983 resultados para Robot Vision
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Tese de dout., Engenharia Electrónica e de Computadores, Faculdade de Ciência e Tecnologia, Universidade do Algarve, 2007
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In this paper we present a monocular vision system for a navigation aid. The system assists blind persons in following paths and sidewalks, and it alerts the user to moving obstacles which may be on collision course. Path borders and the vanishing point are de-tected by edges and an adapted Hough transform. Opti-cal flow is detected by using a hierarchical, multi-scale tree structure with annotated keypoints. The tree struc-ture also allows to segregate moving objects, indicating where on the path the objects are. Moreover, the centre of the object relative to the vanishing point indicates whether an object is approaching or not.
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Attention is usually modelled by sequential fixation of peaks in saliency maps. Those maps code local conspicuity: complexity, colour and texture. Such features have no relation to entire objects, unless also disparity and optical flow are considered, which often segregate entire objects from their background. Recently we developed a model of local gist vision: which types of objects are about where in a scene. This model addresses man-made objects which are dominated by a small shape repertoire: squares, rectangles, trapeziums, triangles, circles and ellipses. Only exploiting local colour contrast, the model can detect these shapes by a small hierarchy of cell layers devoted to low- and mid-level geometry. The model has been tested successfully on video sequences containing traffic signs and other scenes, and partial occlusions were not problematic.
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O grande objectivo deste estudo foi contribuir para a melhoria do ensino da programação de computadores para aluno principiantes, através de um processo de observação da relação pedagógica estabelecida em sala de aula.
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Multi-scale representations of lines, edges and keypoints on the basis of simple, complex and end-stopped cells can be used for object categorisation and recognition (Rodrigues and du Buf, 2009 BioSystems 95 206-226). These representations are complemented by saliency maps of colour, texture, disparity and motion information, which also serve to model extremely fast gist vision in parallel with object segregation. We present a low-level geometry model based on a single type of self-adjusting grouping cell, with a circular array of dendrites connected to edge cells located at several angles.
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The SmartVision prototype is a small, cheap and easily wearable navigation aid for blind and visually impaired persons. Its functionality addresses global navigation for guiding the user to some destiny, and local navigation for negotiating paths, sidewalks and corridors, with avoidance of static as well as moving obstacles. Local navigation applies to both in- and outdoor situations. In this article we focus on local navigation: the detection of path borders and obstacles in front of the user and just beyond the reach of the white cane, such that the user can be assisted in centering on the path and alerted to looming hazards. Using a stereo camera worn at chest height, a portable computer in a shoulder-strapped pouch or pocket and only one earphone or small speaker, the system is inconspicuous, it is no hindrence while walking with the cane, and it does not block normal surround sounds. The vision algorithms are optimised such that the system can work at a few frames per second.
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Soccer is a sport where everyone that is involved with it make all the efforts aiming for excellence. Not only the players need to show their skills on the pitch but also the coach, and the remaining staff, need to have their own tools so that they can perform at higher levels. Footdata is a project to build a new web application product for soccer (football), which integrates two fundamental components of this sport's world: the social and the professional. While the former is an enhanced social platform for soccer professionals and fans, the later can be considered as a Soccer Resource Planning, featuring a system for acquisition and processing information to meet all the soccer management needs. In this paper we focus only in a specific module of the professional component. We will describe the section of the web application that allows to analyse movements and tactics of the players using images directly taken from the pitch or from videos, we will show that it is possible to draw players and ball movements in a web application and detect if those movements occur during a game. © 2014 Springer International Publishing.
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Soccer is a sport where everyone that is involved with it make all the efforts aiming for excellence. Not only the players need to show their skills on the pitch but also the coach, and the remaining staff, need to have their own tools so that they can perform at higher levels. Footdata is a project to build a new web application product for soccer (football), which integrates two fundamental components of this sport’s world: the social and the professional. While the former is an enhanced social platform for soccer professionals and fans, the later can be considered as a Soccer Resource Planning, featuring a system for acquisition and processing information to meet all the soccer management needs. In this paper we focus only in a specific module of the professional component. We will describe the section of the web application that allows to analyse movements and tactics of the players using images directly taken from the pitch or from videos, we will show that it is possible to draw players and ball movements in a web application and detect if those movements occur during a game.
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The October 2015 Food and Beverage Entrepreneurship Roundtable brought together over 30 food and beverage industry leaders, entrepreneurs, faculty, and students at the School of Hotel Administration at Cornell University. Discussion topics covered entrepreneurship in the food and beverage industry, including development, intrapreneurship, operational efficiency, beverage product development, and technology. The roundtable began with the presentation of a five-point framework on food and beverage venue development. The first three phases focused on the launch of a venue, including how to define the guest experience; the creation of operational functionality by strategically planning out the design, flow, and efficiency of a defined space; and development capacity. The remaining two points of the framework focused on post-opening considerations, including operating systems and culture development. Participants discussed the importance of culture in the growth of a business. They suggested that intrapreneurship needs to be fostered in the culture of an organization and in an educational curriculum for those who are preparing to enter the industry. Participants also discussed the fine balance between setting expectations for an experience and subsequently being able to maintain this experience in a fast changing environment. In particular they considered what it means to say no to customers. A discussion on the beverage industry focused on how to distribute products in a crowded marketplace. One method to ensure that the product gets into the hands of the consumers is face-to-face sales. Finally, in the technology session, the group discussed technology adoption, specifically focusing on the point at which technology detracts from the guest experience, how to minimize operational risk from technology, and how to maximize consumers’ adoption rates.
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Tese de mestrado, Educação (Tecnologias de Informação e Comunicação e Educação), Universidade de Lisboa, Instituto de Educação, 2010
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Dissertação para obtenção do grau de Mestre em Engenharia Electrotécnica Ramo Automação e Electrónica Industrial
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Within the pedagogical community, Serious Games have arisen as a viable alternative to traditional course-based learning materials. Until now, they have been based strictly on software solutions. Meanwhile, research into Remote Laboratories has shown that they are a viable, low-cost solution for experimentation in an engineering context, providing uninterrupted access, low-maintenance requirements, and a heightened sense of reality when compared to simulations. This paper will propose a solution where both approaches are combined to deliver a Remote Laboratory-based Serious Game for use in engineering and school education. The platform for this system is the WebLab-Deusto Framework, already well-tested within the remote laboratory context, and based on open standards. The laboratory allows users to control a mobile robot in a labyrinth environment and take part in an interactive game where they must locate and correctly answer several questions, the subject of which can be adapted to educators' needs. It also integrates the Google Blockly graphical programming language, allowing students to learn basic programming and logic principles without needing to understand complex syntax.
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It is well-known that ROVs require human intervention to guarantee the success of their assignment, as well as the equipment safety. However, as its teleoperation is quite complex to perform, there is a need for assisted teleoperation. This study aims to take on this challenge by developing vision-based assisted teleoperation maneuvers, since a standard camera is present in any ROV. The proposed approach is a visual servoing solution, that allows the user to select between several standard image processing methods and is applied to a 3-DOF ROV. The most interesting characteristic of the presented system is the exclusive use of the camera data to improve the teleoperation of an underactuated ROV. It is demonstrated through the comparison and evaluation of standard implementations of different vision methods and the execution of simple maneuvers to acquire experimental results, that the teleoperation of a small ROV can be drastically improved without the need to install additional sensors.