8,155 research outputs found

    Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms

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    The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent “devices”, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew “cognitive devices” are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications

    Semantic information for robot navigation: a survey

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    There is a growing trend in robotics for implementing behavioural mechanisms based on human psychology, such as the processes associated with thinking. Semantic knowledge has opened new paths in robot navigation, allowing a higher level of abstraction in the representation of information. In contrast with the early years, when navigation relied on geometric navigators that interpreted the environment as a series of accessible areas or later developments that led to the use of graph theory, semantic information has moved robot navigation one step further. This work presents a survey on the concepts, methodologies and techniques that allow including semantic information in robot navigation systems. The techniques involved have to deal with a range of tasks from modelling the environment and building a semantic map, to including methods to learn new concepts and the representation of the knowledge acquired, in many cases through interaction with users. As understanding the environment is essential to achieve high-level navigation, this paper reviews techniques for acquisition of semantic information, paying attention to the two main groups: human-assisted and autonomous techniques. Some state-of-the-art semantic knowledge representations are also studied, including ontologies, cognitive maps and semantic maps. All of this leads to a recent concept, semantic navigation, which integrates the previous topics to generate high-level navigation systems able to deal with real-world complex situationsThe research leading to these results has received funding from HEROITEA: Heterogeneous 480 Intelligent Multi-Robot Team for Assistance of Elderly People (RTI2018-095599-B-C21), funded by Spanish 481 Ministerio de Economía y Competitividad. The research leading to this work was also supported project "Robots sociales para estimulacón física, cognitiva y afectiva de mayores"; funded by the Spanish State Research Agency under grant 2019/00428/001. It is also funded by WASP-AI Sweden; and by Spanish project Robotic-Based Well-Being Monitoring and Coaching for Elderly People during Daily Life Activities (RTI2018-095599-A-C22)

    Implementation of context-aware workflows with Multi-agent Systems

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    Systems in Ambient Intelligence (AmI) need to manage workflows that represent users’ activities. These workflows can be quite complex, as they may involve multiple participants, both physical and computational, playing different roles. Their execution implies monitoring the development of the activities in the environment, and taking the necessary actions for them and the workflow to reach a certain end. The context-aware approach supports the development of these applications to cope with event processing and regarding information issues. Modeling the actors in these context-aware workflows, where complex decisions and interactions must be considered, can be achieved with multi-agent systems. Agents are autonomous entities with sophisticated and flexible behaviors, which are able to adapt to complex and evolving environments, and to collaborate to reach common goals. This work presents architectural patterns to integrate agents on top of an existing context-aware architecture. This allows an additional abstraction layer on top of context-aware systems, where knowledge management is performed by agents.This approach improves the flexibility of AmI systems and facilitates their design. A case study on guiding users in buildings to their meetings illustrates this approach

    Proceedings of the 2012 Workshop on Ambient Intelligence Infrastructures (WAmIi)

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    This is a technical report including the papers presented at the Workshop on Ambient Intelligence Infrastructures (WAmIi) that took place in conjunction with the International Joint Conference on Ambient Intelligence (AmI) in Pisa, Italy on November 13, 2012. The motivation for organizing the workshop was the wish to learn from past experience on Ambient Intelligence systems, and in particular, on the lessons learned on the system architecture of such systems. A significant number of European projects and other research have been performed, often with the goal of developing AmI technology to showcase AmI scenarios. We believe that for AmI to become further successfully accepted the system architecture is essential

    Cognitive assisted living ambient system: a survey

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    The demographic change towards an aging population is creating a significant impact and introducing drastic challenges to our society. We therefore need to find ways to assist older people to stay independently and prevent social isolation of these population. Information and Communication Technologies (ICT) provide various solutions to help older adults to improve their quality of life, stay healthier, and live independently for a time. Ambient Assisted Living (AAL) is a field to investigate innovative technologies to provide assistance as well as healthcare and rehabilitation to impaired seniors. The paper provides a review of research background and technologies of AAL

    Proceedings of the 2012 Workshop on Ambient Intelligence Infrastructures (WAmIi)

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    This is a technical report including the papers presented at the Workshop on Ambient Intelligence Infrastructures (WAmIi) that took place in conjunction with the International Joint Conference on Ambient Intelligence (AmI) in Pisa, Italy on November 13, 2012. The motivation for organizing the workshop was the wish to learn from past experience on Ambient Intelligence systems, and in particular, on the lessons learned on the system architecture of such systems. A significant number of European projects and other research have been performed, often with the goal of developing AmI technology to showcase AmI scenarios. We believe that for AmI to become further successfully accepted the system architecture is essential

    Multimedia games for fun and learning English in preschool

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    Basado en la suposición de que el software educativo se aborda en la escuela primaria, los alumnos deben incluir un conjunto de características para alentar su creatividad y el desarrollo y diseño adecuado de segundo idioma. Los juegos hipermedia adaptativos para los niños de escuela primaria pueden representar una amplia gama de retos, tanto para los profesores de lengua como para los especialistas en Informática. Factores tales como el contexto educativo, las habilidades cognitivas, lingüísticas, conceptuales y las limitaciones psicomotoras y restricciones hacen que esto sea un desafío para los profesionales. Esto significa que deben tratar su contenido lingüístico y adaptar las consultas a la tecnología. Sobre la base de los resultados del análisis factorial múltiple, este trabajo pretende, en primer lugar, demostrar que el diseño de tareas hipermedias puede ser aplicado de forma óptima siguiendo las fases anteriores de recopilación de datos sobre los temas preferidos. En este sentido, la estrategia de preguntas para la creación de un sistema hipermedia nos lleva a analizar factores de aprendizaje a fin de hacer frente a las posibles demandas lingüísticas, conceptuales y tecnológicas en el entorno del aprendizaje de los niños. Resultados generales en las fases preliminares del estudio muestran la necesidad de dirigir la ruta de aprendizaje hacia una adaptación eficaz en las habilidades cognitivas de los niños. Los resultados permiten elaborar un conjunto de tareas hipermedias que proporcionan la adaptación de la información presentada a los estudiantes de acuerdo a sus objetivos, intereses y/o conocimientos.Based on the assumption that educational software addressing Primary school learners must comprise a set of features to encourage children’s creativity and development, the appropriate design of second language hypermedia adaptive games for Primary School children can pose a wide range of challenges both for the language teacher and computer specialist alike. Factors such as the educational context, cognitive abilities, linguistic constraints, conceptual and psychomotor restrictions, and so on, contribute to challenging professionals. This means they must deal with linguistic, content and technology adaptation queries. Based on the results from multi-factorial analysis, this paper aims firstly to demonstrate that the design of hypermedia tasks can be optimally implemented by following previous phases of data collection on preferred items. In this sense, the questioning approach for the creation of a hypermedia system has led us to analyze learning factors in order to deal with the possible linguistic, conceptual and technological demands in the children’s learning environment. General results in the preliminary phases of the study show the need to steer the learning path towards an effective adaptation to children’s cognitive abilities. These are the findings from which we have devised a set of hypermedia tasks which provide the adaptation of the information presented to the student according to individual objectives, interests and/or knowledge.peerReviewe

    Assisted Viewpoint Interaction for 3D Visualization

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    Many three-dimensional visualizations are characterized by the use of a mobile viewpoint that offers multiple perspectives on a set of visual information. To effectively control the viewpoint, the viewer must simultaneously manage the cognitive tasks of understanding the layout of the environment, and knowing where to look to find relevant information, along with mastering the physical interaction required to position the viewpoint in meaningful locations. Numerous systems attempt to address these problems by catering to two extremes: simplified controls or direct presentation. This research attempts to promote hybrid interfaces that offer a supportive, yet unscripted exploration of a virtual environment.Attentive navigation is a specific technique designed to actively redirect viewers' attention while accommodating their independence. User-evaluation shows that this technique effectively facilitates several visualization tasks including landmark recognition, survey knowledge acquisition, and search sensitivity. Unfortunately, it also proves to be excessively intrusive, leading viewers to occasionally struggle for control of the viewpoint. Additional design iterations suggest that formalized coordination protocols between the viewer and the automation can mute the shortcomings and enhance the effectiveness of the initial attentive navigation design.The implications of this research generalize to inform the broader requirements for Human-Automation interaction through the visual channel. Potential applications span a number of fields, including visual representations of abstract information, 3D modeling, virtual environments, and teleoperation experiences
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