251 research outputs found

    Towards an Iterative Algorithm for the Optimal Boundary Coverage of a 3D Environment

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    This paper presents a new optimal algorithm for locating a set of sensors in 3D able to see the boundaries of a polyhedral environment. Our approach is iterative and is based on a lower bound on the sensors' number and on a restriction of the original problem requiring each face to be observed in its entirety by at least one sensor. The lower bound allows evaluating the quality of the solution obtained at each step, and halting the algorithm if the solution is satisfactory. The algorithm asymptotically converges to the optimal solution of the unrestricted problem if the faces are subdivided into smaller part

    Model-Based Planning of Sensor Placement and Optical Settings

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    We present a model-based vision system that automatically plans the placement and optical settings of vision sensors in order to meet certain generic task requirements common to most industrial machine vision applications. From the planned viewpoints, features of interest on an object will satisfy particular constraints in the image. In this work, the vision sensor is a CCD camera equipped with a programmable lens (i.e. zoom lens) and the image constraints considered are: visibility, resolution and field of view. The proposed approach uses a geometric model of the object as well as a model of the sensor. in order to reason about the task and the environment The sensor planning system then computes the regions in space as well as the optical settings that satisfy each of the constraints separately. These results are finally combined to generate acceptable viewing locations and optical settings satisfying all constraints simultaneously. Camera planning experiments are described in which a robot-arm positions the camera at a computed location and the planned optical settings are set automatically. The corresponding scenes from the candidate viewpoints are shown demonstrating that the constraints are indeed satisfied. Other constraints, such as depth of focus, as well as other vision sensors can also be considered resulting in a fully integrated sensor planning system

    A Nearly Optimal Algorithm for covering the interior of an Art Gallery

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    The problem of locating visual sensors can be often modeled as 2D Art Gallery problems. In particular, tasks such as surveillance require observing the interior of a polygonal environment (interior covering, IC), while for inspection or image based rendering observing the boundary (edge covering, EC) is sufficient. Both problems are NP-hard, and no technique is known for transforming one problem into the other. Recently, an incremental algorithm for EC has been proposed, and its near-optimality has been demonstrated experimentally. In this paper we show that, with some modification, the algorithm is nearly optimal also for IC. The algorithm has been implemented and tested over several hundreds of random polygons with and without holes. The cardinality of the solutions provided is very near to, or coincident with, a polygon-specific lower bound, and then suboptimal or optimal. In addition, our algorithm has been compared, for all the test polygons, with recent heuristic sensor location algorithms. In all cases, the cardinality of the set of guards provided by our algorithm was less than or equal to that of the set computed by the other algorithms. An enhanced version of the algorithm, also taking into account range and incidence constraints, has also been implemente

    Enhancing education and training through data-driven adaptable games in flipped classrooms

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    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

    PBL3.0:Integrating Learning Analytics and Semantics in Problem-Based Learning

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    This paper presents the PBL3.0 project that aims at enhancing Problem Based Learning (PBL) with Learning Analytics (LA) and Learning Semantics (LS) in order to produce a new educational paradigm and pilot it to produce relevant policy recommendations. To this end, the project will reach the following objectives and corresponding specific goals: 1) Construct a new educational approach that combines a well-established learning strategy like PBL with novel technologies in learning like LA in PBL respecting legal and ethical considerations (PBL_LA), 2) Design a semantic model for PBL_LA, which will enable the annotation of learning resources in order to easily integrate them to the PBL approach and enable their discoverability when setting personalized learning pathways, 3) Adapt a set of open source software tools for supporting PBL_LA and the semantic model based on existing Learning Management Systems, analytics tools, and an intuitive semantic annotation tool, 4) Create relevant, semantically annotated educational material and perform trials at various sites in order to draw evidence-based conclusions, 5) Produce relevant policy recommendations for PBL_LA that could raise the quality in education and training, 6) Create an organic ecosystem of among others organizations, researchers, educators, students with an interest in PBL_LA. Finally, the project will develop a Community of Practice, where institutions and individuals from across Europe will be able to exchange knowledge and expertise on LA, learning semantics, innovative learning tools and approaches. This aims to support transnational cooperation and mutual learning on forward-looking issues between key stakeholders to provide solutions to current challenges in education and training
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