902 resultados para aerial robots


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Established as a National Park in 1980, Biscayne National Park (BISC) comprises an area of nearly 700 km2 , of which most is under water. The terrestrial portions of BISC include a coastal strip on the south Florida mainland and a set of Key Largo limestone barrier islands which parallel the mainland several kilometers offshore and define the eastern rim of Biscayne Bay. The upland vegetation component of BISC is embedded within an extensive coastal wetland network, including an archipelago of 42 mangrove-dominated islands with extensive areas of tropical hardwood forests or hammocks. Several databases and vegetation maps describe these terrestrial communities. However, these sources are, for the most part, outdated, incomplete, incompatible, or/and inaccurate. For example, the current, Welch et al. (1999), vegetation map of BISC is nearly 10 years old and represents the conditions of Biscayne National Park shortly after Hurricane Andrew (August 24, 1992). As a result, a new terrestrial vegetation map was commissioned by The National Park Service Inventory and Monitoring Program South Florida / Caribbean Network.

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Mapping of vegetation patterns over large extents using remote sensing methods requires field sample collections for two different purposes: (1) the establishment of plant association classification systems from samples of relative abundance estimates; and (2) training for supervised image classification and accuracy assessment of satellite data derived maps. One challenge for both procedures is the establishment of confidence in results and the analysis across multiple spatial scales. Continuous data sets that enable cross-scale studies are very time consuming and expensive to acquire and such extensive field sampling can be invasive. The use of high resolution aerial photography (hrAP) offers an alternative to extensive, invasive, field sampling and can provide large volume, spatially continuous, reference information that can meet the challenges of confidence building and multi-scale analysis.

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Contrary to prevailing opinions, Neill Blomkamp’s recent feature film Chappie is not a movie about robots or artificial intelligence. It is not Robocop. It is not Short Circuit. It is also not District 9 or Elysium. Chappie is a movie about humanity’s dialectically creative and destructive potential. It is a movie about how it is that humans come to behave how they do through their social and material circumstances, as well as the barbaric results when the two are mixed under the thoroughly undemocratic conditions of neoliberal capitalism.

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The objective in this work is to build a rapid and automated numerical design method that makes optimal design of robots possible. In this work, two classes of optimal robot design problems were specifically addressed: (1) When the objective is to optimize a pre-designed robot, and (2) when the goal is to design an optimal robot from scratch. In the first case, to reach the optimum design some of the critical dimensions or specific measures to optimize (design parameters) are varied within an established range. Then the stress is calculated as a function of the design parameter(s), the design parameter(s) that optimizes a pre-determined performance index provides the optimum design. In the second case, this work focuses on the development of an automated procedure for the optimal design of robotic systems. For this purpose, Pro/Engineer© and MatLab© software packages are integrated to draw the robot parts, optimize them, and then re-draw the optimal system parts.

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http://digitalcommons.fiu.edu/fce_lter_photos/1269/thumbnail.jpg

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http://digitalcommons.fiu.edu/fce_lter_photos/1273/thumbnail.jpg

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http://digitalcommons.fiu.edu/fce_lter_photos/1272/thumbnail.jpg

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http://digitalcommons.fiu.edu/fce_lter_photos/1271/thumbnail.jpg

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The main focus of this research is to design and develop a high performance linear actuator based on a four bar mechanism. The present work includes the detailed analysis (kinematics and dynamics), design, implementation and experimental validation of the newly designed actuator. High performance is characterized by the acceleration of the actuator end effector. The principle of the newly designed actuator is to network the four bar rhombus configuration (where some bars are extended to form an X shape) to attain high acceleration. Firstly, a detailed kinematic analysis of the actuator is presented and kinematic performance is evaluated through MATLAB simulations. A dynamic equation of the actuator is achieved by using the Lagrangian dynamic formulation. A SIMULINK control model of the actuator is developed using the dynamic equation. In addition, Bond Graph methodology is presented for the dynamic simulation. The Bond Graph model comprises individual component modeling of the actuator along with control. Required torque was simulated using the Bond Graph model. Results indicate that, high acceleration (around 20g) can be achieved with modest (3 N-m or less) torque input. A practical prototype of the actuator is designed using SOLIDWORKS and then produced to verify the proof of concept. The design goal was to achieve the peak acceleration of more than 10g at the middle point of the travel length, when the end effector travels the stroke length (around 1 m). The actuator is primarily designed to operate in standalone condition and later to use it in the 3RPR parallel robot. A DC motor is used to operate the actuator. A quadrature encoder is attached with the DC motor to control the end effector. The associated control scheme of the actuator is analyzed and integrated with the physical prototype. From standalone experimentation of the actuator, around 17g acceleration was achieved by the end effector (stroke length was 0.2m to 0.78m). Results indicate that the developed dynamic model results are in good agreement. Finally, a Design of Experiment (DOE) based statistical approach is also introduced to identify the parametric combination that yields the greatest performance. Data are collected by using the Bond Graph model. This approach is helpful in designing the actuator without much complexity.

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La tesi approccia in modo transdisciplinare biologia, architettura e robotica, con la finalità di indagare e applicare principi costruttivi attraverso l’interazione tra sciami di droni che depositano materiale fibroso su strutture gonfiabili di supporto. L’attenzione principale è nello sviluppo (attraverso un workflow computazionale che gestisce sciami di agenti costruttori) di una tettonica che integra struttura, spazio e ornamento all’interno dello stesso processo progettuale, il quale si sviluppa coerentemente dall’ideazione fino alla fabbricazione. Sono stati studiati modelli biologici quali le colonie di ragni sociali, i quali costruiscono artefatti di grandi dimensioni relativamente a quelle del singolo individuo grazie ad un’organizzazione coordinata ed emergente e alle proprietà dei sistemi fibrosi. L’auto-organizzazione e la decentralizzazione, insieme alle caratteristiche del sistema materiale, sono stati elementi indispensabili nell’estrapolazione prima e nella codificazione poi di un insieme di regole adatte allo sviluppo del sistema costruttivo. Parallelamente alla simulazione digitale si è andati a sviluppare anche un processo fisico di fabbricazione che, pur tenendo conto dei vincoli economici e tecnici, potesse dimostrarsi una prova di concetto e fattibilità del sistema costruttivo. Sono state investigate le possibilità che un drone offre nel campo della fabbricazione architettonica mediante il rilascio di fili su elementi gonfiabili in pressione. Il processo può risultare vantaggioso in scenari in cui non è possibile allestire infrastrutture costruttive tradizionali (es. gole alpine, foreste). Tendendo conto dei vincoli e delle caratteristiche del sistema di fabbricazione proposto, sono state esplorate potenzialità e criticità del sistema studiato.

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Este proyecto consiste en el desarrollo de un sistema para simular misiones de rescate usando equipos de robots donde cada robot tiene sus propios objetivos y debe coordinarse con el resto de sus compañeros para realizar con existo la misión de rescate en escenarios dinámicos. El escenario se caracteriza por contener: - Agentes Robot: son las entidades del sistema encargado de tareas relacionadas con el rescate, como por ejemplo, explorar el terreno o rescatar a una víctima. Se organizan de forma jerárquica, esto es, hay un jefe encargado de asignar tareas a los demás robots, que serán subordinados. - Víctimas: son los objetivos a rescatar en la misión. Tienen una identificación, una localización y una esperanza de vida. -Obstáculos: delimitan una zona por la que el robot no puede pasar. Simulan la existencia de paredes, rocas, árboles…, es decir, cualquier tipo de estructura existente en un escenario real. - Zona segura: marca un punto del mapa adonde los robots moverán a las víctimas en el rescate. Representa lo que en un rescate real sería un campamento u hospital. El sistema permite: - Crear y gestionar escenarios de simulación - Definir equipos de robots con diferentes miembros, diferentes objetivos y comportamientos. - Definir modelos organizativos en los equipos y estrategias de coordinación. - Realizar los objetivos individuales y de grupo para salvar a las víctimas llevándolas al sitio seguro esquivando los obstáculos. - Realizar experimentos de simulación: probar distintas configuraciones de equipo con un número variable de robots, varias víctimas en lugares diferentes y escenarios independientes. Se ha partido del proyecto ROSACE(Robots et Systèmes AutoCommunicants Embarqués / Robots y sistemas embebidos autocomunicantes), que está construido sobre la herramienta ICARO, que es una Infraestructura Ligera de Componentes Software Java basada en Agentes y Recursos y Organizaciones para el desarrollo de aplicaciones distribuidas. El punto de partida ya implementaba una versión preliminar del proyecto capaz de organizar objetivos entre los robots y que consigan ir a la localización objetivo. El presente proyecto utiliza el patrón arquitectónico de ROSACE y parte de su infraestructura pero desarrolla un sistema original con nuevas herramientas para definir y gestionar escenarios, disponer de un modelo más realista del comportamiento de los robots y controlar el proceso de simulación para incluir posibles fallos de los robots y para el estudio individual y colectivo de los miembros de los equipos.

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This material is based upon work supported by the National Science Foundation through the Florida Coastal Everglades Long-Term Ecological Research program under Cooperative Agreements #DBI-0620409 and #DEB-9910514. This image is made available for non-commercial or educational use only.

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Laura Kurgan’s Monochrome Landscapes (2004), first exhibited in the Whitney Museum of American Art in New York City, consists of four oblong Cibachrome prints derived from digital files sourced from the commercial Ikonos and QuickBird satellites. The prints are ostensibly flat, depthless fields of white, green, blue, and yellow, yet the captions provided explain that the sites represented are related to contested military, industrial, and cartographic practices. In Kurgan’s account of Monochrome Landscapes she explains that it is in dialogue with another work from the Whitney by abstract artist Ellsworth Kelly. This article pursues the relationship between formalist abstraction and satellite imaging in order to demonstrate how formalist strategies aimed at producing an immediate retinal response are bound up with contemporary uses of digital information and the truth claims such information can be made to substantiate.