2,731 research outputs found

    Augmented and Virtual Reality techniques for footwear

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    The use of 3D imaging techniques has been early adopted in the footwear industry. In particular, 3D imaging could be used to aid commerce and improve the quality and sales of shoes. Footwear customization is an added value aimed not only to improve product quality, but also consumer comfort. Moreover, customisation implies a new business model that avoids the competition of mass production coming from new manufacturers settled mainly in Asian countries. However, footwear customisation implies a significant effort at different levels. In manufacturing, rapid and virtual prototyping is required; indeed the prototype is intended to become the final product. The whole design procedure must be validated using exclusively virtual techniques to ensure the feasibility of this process, since physical prototypes should be avoided. With regard to commerce, it would be desirable for the consumer to choose any model of shoes from a large 3D database and be able to try them on looking at a magic mirror. This would probably reduce costs and increase sales, since shops would not require storing every shoe model and the process of trying several models on would be easier and faster for the consumer. In this paper, new advances in 3D techniques coming from experience in cinema, TV and games are successfully applied to footwear. Firstly, the characteristics of a high-quality stereoscopic vision system for footwear are presented. Secondly, a system for the interaction with virtual footwear models based on 3D gloves is detailed. Finally, an augmented reality system (magic mirror) is presented, which is implemented with low-cost computational elements that allow a hypothetical customer to check in real time the goodness of a given virtual footwear model from an aesthetical point of view

    Una herramienta de apoyo a la evaluación de trabajos prácticos

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    En el presente artículo, se presenta una herramienta que sirve como apoyo a la evaluación de diversos ejercicios prácticos que realizan los alumnos. Se describe el método seguido para la implementación del sistema desarrollado, junto a algunos ejemplos de manejo del mismo, el tipo de resultados que se obtienen y las ventajas derivadas de la utilización de la herramienta

    Using virtual reality for industrial design learning: a methodological proposal

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    Nowadays, the different computer tools available enable designers to create complex industrial prototypes. The use of these tools is constrained by the limitations imposed by common devices, such as screens and displays. Recently emerged virtual and augmented reality techniques have started being used as supports in many learning and industrial environments. Beyond the new possibilities that these tools offer for designing industrial objects, the underlying question is whether these new technologies could improve the creativity of designers to enable them to get a better understanding of the designing process itself. This paper presents a methodological proposal for the deployment of an industrial design engineering course aimed not only at learning different design techniques, but also at assessing the creativity skills of students. The practical contents include the use of virtual reality devices, to help the designer overcome the limitations of prototype visualisation and make better designing decisions. Moreover, a creativity test will be performed at the beginning and at the end of the course to assess the changes in creativity skills taking place within the experiment group versus the changes in a traditional learning (control) group

    A Parallel Meta-Heuristic Approach to Reduce Vehicle Travel Time in Smart Cities

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    The development of the smart city concept and inhabitants’ need to reduce travel time, in addition to society’s awareness of the importance of reducing fuel consumption and respecting the environment, have led to a new approach to the classic travelling salesman problem (TSP) applied to urban environments. This problem can be formulated as “Given a list of geographic points and the distances between each pair of points, what is the shortest possible route that visits each point and returns to the departure point?”. At present, with the development of Internet of Things (IoT) devices and increased capabilities of sensors, a large amount of data and measurements are available, allowing researchers to model accurately the routes to choose. In this work, the aim is to provide a solution to the TSP in smart city environments using a modified version of the metaheuristic optimization algorithm Teacher Learner Based Optimization (TLBO). In addition, to improve performance, the solution is implemented by means of a parallel graphics processing unit (GPU) architecture, specifically a Compute Unified Device Architecture (CUDA) implementation.This research was supported by the Spanish Ministry of Science, Innovation and Universities and the Research State Agency under Grant RTI2018-098156-B-C54 co-financed by FEDER funds, and by the Spanish Ministry of Economy and Competitiveness under Grant TIN2017-89266-R, co-financed by FEDER funds

    Jaya optimization algorithm with GPU acceleration

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    Optimization methods allow looking for an optimal value given a specific function within a constrained or unconstrained domain. These methods are useful for a wide range of scientific and engineering applications. Recently, a new optimization method called Jaya has generated growing interest because of its simplicity and efficiency. In this paper, we present the Jaya GPU-based parallel algorithms we developed and analyze both parallel performance and optimization performance using a well-known benchmark of unconstrained functions. Results indicate that parallel Jaya implementation achieves significant speed-up for all benchmark functions, obtaining speed-ups of up to 190×, without affecting optimization performance.This research was supported by the Spanish Ministry of Economy and Competitiveness under Grant TIN2015-66972-C5-4-R, co-financed by FEDER funds (MINECO/FEDER/UE)

    An approach to the application of shift-and-add algorithms on engineering and industrial processes

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    Different kinds of algorithms can be chosen so as to compute elementary functions. Among all of them, it is worthwhile mentioning the shift-and-add algorithms due to the fact that they have been specifically designed to be very simple and to save computer resources. In fact, almost the only operations usually involved with these methods are additions and shifts, which can be easily and efficiently performed by a digital processor. Shift-and-add algorithms allow fairly good precision with low cost iterations. The most famous algorithm belonging to this type is CORDIC. CORDIC has the capability of approximating a wide variety of functions with only the help of a slight change in their iterations. In this paper, we will analyze the requirements of some engineering and industrial problems in terms of type of operands and functions to approximate. Then, we will propose the application of shift-and-add algorithms based on CORDIC to these problems. We will make a comparison between the different methods applied in terms of the precision of the results and the number of iterations required.This research was supported by the Conselleria de Educacion of the Valencia Region Government under grant number GV/2011/043

    Partial Product Reduction based on Look-Up Tables

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    In this paper a new technique for partial product reduction based on the use of look-up tables for efficient processing is presented. We describe how to construct counter devices with pre-calculated data and their subsequent integration into the whole operation. The development of reduction trees organizations for this kind of devices uses the inherent integration benefits of computer memories and offers an alternative implementation to classic operation methods. Therefore, in our experiments we compare our implementation model with CMOS technology model in homogeneous terms

    Comparison of the Effects of the Kahoot Tool on Teacher Training and Computer Engineering Students for Sustainable Education

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    Gamification has proved to be a methodology that increases the likelihood of success and sustainability of educational institutions. This methodology has recently revealed itself as one of the most efficient teaching methodologies in the student body, proving useful at all educational levels. One of the most frequently mentioned properties is its ability to “reset” the student’s attention clock: the key is collective learning, an attractive way of remembering new content. The experience described below has been developed in the context of a generalist university in two very different degrees: Degree in Teacher Training and Degree in Computer Engineering. To develop the theoretical sessions, the master class was combined with the use of the Kahoot tool. The observations made by the teachers in relation to the dynamics of the theoretical classes show that the use of Kahoot at the end of the theoretical sessions increased the students’ attendance at class, in addition to their involvement in the sessions and they kept their attention for longer. This study has also shown that there are significant differences in the level of satisfaction shown by the students of both degrees with these tools.This work was supported by the I3CE Network Program of research in university teaching at the Institute of Educational Sciences at the University of Alicante (ICE call 2018-19) under Grant 4331

    Settings-Free Hybrid Metaheuristic General Optimization Methods

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    Several population-based metaheuristic optimization algorithms have been proposed in the last decades, none of which are able either to outperform all existing algorithms or to solve all optimization problems according to the No Free Lunch (NFL) theorem. Many of these algorithms behave effectively, under a correct setting of the control parameter(s), when solving different engineering problems. The optimization behavior of these algorithms is boosted by applying various strategies, which include the hybridization technique and the use of chaotic maps instead of the pseudo-random number generators (PRNGs). The hybrid algorithms are suitable for a large number of engineering applications in which they behave more effectively than the thoroughbred optimization algorithms. However, they increase the difficulty of correctly setting control parameters, and sometimes they are designed to solve particular problems. This paper presents three hybridizations dubbed HYBPOP, HYBSUBPOP, and HYBIND of up to seven algorithms free of control parameters. Each hybrid proposal uses a different strategy to switch the algorithm charged with generating each new individual. These algorithms are Jaya, sine cosine algorithm (SCA), Rao’s algorithms, teaching-learning-based optimization (TLBO), and chaotic Jaya. The experimental results show that the proposed algorithms perform better than the original algorithms, which implies the optimal use of these algorithms according to the problem to be solved. One more advantage of the hybrid algorithms is that no prior process of control parameter tuning is needed.This research and APC was funded by the Spanish Ministry of Science, Innovation and Universities and the Research State Agency under Grant RTI2018-098156-B-C54 co-financed by FEDER funds, and by the Spanish Ministry of Economy and Competitiveness under Grant TIN2017-89266-R, co-financed by FEDER funds

    Trajectory-Based Morphological Operators: A Model for Efficient Image Processing

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    Mathematical morphology has been an area of intensive research over the last few years. Although many remarkable advances have been achieved throughout these years, there is still a great interest in accelerating morphological operations in order for them to be implemented in real-time systems. In this work, we present a new model for computing mathematical morphology operations, the so-called morphological trajectory model (MTM), in which a morphological filter will be divided into a sequence of basic operations. Then, a trajectory-based morphological operation (such as dilation, and erosion) is defined as the set of points resulting from the ordered application of the instant basic operations. The MTM approach allows working with different structuring elements, such as disks, and from the experiments, it can be extracted that our method is independent of the structuring element size and can be easily applied to industrial systems and high-resolution images
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