971 resultados para robot programming environment


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Tutkimuskäyttöön tarkoitettujen rekombinanttiproteiinien tuottaminen fermentoimalla on yleinen menetelmä bioteollisuudessa. Mikrobit kasvatetaan fermentorissa, joka tarjoaa kontrolloidun kasvuympäristön ja sopivat tuotto-olosuhteet halutulle tuotteelle. Eräs fermentointimuodoista on korkeatuottoinen ja pitkäkestoinen panossyöttökasvatus, jossa saavutetaan panoskavatusta merkittävästi korkeampi solutiheys jatkamalla panosvaiheen jälkeen kasvua rajoittavan substraatin syöttöä. Laboratoriomittakaavassa fermentorikasvatusten tilavuudet vaihtelevat litrasta kymmeniin ja niissä kasvatusta seurataan sekä ohjataan joko fermentorista tai tietokoneesta. Tyypillisessä fermentointiprosessissa operaattori tarkkailee muun muassa vaahdonkorkeutta sekä käynnistää pumppuja olosuhteiden muuttuessa. Tällaiset tehtävät ovat teollisen mittakaavan laitteistoissa usein automatisoituja. Diplomityön tarkoituksena oli päivittää kahden Turun yliopiston biotekniikan laboratoriossa sijaitsevan BioFlo® -sarjan pöytäfermentorin MS-DOS -pohjainen tietokoneohjausohjelma nykyaikaiseksi ja lisätä siihen etäseuranta ja -ohjaus. Ohjelmaan oli tarkoitus liittää erillinen optinen solutiheysanturi, jonka lukemien häiriötä haluttiin myös vähentää signaalinkäsittelyllä. Lisäksi vaahdonestoaineen ja indusorin lisäykset haluttiin automatisoida panossyöttökasvatuksessa. Vaahdonkorkeuden havaitsemisen mahdollisuutta konenäön menetelmin haluttiin selvittää, jotta vaahdonestoaineen automaattiset lisäykset voitaisiin toteuttaa nettikameran syötteen perusteella. Koekasvatuksilla osoitettiin päivitetyn ohjausohjelman toimivan panos- ja panossyöttömuodoilla. Uuden käyttöliittymän avulla pystyttiin automatisoimaan panoskasvatuksen lisäykset ja syöttönopeuden muutokset sekä tunnistamaan kasvatusliuosten vaahdonkorkeutta vaahdonestoaineen lisäykseen riittävällä kahden senttimetrin tarkkuudella. Lisäksi käyttöliittymä mahdollisti kasvatuksen ohjauksen ja seurauksen myös etänä. Työssä kehitetty ohjausohjelma julkaistiin avoimena ohjelmana ilman etä- ja nettikameratoimintoja. Ohjelma toimii hyvin BioFlo® -sarjan fermentorien käyttöliittymänä, mutta avoimen lähdekoodin ansiosta kuka tahansa voi hyödyntää ohjelmaa pohjana myös uusissa projekteissa tai muissa fermentorimalleissa.

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OBJETIVO: Evaluar las diferencias de información publicada por el Invima y otras Autoridades Reguladoras de Medicamentos en relación a un grupo de variables seleccionadas y analizar las diferencias aplicando estrategias de visualización de datos. METODOLOGÍA: Estudio descriptivo de corte transversal, en el cual se comparan las diferencias en la información de medicamentos publicada en las agencias reguladoras de medicamentos. Para la definición de los criterios de comparación, más relevantes se utilizó la técnica Delphi como metodología de consenso. Las visualizaciones fueron desarrolladas en Roassal, en el entorno de programación de Grafoscopio/Pharo. RESULTADOS Y CONCLUSIONES: De 24 variables en las que hubo acuerdo de considerarlas importantes y claves por el panel de expertos; el 96% se identificaron en la Aemps, MHRA e Infarmed; el 92% en Anmat, TGA, Anvisa, Health Canada y FDA; el 80% en Anamed. El grupo de agencias en las que se identificó una menor cantidad de información publicada fueron Cofepris, Invima, Dirección Nacional de Farmacias y Drogas de Panamá, Digemid, Arcsa y el Ministerio de Salud pública de Uruguay en las que se identificó el 67%, 58%, 46%, 46%, 38% y 4%, respectivamente. Las ausencias comunes de información en el grupo de agencias con menor cantidad de información se presentó en las variables relacionadas con usos fuera de indicación (off-label), gestión del riesgo, efectos adversos, restricciones especiales, precauciones y advertencias, prospecto, almacenamiento y resumen de las características del producto, es decir que mayor la limitación se presenta en la información relacionada con prescripción y uso.

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This thesis reports on the two main areas of our research: introductory programming as the traditional way of accessing informatics and cultural teaching informatics through unconventional pathways. The research on introductory programming aims to overcome challenges in traditional programming education, thus increasing participation in informatics. Improving access to informatics enables individuals to pursue more and better professional opportunities and contribute to informatics advancements. We aimed to balance active, student-centered activities and provide optimal support to novices at their level. Inspired by Productive Failure and exploring the concept of notional machine, our work focused on developing Necessity Learning Design, a design to help novices tackle new programming concepts. Using this design, we implemented a learning sequence to introduce arrays and evaluated it in a real high-school context. The subsequent chapters discuss our experiences teaching CS1 in a remote-only scenario during the COVID-19 pandemic and our collaborative effort with primary school teachers to develop a learning module for teaching iteration using a visual programming environment. The research on teaching informatics principles through unconventional pathways, such as cryptography, aims to introduce informatics to a broader audience, particularly younger individuals that are less technical and professional-oriented. It emphasizes the importance of understanding informatics's cultural and scientific aspects to focus on the informatics societal value and its principles for active citizenship. After reflecting on computational thinking and inspired by the big ideas of science and informatics, we describe our hands-on approach to teaching cryptography in high school, which leverages its key scientific elements to emphasize its social aspects. Additionally, we present an activity for teaching public-key cryptography using graphs to explore fundamental concepts and methods in informatics and mathematics and their interdisciplinarity. In broadening the understanding of informatics, these research initiatives also aim to foster motivation and prime for more professional learning of informatics.

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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 widely accepted that solving programming exercises is fundamental to learn how to program. Nevertheless, solving exercises is only effective if students receive an assessment on their work. An exercise solved wrong will consolidate a false belief, and without feedback many students will not be able to overcome their difficulties. However, creating, managing and accessing a large number of exercises, covering all the points in the curricula of a programming course, in classes with large number of students, can be a daunting task without the appropriated tools working in unison. This involves a diversity of tools, from the environments where programs are coded, to automatic program evaluators providing feedback on the attempts of students, passing through the authoring, management and sequencing of programming exercises as learning objects. We believe that the integration of these tools will have a great impact in acquiring programming skills. Our research objective is to manage and coordinate a network of eLearning systems where students can solve computer programming exercises. Networks of this kind include systems such as learning management systems (LMS), evaluation engines (EE), learning objects repositories (LOR) and exercise resolution environments (ERE). Our strategy to achieve the interoperability among these tools is based on a shared definition of programming exercise as a Learning Object (LO).

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The participation of the Fraunhofer Institute for Manufacturing Engineering and Automation IPA (Stuttgart, Germany) and the companies User Interface Design GmbH (Ludwigsburg, Germany) plus MLR System GmbH (Ludwigsburg, Germany) enabled the research and findings presented in this paper; we would like to namely mention Birgit Graf and Theo Jacobs (Fraunhofer IPA) furthermore Peter Klein and Christiane Hartmann (User Interface Design GmbH).

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Teaching and learning computer programming is as challenging as difficult. Assessing the work of students and providing individualised feedback to all is time-consuming and error prone for teachers and frequently involves a time delay. The existent tools and specifications prove to be insufficient in complex evaluation domains where there is a greater need to practice. At the same time Massive Open Online Courses (MOOC) are appearing revealing a new way of learning, more dynamic and more accessible. However this new paradigm raises serious questions regarding the monitoring of student progress and its timely feedback. This paper provides a conceptual design model for a computer programming learning environment. This environment uses the portal interface design model gathering information from a network of services such as repositories and program evaluators. The design model includes also the integration with learning management systems, a central piece in the MOOC realm, endowing the model with characteristics such as scalability, collaboration and interoperability. This model is not limited to the domain of computer programming and can be adapted to any complex area that requires systematic evaluation with immediate feedback.

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4th International Conference, SIMPAR 2014, Bergamo, Italy, October 20-23, 2014

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Dissertação para obtenção do Grau de Mestre em Engenharia Eletrotécnica e de Computadores

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En aquest projecte s’ha estudiat el disseny d’una plataforma robòtica mòbil per un PBL (Aprenentatge Basat en Problemes) en enginyeria informàtica. El principal objectiu és introduir aquest model en l’ensenyament universitari, com a complement de diferents assignatures de primer curs. Per arribar a aconseguir aquests objectius, s’ha dissenyat i construït una plataforma robòtica, dirigida per un microcontrolador i dotada de diversos sensors per interactuar amb l’entorn. El robot permet diferents tipus de programació i esta especialment dissenyada per ser una bona experiència educativa.

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This paper presents a vision-based localization approach for an underwater robot in a structured environment. The system is based on a coded pattern placed on the bottom of a water tank and an onboard down looking camera. Main features are, absolute and map-based localization, landmark detection and tracking, and real-time computation (12.5 Hz). The proposed system provides three-dimensional position and orientation of the vehicle along with its velocity. Accuracy of the drift-free estimates is very high, allowing them to be used as feedback measures of a velocity-based low-level controller. The paper details the localization algorithm, by showing some graphical results, and the accuracy of the system

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In the future, robots will enter our everyday lives to help us with various tasks.For a complete integration and cooperation with humans, these robots needto be able to acquire new skills. Sensor capabilities for navigation in real humanenvironments and intelligent interaction with humans are some of the keychallenges.Learning by demonstration systems focus on the problem of human robotinteraction, and let the human teach the robot by demonstrating the task usinghis own hands. In this thesis, we present a solution to a subproblem within thelearning by demonstration field, namely human-robot grasp mapping. Robotgrasping of objects in a home or office environment is challenging problem.Programming by demonstration systems, can give important skills for aidingthe robot in the grasping task.The thesis presents two techniques for human-robot grasp mapping, directrobot imitation from human demonstrator and intelligent grasp imitation. Inintelligent grasp mapping, the robot takes the size and shape of the object intoconsideration, while for direct mapping, only the pose of the human hand isavailable.These are evaluated in a simulated environment on several robot platforms.The results show that knowing the object shape and size for a grasping taskimproves the robot precision and performance

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Durante toda la evolución de la tecnología, se han empleado aparatos interconexionados por cables. Los cables limitan la libertad de movimiento del usuario y pueden captar interferencias entre ellos si la red de cableado es elevada. Mientras avanzaba la tecnología inalámbrica, se ha ido adaptando al equipamiento electrónico a la vez que se iban haciendo cada vez más pequeños. Por esto, se impone la necesidad de utilizarlos como controles a distancia sin el empleo de cables debido a los inconvenientes que estos conllevan. El presente trabajo, pretende unificar tres tecnologías que pueden tener en el futuro una gran afinidad. · Dispositivos basados en el sistema Android. Desde sus inicios, han tenido una evolución meteórica. Se han ido haciendo cada vez más rápidos y mejores. · Sistemas inalámbricos. Los sistemas wifi o bluetooth, se han ido incorporando a nuestras vidas cada vez más y están prácticamente en cualquier aparato. · Robótica. Cualquier proceso de producción incorpora un robot. Son necesarios para hacer muchos trabajos que, aunque el hombre lo puede realizar, un robot reduce los tiempos y la peligrosidad de los procesos. Aunque las dos primeras tecnologías van unidas, ¿quién no tiene un teléfono con conexión wifi y bluetooth?, pocos diseños aúnan estos campos con la Robótica. El objetivo final de este trabajo es realizar una aplicación en Android para el control remoto de un robot, empleando el sistema de comunicación inalámbrico. La aplicación desarrollada, permite controlar el robot a conveniencia del usuario en un entorno táctil/teledirigido. Gracias a la utilización de simulador en ambos lenguajes (RAPID y Android), ha sido posible realizar la programación sin tener que estar presente ante el robot objeto de este trabajo. A través de su progreso, se ha ido evolucionando en la cantidad de datos enviados al robot y complejidad en su procesamiento, a la vez que se ha mejorado en la estética de la aplicación. Finalmente se usó la aplicación desarrollada con el robot, consiguiendo con éxito que realizara los movimientos que eran enviados con la tablet programada.

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Traditionally simulators have been used extensively in robotics to develop robotic systems without the need to build expensive hardware. However, simulators can be also be used as a “memory”for a robot. This allows the robot to try out actions in simulation before executing them for real. The key obstacle to this approach is an uncertainty of knowledge about the environment. The goal of the Master’s Thesis work was to develop a method, which allows updating the simulation model based on actual measurements to achieve a success of the planned task. OpenRAVE was chosen as an experimental simulation environment on planning,trial and update stages. Steepest Descent algorithm in conjunction with Golden Section search procedure form the principle part of optimization process. During experiments, the properties of the proposed method, such as sensitivity to different parameters, including gradient and error function, were examined. The limitations of the approach were established, based on analyzing the regions of convergence.

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A distributed method for mobile robot navigation, spatial learning, and path planning is presented. It is implemented on a sonar-based physical robot, Toto, consisting of three competence layers: 1) Low-level navigation: a collection of reflex-like rules resulting in emergent boundary-tracing. 2) Landmark detection: dynamically extracts landmarks from the robot's motion. 3) Map learning: constructs a distributed map of landmarks. The parallel implementation allows for localization in constant time. Spreading of activation computes both topological and physical shortest paths in linear time. The main issues addressed are: distributed, procedural, and qualitative representation and computation, emergent behaviors, dynamic landmarks, minimized communication.