3,294 research outputs found

    Glaubwürdigkeit und Einsatz des szenariobasierten X-in-the-Loop-Tests für Fahrerassistenzsysteme

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    Fahrerassistenzsysteme tragen gerade im Bereich der Nutzfahrzeuge zur Verkehrssicherheit bei. Darüber hinaus bietet das hochautomatisierte Fahren neue Geschäftsmodelle. Eine zentrale Herausforderung bei der Entwicklung dieser Systeme ist die steigende Breite und Tiefe der Testfälle. Bereits in heutigen Entwicklungsprojekten stoßen vorhandene Realtestkapazitäten an ihre Grenzen. Daher sind neue Methoden zum Test von Fahrerassistenzsystemen erforderlich. Die Kombination aus szenariobasiertem Testen und X-in-the-Loop-Testumgebungen ist ein vielversprechender Ansatz. In dieser Dissertation werden drei Einsatzmöglichkeiten des szenariobasierten XiL-Tests in einem Serien-Entwicklungsprojekt eingeführt und diskutiert. Als besonders geeignet wird hierbei der Einsatz beim Software-Qualifizierungstest bewertet und in einem Prozessentwurf weiter detailliert. Schwerpunkt ist die Zuordnung von Szenarien auf Testumgebungen mit dem Ziel, die Testabdeckung, die Glaubwürdigkeit der Testergebnisse und die Effizienz der Testdurchführung zu optimieren. Ein entscheidender Prozessschritt ist die sogenannte Glaubwürdigkeitsbewertung. Diese bewertet ein konkretes Szenario in einer spezifischen Testumgebung und besteht je nach Konfidenzanforderung aus den drei Schritten Prädiktion, Plausibilisierung und Validierung. In der Prädiktion werden mithilfe von Unsicherheitsmodellen für drei Subsysteme der XiL-Umgebung und einer Monte-Carlo-Simulation Testergebnis-Verteilungen generiert und mit einem Multinomialansatz Konfidenzintervalle ermittelt. Die Plausibilisierung prüft mithilfe von Pass/Fail-Kriterien und Szenariodistanzmaßen die Äquivalenz einzelner Testausführungen in XiL und Realtest. Bei der Validierung findet ein statistischer Abgleich der Testergebnis-Verteilungen aus XiL und Realtest mithilfe des Barnard-Tests statt. Die Glaubwürdigkeitsbewertung wird auf Basis von Software-in-the-Loop-Daten eines Entwicklungsprojekts für Fahrerassistenzsysteme für insgesamt sieben konkrete Szenarien evaluiert

    Digital technologies for behavioral change in sustainability domains: a systematic mapping review

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    Sustainability research has emerged as an interdisciplinary area of knowledge about how to achieve sustainable development, while political actions toward the goal are still in their infancy. A sustainable world is mirrored by a healthy environment in which humans can live without jeopardizing the survival of future generations. The main aim of this contribution was to carry out a systematic mapping (SM) of the applications of digital technologies in promoting environmental sustainability. From a rigorous search of different databases, a set of more than 1000 studies was initially retrieved and then, following screening criteria based on the ROSES (RepOrting standards for Systematic Evidence Syntheses) procedure, a total of N = 37 studies that met the eligibility criteria were selected. The studies were coded according to different descriptive variables, such as digital technology used for the intervention, type of sustainable behavior promoted, research design, and population for whom the intervention was applied. Results showed the emergence of three main clusters of Digital Technologies (i.e., virtual/immersive/augmented reality, gamification, and power-metering systems) and two main Sustainable Behaviors (SBs) (i.e., energy and water-saving, and pollution reduction). The need for a clearer knowledge of which digital interventions work and the reasons why they work (or do not work) does not emerge from the outcomes of this set of studies. Future studies on digital interventions should better detail intervention design characteristics, alongside the reasons underlying design choices, both behaviourally and technologically. This should increase the likelihood of the successful adoption of digital interventions promoting behavioral changes in a more sustainable direction

    Digitalization and Development

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    This book examines the diffusion of digitalization and Industry 4.0 technologies in Malaysia by focusing on the ecosystem critical for its expansion. The chapters examine the digital proliferation in major sectors of agriculture, manufacturing, e-commerce and services, as well as the intermediary organizations essential for the orderly performance of socioeconomic agents. The book incisively reviews policy instruments critical for the effective and orderly development of the embedding organizations, and the regulatory framework needed to quicken the appropriation of socioeconomic synergies from digitalization and Industry 4.0 technologies. It highlights the importance of collaboration between government, academic and industry partners, as well as makes key recommendations on how to encourage adoption of IR4.0 technologies in the short- and long-term. This book bridges the concepts and applications of digitalization and Industry 4.0 and will be a must-read for policy makers seeking to quicken the adoption of its technologies

    Natural and Technological Hazards in Urban Areas

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    Natural hazard events and technological accidents are separate causes of environmental impacts. Natural hazards are physical phenomena active in geological times, whereas technological hazards result from actions or facilities created by humans. In our time, combined natural and man-made hazards have been induced. Overpopulation and urban development in areas prone to natural hazards increase the impact of natural disasters worldwide. Additionally, urban areas are frequently characterized by intense industrial activity and rapid, poorly planned growth that threatens the environment and degrades the quality of life. Therefore, proper urban planning is crucial to minimize fatalities and reduce the environmental and economic impacts that accompany both natural and technological hazardous events

    Pre-Deployment Testing of Low Speed, Urban Road Autonomous Driving in a Simulated Environment

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    Low speed autonomous shuttles emulating SAE Level L4 automated driving using human driver assisted autonomy have been operating in geo-fenced areas in several cities in the US and the rest of the world. These autonomous vehicles (AV) are operated by small to mid-sized technology companies that do not have the resources of automotive OEMs for carrying out exhaustive, comprehensive testing of their AV technology solutions before public road deployment. Due to the low speed of operation and hence not operating on roads containing highways, the base vehicles of these AV shuttles are not required to go through rigorous certification tests. The way the driver assisted AV technology is tested and allowed for public road deployment is continuously evolving but is not standardized and shows differences between the different states where these vehicles operate. Currently, AVs and AV shuttles deployed on public roads are using these deployments for testing and improving their technology. However, this is not the right approach. Safe and extensive testing in a lab and controlled test environment including Model-in-the-Loop (MiL), Hardware-in-the-Loop (HiL) and Autonomous-Vehicle-in-the-Loop (AViL) testing should be the prerequisite to such public road deployments. This paper presents three dimensional virtual modeling of an AV shuttle deployment site and simulation testing in this virtual environment. We have two deployment sites in Columbus of these AV shuttles through the Department of Transportation funded Smart City Challenge project named Smart Columbus. The Linden residential area AV shuttle deployment site of Smart Columbus is used as the specific example for illustrating the AV testing method proposed in this paper

    Exploration autonome et efficiente de chantiers miniers souterrains inconnus avec un drone filaire

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    Abstract: Underground mining stopes are often mapped using a sensor located at the end of a pole that the operator introduces into the stope from a secure area. The sensor emits laser beams that provide the distance to a detected wall, thus creating a 3D map. This produces shadow zones and a low point density on the distant walls. To address these challenges, a research team from the Université de Sherbrooke is designing a tethered drone equipped with a rotating LiDAR for this mission, thus benefiting from several points of view. The wired transmission allows for unlimited flight time, shared computing, and real-time communication. For compatibility with the movement of the drone after tether entanglements, the excess length is integrated into an onboard spool, contributing to the drone payload. During manual piloting, the human factor causes problems in the perception and comprehension of a virtual 3D environment, as well as the execution of an optimal mission. This thesis focuses on autonomous navigation in two aspects: path planning and exploration. The system must compute a trajectory that maps the entire environment, minimizing the mission time and respecting the maximum onboard tether length. Path planning using a Rapidly-exploring Random Tree (RRT) quickly finds a feasible path, but the optimization is computationally expensive and the performance is variable and unpredictable. Exploration by the frontier method is representative of the space to be explored and the path can be optimized by solving a Traveling Salesman Problem (TSP) but existing techniques for a tethered drone only consider the 2D case and do not optimize the global path. To meet these challenges, this thesis presents two new algorithms. The first one, RRT-Rope, produces an equal or shorter path than existing algorithms in a significantly shorter computation time, up to 70% faster than the next best algorithm in a representative environment. A modified version of RRT-connect computes a feasible path, shortened with a deterministic technique that takes advantage of previously added intermediate nodes. The second algorithm, TAPE, is the first 3D cavity exploration method that focuses on minimizing mission time and unwound tether length. On average, the overall path is 4% longer than the method that solves the TSP, but the tether remains under the allowed length in 100% of the simulated cases, compared to 53% with the initial method. The approach uses a 2-level hierarchical architecture: global planning solves a TSP after frontier extraction, and local planning minimizes the path cost and tether length via a decision function. The integration of these two tools in the NetherDrone produces an intelligent system for autonomous exploration, with semi-autonomous features for operator interaction. This work opens the door to new navigation approaches in the field of inspection, mapping, and Search and Rescue missions.La cartographie des chantiers miniers souterrains est souvent réalisée à l’aide d’un capteur situé au bout d’une perche que l’opérateur introduit dans le chantier, depuis une zone sécurisée. Le capteur émet des faisceaux laser qui fournissent la distance à un mur détecté, créant ainsi une carte en 3D. Ceci produit des zones d’ombres et une faible densité de points sur les parois éloignées. Pour relever ces défis, une équipe de recherche de l’Université de Sherbrooke conçoit un drone filaire équipé d’un LiDAR rotatif pour cette mission, bénéficiant ainsi de plusieurs points de vue. La transmission filaire permet un temps de vol illimité, un partage de calcul et une communication en temps réel. Pour une compatibilité avec le mouvement du drone lors des coincements du fil, la longueur excédante est intégrée dans une bobine embarquée, qui contribue à la charge utile du drone. Lors d’un pilotage manuel, le facteur humain entraîne des problèmes de perception et compréhension d’un environnement 3D virtuel, et d’exécution d’une mission optimale. Cette thèse se concentre sur la navigation autonome sous deux aspects : la planification de trajectoire et l’exploration. Le système doit calculer une trajectoire qui cartographie l’environnement complet, en minimisant le temps de mission et en respectant la longueur maximale de fil embarquée. La planification de trajectoire à l’aide d’un Rapidly-exploring Random Tree (RRT) trouve rapidement un chemin réalisable, mais l’optimisation est coûteuse en calcul et la performance est variable et imprévisible. L’exploration par la méthode des frontières est représentative de l’espace à explorer et le chemin peut être optimisé en résolvant un Traveling Salesman Problem (TSP), mais les techniques existantes pour un drone filaire ne considèrent que le cas 2D et n’optimisent pas le chemin global. Pour relever ces défis, cette thèse présente deux nouveaux algorithmes. Le premier, RRT-Rope, produit un chemin égal ou plus court que les algorithmes existants en un temps de calcul jusqu’à 70% plus court que le deuxième meilleur algorithme dans un environnement représentatif. Une version modifiée de RRT-connect calcule un chemin réalisable, raccourci avec une technique déterministe qui tire profit des noeuds intermédiaires préalablement ajoutés. Le deuxième algorithme, TAPE, est la première méthode d’exploration de cavités en 3D qui minimise le temps de mission et la longueur du fil déroulé. En moyenne, le trajet global est 4% plus long que la méthode qui résout le TSP, mais le fil reste sous la longueur autorisée dans 100% des cas simulés, contre 53% avec la méthode initiale. L’approche utilise une architecture hiérarchique à 2 niveaux : la planification globale résout un TSP après extraction des frontières, et la planification locale minimise le coût du chemin et la longueur de fil via une fonction de décision. L’intégration de ces deux outils dans le NetherDrone produit un système intelligent pour l’exploration autonome, doté de fonctionnalités semi-autonomes pour une interaction avec l’opérateur. Les travaux réalisés ouvrent la porte à de nouvelles approches de navigation dans le domaine des missions d’inspection, de cartographie et de recherche et sauvetage

    PlayMaps - Representation of 3D cartography data in Augmented Reality (AR) games

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    A presente dissertação tem como tema a representação de dados cartográficos 3D em ambientes de Realidade Aumentada (RA) aplicados a tecnologias móveis. No turismo, a escolha de um lugar para visitar pode ser um processo árduo e exaustivo que na maioria das vezes traz contratempos imprevistos. Dada a abundância de informações sobre um local, ou mesmo a falta dela em muitas circunstâncias, é simples para um possível turista ficar desorientado e fazer o julgamento incorreto de não visitá-lo. Em muitos casos, as pessoas até desconhecem o potencial das regiões. Muitos representantes têm lutado para encontrar maneiras de atrair mais turistas para suas cidades, muitas vezes se perguntando: "Como posso promover minha cidade para o mundo de uma maneira mais eficaz?". Obviamente, essa divulgação precisa ser feita de forma segura e acessível. Assim, esta dissertação pretende criar um jogo para adolescentes, entre os 10 e os 15 anos, baseado em Realidade Aumentada (RA), que seja capaz de digitalizar um mapa em papel e permitir ao utilizador interagir com o mesmo. A app terá de proporcionar a componente educativa do território e também um nível adequado de interação com o utilizador. Este aplicativo será fácil de usar e compatível com qualquer sistema operacional móvel. Como tal, foi pensado para que qualquer pessoa com um smartphone possa utilizar esta tecnologia. Além disso, este aplicativo será flexível, adaptável e genérico. Cartografias diferentes exigirão modelos geográficos diferentes ou mesmo metodologias de jogo diferentes. Portanto, este aplicativo terá a capacidade de importar diferentes informações geográficas e criar um jogo específico para essa cartografia. Dois estudos anteriores foram realizados nesta área, nomeadamente para potenciar a experiência de visitas à Galeria da Biodiversidade e ao Jardim Botânico como forma de jogo. O primeiro estudo utiliza o método "case study", utilizando uma abordagem quantitativa e qualitativa para entender como a experiência lúdica proporcionada pela tecnologia de realidade aumentada pode contribuir para a entrega de informações que esses espaços pretendem transmitir aos visitantes {soares2021flo}. O segundo estudo procurou explorar formas de conectar ambientes internos e externos por meio de Realidade Aumentada (RA) {teixeira2021serious}. Esses tipos de abordagens de como disseminar informações são fundamentais para que o usuário tenha uma compreensão adequada do que a região tem a oferecer. Esses recursos serão aplicados ao mapeamento de territórios conhecidos a fim de investigar formas de promover o turismo melhorando e inovando a forma como as pessoas aprendem e exploram novas cidades e outros espaços. Embora esta dissertação seja apenas um caso de estudo, com esta implementação, a solução proposta pode funcionar como base para o desenvolvimento de uma ferramenta universal para qualquer instituição e/ou cidade que se queira promover.The present dissertation has, as its theme, the representation of 3D cartography data in Augmented Reality (AR) environments applied to mobile technologies. In tourism, choosing a place to visit can be a hard and exhaustive process which most times brings unforeseen setbacks. Given the abundance of information about a location, or even the lack thereof in many circumstances, it's simple for a possible tourist to become disoriented and make the incorrect judgement of not visiting it. In many cases, people even are unaware of the regions' potential. Many city officials and space marketers have struggled to find ways to attract more tourists to their cities, often asking themselves, "How can I promote my city to the world in a more effective way?". Obviously, this advertisement needs to be done in a safe and affordable way. Therefore, this dissertation aims to create a game for teens, between 10 and 15 years old, based on Augmented Reality (AR), which is capable to digitise a paper map and allowing the user to interact with it. The app will have to provide the educational component of the territory and also an appropriate level of interaction with the user. This app will be easy to use, user-friendly and compatible with any mobile operating system. As such, it is designed that anyone with a smart phone can use this technology. Furthermore, this app will be flexible, adaptable and generic. Different cartographies will require different geographical models or even different game methodologies. Therefore, this application will have the ability to import different geographic information, and create a specific game to that cartography. Two previous studies were carried out in this area, namely to enhance the experience of visits to Galeria da Biodiversidade and Jardim Botânico as a form of a game. The first study employs the case study method, using a quantitative and qualitative approach to comprehend how the entertaining experience given by augmented reality technology may contribute in the delivery of the information these spaces intend to transmit to visitors {soares2021flo}. The second study sought to explore ways to connect indoor and outdoor environments through Augmented Reality (AR) {teixeira2021serious}. These types of approaches on how to disseminate information are fundamental for the user to have an appropriate grasp of what the region has to offer. These functionalities will be applied to cartography of know territories in order to investigate ways to promote tourism by improving and innovating the way people learn and explore new cities and other spaces. Although this dissertation is only a case study, with this implementation, the proposed solution can become a stepping stone to the development of a universal tool for any institution and/or city that intends to promote itself

    Advances and Applications of DSmT for Information Fusion. Collected Works, Volume 5

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    This fifth volume on Advances and Applications of DSmT for Information Fusion collects theoretical and applied contributions of researchers working in different fields of applications and in mathematics, and is available in open-access. The collected contributions of this volume have either been published or presented after disseminating the fourth volume in 2015 in international conferences, seminars, workshops and journals, or they are new. The contributions of each part of this volume are chronologically ordered. First Part of this book presents some theoretical advances on DSmT, dealing mainly with modified Proportional Conflict Redistribution Rules (PCR) of combination with degree of intersection, coarsening techniques, interval calculus for PCR thanks to set inversion via interval analysis (SIVIA), rough set classifiers, canonical decomposition of dichotomous belief functions, fast PCR fusion, fast inter-criteria analysis with PCR, and improved PCR5 and PCR6 rules preserving the (quasi-)neutrality of (quasi-)vacuous belief assignment in the fusion of sources of evidence with their Matlab codes. Because more applications of DSmT have emerged in the past years since the apparition of the fourth book of DSmT in 2015, the second part of this volume is about selected applications of DSmT mainly in building change detection, object recognition, quality of data association in tracking, perception in robotics, risk assessment for torrent protection and multi-criteria decision-making, multi-modal image fusion, coarsening techniques, recommender system, levee characterization and assessment, human heading perception, trust assessment, robotics, biometrics, failure detection, GPS systems, inter-criteria analysis, group decision, human activity recognition, storm prediction, data association for autonomous vehicles, identification of maritime vessels, fusion of support vector machines (SVM), Silx-Furtif RUST code library for information fusion including PCR rules, and network for ship classification. Finally, the third part presents interesting contributions related to belief functions in general published or presented along the years since 2015. These contributions are related with decision-making under uncertainty, belief approximations, probability transformations, new distances between belief functions, non-classical multi-criteria decision-making problems with belief functions, generalization of Bayes theorem, image processing, data association, entropy and cross-entropy measures, fuzzy evidence numbers, negator of belief mass, human activity recognition, information fusion for breast cancer therapy, imbalanced data classification, and hybrid techniques mixing deep learning with belief functions as well
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