Vision is the principal source of information of the surrounding world. It facilitates our movement and development of everyday activities. In this sense, blind people have great difficulty for moving, especially in unknown environments, which reduces their autonomy and puts them at risk of suffering an accident. Electronic Travel Aids (ETAs) have emerged and provided outstanding navigation assistance for blind people. In this work, we present the methodology followed for implementing a stereo vision-based system that assists blind people to wander unknown environments in a safe way, by sensing the world, segmenting the floor in 3D, fusing local 2D grids considering the camera tracking, creating a global occupancy 2D grid, reacting to close obstacles, and generating vibration patterns with an haptic belt. For segmenting the floor in 3D, we evaluate normal vectors and orientation of the camera obtained from depth and inertial data, respectively. Next, we apply RANSAC for computing efficiently the equation of the supporting plane (floor). The local grids are fused, obtaining a global map with data of free and occupied areas along the whole trajectory. For parallel processing of dense data, we leverage the capacity of the Jetson TX2, achieving high performance, low power consumption, and portability. Finally, we present experimental results obtained with ten (10) participants, in different conditions, with obstacles of different height, hanging obstacles, and dynamic obstacles. These results show high performance and acceptance by the participants, highlighting the easiness to follow instructions and the short period of training.
<p align="left">Existen en el mercado varios tipos de video juegos con diferentes características como los juegos de arcade, de disparos, de aventura, de rol, educativos, musicales y otra gran cantidad de escenarios. Cada videojuego tiene un propósito o reto que debe ser superado con el ánimo de obtener un premio. Este tipo de programas tiene la característica peculiar de estar construido por niveles de dificultad, donde el premio varía de acuerdo con el reto superado. Destacar este aspecto en los juegos de vídeo permite diseñar juegos con niveles de aprendizaje que se van superando a medida que los individuos interactúan con los conocimientos que les otorga el juego en cada nivel de aprendizaje o nivel del juego.</p>
Blind <span>people present dificulties for reaching objects of interest in the daily life. In this sense, the integration of a path planning module for assisting blind people in purposeful navigation is noteworthy. In this work, we present an algorithm that leverages the high capability of an embedded computer with graphics processing unit (GPU) NVIDIA Jetson TX2 for computing optimal paths to objects of interest. The algorithm computes the optimal path to the objective, considering changes in the environment and changes in the position of the user. The algorithm is efficient for computing new paths when the environment changes by reusing parts of previous computations. In order to compare the performance, the algorithms were implemented and evaluated in MATLAB, C++ and CUDA, for different size of the grid and percentage of unknown obstacles. We found that the implementation on GPU has a speed up of 20 times W.R.T the implementation in C++ and more than 400 times W.R.T the implementation in MATLAB. These results boost us to integrate this module to our main system based on a stereo camera and a haptic belt and so provide to the user assistance in purposeful navigation at real time.</span>
ResumenCaracterizar la Web de Colombia es descubrir los elementos que hacen parte de la maraña mundial de Internet limitada por el dominio «.co». Es también identificar las partes que la constituyen: las páginas Web, los sitios y los dominios dentro del contexto nacional del ciberespacio Colombiano, manejado desde sus inicios por la Universidad de los Andes. Esto, con el propósito de conocer lo que es Colombia frente a Internet desde su composición Web. El estudio se enfocó desde un punto de vista tecnológico, descriptivo y analítico, el cual fue apoyado con herramientas informáticas (denominadas crawlers o robots) que permitieron adquirir información desde diferentes puntos de Internet. Se logró de esa manera que los datos recolectados permitieran caracterizar los elementos estudiados.El proceso investigativo tomó como elemento importante para alcanzar la caracterización de la Web de Colombia una muestra de direcciones Web, a la cual se denominó «semilla». Esta muestra, con ayuda del crawler, permitió ampliar el rango de sitios y dominios en estudio, logrando tener una base estadística importante a la hora de establecer conclusiones y características significativas de la Web en estudio. Como producto adicional -complementario al crawler utilizado-se desarrolló un graficador de dominios con el cual fue posible tener una visión gráfica del objeto estudiado. Se espera que este documento -como complemento a la investigación desarrollada-sea un punto de partida para ahondar mucho más sobre la estructura de la Web en el país.
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