828 resultados para Robotic soccer


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Este trabajo pretende investigar como Brasil, un país que en los últimos años ha crecido a nivel económico, social y cultural, está planificando, en el ámbito del Turismo, la organización de un mega evento deportivo: El Mundial de Futbol FIFA 2014

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The final tournament of the UEFA European Football Championship is one of the top sporting events in the world, and a high-profile event of this kind requires a well-planned and well-executed anti-doping programme to ensure the integrity of results in the competition. UEFA EURO 2012 presented a unique logistical challenge, with the tournament spread across two countries, both covering a large geographical area. This paper discusses the planning and delivery of both the pre tournament out-of-competition (OOC) testing programme and the in-competition (IC) programme, as well as reviewing the activities of doping control officers (DCOs), the whereabouts programme and assessing the sample collection and transport process. The analytical approach applied is also discussed, along with an overview of the distribution of T/E ratios and blood parameters.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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"MotionMaker (TM)" is a stationary programmable test and training system for the lower limbs developed at the 'Ecole Polytechnique Federale de Lausanne' with the 'Fondation Suisse pour les Cybertheses'.. The system is composed of two robotic orthoses comprising motors and sensors, and a control unit managing the trans-cutaneous electrical muscle stimulation with real-time regulation. The control of the Functional Electrical Stimulation (FES) induced muscle force necessary to mimic natural exercise is ensured by the control unit which receives a continuous input from the position and force sensors mounted on the robot. First results with control subjects showed the feasibility of creating movements by such closed-loop controlled FES induced muscle contractions. To make exercising with the MotionMaker (TM) safe for clinical trials with Spinal Cord Injured (SCI) volunteers, several original safety features have been introduced. The MotionMaker (TM) is able to identify and manage the occurrence of spasms. Fatigue can also be detected and overfatigue during exercise prevented.

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In soccer, dead-ball moves are those in which the ball is returned to play from a stationary position following an interruption of play. The aim of this study was to analyse the effectiveness of one such dead-ball move, namely corner kicks, and to identify the key variables that determine the success of a shot or header following a corner, thereby enabling a model of successful corner kicks to be proposed. We recorded 554 corner kicks performed during the 2010 World Cup in South Africa and carried out a univariate, bivariate and multivariate analysis of the data. The results indicated that corners were of limited effectiveness in terms of the success of subsequent shots or headers. The analysis also revealed a series of variables that were significantly related to one another, and this enabled us to propose an explanatory model. Although this model had limited explanatory power, it nonetheless helps to understand the execution of corner kicks in practical terms.

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Diplomityön tavoitteena oli selvittää robottihitsauksen antamat mahdollisuudet metsäkoneen runkorakenteiden hitsauksessa. Työn teoriaosassa selvitettiin kaarihitsauksen automatisointia ja sen tuomia etuja manuaaliseen hitsaukseen verrattuna. Työssä käytiin läpi kaarihitsauksen automatisointiinsoveltuvat robottivaihtoehdot, nykyaikaisen robotin hitsausvarustus, sekä kappaleenkäsittelylaitteet ja robotisoidun käytön turvallisuus. Hitsauksen robotisointiin soveltuvat eri hitsausmenetelmät ja perinteisten menetelmien tehostamiskeinot käytiin lävitse teoriaosuudessa. Hitsaustuotannon laatuun vaikuttavia asioitaja robottihitsattavan kappaleen suunnittelun huomioonottamista tuotesuunnittelussa tarkasteltiin myös työn teoriaosuudessa. Käytännön osiossa tarkasteltiin robotilla hitsattavat tuotteet ja tehtiin niille luoksepäästävyystarkasteluja. Laadittiin vaatimusluettelo tarvittavalle hitsausrobottilaitteistolle ja mallinnettiin erilaisia vaihtoehtoisia ratkaisuja hitsausrobottiympäristöstä kaarihitsauksen graafista simulointiohjelmaa käyttäen. Vertailtiin eri laitetoimittajilta saatuja 'avaimet käteen'- periaatteella tarjottuja ratkaisuja janiiden vastaavuutta laadittuun vaatimusluetteloon sekä eri laiteratkaisujen keskinäistä paremmuutta kyseiseen tapaukseen. Päätuotteille määritettiin hitsausajat ja selvitettiin laitteiston hitsauskapasiteettia. Investoinnin taloudellista kannattavuutta tarkasteltiin eri laskentamenetelmien avulla. Lopuksi arvioitiin hitsaustuotannon jatkokehitystarpeita tulevaisuutta ajatellen.

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Työn teoriaosassa esitellään automatisodun hitsauksen etuja ja vaatimuksia. Teoriaosuuden edetessä keskitytään erityisesti robotisoituun MIG/MAG -hitsaukseen sekä teknisestä että taloudellisesta näkökulmasta katsottuna. Työn kokeelliseen osaan osallistui kaksi metallialan yritystä Pohjois-Karjalan alueelta. Ensimmäisessä yrityksessä kartoitettiin nykyisestä tuotannosta robottihitsattavia tuotteita. Tarkasteluun valituille tuotteille määriteltiin sopiva hitsausrobottijärjestelmä. Yrityksen tuotannolle oli ominaista asiakasohjautuva tuotanto, suhteellisen pienet sarjat ja tuotteet, joissa oli vähän hitsattavaa. Toisessa yrityksessä eräästä tuoteperheestä otettiin yksi tuote. Tuotteen avulla tutkittiin tuoteperheen hitsauksen automatisoinnin mahdollisuuksia ja sen aiheuttamia ongelmia. Suurimmat ongelmat tuotteen hitsauksen automatisoituessa ovat liitosten luoksepäästävyys, muodonmuutokset hitsauksen aikana ja erilaisten käytettävien materiaalien runsaus. Ensimmäisessä yrityksessä hitsattavien materiaalien paksuudet ovat pääosin kolme millimetriä tai sen alle. Toisessa yrityksessä hitsattavien materiaalin paksuudet ovat pääsääntöisesti yli kolme millimetriä. Työn kokeellisessa osassa vertaillaan ohuiden ja paksujen levyrakenteisten tuotteidenhitsauksen automatisoinnin yhteneväisyyksiä ja eroja teorian- ja käytännön osuuksien valossa.

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This paper presents a programming environment for supporting learning in STEM, particularly mobile robotic learning. It was designed to maintain progressive learning for people with and without previous knowledge of programming and/or robotics. The environment was multi platform and built with open source tools. Perception, mobility, communication, navigation and collaborative behaviour functionalities can be programmed for different mobile robots. A learner is able to programme robots using different programming languages and editor interfaces: graphic programming interface (basic level), XML-based meta language (intermediate level) or ANSI C language (advanced level). The environment supports programme translation transparently into different languages for learners or explicitly on learners’ demand. Learners can access proposed challenges and learning interfaces by examples. The environment was designed to allow characteristics such as extensibility, adaptive interfaces, persistence and low software/hardware coupling. Functionality tests were performed to prove programming environment specifications. UV BOT mobile robots were used in these tests

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Robotisoitu hitsaus tarjoaa mahdollisuuden tasaiseen laatuun ja miehittämättömään tuotantoon. Se ei ole kuitenkaan yhtä joustava menetelmä kuin käsinhitsaus ja siihen liittyy yleensä paljon asetus- ja ohjelmointikustannuksia. Tässä diplomityössä selvitetään, mitkä ovat robotisoidun ohutlevyjen hitsauksen erityispiirteet ja mitä seikkoja tulee huomioida robotisoidun hitsaussolun kehittämisessä. Ohutlevytuotteiden tulee soveltua robotisoituun hitsaukseen. Ne ovat ohuita ja taipuisia kappaleita, joten liitosten tarkka kohdistaminen voi olla vaikeaa. Tämä edellyttää suunnittelulta menetelmän erityispiirteiden ymmärtämistä ja valmistukselta erinomaista laaduntuottokykyä. Materiaaleina ohutlevyt ovat pääosin hyvin hitsattavia kaikilla tavanomaisilla menetelmillä.Haitallisten muodonmuutosten välttämiseksi kannattaa suosia hitsausprosesseja, joilla on mahdollisimman pieni lämmöntuonti. Saavutettu hitsausnopeus riippuu prosessin lisäksi myös liitosten kokoonpanon tarkkuudesta. Työnkokeellisessa osassa selvitetään erään robottihitsaussolun kehitystyötä. Tavoitteena oli nostaa solun nopeus ja kapasiteetti vastaamaan yrityksen muun tuotannon tasoa. Solua varten kehitettiin erityinen automaattisesti toimiva hitsauskiinnitin, jonka toimintaperiaate esitellään. Kiinnitin kohdistaaohutlevystä valmistetun kotelon pohjan sivut riittävän tarkasti, jotta ne voidaan hitsata robotilla.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Lasertekniikkaa hyödyntävä 3D-kuvaustekniikka tuo uusia mahdollisuuksia robotilla suoritettavaan kasastapoimintaan. Kasasta otetun syvyyskuvan avulla tuotteista voidaan määrittää perinteisen XY-paikkatiedon lisäksi tuotteen korkeus- ja asentotieto. Näitä uusia ominaisuuksia hyödyntämällä robotilla voidaan suorittaa yksittäisen tuotteen poiminta kasasta eri korkeuksilta ja eri asennoista. Diplomityö kuuluu osana Master Automation Groupin ensimmäiseen 3D-tekniikkaan perustuvaan MAG PixCell 3D -robosoituun kappaleenkäsittelysoluun. Työn tavoitteena on kehittääsyvyyskuvan käsittelyyn algoritmeja, joiden avulla robotilla voidaan poimia yksitellen kasassa olevia metallisia saksen teriä. Algoritmien tarkoituksena on varmistaa kasasta löydettyjen terien poimittavuus sekä määrittää poimittavien terien korkeudet ja asennot. Tarkastusten jälkeen robotille välitetään terien XYZ-koordinaatti- ja asentotiedot.

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Tässä työssä raportoidaan harjoitustyön kehittäminen ja toteuttaminen Aktiivisen- ja robottinäön kurssille. Harjoitustyössä suunnitellaan ja toteutetaan järjestelmä joka liikuttaa kappaleita robottikäsivarrella kolmiuloitteisessa avaruudessa. Kappaleidenpaikkojen määrittämiseen järjestelmä käyttää digitaalisia kuvia. Tässä työssä esiteltävässä harjoitustyötoteutuksessa käytettiin raja-arvoistusta HSV-väriavaruudessa kappaleiden segmentointiin kuvasta niiden värien perusteella. Segmentoinnin tuloksena saatavaa binäärikuvaa suodatettiin mediaanisuotimella kuvan häiriöiden poistamiseksi. Kappaleen paikkabinäärikuvassa määritettiin nimeämällä yhtenäisiä pikseliryhmiä yhtenäisen alueen nimeämismenetelmällä. Kappaleen paikaksi määritettiin suurimman nimetyn pikseliryhmän paikka. Kappaleiden paikat kuvassa yhdistettiin kolmiuloitteisiin koordinaatteihin kalibroidun kameran avulla. Järjestelmä liikutti kappaleita niiden arvioitujen kolmiuloitteisten paikkojen perusteella.

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This study described elite football (soccer) goalkeepers' activity and performance in critical game situations. The 11 best French players (M age = 15.5 yr., SD = 0.5) participated in the study. Interviews focused on goalkeepers' experiences were conducted to identify meaningful events involved in failed actions. Players formulated 23 critical game situations. Verbatim encoding using a thematic analysis indicated that four main categories (coming off the line, goal-line clearance, one-on-one, and diving) represented the most critical situations encountered during matches. The relations among experience and action, inner states, background, attention contents, and intentions were elucidated. The discussion is grounded on the properties of such critical game situations and their implications for improving goalkeepers' performance.

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The objective of the present study was longitudinal evaluation of the volumetric tumor response and functional results after Gamma Knife radiosurgery of vestibular schwannomas, performed according to the modern standards of treatment. From October 2003 to September 2007, 133 consecutive patients with vestibular schwannomas were treated according to the concept of robotic Gamma Knife microradiosurgery, which is based on precise irradiation of the lesion, sparing adjacent structures, and delivery of the high radiation energy to the target. Multiple small-sized isocenters located within the border of the neoplasm were applied. The mean marginal dose was 11.5 Gy (range, 11-12 Gy). In total, 126 cases with a minimum posttreatment follow-up of 2 years (range, 2-7 years; median, 4 years) were analyzed. Temporary enlargement was noted in 25 % of tumors at 6 months after radiosurgery. At 3 years of follow-up, tumor shrinkage, stabilization, and increase in volume were marked in 73 %, 23 %, and 4 % of cases, respectively. All progressing lesions spontaneously stabilized later on and did not require additional management. In 3 % of patients, transitory impairment of the facial nerve function was marked; however, neither its permanent dysfunction nor trigeminal neuropathy attributed to radiosurgery was noted. Impairment of hearing compared to its pretreatment level was revealed in 4 %, 12 %, 13 %, and 16 % of patients at 6 months, 1 year, 2 years, and 3 years after radiosurgery, respectively, and this trend was statistically significant (P = 0.0042). Overall, 77 % of patients with serviceable hearing before treatment preserved it 3 years thereafter. In conclusion, modern Gamma Knife radiosurgery provides effective and safe management of vestibular schwannomas. Nevertheless, possible temporary tumor enlargement, delay of its growth arrest, transient dysfunction of the cranial nerves, and gradual deterioration of hearing after irradiation should be always taken into consideration.