This article proposes a novel method for detecting forest fires, through the use of a new color index, called the Forest Fire Detection Index (FFDI), developed by the authors. The index is based on methods for vegetation classification and has been adapted to detect the tonalities of flames and smoke; the latter could be included adaptively into the Regions of Interest (RoIs) with the help of a variable factor. Multiple tests have been performed upon database imagery and present promising results: a detection precision of 96.82% has been achieved for image sizes of 960 × 540 pixels at a processing time of 0.0447 seconds. This achievement would lead to a performance of 22 f/s, for smaller images, while up to 54 f/s could be reached by maintaining a similar detection precision. Additional tests have been performed on fires in their early stages, achieving a precision rate of p = 96.62%. The method could be used in real-time in Unmanned Aerial Systems (UASs), with the aim of monitoring a wider area than through fixed surveillance systems. Thus, it would result in more cost-effective outcomes than conventional systems implemented in helicopters or satellites. UASs could also reach inaccessible locations without jeopardizing people’s safety. On-going work includes implementation into a commercially available drone.
Abstract:The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players' immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game. Inside the game, different newly proposed mechanisms have been developed to distinguish pure exercise-gestures from other movements used to control the game (e.g., opening a menu). The main contribution is the amplification of weak movements, which allows the physically impaired to have similar gaming experiences as the average population. To test the feasibility of the proposed methods, four mini-games were implemented and tested by a group of 11 volunteers with different disabilities, most of them bound to a wheelchair. Their performance has also been compared to that of a healthy control group. Results are generally positive and motivating, although there is much to do to improve the functionalities. There is a major demand for applications that help to include disabled people in society and to improve their life conditions. This work will contribute towards providing them with more fun during exercise.
In this paper an architecture is described that implements motion estimation in image coding, using a block-matching algorithm and an exhaustive search method.
Esta es la versión de autor de la comunicación de congreso publicada en: This is an author produced version of a paper published in: Abstract. Although the energy required to perform a logic operation has continuously dropped at least by ten orders of magnitude since early vacuumtube electronics [1], the increasing clock frequency and gate density of the current integrated circuits has appended power consumption to traditional design trade-offs. This paper explore the usefullness of some low-power design methods based on architectural and implementation modifications, for FPGAbased electronic systems. The contribution of spurious transitions to the overal consumption is evidenced and main strategies for its reduction are analized. The efectiveness of pipelining and partitioning inprovements as low-power design methodologies are quantified by case-studies based on array multipliers. Moreover, a methodology suitable for FPGAs power analysis is presented.
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