900 research outputs found

    Smart Pipe System for a Shipyard 4.0

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    As a result of the progressive implantation of the Industry 4.0 paradigm, many industries are experimenting a revolution that shipyards cannot ignore. Therefore, the application of the principles of Industry 4.0 to shipyards are leading to the creation of Shipyards 4.0. Due to this, Navantia, one of the 10 largest shipbuilders in the world, is updating its whole inner workings to keep up with the near-future challenges that a Shipyard 4.0 will have to face. Such challenges can be divided into three groups: the vertical integration of production systems, the horizontal integration of a new generation of value creation networks, and the re-engineering of the entire production chain, making changes that affect the entire life cycle of each piece of a ship. Pipes, which exist in a huge number and varied typology on a ship, are one of the key pieces, and its monitoring constitutes a prospective cyber-physical system. Their improved identification, traceability, and indoor location, from production and through their life, can enhance shipyard productivity and safety. In order to perform such tasks, this article first conducts a thorough analysis of the shipyard environment. From this analysis, the essential hardware and software technical requirements are determined. Next, the concept of smart pipe is presented and defined as an object able to transmit signals periodically that allows for providing enhanced services in a shipyard. In order to build a smart pipe system, different technologies are selected and evaluated, concluding that passive and active RFID are currently the most appropriate technologies to create it. Furthermore, some promising indoor positioning results obtained in a pipe workshop are presented, showing that multi-antenna algorithms and Kalman filtering can help to stabilize Received Signal Strength (RSS) and improve the overall accuracy of the system.Comment: 43 pages, 25 figures, accepted version of Sensors journal articl

    Spatially Aware Computing for Natural Interaction

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    Spatial information refers to the location of an object in a physical or digital world. Besides, it also includes the relative position of an object related to other objects around it. In this dissertation, three systems are designed and developed. All of them apply spatial information in different fields. The ultimate goal is to increase the user friendliness and efficiency in those applications by utilizing spatial information. The first system is a novel Web page data extraction application, which takes advantage of 2D spatial information to discover structured records from a Web page. The extracted information is useful to re-organize the layout of a Web page to fit mobile browsing. The second application utilizes the 3D spatial information of a mobile device within a large paper-based workspace to implement interactive paper that combines the merits of paper documents and mobile devices. This application can overlay digital information on top of a paper document based on the location of a mobile device within a workspace. The third application further integrates 3D space information with sound detection to realize an automatic camera management system. This application automatically controls multiple cameras in a conference room, and creates an engaging video by intelligently switching camera shots among meeting participants based on their activities. Evaluations have been made on all three applications, and the results are promising. In summary, this dissertation comprehensively explores the usage of spatial information in various applications to improve the usability

    The Geometry and Usage of the Supplementary Fisheye Lenses in Smartphones

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    Nowadays, mobile phones are more than a device that can only satisfy the communication need between people. Since fisheye lenses integrated with mobile phones are lightweight and easy to use, they are advantageous. In addition to this advantage, it is experimented whether fisheye lens and mobile phone combination can be used in a photogrammetric way, and if so, what will be the result. Fisheye lens equipment used with mobile phones was tested in this study. For this, standard calibration of ‘Olloclip 3 in one’ fisheye lens used with iPhone 4S mobile phone and ‘Nikon FC‐E9’ fisheye lens used with Nikon Coolpix8700 are compared based on equidistant model. This experimental study shows that Olloclip 3 in one fisheye lens developed for mobile phones has at least the similar characteristics with classic fisheye lenses. The dimensions of fisheye lenses used with smart phones are getting smaller and the prices are reducing. Moreover, as verified in this study, the accuracy of fisheye lenses used in smartphones is better than conventional fisheye lenses. The use of smartphones with fisheye lenses will give the possibility of practical applications to ordinary users in the near future

    The ASPECTA toolkit : affordable Full Coverage Displays

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    Full Coverage Displays (FCDs) cover the interior surface of an entire room with pixels. FCDs make possible many new kinds of immersive display experiences - but current technology for building FCDs is expensive and complex, and software support for developing full-coverage applications is limited. To address these problems, we introduce ASPECTA, a hardware configuration and software toolkit that provide a low-cost and easy-to-use solution for creating full coverage systems. We outline ASPECTA’s (minimal) hardware requirements and describe the toolkit’s architecture, development API, server implementation, and configuration tool; we also provide a full example of how the toolkit can be used. We performed two evaluations of the toolkit: a case study of a research system built with ASPECTA, and a laboratory study that tested the effectiveness of the API. Our evaluations, as well as multiple examples of ASPECTA in use, show how ASPECTA can simplify configuration and development while still dramatically reducing the cost for creators of applications that take advantage of full-coverage displays.Postprin

    Human-computer interaction in ubiquitous computing environments

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    Purpose &ndash; The purpose of this paper is to explore characteristics of human-computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings. Design/methodology/approach &ndash; The paper quantifies the performance of human movement based on Fitt\u27s Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium. Findings &ndash; The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm. Practical implications &ndash; In pervasive computing environments the challenge is to create intuitive and user-friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user\u27s body-based interaction styles. Originality/value &ndash; The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings. <br /

    THE SMART BOOKSHELF

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    The smart bookshelf serves as a test-bed to study environments that are intelligently augmented by projector-camera devices. The system utilizes a camera pair and a projector coupled with an RFID reader to monitor and maintain the state of a real world library shelf. Using a simple calibration scheme, the homography induced by the world plane in which book spines approximately lie is estimated. As books are added to the shelf, a foreground detection algorithm which takes into account the projected information yields new pixels in each view that are then verified using a planar parallax constraint across both cameras to yield the precise location of the book spine. The system allows users to query for the presence of a books through a user interface, highlighting the spines of present book using the known locations obtained through foreground detection and transforming image pixels to their corresponding points in the projectors frame via a derived homography. The system also can display the state of the bookshelf at any time in the past. Utilizing RFID tags increases robustness and usefulness of the application. Tags encode information about a book such as the title, author, etc, that can be used to query the system. It is used in conjunction with the visual system to infer the state of the shelf. This work provides a novel foreground detection algorithm that works across views, using loose geometric constraints instead pixel color similarity to robustly isolate foreground pixels. The system also takes into account projected information which if not handled would be detrimental to the system. The intent of this work was to study the feasibility of an augmented reality system and use this application as a testbed to study the issues of building such a system

    Bridges Structural Health Monitoring and Deterioration Detection Synthesis of Knowledge and Technology

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    INE/AUTC 10.0

    Vision Sensors and Edge Detection

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    Vision Sensors and Edge Detection book reflects a selection of recent developments within the area of vision sensors and edge detection. There are two sections in this book. The first section presents vision sensors with applications to panoramic vision sensors, wireless vision sensors, and automated vision sensor inspection, and the second one shows image processing techniques, such as, image measurements, image transformations, filtering, and parallel computing

    Convex Interaction : VR o mochiita kōdō asshuku ni yoru kūkanteki intarakushon no kakuchō

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