1,871 research outputs found

    The simultaneous localization and mapping (SLAM):An overview

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    Positioning is a need for many applications related to mapping and navigation either in civilian or military domains. The significant developments in satellite-based techniques, sensors, telecommunications, computer hardware and software, image processing, etc. positively influenced to solve the positioning problem efficiently and instantaneously. Accordingly, the mentioned development empowered the applications and advancement of autonomous navigation. One of the most interesting developed positioning techniques is what is called in robotics as the Simultaneous Localization and Mapping SLAM. The SLAM problem solution has witnessed a quick improvement in the last decades either using active sensors like the RAdio Detection And Ranging (Radar) and Light Detection and Ranging (LiDAR) or passive sensors like cameras. Definitely, positioning and mapping is one of the main tasks for Geomatics engineers, and therefore it's of high importance for them to understand the SLAM topic which is not easy because of the huge documentation and algorithms available and the various SLAM solutions in terms of the mathematical models, complexity, the sensors used, and the type of applications. In this paper, a clear and simplified explanation is introduced about SLAM from a Geomatical viewpoint avoiding going into the complicated algorithmic details behind the presented techniques. In this way, a general overview of SLAM is presented showing the relationship between its different components and stages like the core part of the front-end and back-end and their relation to the SLAM paradigm. Furthermore, we explain the major mathematical techniques of filtering and pose graph optimization either using visual or LiDAR SLAM and introduce a summary of the deep learning efficient contribution to the SLAM problem. Finally, we address examples of some existing practical applications of SLAM in our reality

    ‘REALITY WORLDS’ COLLIDE: FILM AND VIDEOGAMES AS PEDAGOGICAL TOOLS FOR THE CLASSICS

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    Since the early eighties, the personal computer has come to form anintegral part of most aspects of our existence. In Hollywood thisis no different. Indeed, the influence of the computer is so powerfulthat it is rare for an action-adventure film to be able to call itselfa ‘blockbuster’ unless it is released with some sort of videogametie-in following closely in its wake, as the case of James Cameron’sAvatar (2010) suggests. It is the relationship between film andvideogame and their combined strengths as a teaching tool that arethe concerns of this article. The analysis therefore centres on twoexamples of film and videogame tie-in: Clash of the Titans andPercy Jackson & the Olympians: The lightning thief, both 2010releases. The investigation targets this film / videogame complexthrough the use of a new concept, the ‘reality world’, to be defined inthe course of the article that better allows an assessment of therelevance and utility of films and their videogame tie-ins aspedagogical tools for the teaching and study of the discipline ofClassics

    Características do herbicida Foramsulfuron lodosulfuron-Methyl-Sodium na cultura do milho.

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