4 research outputs found

    Ανάπτυξη βιβλιοθήκης γραφικών για ενσωματωμένο σύστημα

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    111 σ.Σκοπός της εργασίας είναι η σχεδίαση και η υλοποίηση μιας βιβλιοθήκης γραφικών, η οποία θα παρέχει ρουτίνες για την ανάπτυξη γραφικών διεπαφών χρήστη, που προορίζονται για ενσωματωμένα συστήματα και κυρίως για ιατρικές συσκευές. Η βιβλιοθήκη υλοποιήθηκε σε γλώσσα προγραμματισμού υψηλού επιπέδου και δεν προϋποθέτει κάποιο λειτουργικό σύστημα. Για την ανάπτυξή της απαιτήθηκαν αρκετά στάδια. Κατ’ αρχάς, ξεκινήσαμε από την ανάλυση των απαιτήσεων και προδιαγραφών της βιβλιοθήκης. Από τη διαδικασία αυτή, προέκυψαν οι λειτουργικότητες που θα παρέχει, καθώς και οι περιορισμοί που σχετίζονται με αυτές. Στη συνέχεια, έγινε ο σχεδιασμός της αρχιτεκτονικής κατά τον οποίο καθορίστηκαν τα ιεραρχικά επίπεδα της βιβλιοθήκης, σύμφωνα με τις προδιαγραφές που εξήχθησαν. Επιπλέον, σε αυτή τη φάση της ανάπτυξης περιγράψαμε τον τρόπο λειτουργίας των επιπέδων αυτών και των επιμέρους τμημάτων τους, όπως επίσης και την μεταξύ τους αλληλεπίδραση. Στο επόμενο στάδιο επιλέχθηκαν οι κατάλληλες δομές και αλγόριθμοι για κάθε λειτουργία και έπειτα υλοποιήθηκαν σε γλώσσα C. Τέλος, πραγματοποιήσαμε τον έλεγχο της υλοποίησης, χρησιμοποιώντας μια αναπτυξιακή πλακέτα, η οποία διαθέτει επεξεργαστή ARM, και τα κατάλληλα εργαλεία προγραμματισμού.The purpose of this thesis is the design and implementation of a graphics library, which provides routines for developing graphical user interfaces for embedded systems, and mainly for medical devices. The library was implemented in a high-level programming language and does not require any operating system. Several stages were required for its development. Firstly, we started by analysing library's requirements and specifications. From this process emerged the functionalities that it will provide and also the restrictions that are associated with them. Then we proceeded to the architectural design in which the hierarchical levels of the library were defined, according to the specifications. Moreover, at this stage of development we described how these levels and their individual parts are functioning, as well as the interaction between them. In the next stage the appropriate data structures and algorithms were chosen for each functionality and then they were implemented in the C programming language. Finally, we tested the implementation using a development board, with an ARM processor, and the appropriate programming tools.Ριχάρδος Χ. Δρακούλη

    Mapping and evaluation for GPS restricted environments used for automated parking applications

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    In this paper, two state-of-the-art solutions to the simultaneous localization and mapping (SLAM) problem are implemented, depending on the environment type. A line feature-based solution using the extended Kalman filter is selected for structured environments, while for unstructured an incremental likelihood maximization algorithm using scan matching is adopted. This work proposes an evaluation method for the mapping accuracy assessment, able to handle results from different map representations. The resulting maps of both algorithms are compared to the digitalized areas blueprints after being converted to a common representation, which makes use of custom elements supported by the popular OpenStreetMap digital map format. Experiments were performed in two parking garages with different characteristics showing the applicability of the proposed evaluation method independent of the SLAM algorithm used

    D.3.1 Cooperation and Communication Planning Unit Concept

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    As Automated Vehicles (AVs) will be deployed in mixed traffic, they need to interact safely and efficiently with other traffic participants (TPs). The interACT project is working towards the safe integration of AVs into mixed traffic environments. In its Work Package (WP) 3, the interACT project aims to develop a novel Cooperation and Communication Planning Unit (CCPU) to enable the integrated planning and control of AV's behaviour, and the provision of time-synchronised Human Machine Interfaces (HMI) for both the on-board user and the other TPs. This document is the first deliverable of WP3 and presents the concept of the CCPU. Based on the interACT system architecture, each CCPU component, namely the Situation Matching, Interaction Planning, Trajectory Planning and Safety Layer, is described. Each description is followed by a detailed analysis of the current status and implementation plan. Apart from CCPU components, a detailed presentation of the Scenarios and Interactions Strategies digital catalogues (components of the Enablers functional block) is given, since they are not only part of WP3, but also essential for the realisation of the CCPU. Finally, the document focuses on the technical collaboration within WP3, to enable components development and integration. The interfaces from the interACT system architecture are further defined and documented and Robot Operating System (ROS) has been selected as the common software framework

    A Gamified Flexible Transportation Service for On-Demand Public Transport

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    Present public transport services still suffer from issues such as time deviations from the static timetable, overcrowded buses, increased on board time, and long wait at bus stops. This work studies the experimental implementation of an on-demand public bus transportation service in Trikala, a medium-sized Greek city. With a view to optimize the service from both the operator's and the citizens' point of view, this paper presents an insertion heuristic solving the static multivehicle dial-a-ride problem with time windows and a fixed fleet of vehicles. Since viability of such a service depends on its ability of involving a significant number of users and getting reliable information, we tested a gamification layer, aimed at motivating public transport users to participate and behave correctly with the system. We present and discuss a novel pervasive computing architecture and various types of serious games designed to achieve these goals. We finally report early usability test results and some simulation-based indications on the design of city-scale deployable serious games to enhance public transport-based mobility
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