además para aumentar la percepción del operador se han realizado unos experimentos que demuestran que al aplicar estímulos multimodales (visuales, auditivos y hápticos) aumenta su inmersión y el rendimiento en la consecución de la tarea puesto que influyen directamente en su capacidad de respuesta. Finalmente, y en referencia a la realimentación visual del operador, en ITER se trabaja con cámaras situadas en localizaciones estratégicas, si bien el humano cuando manipula objetos hace uso de su visión binocular cambiando constantemente el punto de vista adecuándose a las necesidades visuales de cada momento durante el desarrollo de la tarea. Por ello, se ha realizado una reconstrucción tridimensional del espacio de la tarea a partir de una cámara-sensor RGB-D, lo cual nos permite obtener un punto de vista binocular virtual móvil a partir de una cámara situada en un punto fijo que se puede proyectar en un dispositivo de visualización 3D para que el operador pueda variar el punto de vista estereoscópico según sus preferencias. La correcta integración de estas tecnologías para la interacción hombre-robot en la P.A.T. ha permitido validar mediante pruebas y experimentos para verificar su utilidad en la aplicación práctica de la telemanipulación con alto grado de escalado en entornos nucleares de fusión. Abstract This thesis focuses on developing technologies for human-robot interaction in nuclear fusion environments. The main problem of nuclear fusion sector resides in such extreme environmental conditions existing in the hot-cell, leading to very restrictive requirements for equipment in order to deal with these high levels of radiation, magnetism, ultravacuum, temperature... Since it is not feasible to carry out tasks directly by humans, we must use remote handling devices for accomplishing operation and maintenance processes. In ITER facilities it is mandatory to have a controlled environment of extreme safety and security with validated standards. The definition and use of protocols is essential to govern its operation. Focusing on Remote Handling with some degree of escalation, protocols must be defined for open systems to allow interaction among different kind of equipment and several multifunctional devices. In this context, a Teleoperation Protocol definition enables interconnection between master and slave devices from different typologies, being able to communicate bilaterally one each other and using different control algorithms depending on the task to perform. This protocol and its interconnectivity have been tested in the Teleoperation Open Platform (T.O.P.) that has been developed and integrated in the ETSII UPM as a tool to test, validate and conduct experiments in Telerobotics. Currently, this protocol has been proposed for Teleoperation through AENOR to the ISO Telerobotics group as a valid solution to the existing problem, and it is under review. Master and slave connection has been achieved with this protocol design, however with such high radiation levels in ITER, the controller electronics cannot enter inside the tokamak. Therefore it is proposed a multiplexed electronic board, that through suitable and RadHard protection processes, to transmit control signals through an umbilical cable from the controller to the robot base. In this theoretical exercise the utility and feasibility of using this type of solution reduce the volume and weight of the umbilical wiring approximate 90% less, although it is necessary to develop specific electronic hardware and validate in RadHard qualifications in order to handle huge levels of ITER radiation. Using generic manipulators does not allow to implement regular sensors for force feedback in ITER conditions. In this line of research, an algorithm to calculate the forces and inertia produced by the load has been developed using a force/torque sensor and IMU, both conveniently protected against radiation and placed on the robot wrist. Scaled forces should be transmitted to the operator, feeling load forces but not other undesirable forces in slave system as those resulting from other force estimation techniques. Since shielding of the sensors should not be large and heavy, it will be necessary to allocate this type of technology for programmed maintenance periods of ITER, when radiation levels are at their lowest levels. Moreover, the operator perception needs to feel load forces as accurate as possible, so some current control electronics were developed to perform a force control of master joint motors going through a correct motor characterization. In addition to increase the perception of the operator, some experiments were conducted to demonstrate applying multimodal stimuli (visual, auditory and haptic) increases immersion and performance in achieving the task since it is directly correlated with response time. Finally, referring to the visual feedback to the operator in ITER, it is usual to work with 2D cameras in strategic locations, while humans use binocular vision in direct object manipulation, constantly changing the point of view adapting it to the visual needs for performing manipulation during task procedures. In this line a three-dimensional reconstruction of non-structured scenarios has been developed using RGB-D sensor instead of cameras in the remote environment. Thus a mobile virtual binocular point of view could be generated from a camera at a fixed point, projecting stereoscopic images in 3D display device according to operator preferences. The successful integration of these technologies for human-robot interaction in the T.O.P., and validating them through tests and experiments, verify its usefulness in practical application of high scaling remote handling at nuclear fusion environments.