64 research outputs found
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Computing camera viewpoints in a robot work-cell
Automatically planning a camera viewpoint for tasks such as inspection in an active robot work-cell is a difficult problem. This paper discusses new methods for computing viewpoints which meet the feature detectability constraints of focus, field-of-view, visibility, and resolution. A theoretical outline of the method is presented, followed by experimental results and a discussion of future work
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The MVP sensor planning system for robotic vision tasks
The MVP (machine vision planner) model-based sensor planning system for robotic vision is presented. MVP automatically synthesizes desirable camera views of a scene based on geometric models of the environment, optical models of the vision sensors, and models of the task to be achieved. The generic task of feature detectability has been chosen since it is applicable to many robot-controlled vision systems. For such a task, features of interest in the environment are required to simultaneously be visible, inside the field of view, in focus, and magnified as required. In this paper, we present a technique that poses the vision sensor planning problem in an optimization setting and determines viewpoints that satisfy all previous requirements simultaneously and with a margin. In addition, we present experimental results of this technique when applied to a robotic vision system that consists of a camera mounted on a robot manipulator in a hand-eye configuration
Facilitating the Exploitation of Linked Open Statistical Data: JSON-QB API Requirements and Design Criteria
Recently, many organizations have opened up their data for others to reuse. A major part of these data concern statistics such as demographic and social indicators. Linked Data is a promising paradigm for opening data because it facilitates data integration on the Web. Re- cently, a growing number of organizations adopted linked data paradigm and provided Linked Open Statistical Data (LOSD). These data can be exploited to create added value services and applications that require integrated data from multiple sources. In this paper, we suggest that in order to unleash the full potential of LOSD we need to facilitate the interaction with LOSD and hide most of the complexity. Moreover, we describe the requirements and design criteria of a JSON-QB API that (i) facilitates the development of LOSD tools through a style of interaction familiar to web developers and (ii) offers a uniform way to access LOSD. A proof of concept implementation of the JSON-QB API demonstrates part of the proposed functionality
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Dynamic sensor planning
A method of extending the sensor planning abilities of the MVP (machine vision planning) system to plan viewpoints for monitoring a pre-planned robot task is described. The dynamic sensor planning system presented analyzes geometric models of the environment and of the planned motions of the robot, as well as optical models of the vision sensor. Using a combination of swept volumes and a temporal interval search technique, it computes a series of viewpoints, each of which provides a valid viewpoint for a different interval of the task. By mounting a camera on another manipulator, the viewpoints can be executed at appropriate times during the task so that there is always a robust view suitable for monitoring the task. Experimental results monitoring a simulated robot operation are presented, and directions for future research are discussed
Enhancing education and training through data-driven adaptable games in flipped classrooms
The Flipped Classroom (FC) is a set of pedagogical approaches that move the information transmission out of class and exploit class time for active and/or peer learning activities. In this context, students are required to engage with pre- and/or post-class activities in order to prepare themselves for class work. The FC instruction method has already been used in conjunction with other learning strategies. This theoretical paper presents the first developmental steps of a research project, which aims at building the FC through a fully bespoke and personalized experience, by using data-driven adaptable games and problem-based learning elements to improve the learning experience. The project will develop a gaming platform that will support the whole FC in a cyclical perspective, and aims to use the resources of gamification in a more significant manner that could go beyond score tracking and badges. Moreover, the problem-based learning approach will be used to better frame the learning activities included in FCs, while learning analytics features will provide adaptable learning pathways. The potential of this approach is to build a better FC experience for all the stakeholders. Students will be given more agency to calibrate their learning experience, while educators can monitor the students’ progress more effectively and adjust their learning activities accordingly. Finally, researchers will get better insight into the FC learning process, and the mechanics, which contribute to optimize the learning experience
Collaborative Game Design for Learning: The Challenges of Adaptive Game-Based Learning for the Flipped Classroom
In recent years, game-based learning and gamification have increasingly been used within flipped classroom approaches. Many research showed that both approaches were efficient in conjunction in an active learning perspective. However, we observe that few games have been designed with use in the flipped classroom in mind, and there is therefore potential to improve the flipped classroom experience by approaching the development and integration of games with a more holistic and adaptive experience in mind. For that purpose, a focus group of educators was assembled for a pilot project and their educational practices, objectives and gaming experience analyzed. Following this investigation, co-constructed game design choices were made to try and develop a game that could support a variety of subjects and learning experience in the FC. Although the focus group answers showed that a fully adaptive gaming experience needed, for reasons of flexibility, to lean towards a gamified platform, the final design solution can have the potential to support fully the flipped classroom experience for any subject or class desired
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