Resumen. En este trabajo se presenta un sistema para reconocimiento y clasificación de las letras que componen el lenguaje de señas en español, diseñado para apoyar en el entrenamiento de personas sordomudas y facilitar su comunicación con el resto de las personas. Se basa en un guante de bajo costo que captura el movimiento de la mano, el cual contiene un acelerómetro en cada dedo para detectar posición, y está conectado a una tarjeta de adquisición de datos. La información de los sensores se envía de forma inalámbrica a una computadora que contiene una interface desarrollada en LabVIEW, donde se genera una base de datos de símbolos. Para el reconocimiento de las letras, se aplicó un tratamiento estadístico a los datos en dicha base obteniendo una precisión superior al 96% independientemente del usuario.
In this paper the development of an object detection system in a controlled two-dimensional space using computer vision techniques is presented. The detected objects have a rigid geometry and are exposed to real light; therefore, the system is robust to changes in lighting and shading. In order to handle the large amount of data to be processed in real time, a MyRIO device which contains an FPGA is used. This device allows communication with the LabVIEW software where the user interface resides. Using LabVIEW a tracking by color algorithm is implemented, in order to attend to a reactive agent, which uses an infrared sensor to detect the distance to an obstacle and perform the functions of foraging and storage. In order to improve performance, a supervisory system was implemented using a Kinect device that provides information relative to the position of the objects in the test area. This information allows eliminating occlusion problems.
Swarm robotics requires the development of new strategies and algorithm integration, which allow for the improvement of the design and the applications for harvesting or collecting resources. This paper describes the programming and design of Finite State Machines (FSM) bio-inspired algorithms for seeker and resource gathering Pherobots systems, like Anthill Known Location (AKL) aggressiveness and sense of panic. FSM designing allows for the use of control architectures for behaviour-based agents and for measuring the change in system performance. Simulations demonstrate the capability of the algorithms under different environments and scenarios.
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