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Publicações

Publicações por Armando Sousa

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.

2023

Sensor Placement Optimization using Random Sample Consensus for Best Views Estimation

Autores
Costa, CM; Veiga, G; Sousa, A; Thomas, U; Rocha, L;

Publicação
2023 IEEE INTERNATIONAL CONFERENCE ON AUTONOMOUS ROBOT SYSTEMS AND COMPETITIONS, ICARSC

Abstract
The estimation of a 3D sensor constellation for maximizing the observable surface area percentage of a given set of target objects is a challenging and combinatorial explosive problem that has a wide range of applications for perception tasks that may require gathering sensor information from multiple views due to environment occlusions. To tackle this problem, the Gazebo simulator was configured for accurately modeling 8 types of depth cameras with different hardware characteristics, such as image resolution, field of view, range of measurements and acquisition rate. Later on, several populations of depth sensors were deployed within 4 different testing environments targeting object recognition and bin picking applications with increasing level of occlusions and geometry complexity. The sensor populations were either uniformly or randomly inserted on a set of regions of interest in which useful sensor data could be retrieved and in which the real sensors could be installed or moved by a robotic arm. The proposed approach of using fusion of 3D point clouds from multiple sensors using color segmentation and voxel grid merging for fast surface area coverage computation, coupled with a random sample consensus algorithm for best views estimation, managed to quickly estimate useful sensor constellations for maximizing the observable surface area of a set of target objects, making it suitable to be used for deciding the type and spatial disposition of sensors and also guide movable 3D cameras for avoiding environment occlusions.

2022

Topological map-based approach for localization and mapping memory optimization

Autores
Aguiar, AS; dos Santos, FN; Santos, LC; Sousa, AJ; Boaventura Cunha, J;

Publicação
JOURNAL OF FIELD ROBOTICS

Abstract
Robotics in agriculture faces several challenges, such as the unstructured characteristics of the environments, variability of luminosity conditions for perception systems, and vast field extensions. To implement autonomous navigation systems in these conditions, robots should be able to operate during large periods and travel long trajectories. For this reason, it is essential that simultaneous localization and mapping algorithms can perform in large-scale and long-term operating conditions. One of the main challenges for these methods is maintaining low memory resources while mapping extensive environments. This work tackles this issue, proposing a localization and mapping approach called VineSLAM that uses a topological mapping architecture to manage the memory resources required by the algorithm. This topological map is a graph-based structure where each node is agnostic to the type of data stored, enabling the creation of a multilayer mapping procedure. Also, a localization algorithm is implemented, which interacts with the topological map to perform access and search operations. Results show that our approach is aligned with the state-of-the-art regarding localization precision, being able to compute the robot pose in long and challenging trajectories in agriculture. In addition, we prove that the topological approach innovates the state-of-the-art memory management. The proposed algorithm requires less memory than the other benchmarked algorithms, and can maintain a constant memory allocation during the entire operation. This consists of a significant innovation, since our approach opens the possibility for the deployment of complex 3D SLAM algorithms in real-world applications without scale restrictions.

2023

Using Deep Reinforcement Learning for Navigation in Simulated Hallways

Autores
Leao, G; Almeida, F; Trigo, E; Ferreira, H; Sousa, A; Reis, LP;

Publicação
2023 IEEE INTERNATIONAL CONFERENCE ON AUTONOMOUS ROBOT SYSTEMS AND COMPETITIONS, ICARSC

Abstract
Reinforcement Learning (RL) is a well-suited paradigm to train robots since it does not require any previous information or database to train an agent. This paper explores using Deep Reinforcement Learning (DRL) to train a robot to navigate in maps containing different sorts of obstacles and which emulate hallways. Training and testing were performed using the Flatland 2D simulator and a Deep Q-Network (DQN) provided by OpenAI gym. Different sets of maps were used for training and testing. The experiments illustrate how well the robot is able to navigate in maps distinct from the ones used for training by learning new behaviours (namely following walls) and highlight the key challenges when solving this task using DRL, including the appropriate definition of the state space and reward function, as well as of the stopping criteria during training.

2024

Pedagogical innovation to captivate students to ethics education in engineering

Autores
Monteiro, F; Sousa, A;

Publicação
JOURNAL OF APPLIED RESEARCH IN HIGHER EDUCATION

Abstract
PurposeThe purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for engineering students. The design is student-centred and aims to increase students' appreciation, commitment and motivation to learning ethics, a challenging endeavour for many technological students.Design/methodology/approachThe methodology included the design, development and in-class application of the mentioned game. After application, perception data from students were collected with pre- and post-action questionnaire, using a quasi-experimental method.FindingsThe results allow to conclude that the developed game persuaded students be in class in an active way. The game mobilizes body and mind to the learning process with many associated advantages to foster students' motivation, curiosity, interest, commitment and the need for individual reflection after information search.Research limitations/implicationsThe main limitation of the game is its applicability to large classes (it has been successfully tested with a maximum of 65 students playing simultaneously in the same room).Originality/valueThe originalities and contributions include the presented game that helped to captivate students to ethics area, a serious problem felt by educators and researchers in this area. This study will be useful to educators of ethics in engineering and will motivate to design tools for a similar pedagogical approach, even more so in areas where students are not especially motivated. The developed tool is available from the authors at no expense.

2023

Deep Learning-Based Tree Stem Segmentation for Robotic Eucalyptus Selective Thinning Operations

Autores
da Silva, DQ; Rodrigues, TF; Sousa, AJ; dos Santos, FN; Filipe, V;

Publicação
PROGRESS IN ARTIFICIAL INTELLIGENCE, EPIA 2023, PT II

Abstract
Selective thinning is a crucial operation to reduce forest ignitable material, to control the eucalyptus species and maximise its profitability. The selection and removal of less vigorous stems allows the remaining stems to grow healthier and without competition for water, sunlight and nutrients. This operation is traditionally performed by a human operator and is time-intensive. This work simplifies selective thinning by removing the stem selection part from the human operator's side using a computer vision algorithm. For this, two distinct datasets of eucalyptus stems (with and without foliage) were built and manually annotated, and three Deep Learning object detectors (YOLOv5, YOLOv7 and YOLOv8) were tested on real context images to perform instance segmentation. YOLOv8 was the best at this task, achieving an Average Precision of 74% and 66% on non-leafy and leafy test datasets, respectively. A computer vision algorithm for automatic stem selection was developed based on the YOLOv8 segmentation output. The algorithm managed to get a Precision above 97% and a 81% Recall. The findings of this work can have a positive impact in future developments for automatising selective thinning in forested contexts.

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