81 research outputs found

    Sampling-Based Exploration Strategies for Mobile Robot Autonomy

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    A novel, sampling-based exploration strategy is introduced for Unmanned Ground Vehicles (UGV) to efficiently map large GPS-deprived underground environments. It is compared to state-of-the-art approaches and performs on a similar level, while it is not designed for a specific robot or sensor configuration like the other approaches. The introduced exploration strategy, which is called Random-Sampling-Based Next-Best View Exploration (RNE), uses a Rapidly-exploring Random Graph (RRG) to find possible view points in an area around the robot. They are compared with a computation-efficient Sparse Ray Polling (SRP) in a voxel grid to find the next-best view for the exploration. Each node in the exploration graph built with RRG is evaluated regarding the ability of the UGV to traverse it, which is derived from an occupancy grid map. It is also used to create a topology-based graph where nodes are placed centrally to reduce the risk of collisions and increase the amount of observable space. Nodes that fall outside the local exploration area are stored in a global graph and are connected with a Traveling Salesman Problem solver to explore them later

    Architecture analysis of peer-to-peer network structure and data exhanges for distribution of contraband material.

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    Because of the anonymity that P2P networks provide, they are an ideal medium for the exchange of contraband material such as child pornography. Unfortunately, not much research has been conducted on how to best monitor these types of networks for contraband searching and sharing activity. This thesis proposes techniques to advance the state of the art in peer to peer data exchange monitoring and detection of nodes that participate in distributing and sharing contraband material. Because of the legal considerations in working with a live P2P network and the technical di culty in developing and testing a surveillance system for P2P networks, a simulator was developed that attempts to accurately simulate the behavior of users on P2P networks based upon empirical data collected from several researchers. With the help of the simulation platform that has been developed, a complete methodology for monitoring contraband activity and reporting the most proli c contraband users has been created. This methodology, if implemented on an actual P2P network, should allow the detection of members of the network who are the most active sharers and distributors of contraband material

    Pairwise and Multiple Sequence Alignment Algorithms Analysis

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    Automated generation of geometrically-precise and semantically-informed virtual geographic environnements populated with spatially-reasoning agents

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    La Géo-Simulation Multi-Agent (GSMA) est un paradigme de modélisation et de simulation de phénomènes dynamiques dans une variété de domaines d'applications tels que le domaine du transport, le domaine des télécommunications, le domaine environnemental, etc. La GSMA est utilisée pour étudier et analyser des phénomènes qui mettent en jeu un grand nombre d'acteurs simulés (implémentés par des agents) qui évoluent et interagissent avec une représentation explicite de l'espace qu'on appelle Environnement Géographique Virtuel (EGV). Afin de pouvoir interagir avec son environnement géographique qui peut être dynamique, complexe et étendu (à grande échelle), un agent doit d'abord disposer d'une représentation détaillée de ce dernier. Les EGV classiques se limitent généralement à une représentation géométrique du monde réel laissant de côté les informations topologiques et sémantiques qui le caractérisent. Ceci a pour conséquence d'une part de produire des simulations multi-agents non plausibles, et, d'autre part, de réduire les capacités de raisonnement spatial des agents situés. La planification de chemin est un exemple typique de raisonnement spatial dont un agent pourrait avoir besoin dans une GSMA. Les approches classiques de planification de chemin se limitent à calculer un chemin qui lie deux positions situées dans l'espace et qui soit sans obstacle. Ces approches ne prennent pas en compte les caractéristiques de l'environnement (topologiques et sémantiques), ni celles des agents (types et capacités). Les agents situés ne possèdent donc pas de moyens leur permettant d'acquérir les connaissances nécessaires sur l'environnement virtuel pour pouvoir prendre une décision spatiale informée. Pour répondre à ces limites, nous proposons une nouvelle approche pour générer automatiquement des Environnements Géographiques Virtuels Informés (EGVI) en utilisant les données fournies par les Systèmes d'Information Géographique (SIG) enrichies par des informations sémantiques pour produire des GSMA précises et plus réalistes. De plus, nous présentons un algorithme de planification hiérarchique de chemin qui tire avantage de la description enrichie et optimisée de l'EGVI pour fournir aux agents un chemin qui tient compte à la fois des caractéristiques de leur environnement virtuel et de leurs types et capacités. Finalement, nous proposons une approche pour la gestion des connaissances sur l'environnement virtuel qui vise à supporter la prise de décision informée et le raisonnement spatial des agents situés

    Image-based procedural texture matching and transformation

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    In this thesis, we present an approach to finding a procedural representation of a texture to replicate a given texture image which we call image-based procedural texture matching. Procedural representations are frequently used for many aspects of computer generated imagery, however, the ability to use procedural textures is limited by the difficulty inherent in finding a suitable procedural representation to match a desired texture. More importantly, the process of determining an appropriate set of parameters necessary to approximate the sample texture is a difficult task for a graphic artist.The textural characteristics of many real world objects change over time, so we are therefore interested in how textured objects in a graphical animation could also be made to change automatically. We would like this automatic texture transformation to be based on different texture samples in a time-dependant manner. This notion, which is a natural extension of procedural texture matching, involves the creation of a smoothly varying sequence of texture images, while allowing the graphic artist to control various characteristics of the texture sequence.Given a library of procedural textures, our approach uses a perceptually motivated texture similarity measure to identify which procedural textures in the library may produce a suitable match. Our work assumes that at least one procedural texture in the library is capable of approximating the desired texture. Because exhaustive search of all of the parameter combinations for each procedural texture is not computationally feasible, we perform a two-stage search on the candidate procedural textures. First, a global search is performed over pre-computed samples from the given procedural texture to locate promising parameter settings. Secondly, these parameter settings are optimised using a local search method to refine the match to the desired texture.The characteristics of a procedural texture generally do not vary uniformly for uniform parameter changes. That is, in some areas of the parameter domain of a procedural texture (the set of all valid parameter settings for the given procedural texture) small changes may produce large variations in the resulting texture, while in other areas the same changes may produce no variation at all. In this thesis, we present an adaptive random sampling algorithm which captures the texture range (the set of all images a procedural texture can produce) of a procedural texture by maintaining a sampling density which is consistent with the amount of change occurring in that region of the parameter domain.Texture transformations may not always be contained to a single procedural texture, and we therefore describe an approach to finding transitional points from one procedural texture to another. We present an algorithm for finding a path through the texture space formed from combining the texture range of the relevant procedural textures and their transitional points.Several examples of image-based texture matching, and texture transformations are shown. Finally, potential limitations of this work as well as future directions are discussed

    VSLAM and Navigation System of Unmanned Ground Vehicle Based on RGB-D Camera

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    In this thesis, ROS (Robot Operating System) is used as the software platform and a simple unmanned ground vehicle that is designed and constructed by myself is used as the hardware platform. The most critical issues in the navigation technology of unmanned ground vehicles in unknown environments -SLAM (Simultaneous Localization and Mapping) and autonomous navigation technology are studied. Through the analysis of the principle and structure of visual SLAM, a visual simultaneous localization and mapping algorithm is build. Moreover, accelerate the visual SLAM algorithm through hardware replacement and software algorithm optimization. RealSense D435 is used as the camera of the VSLAM sensor. The algorithm extracts the features from the data of depth camera and calculates the odometry information of the unmanned vehicle through the features matching of the adjacent image. Then update the vehicle’s location and map data using the odometry information. Under the condition that the visual SLAM algorithm works normally, this thesis also uses the 3D map generated to derive the real-time 2D projection map. So as to apply it to the navigation algorithm. Then this thesis realize autonomous navigation and avoids the obstacle function of unmanned vehicle by controlling the driving speed and direction of the vehicle through the navigation algorithm using the 2D projection map. Unmanned ground vehicle path planning is mainly two parts: local path planning and global path planning. Global path planning is mainly used to plan the optimal path to the destination. Local path planning is mainly used to control the speed and direction of the UGV. This thesis analyzes and compares Dijkstra’s algorithm and A* algorithm. Considering the compatible to ROS, Dijkstra’s algorithm is finally used as the global path-planning algorithm. DWA (Dynamic Window Approach) algorithm is used as Local path planning. Under the control of the Dijkstra’s algorithm and the DWA algorithm, unmanned ground vehicles can automatically plan the optimal path to the target point and avoid obstacles. This thesis also designed and constructed a simple unmanned ground vehicle as an experimental platform and design a simple control method basing on differential wheeled unmanned ground vehicle and finally realized the autonomous navigation of unmanned ground vehicles and the function of avoiding obstacles through visual SLAM algorithm and autonomous navigation algorithm. Finally, the main work and deficiencies of this thesis are summarized. And the prospects and difficulties of the research field of unmanned ground vehicles are presented

    NPS AUV Integrated Simulation

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    The development and testing of Autonomous Underwater Vehicle (AUV) hardware and software is greatly complicated by vehicle inaccessibility during operation. Integrated simulation remotely links vehicle components and support equipment with graphics simulation workstations, allowing complete real-time, pre-mission, pseudo-mission and post-mission visualization and analysis in the lab environment. Integrated simulator testing of software and hardware is a broad and versatile method that supports rapid and robust diagnosis and correction of system faults. This method is demonstrated using the Naval Postgraduate School (NPS) AUV. High-resolution three-dimensional graphics workstations can provide real-time representations of vehicle dynamics, control system behavior, mission execution, sensor processing and object classification. Integrated simulation is also useful for development of the variety of sophisticated artificial intelligence applications needed by an AUV. Examples include sonar classification using an expert system and path planning using a circle world model. The flexibility and versatility provided by this approach enables visualization and analysis of all aspects of AUV development. Integrated simulator networking is recommended as a fundamental requirement for AUV research and deployment.http://archive.org/details/npsauvintegrated00brutLieutenant Commander, United States NavyApproved for public release; distribution is unlimited

    A one decade survey of autonomous mobile robot systems

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    Recently, autonomous mobile robots have gained popularity in the modern world due to their relevance technology and application in real world situations. The global market for mobile robots will grow significantly over the next 20 years. Autonomous mobile robots are found in many fields including institutions, industry, business, hospitals, agriculture as well as private households for the purpose of improving day-to-day activities and services. The development of technology has increased in the requirements for mobile robots because of the services and tasks provided by them, like rescue and research operations, surveillance, carry heavy objects and so on. Researchers have conducted many works on the importance of robots, their uses, and problems. This article aims to analyze the control system of mobile robots and the way robots have the ability of moving in real-world to achieve their goals. It should be noted that there are several technological directions in a mobile robot industry. It must be observed and integrated so that the robot functions properly: Navigation systems, localization systems, detection systems (sensors) along with motion and kinematics and dynamics systems. All such systems should be united through a control unit; thus, the mission or work of mobile robots are conducted with reliability

    Geometric, topological and semantic analysis of multi-building floor plan data

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2006.Includes bibliographical references (leaves 65-67).Generating a comprehensive model of a university campus or other large urban space is a challenging undertaking due to the size, geometric complexity, and levels of rich semantic information contained in inhabited environments. This thesis presents a practical approach to constructing topological models of large environments from labeled floor plan geometry. An exhaustive classification of adjacency types is provided for a university infrastructure including roads, walkways, green-space, and the detailed interior spaces of campus buildings. The system models geospatial features for over 160 buildings within the MIT campus, consisting of more than 800 individual floors, and approximately 36,000 spaces spanning indoor and outdoor terrain. The main motivation is to develop an intuitive, human-centered approach to navigation systems. An application is presented for generating efficient routes between locations on MIT's campus with coverage of both interior and exterior environments. A second application, the MIT WikiMap, aims to generate a more expressive record of the environment by drawing from the knowledge of its inhabitants. The WikiMap provides an interface for collaborative tagging of geographical locations on the MIT campus, designed for interfacing with users to collect semantic data.by Emily J Whiting.S.M
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