1,111 research outputs found

    Event-based Vision: A Survey

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    Event cameras are bio-inspired sensors that differ from conventional frame cameras: Instead of capturing images at a fixed rate, they asynchronously measure per-pixel brightness changes, and output a stream of events that encode the time, location and sign of the brightness changes. Event cameras offer attractive properties compared to traditional cameras: high temporal resolution (in the order of microseconds), very high dynamic range (140 dB vs. 60 dB), low power consumption, and high pixel bandwidth (on the order of kHz) resulting in reduced motion blur. Hence, event cameras have a large potential for robotics and computer vision in challenging scenarios for traditional cameras, such as low-latency, high speed, and high dynamic range. However, novel methods are required to process the unconventional output of these sensors in order to unlock their potential. This paper provides a comprehensive overview of the emerging field of event-based vision, with a focus on the applications and the algorithms developed to unlock the outstanding properties of event cameras. We present event cameras from their working principle, the actual sensors that are available and the tasks that they have been used for, from low-level vision (feature detection and tracking, optic flow, etc.) to high-level vision (reconstruction, segmentation, recognition). We also discuss the techniques developed to process events, including learning-based techniques, as well as specialized processors for these novel sensors, such as spiking neural networks. Additionally, we highlight the challenges that remain to be tackled and the opportunities that lie ahead in the search for a more efficient, bio-inspired way for machines to perceive and interact with the world

    On the development and enhancement of artificial intelligence algorithms for swarm robots in real world applications

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    Swarm robotics is an area where using artificial intelligence (AI) can show a great deal of improvement. Obstacle avoidance, object detection, mapping and navigation are some the major algorithms required for successful execution of various tasks in the field of robotics. There is a challenge in applying these algorithms in a manner that swarm robots can use effectively. These five areas can be further researched to provide a platform for real world applications. This research aims to tackle the challenges involved in applying the aforementioned algorithms to swarm robotics and comparing the results with single robot systems. These techniques can be optimized by leveraging the advantage of swarm robots communication and scalability. The proposed algorithms were tested and validated using swarm robots along with profiling and simulations. For obstacle avoidance, two algorithms were devoloped. The first used a novel and modified force field method and the second used artificial neural networks (ANN). The results showed that the modified force field method performed better for static environments while ANNs worked better for dynamic environments. For object detection, the proposed algorithm uses an image classifier developed using ANN. The image classifier was trained to identify blocks of various colours using a convolutional neural network technique. This algorithm was then applied to swarm robotics using two proposed methods and results showed that multiple robots viewing objects from different angles provided better results as compared to single robot systems. This was validated with a 97% accuracy. In two dimension (2D) mapping, the proposed algorithm was developed using simultaneous localization and mapping (SLAM). The results showed that a single robot can require upto 3.5x more time for covering a given area compared to a swarm size of ten robots. This research shows a great deal of contribution in applying swarm robotics for surveilance purposes by showcasing the ability for swarm robotics to coordinate and execute the required task in an efficient time frame. The proposed three-dimension (3D) mapping algorithm used octomaps and occupancy grids to map out an image taken from a camera mounted on swarm robots. The images were obtained from various angles using multiple swarm robots. AI algorithms with a focus on swarm robotics are developed and enhanced for real world applications including fire-fighting, surveillance, fault analysis and construction. Results showed that swarm robots were able to complete a given task by up to six times faster as compared to a single robot. The overall contribution of this research lays a platform for further applications by showcasing the effectiveness of robotic algorithms in a swarm robot environment.Heriot-Watt University Fee Scholarshi

    Disruptive Technologies in Smart Farming: An Expanded View with Sentiment Analysis

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    Smart Farming (SF) is an emerging technology in the current agricultural landscape. The aim of Smart Farming is to provide tools for various agricultural and farming operations to improve yield by reducing cost, waste, and required manpower. SF is a data-driven approach that can mitigate losses that occur due to extreme weather conditions and calamities. The influx of data from various sensors, and the introduction of information communication technologies (ICTs) in the field of farming has accelerated the implementation of disruptive technologies (DTs) such as machine learning and big data. Application of these predictive and innovative tools in agriculture is crucial for handling unprecedented conditions such as climate change and the increasing global population. In this study, we review the recent advancements in the field of Smart Farming, which include novel use cases and projects around the globe. An overview of the challenges associated with the adoption of such technologies in their respective regions is also provided. A brief analysis of the general sentiment towards Smart Farming technologies is also performed by manually annotating YouTube comments and making use of the pattern library. Preliminary findings of our study indicate that, though there are several barriers to the implementation of SF tools, further research and innovation can alleviate such risks and ensure sustainability of the food supply. The exploratory sentiment analysis also suggests that most digital users are not well-informed about such technologies

    Hydrolink 2021/2. Artificial Intelligence

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    Topic: Artificial Intelligenc

    A Survey of Applications and Human Motion Recognition with Microsoft Kinect

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    Microsoft Kinect, a low-cost motion sensing device, enables users to interact with computers or game consoles naturally through gestures and spoken commands without any other peripheral equipment. As such, it has commanded intense interests in research and development on the Kinect technology. In this paper, we present, a comprehensive survey on Kinect applications, and the latest research and development on motion recognition using data captured by the Kinect sensor. On the applications front, we review the applications of the Kinect technology in a variety of areas, including healthcare, education and performing arts, robotics, sign language recognition, retail services, workplace safety training, as well as 3D reconstructions. On the technology front, we provide an overview of the main features of both versions of the Kinect sensor together with the depth sensing technologies used, and review literatures on human motion recognition techniques used in Kinect applications. We provide a classification of motion recognition techniques to highlight the different approaches used in human motion recognition. Furthermore, we compile a list of publicly available Kinect datasets. These datasets are valuable resources for researchers to investigate better methods for human motion recognition and lower-level computer vision tasks such as segmentation, object detection and human pose estimation

    Mimicking human player strategies in fighting games using game artificial intelligence techniques

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    Fighting videogames (also known as fighting games) are ever growing in popularity and accessibility. The isolated console experiences of 20th century gaming has been replaced by online gaming services that allow gamers to play from almost anywhere in the world with one another. This gives rise to competitive gaming on a global scale enabling them to experience fresh play styles and challenges by playing someone new. Fighting games can typically be played either as a single player experience, or against another human player, whether it is via a network or a traditional multiplayer experience. However, there are two issues with these approaches. First, the single player offering in many fighting games is regarded as being simplistic in design, making the moves by the computer predictable. Secondly, while playing against other human players can be more varied and challenging, this may not always be achievable due to the logistics involved in setting up such a bout. Game Artificial Intelligence could provide a solution to both of these issues, allowing a human player s strategy to be learned and then mimicked by the AI fighter. In this thesis, game AI techniques have been researched to provide a means of mimicking human player strategies in strategic fighting games with multiple parameters. Various techniques and their current usages are surveyed, informing the design of two separate solutions to this problem. The first solution relies solely on leveraging k nearest neighbour classification to identify which move should be executed based on the in-game parameters, resulting in decisions being made at the operational level and being fed from the bottom-up to the strategic level. The second solution utilises a number of existing Artificial Intelligence techniques, including data driven finite state machines, hierarchical clustering and k nearest neighbour classification, in an architecture that makes decisions at the strategic level and feeds them from the top-down to the operational level, resulting in the execution of moves. This design is underpinned by a novel algorithm to aid the mimicking process, which is used to identify patterns and strategies within data collated during bouts between two human players. Both solutions are evaluated quantitatively and qualitatively. A conclusion summarising the findings, as well as future work, is provided. The conclusions highlight the fact that both solutions are proficient in mimicking human strategies, but each has its own strengths depending on the type of strategy played out by the human. More structured, methodical strategies are better mimicked by the data driven finite state machine hybrid architecture, whereas the k nearest neighbour approach is better suited to tactical approaches, or even random button bashing that does not always conform to a pre-defined strategy
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