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Publicações

Publicações por CRIIS

2011

Autonomous Robot Dancing Synchronized to Musical Rhythmic Stimuli

Autores
Santiago, CB; Oliveira, JL; Reis, LP; Sousa, A;

Publicação
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I

Abstract
This paper presents a system that is able to control in real time a humanoid robot to perform dance movements to the rhythm of a music. The movements' coordination is performed with the aid of a music analyzer that estimates the beat of the music and calculates a prediction of the next inter-beat-interval (IBI). During the robot dancing performance, a dance movement is chosen from a pre-defined dance library and is executed on-the-fly by the robot. The movements' velocity, as well as the attended metrical-level, are adjusted in real time so that the movement can be executed within the time interval of two beats, and at the same time taking into consideration the robot motor-rates limitations. Results evince a good synchrony of the movement towards the analyzed rhythm, but points to the need of a careful design of the dance movements so they can be naturally executed on time.

2011

Foundations for Creating a Handball Sport Simulator

Autores
Santiago, CB; Reis, LP; Rossetti, R; Sousa, A;

Publicação
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I

Abstract
Recently there has been a growing interest by the sports' community (educators and coaches) in analyzing efficiently the performance of handball players and teams. The information collected from such analysis is used to better understand the difficulties of trainees, players or even entire teams and formulate adequate training and strategic plans. Usually this evaluation is too self contained and does not explore the many tools there are available nowadays. This paper proposes a simulation tool to tackle this problem and establishes the bases for a Handball Sport Simulator. The simulator developed has its origins on the Soccer Server simulator used on the RoboCup competition and includes the main handball game rules and player actions. This paper establishes the ground foundations for a Handball Simulator and results show that the handball rules and actions can be modeled.

2011

Control of Milling Machine Cutting Force Using Artificial Neural Networks

Autores
Gomes, L; Sousa, A;

Publicação
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I

Abstract
The constant search of industry for productivity raises and market shares, pushes forward the development of new products capable of giving an answer to these concerns. Specifically the tool-machines makers have tried to solve these problems incrementing the capability of the machines they produce, essentially in speed and precision. The recent study of some problems associated to the machining process, has revealed the possibility of incrementing the productivity of some of vertical milling machine, only through the force control, keeping it constant and equal to the optimum value defined for the tool. The cutting force control, due to the system characteristics, can only be implemented by making use of adaptive control. In order to implement adaptive controllers we have at our disposal two technologies that have been showing good results. These technologies are Neural Networks and Fuzzy Logic. We thought that it would be of interest to research the use of Artificial Neural Networks in implementation of a controller. This has been the objective for the development of the work described in this paper. The results obtained have been encouraging, showing the possibility of implementing those controllers in real systems.

2011

Game Design Evaluation Study for Student Integration

Autores
Cruz, A; Sousa, A; Coelho, A;

Publicação
SERIOUS GAMES DEVELOPMENT AND APPLICATIONS

Abstract
This paper presents the evaluation of a serious game project, where the primary goal was to develop a set of collaborative game levels on a virtual campus, in order to help the integration process of newcomer students to the university. The global activities that can be performed by the students were designed for a group approach in a controlled virtual environment. For the present work we have selected Second Life for the implementation of these collaborative "game levels". A prototype evaluation was conducted to collect results with a sample of university students. With this data, some conclusions were extracted in order to delineate future developments.

2011

Technical analysis and approaches for game development in second life

Autores
Cruz, A; Coelho, A; Sousa, A;

Publicação
Proceedings of the 6th Iberian Conference on Information Systems and Technologies, CISTI 2011

Abstract
The development platform of a digital game is frequently defined before any game design document. Without a proper examination, this could exclude other viable solutions. Although the online virtual world Second Life is sometimes erroneously denominated a game, it can be used as a development platform for many purposes. This paper analyses game creation within the Second Life virtual world and possible approaches for the implementation of game assets and game logic. There is also an analysis of what game types could be more suited for development under this platform. Experiences learned from the developed prototype are shown and hints are given as to evaluate different techniques and expose best practices. © 2011 AISTI.

2011

Proposal of a new real-time cooperative challenge in mobile robotics

Autores
Costa, P; Moreira, A; Goncalves, J; Lima, J;

Publicação
IFAC Proceedings Volumes (IFAC-PapersOnline)

Abstract
In this paper it is presented a new robot competition that is going to be included in Robotica 2011, the main Robotics Portuguese Competition. The robot competition takes place in an emulated factory plant, where Automatic Guided Vehicles (AGVs) must cooperate to perform tasks. To accomplish their goals the AGVs must deal with localization, navigation, scheduling and cooperation problems, that must be solved autonomously. One option of prototyping the AGVs is the use of the Lego Mindstorms NXT technology. The presented example can play an important role in education due to the inherent multi-disciplinary concepts that are involved, motivating students to technological areas. It also plays an important role in research and development, because it is expected that the outcomes that will emerge here, will later be transfered to other application areas, such as service robots and manufacturing. © 2011 IFAC.

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