1,218 research outputs found

    Analysis and Observations from the First Amazon Picking Challenge

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    This paper presents a overview of the inaugural Amazon Picking Challenge along with a summary of a survey conducted among the 26 participating teams. The challenge goal was to design an autonomous robot to pick items from a warehouse shelf. This task is currently performed by human workers, and there is hope that robots can someday help increase efficiency and throughput while lowering cost. We report on a 28-question survey posed to the teams to learn about each team's background, mechanism design, perception apparatus, planning and control approach. We identify trends in this data, correlate it with each team's success in the competition, and discuss observations and lessons learned based on survey results and the authors' personal experiences during the challenge

    Systematic mapping literature review of mobile robotics competitions

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    This paper presents a systematic mapping literature review about the mobile robotics competitions that took place over the last few decades in order to obtain an overview of the main objectives, target public, challenges, technologies used and final application area to show how these competitions have been contributing to education. In the review we found 673 papers from 5 different databases and at the end of the process, 75 papers were classified to extract all the relevant information using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) method. More than 50 mobile robotics competitions were found and it was possible to analyze most of the competitions in detail in order to answer the research questions, finding the main goals, target public, challenges, technologies and application area, mainly in education.info:eu-repo/semantics/publishedVersio

    New ways to learn science with enjoyment: robotics as a challenge

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    It is well known that during their learning process youngsters prefer and enjoy exciting challenges, so that they don’t get bored in school. Many of those challenges are blossoming all around the world in an annual basis, and they stimulate students because they create new objectives, they allow creativity, discovering new and unique solutions and allow comparison of the work carried out by other teams. The robotics interest has been growing quickly and many schools are adopting this knowledge area due to its multidisciplinary, for being stimulating, for allowing students creativity, for being so practical and hands-on, and it technologically sounds good. Many challenges have being created in the last few years, both pedagogical and competitive, and requiring different levels of know-how. This paper describes the most important robotics challenges in terms of it main objectives and rules, the age target, its geographical localization, its average budget and the first steps to be taken for new teams. After reading this paper teachers will be able to decide which robotic challenge is more suitable for his team

    Mobile Robotics

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    The book is a collection of ten scholarly articles and reports of experiences and perceptions concerning pedagogical practices with mobile robotics.“This work is funded by CIEd – Research Centre on Education, project UID/CED/01661/2019, Institute of Education, University of Minho, through national funds of FCT/MCTES-PT.

    Conference on Intelligent Robotics in Field, Factory, Service, and Space (CIRFFSS 1994), volume 1

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    The AIAA/NASA Conference on Intelligent Robotics in Field, Factory, Service, and Space (CIRFFSS '94) was originally proposed because of the strong belief that America's problems of global economic competitiveness and job creation and preservation can partly be solved by the use of intelligent robotics, which are also required for human space exploration missions. Individual sessions addressed nuclear industry, agile manufacturing, security/building monitoring, on-orbit applications, vision and sensing technologies, situated control and low-level control, robotic systems architecture, environmental restoration and waste management, robotic remanufacturing, and healthcare applications

    A Comprehensive Review on Autonomous Navigation

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    The field of autonomous mobile robots has undergone dramatic advancements over the past decades. Despite achieving important milestones, several challenges are yet to be addressed. Aggregating the achievements of the robotic community as survey papers is vital to keep the track of current state-of-the-art and the challenges that must be tackled in the future. This paper tries to provide a comprehensive review of autonomous mobile robots covering topics such as sensor types, mobile robot platforms, simulation tools, path planning and following, sensor fusion methods, obstacle avoidance, and SLAM. The urge to present a survey paper is twofold. First, autonomous navigation field evolves fast so writing survey papers regularly is crucial to keep the research community well-aware of the current status of this field. Second, deep learning methods have revolutionized many fields including autonomous navigation. Therefore, it is necessary to give an appropriate treatment of the role of deep learning in autonomous navigation as well which is covered in this paper. Future works and research gaps will also be discussed

    Autonomous mobile robot for outdoor slope using 2D LiDAR with uniaxial gimbal mechanism

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    The Nakanoshima Challenge is a contest for developing sophisticated navigation systems of robots for collecting garbage in outdoor public spaces. In this study, a robot named Navit(oo)n is designed, and its performance in public spaces such as city parks is evaluated. Navit(oo)n contains two 2D LiDAR scanners with uniaxial gimbal mechanism, improving self-localization robustness on a slope. The gimbal mechanism adjusts the angle of the LiDAR scanner, preventing erroneous ground detection. We evaluate the navigation performance of Navit(oo)n in the Nakanoshima and its Extra Challenges

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Multi-Robot Systems: Challenges, Trends and Applications

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    This book is a printed edition of the Special Issue entitled “Multi-Robot Systems: Challenges, Trends, and Applications” that was published in Applied Sciences. This Special Issue collected seventeen high-quality papers that discuss the main challenges of multi-robot systems, present the trends to address these issues, and report various relevant applications. Some of the topics addressed by these papers are robot swarms, mission planning, robot teaming, machine learning, immersive technologies, search and rescue, and social robotics
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