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Publicações

Publicações por CRIIS

2012

Assessing the ability of image processing software to analyse spray quality on water-sensitive papers used as artificial targets

Autores
Cunha, M; Carvalho, C; Marcal, ARS;

Publicação
BIOSYSTEMS ENGINEERING

Abstract
The performance of several commercial and experimental software packages (Gotas, StainMaster, ImageTool, StainAnalysis, AgroScan, DropletScan and Spray_imageI and II) that produce indicators of crop spraying quality based on the image processing of water-sensitive papers used as artificial targets were compared against known coverage, droplet size spectra and class size distribution verified through manual counting. A number of artificial targets used to test the software were obtained by controlled spray applications and given droplet density between 14 and 108 drops cm(-2) and a wide range of droplet size spectra. The results showed that artificial targets coupled with an appropriate image system can be an accurate technique to compute spray parameters. The between-methods differences were 6.7% for droplet density, 11.5% for volume median diameter, <3% for coverage (%) and <3% coverage density. For the 16 droplet class size distribution tested the between-methods differences were all <15%. However, most of the image analysis systems were not effective in accurately measuring coverage density when coverage rate is greater than about 17%. The Spray_imageII software estimated the coverage density with a mean absolute error of 2% and the absolute error is below 10%, even with about 43% of coverage rate. This software, when compared to the other programmes tested, provided the best accuracy for coverage and droplet size spectrum as well as for droplet class size distribution.

2011

Real Time Colour Based Player Tracking in Indoor Sports

Autores
Santiago, CB; Sousa, A; Reis, LP; Estriga, ML;

Publicação
COMPUTATIONAL VISION AND MEDICAL IMAGE PROCESSING: RECENT TRENDS

Abstract
In recent years there has been a growing interest by the sport's experts (teachers and coaches) in developing automatic systems for detecting, tracking and identifying player's movements with the purpose of improving the players' performance and accomplishing a consistent and standard analysis of the game metrics. A challenge like this requires sophisticated techniques from the areas of image processing and artificial intelligence. The objective of our work is to study and develop hardware and software techniques in order to build an automatic visual system for detecting and tracking players in indoor sports games that can aid coaches to analyse and improve the players' perfoiniance. Our methodology is based on colour features and therefore several colour image processing techniques such as background subtraction, blob colour definition (RGB and HSL colour spaces) and colour blob manipulation are employed in order to detect the players. Past information and players' velocity allow the tracking algorithm to define probable areas. Tests conducted with a single IP surveillance camera on the sports hall of the Faculty of Sports from the University of Porto showed detection rates from 72.2% to 93.3%.

2011

Autonomous Robot Dancing Synchronized to Musical Rhythmic Stimuli

Autores
Santiago, CB; Oliveira, JL; Reis, LP; Sousa, A;

Publicação
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I

Abstract
This paper presents a system that is able to control in real time a humanoid robot to perform dance movements to the rhythm of a music. The movements' coordination is performed with the aid of a music analyzer that estimates the beat of the music and calculates a prediction of the next inter-beat-interval (IBI). During the robot dancing performance, a dance movement is chosen from a pre-defined dance library and is executed on-the-fly by the robot. The movements' velocity, as well as the attended metrical-level, are adjusted in real time so that the movement can be executed within the time interval of two beats, and at the same time taking into consideration the robot motor-rates limitations. Results evince a good synchrony of the movement towards the analyzed rhythm, but points to the need of a careful design of the dance movements so they can be naturally executed on time.

2011

Foundations for Creating a Handball Sport Simulator

Autores
Santiago, CB; Reis, LP; Rossetti, R; Sousa, A;

Publicação
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I

Abstract
Recently there has been a growing interest by the sports' community (educators and coaches) in analyzing efficiently the performance of handball players and teams. The information collected from such analysis is used to better understand the difficulties of trainees, players or even entire teams and formulate adequate training and strategic plans. Usually this evaluation is too self contained and does not explore the many tools there are available nowadays. This paper proposes a simulation tool to tackle this problem and establishes the bases for a Handball Sport Simulator. The simulator developed has its origins on the Soccer Server simulator used on the RoboCup competition and includes the main handball game rules and player actions. This paper establishes the ground foundations for a Handball Simulator and results show that the handball rules and actions can be modeled.

2011

Control of Milling Machine Cutting Force Using Artificial Neural Networks

Autores
Gomes, L; Sousa, A;

Publicação
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I

Abstract
The constant search of industry for productivity raises and market shares, pushes forward the development of new products capable of giving an answer to these concerns. Specifically the tool-machines makers have tried to solve these problems incrementing the capability of the machines they produce, essentially in speed and precision. The recent study of some problems associated to the machining process, has revealed the possibility of incrementing the productivity of some of vertical milling machine, only through the force control, keeping it constant and equal to the optimum value defined for the tool. The cutting force control, due to the system characteristics, can only be implemented by making use of adaptive control. In order to implement adaptive controllers we have at our disposal two technologies that have been showing good results. These technologies are Neural Networks and Fuzzy Logic. We thought that it would be of interest to research the use of Artificial Neural Networks in implementation of a controller. This has been the objective for the development of the work described in this paper. The results obtained have been encouraging, showing the possibility of implementing those controllers in real systems.

2011

Game Design Evaluation Study for Student Integration

Autores
Cruz, A; Sousa, A; Coelho, A;

Publicação
SERIOUS GAMES DEVELOPMENT AND APPLICATIONS

Abstract
This paper presents the evaluation of a serious game project, where the primary goal was to develop a set of collaborative game levels on a virtual campus, in order to help the integration process of newcomer students to the university. The global activities that can be performed by the students were designed for a group approach in a controlled virtual environment. For the present work we have selected Second Life for the implementation of these collaborative "game levels". A prototype evaluation was conducted to collect results with a sample of university students. With this data, some conclusions were extracted in order to delineate future developments.

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