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Optimal coverage multi-path scheduling scheme with multiple mobile sinks for WSNs
Wireless Sensor Networks (WSNs) are usually formed with many tiny sensors which are randomly deployed within sensing field for target monitoring. These sensors can transmit their monitored data to the sink in a multi-hop communication manner. However, the ‘hot spots’ problem will be caused since nodes near sink will consume more energy during forwarding. Recently, mobile sink based technology provides an alternative solution for the long-distance communication and sensor nodes only need to use single hop communication to the mobile sink during data transmission. Even though it is difficult to consider many network metrics such as sensor position, residual energy and coverage rate etc., it is still very important to schedule a reasonable moving trajectory for the mobile sink. In this paper, a novel trajectory scheduling method based on coverage rate for multiple mobile sinks (TSCR-M) is presented especially for large-scale WSNs. An improved particle swarm optimization (PSO) combined with mutation operator is introduced to search the parking positions with optimal coverage rate. Then the genetic algorithm (GA) is adopted to schedule the moving trajectory for multiple mobile sinks. Extensive simulations are performed to validate the performance of our proposed method
Multi-robot team formation control in the GUARDIANS project
Purpose
The GUARDIANS multi-robot team is to be deployed in a large warehouse in smoke. The team is to assist firefighters search the warehouse in the event or danger of a fire. The large dimensions of the environment together with development of smoke which drastically reduces visibility, represent major challenges for search and rescue operations. The GUARDIANS robots guide and accompany
the firefighters on site whilst indicating possible obstacles and the locations of danger and maintaining communications links.
Design/methodology/approach
In order to fulfill the aforementioned tasks the robots need to exhibit certain behaviours. Among the basic behaviours are capabilities to stay together as a
group, that is, generate a formation and navigate while keeping this formation.
The control model used to generate these behaviours is based on the so-called social potential field framework, which we adapt to the specific tasks required for the GUARDIANS scenario. All tasks can be achieved without central control, and some of the behaviours can be performed without explicit communication between the robots.
Findings
The GUARDIANS environment requires flexible formations of the robot team: the formation has to adapt itself to the circumstances. Thus the application has forced us to redefine the concept of a formation. Using the graph-theoretic terminology, we can say that a formation may be stretched out as a path or be compact as a star or wheel. We have implemented the developed behaviours in simulation environments as well as on real ERA-MOBI robots commonly referred to as Erratics. We discuss advantages and shortcomings of our model, based on the simulations as
well as on the implementation with a team of Erratics.</p
Motion Planning for Autonomous Ground Vehicles Using Artificial Potential Fields: A Review
Autonomous ground vehicle systems have found extensive potential and
practical applications in the modern world. The development of an autonomous
ground vehicle poses a significant challenge, particularly in identifying the
best path plan, based on defined performance metrics such as safety margin,
shortest time, and energy consumption. Various techniques for motion planning
have been proposed by researchers, one of which is the use of artificial
potential fields. Several authors in the past two decades have proposed various
modified versions of the artificial potential field algorithms. The variations
of the traditional APF approach have given an answer to prior shortcomings.
This gives potential rise to a strategic survey on the improved versions of
this algorithm. This study presents a review of motion planning for autonomous
ground vehicles using artificial potential fields. Each article is evaluated
based on criteria that involve the environment type, which may be either static
or dynamic, the evaluation scenario, which may be real-time or simulated, and
the method used for improving the search performance of the algorithm. All the
customized designs of planning models are analyzed and evaluated. At the end,
the results of the review are discussed, and future works are proposed
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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