7,823 research outputs found

    Towards Autonomous Selective Harvesting: A Review of Robot Perception, Robot Design, Motion Planning and Control

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    This paper provides an overview of the current state-of-the-art in selective harvesting robots (SHRs) and their potential for addressing the challenges of global food production. SHRs have the potential to increase productivity, reduce labour costs, and minimise food waste by selectively harvesting only ripe fruits and vegetables. The paper discusses the main components of SHRs, including perception, grasping, cutting, motion planning, and control. It also highlights the challenges in developing SHR technologies, particularly in the areas of robot design, motion planning and control. The paper also discusses the potential benefits of integrating AI and soft robots and data-driven methods to enhance the performance and robustness of SHR systems. Finally, the paper identifies several open research questions in the field and highlights the need for further research and development efforts to advance SHR technologies to meet the challenges of global food production. Overall, this paper provides a starting point for researchers and practitioners interested in developing SHRs and highlights the need for more research in this field.Comment: Preprint: to be appeared in Journal of Field Robotic

    Despliegue de red LPWAN en entorno industrial con movilidad

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    [ES] La tecnología que comenzó a conectar masivamente a las personas hace décadas se ha desarrollado para conectar dispositivos también. La red de conectividad global resultante se denomina el internet de las cosas. Tiene aplicaciones útiles en todos los sectores de la economía y está preparado para liderar la cuarta revolución industrial, que busca la eficiencia a través de la recopilación de datos. Para lograrlo se necesita un número cada vez mayor de dispositivos, que deben ser eficientes energéticamente para permitir que estas redes sean viables tanto económica como ambientalmente. Cubrir grandes espacios con la menor cantidad posible de recursos de hardware también ayuda a reducir los costes de despliegue, y aquí es exactamente donde entran en juego las redes LPWAN (Low-Power Wide-Area Network). El objetivo de este proyecto es crear una herramienta que permita el despliegue rápido y sencillo de una red LPWAN en un entorno industrial en un contexto de movilidad. El autor ha seleccionado la tecnología LPWAN que mejor se adapta al proyecto (LoRaWAN) y una solución basada en ella, ChirpStack. Se ha desarrollado una aplicación web funcional como candidata ideal para ser la herramienta que permita despliegues de movilidad LPWAN. El uso de la aplicación web desarrollada conlleva además una mayor eficiencia de costes, ya que ahorra al usuario múltiples pasos de configuración tediosos antes de activar un nuevo nodo. Esta herramienta también logra una mayor abstracción de la tecnología de comunicaciones que se está implementando, haciéndola accesible a un mercado aún mayor. Un análisis de los resultados obtenidos destaca el éxito en la consecución de dos objetivos secundarios, la reducción del tiempo de activación del dispositivo final y la abstracción de la tecnología adyacente, además de ser una herramienta de movilidad válida para el despliegue industrial de redes LPWAN.[EN] The technology that started massively connecting people decades ago has been developed to begin connecting devices as well. The resulting global connectivity network is called the Internet of Things. It has useful applications in every sector and is set to lead the fourth industrial revolution. Efficiency through data gathering is the goal of an ever-increasing number of devices. Energy efficiency is key to make this network scalable without skyrocketing electrical consumption. Covering big spaces with as few hardware resources as possible also helps at reducing costs. This is exactly where Low-Power Wide-Area Networks come into play. The aim of this project is to create a tool that allows the fast and easy deployment of a LPWAN network in an industrial environment in a mobility context. The author has selected the LPWAN technology that best fits the project (LoRaWAN) and a solution based on it, ChirpStack. A functional web application has been developed as an ideal candidate to be the tool that allows LPWAN mobility deployments. Further cost efficiency is unlocked by the developed web application, which saves the user multiple tedious configuration steps before activating a new end-device. This tool also achieves further abstraction from the technology that is being implementing, making it accessible to an even greater market. An analysis of the results obtained highlights the success in achieving both secondary goals, a reduction in end-device activation time and an abstraction of the telecommunications technology, apart from being a mobility tool for industrial deployment of LPWAN networks.Hernández Álvarez, R. (2022). Despliegue de red LPWAN en entorno industrial con movilidad. Universitat Politècnica de València. http://hdl.handle.net/10251/181897TFG

    From wallet to mobile: exploring how mobile payments create customer value in the service experience

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    This study explores how mobile proximity payments (MPP) (e.g., Apple Pay) create customer value in the service experience compared to traditional payment methods (e.g. cash and card). The main objectives were firstly to understand how customer value manifests as an outcome in the MPP service experience, and secondly to understand how the customer activities in the process of using MPP create customer value. To achieve these objectives a conceptual framework is built upon the Grönroos-Voima Value Model (Grönroos and Voima, 2013), and uses the Theory of Consumption Value (Sheth et al., 1991) to determine the customer value constructs for MPP, which is complimented with Script theory (Abelson, 1981) to determine the value creating activities the consumer does in the process of paying with MPP. The study uses a sequential exploratory mixed methods design, wherein the first qualitative stage uses two methods, self-observations (n=200) and semi-structured interviews (n=18). The subsequent second quantitative stage uses an online survey (n=441) and Structural Equation Modelling analysis to further examine the relationships and effect between the value creating activities and customer value constructs identified in stage one. The academic contributions include the development of a model of mobile payment services value creation in the service experience, introducing the concept of in-use barriers which occur after adoption and constrains the consumers existing use of MPP, and revealing the importance of the mobile in-hand momentary condition as an antecedent state. Additionally, the customer value perspective of this thesis demonstrates an alternative to the dominant Information Technology approaches to researching mobile payments and broadens the view of technology from purely an object a user interacts with to an object that is immersed in consumers’ daily life

    Playing and Making History: How Game Design and Gameplay Afford Opportunities for a Critical Engagement with the Past

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    For decades there has been a call for educators to explore new possibilities for meeting educational goals defined broadly under a number of 'twenty-first century competencies' curricula (Dede, 2014; Voogt et al., 2013). These stress the need for students to combine critical skills development with an understanding of the processes and reach of technologies in daily life, in order to prepare them for a shifting cultural and economic landscape. In response, an extensive literature has grown up about game-based learning (Brown, 2008; de Castell, 2011; Gee, 2003; Gee and Hayes, 2011; Jenson, Taylor, de Castell, 2011; Jenson et al., 2016; Kafai, 1995; 2012; 2016; Prensky, 2001; Squire, 2004; 2011; Steinkuehler, 2006) that seeks to explore whether/how games can be used productively in education. History as a discipline lends itself particularly well to game-based learning. It is bound up in questions of interpretation, agency, and choice, considerations that gameplay and game design as processes highlight well. My research explores the uses of digital historical games in history education, and most especially in the acquisition of critical historical skills. These skills are defined as the capacity to view and engage with the constitutive parts of historical scholarship and objects: interpretation, argument, evidence, ideology, subject position, class, race, sex, etc. This thesis will present findings from two participant-based research studies that I organized and ran between 2018 and 2019. In the first, participants were tasked with playing a counterfactual historical game, Fallout 4, and talking about their experiences, as well as answering questions about history and historical understandings. The second study took the form of an interactive digital history course. In it, students, working in small groups, were tasked with creating their own historical games. Exploring both gameplay and game production answers the call issued by Kafai and Burke (2016) that researchers should view the potential for games in education holistically, rather than in either/or terms. Taken together, this thesis argues that playing and especially making historical games offers opportunities for learners to engage with epistemological concepts in history in meaningful ways that can advance their critical understanding of history as a subject

    Freelance subtitlers in a subtitle production network in the OTT industry in Thailand: a longitudinal study

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    The present study sets out to investigate a subtitle production network in the over-the-top (OTT) industry in Thailand through the perspective of freelance subtitlers. A qualitative longitudinal research design was adopted to gain insights into (1) the way the work practices of freelance subtitlers are influenced by both human and non-human actors in the network, (2) the evolution of the network, and (3) how the freelance subtitlers’ perception of quality is influenced by changes occurring in the network. Eleven subtitlers were interviewed every six months over a period of two years, contributing to over 60 hours of interview data. The data analysis was informed by selected concepts from Actor-Network Theory (ANT) (Law 1992, 2009; Latour 1996, 2005; Mol 2010), and complemented by the three-dimensional quality model proposed by Abdallah (2016, 2017). Reflexive thematic analysis (Braun and Clarke 2019a, 2020b) was used to generate themes and sub-themes which address the research questions and tell compelling stories about the actor-network. It was found that from July 2017 to September 2019, the subtitle production network, which was sustained by complex interrelationships between actors, underwent a number of changes. The changes affected the work practices of freelance subtitlers in a more negative than positive way, demonstrating their precarious position in an industry that has widely adopted the vendor model (Moorkens 2017). Moreover, as perceived by the research participants, under increasingly undesirable working conditions, it became more challenging to maintain a quality process and to produce quality subtitles. Finally, translation technology and tools, including machine translation, were found to be key non-human actors that catalyse the changes in the network under study

    Managing global virtual teams in the London FinTech industry

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    Today, the number of organisations that are adopting virtual working arrangements has exploded, and the London FinTech industry is no exception. During recent years, FinTech companies have increasingly developed virtual teams as a means of connecting and engaging geographically dispersed workers, lowering costs, and enabling greater speed and adaptability. As the first study in the United Kingdom regarding global virtual team management in the FinTech industry, this DBA research seeks answers to the question, “What makes for the successful management of a global virtual team in the London FinTech industry?”. Straussian grounded-theory method was chosen as this qualitative approach lets participants have their own voice and offers some flexibility. It also allows the researcher to have preconceived ideas about the research undertaking. The research work makes the case for appreciating the voice of people with lived experiences. Ten London-based FinTech Managers with considerable experience running virtual teams agreed to take part in this study. These Managers had spent time working at large, household-name firms with significant global reach, and one had recently become founder and CEO of his own firm, taking on clients and hiring contract staff from around the world. At least eight of the other participants were senior ‘Heads’ of various technology teams and one was a Managing Director working at a ‘Big Four’ consultancy. They had all (and many still did) spent years running geographically distributed teams with members as far away as Pacific Asia and they were all keen to discuss that breadth of experience and the challenges they faced. Results from these in-depth interviews suggested that there are myriad reasons for a global virtual team, from providing 24 hour, follow-the-sun service to locating the most cost-effective resources with the highest skills. It also confirmed that there are unique challenges to virtual management and new techniques are required to help navigate virtual managers through them. Managing a global virtual team requires much more than the traditional management competencies. Based on discussion with the respondents, a set of practical recommendations for global virtual team management was developed and covered a wide range of issues related to recruitment and selection, team building, developing standard operating procedures, communication, motivation, performance management, and building trust

    Platform protocol place: a practice-based study of critical media art practice (2007-2020)

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    This practice-based research project focuses on critical media art practices in contemporary digital culture. The theoretical framework employed in this inquiry draws from the work of the Frankfurt School, in particular Theodor Adorno and Max Horkheimer’s The Culture Industry: Enlightenment as Mass Deception. Using Adorno & Horkheimer’s thesis as a theoretical guide, this research project formulates the concept of the digital culture industry - a concept that refers to the contemporary era of networked capitalism, an era defined by the unprecedented extraction, accumulation and manipulation of data and the material and digital infrastructures that facilitate it. This concept is used as a framing mechanism that articulates certain techno-political concerns within networked capitalism and responds to them through practice. The second concept formulated within this research project is Platform Protocol Place. The function of this second concept is to frame and outline the body of practice-based work developed in this study. It is also used to make complex technological issues accessible and to communicate these issues through public exhibition and within this written thesis. The final concept developed in this research project is tactical media archaeology. This concept describes the techniques and approaches employed in the development of the body of practice-based work that are the central focus of this research project. This approach is a synthesis of two subfields of media art practice and theory, tactical media and media archaeology. Through practice, tactical media archaeology critiques the geopolitical machinations and systems beneath the networked devices and interfaces of the digital culture industry

    The Politics of Intermediality: Late Modernist Circulations of the Event

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    This dissertation examines late modernist, intermedial representations of events, considering art as an event and how art depicts and circulates events. Through cross-media close readings and interdisciplinary theories and methods derived from media studies, music and sound studies, intermedial theory, feminist theory, critical race theory, and literary theory, I study multimedia opera, civilian bombardments during the Spanish Civil War, the 1943 Harlem riot, and the atomic bombing of Japan in order to evaluate media practices from a range of cultural and historical contexts. Employing eventalization, my research illuminates intersections of media, gender, race, nation, and sexuality. Some of the artists I engage with include Gertrude Stein, Virgil Thomson, Virginia Woolf, Pablo Picasso, Dora Maar, Langston Hughes, Jacob Lawrence, Ann Petry, Mina Loy, John Hersey, Shda Shinoe, and Nagai Takashi. The four chapters comprising this project take up fluctuating interactions among sonic, verbal, and visual mediations that were produced between 1927 and 1949, juxtaposing various newer media (photojournalism, radio, and others) with works of art (poetry, fiction, and painting). Stein and Thomson's Four Saints in Three Acts, transposed first into a staged opera and then as a radio broadcast, highlights how its many remediations offer formal innovation while reinforcing historical inequities. Picasso and Woolf's collage-like responses to war in Spain demonstrate hypermediacy and immediacy—remediation's twinned impulses—with each artist treating public and private divisions (as materials and as politics) differently. In their depictions of state violence against Black Americans, Hughes, Lawrence, and Petry draw differently on sonic, visual, and verbal modes. Hughes and Petry's fictional rioters publicly express dissatisfaction and challenge the containment strategies used during the actual riot. My concluding chapter also considers how intermediality resists containment, tracing the disparate availability of media in North America and Japan. Simultaneously empty and excessive, these atomic media reveal the ways knowledge and power produce nuclear subjects. My findings reveal that late modernism offers a particularly resonant set of texts and contexts from which to evaluate literature as a medium. Moreover, literature's porous borders enable multiple movements and engagements. The eventalization of these circulations reveal the political stakes and uses of intermediality
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