419 research outputs found

    Climbing and Walking Robots

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    With the advancement of technology, new exciting approaches enable us to render mobile robotic systems more versatile, robust and cost-efficient. Some researchers combine climbing and walking techniques with a modular approach, a reconfigurable approach, or a swarm approach to realize novel prototypes as flexible mobile robotic platforms featuring all necessary locomotion capabilities. The purpose of this book is to provide an overview of the latest wide-range achievements in climbing and walking robotic technology to researchers, scientists, and engineers throughout the world. Different aspects including control simulation, locomotion realization, methodology, and system integration are presented from the scientific and from the technical point of view. This book consists of two main parts, one dealing with walking robots, the second with climbing robots. The content is also grouped by theoretical research and applicative realization. Every chapter offers a considerable amount of interesting and useful information

    Design of a Mobile Robotic Platform with Variable Footprint

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    This thesis presents an in-depth investigation to determine the most suitable mobile base design for a powerful and dynamic robotic manipulator. It details the design process of such a mobile platform for use in an indoor human environment that is to carry a two-arm upper-body humanoid manipulator system. Through systematic dynamics analysis, it was determined that a variable footprint holonomic wheeled mobile platform is the design of choice for such an application. Determining functional requirements and evaluating design options is performed for the platform’s general configuration, geometry, locomotion system, suspension, and propulsion, with a particularly in-depth evaluation of the problem of overcoming small steps. Other aspects such as processing, sensing and the power system are dealt with sufficiently to ensure the feasibility of the overall proposed design. The control of the platform is limited to that necessary to determine the appropriate mechanical components. Simulations are performed to investigate design problems and verify performance. A basic CAD model of the system is included for better design visualization. The research carried out in this thesis was performed in cooperation with the German Aerospace Center (Deutsches Zentrum für Luft- und Raumfahrt)’s Robotics and Mechatronics Institute (DLR RM). The DLR RM is currently utilizing the findings of this research to finish the development of the platform with a target completion date of May 2008

    Climbing and Walking Robots

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    Nowadays robotics is one of the most dynamic fields of scientific researches. The shift of robotics researches from manufacturing to services applications is clear. During the last decades interest in studying climbing and walking robots has been increased. This increasing interest has been in many areas that most important ones of them are: mechanics, electronics, medical engineering, cybernetics, controls, and computers. Today’s climbing and walking robots are a combination of manipulative, perceptive, communicative, and cognitive abilities and they are capable of performing many tasks in industrial and non- industrial environments. Surveillance, planetary exploration, emergence rescue operations, reconnaissance, petrochemical applications, construction, entertainment, personal services, intervention in severe environments, transportation, medical and etc are some applications from a very diverse application fields of climbing and walking robots. By great progress in this area of robotics it is anticipated that next generation climbing and walking robots will enhance lives and will change the way the human works, thinks and makes decisions. This book presents the state of the art achievments, recent developments, applications and future challenges of climbing and walking robots. These are presented in 24 chapters by authors throughtot the world The book serves as a reference especially for the researchers who are interested in mobile robots. It also is useful for industrial engineers and graduate students in advanced study

    Mobile Robots Navigation

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    Mobile robots navigation includes different interrelated activities: (i) perception, as obtaining and interpreting sensory information; (ii) exploration, as the strategy that guides the robot to select the next direction to go; (iii) mapping, involving the construction of a spatial representation by using the sensory information perceived; (iv) localization, as the strategy to estimate the robot position within the spatial map; (v) path planning, as the strategy to find a path towards a goal location being optimal or not; and (vi) path execution, where motor actions are determined and adapted to environmental changes. The book addresses those activities by integrating results from the research work of several authors all over the world. Research cases are documented in 32 chapters organized within 7 categories next described

    Lunar Excursion Module Familiarization Manual

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    Study of small turbofan engines applicable to general-aviation aircraft

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    The applicability of small turbofan engines to general aviation aircraft is discussed. The engine and engine/airplane performance, weight, size, and cost interrelationships are examined. The effects of specific engine noise constraints are evaluated. The factors inhibiting the use of turbofan engines in general aviation aircraft are identified

    Impact of Imaging and Distance Perception in VR Immersive Visual Experience

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    Virtual reality (VR) headsets have evolved to include unprecedented viewing quality. Meanwhile, they have become lightweight, wireless, and low-cost, which has opened to new applications and a much wider audience. VR headsets can now provide users with greater understanding of events and accuracy of observation, making decision-making faster and more effective. However, the spread of immersive technologies has shown a slow take-up, with the adoption of virtual reality limited to a few applications, typically related to entertainment. This reluctance appears to be due to the often-necessary change of operating paradigm and some scepticism towards the "VR advantage". The need therefore arises to evaluate the contribution that a VR system can make to user performance, for example to monitoring and decision-making. This will help system designers understand when immersive technologies can be proposed to replace or complement standard display systems such as a desktop monitor. In parallel to the VR headsets evolution there has been that of 360 cameras, which are now capable to instantly acquire photographs and videos in stereoscopic 3D (S3D) modality, with very high resolutions. 360° images are innately suited to VR headsets, where the captured view can be observed and explored through the natural rotation of the head. Acquired views can even be experienced and navigated from the inside as they are captured. The combination of omnidirectional images and VR headsets has opened to a new way of creating immersive visual representations. We call it: photo-based VR. This represents a new methodology that combines traditional model-based rendering with high-quality omnidirectional texture-mapping. Photo-based VR is particularly suitable for applications related to remote visits and realistic scene reconstruction, useful for monitoring and surveillance systems, control panels and operator training. The presented PhD study investigates the potential of photo-based VR representations. It starts by evaluating the role of immersion and user’s performance in today's graphical visual experience, to then use it as a reference to develop and evaluate new photo-based VR solutions. With the current literature on photo-based VR experience and associated user performance being very limited, this study builds new knowledge from the proposed assessments. We conduct five user studies on a few representative applications examining how visual representations can be affected by system factors (camera and display related) and how it can influence human factors (such as realism, presence, and emotions). Particular attention is paid to realistic depth perception, to support which we develop target solutions for photo-based VR. They are intended to provide users with a correct perception of space dimension and objects size. We call it: true-dimensional visualization. The presented work contributes to unexplored fields including photo-based VR and true-dimensional visualization, offering immersive system designers a thorough comprehension of the benefits, potential, and type of applications in which these new methods can make the difference. This thesis manuscript and its findings have been partly presented in scientific publications. In particular, five conference papers on Springer and the IEEE symposia, [1], [2], [3], [4], [5], and one journal article in an IEEE periodical [6], have been published

    Heterogeneous Robot Swarm – Hardware Design and Implementation

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    Swarm robotics is one the most fascinating, new research areas in the field of robotics, and one of it's grand challenge is the design of swarm robots that are both heterogeneous and self-sufficient. This can be crucial for robots exposed to environments that are unstructured or not easily accessible for a human operator, such as a collapsed building, the deep sea, or the surface of another planet. In Swarm robotics; self-assembly, self-reconfigurability and self-replication are among the most important characteristics as they can add extra capabilities and functionality to the robots besides the robustness, flexibility and scalability. Developing a swarm robot system with heterogeneity and larger behavioral repertoire is addressed in this work. This project is a comprehensive study of the hardware architecture of the homogeneous robot swarm and several problems related to the important aspects of robot's hardware, such as: sensory units, communication among the modules, and hardware components. Most of the hardware platforms used in the swarm robot system are homogeneous and use centralized control architecture for task completion. The hardware architecture is designed and implemented for UB heterogeneous robot swarm with both decentralized and centralized control, depending on the task requirement. Each robot in the UB heterogeneous swarm is equipped with different sensors, actuators, microcontroller and communication modules, which makes them distinct from each other from a hardware point of view. The methodology provides detailed guidelines in designing and implementing the hardware architecture of the heterogeneous UB robot swarm with plug and play approach. We divided the design module into three main categories - sensory modules, locomotion and manipulation, communication and control. We conjecture that the hardware architecture of heterogeneous swarm robots implemented in this work is the most sophisticated and modular design to date

    Dexterous grippers: between simple industrial grippers and complex robotic hands

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    This thesis addresses the issue of introducing dexterity, namely the ability to manipulate objects in hand, into simple mechanical grippers. Among the many possibilities to give dexterity to a gripping device we opted to intervene at the finger-pad surface since it is the part of the end effector directly in contact with the object to be manipulated. The first contribution is the development of an under-actuated gripper with Active Surfaces on the inner side of the fingers which allow to in-hand manipulate the grasped objects. The gripper, named Velvet Fingers, was designed from the theoretical concepts, manufactured, assembled and then turned into an applicative scenario. A second main contribution of this thesis, carried out in collaboration with AASS Research Center, of the University of \"Orebro (Sweden), is a grasp execution routine using the Active Surfaces of the Velvet Fingers to achieve a robust power grasp starting from an initial fingertip grasp. This routine is very useful and effective in cluttered environment where an initial fingertip grasp is much more likely to be feasible than a bulky power grasp. The third main contribution is the development of a small gripper for small household objects such as cans, small bottles, little boxes, tennis balls etc. This gripper, named Velvet-II, is able to perform in-hand manipulation tasks, to elicit information from the grasped object, namely the contact point location and the components of the grasping forces and to detect incipient slippage between the gripper and the object. Within a collaboration with AASS Research Center the gripper has been employed on a robotic platform for autonomous picking and palletizing

    Shipboard fisheries management terminals

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    The needs of the National Marine Fisheries Service (NMGS), National Weather Service, and the U.S. Coast Guard for locational, biological, and environmental data were assessed. The fisheries conservation zones and the yellowfin tuna jurisdiction of the NMFS operates observer programs on foreign and domestic fishing vessels. Data input terminal and data transfer and processing technology are reviewed to establish available capability. A matrix of implementation options is generated to identify the benefits of each option, and preliminary cost estimates are made. Recommendations are made for incremental application of available off the shelf hardware to obtain improved performance and benefits within a well bounded cost. Terminal recommendations are made for three interdependent shipboard units emphasizing: (1) the determination of location and fishing activity; (2) hand held data inputting and formatting in the fishing work areas; and (3) data manipulation, merging, and editing
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