2023
Autores
Tinoco, V; Silva, MF; Santos, FN; Magalhaes, S; Morais, R;
Publicação
2023 IEEE INTERNATIONAL CONFERENCE ON AUTONOMOUS ROBOT SYSTEMS AND COMPETITIONS, ICARSC
Abstract
The increasing world population, growing need for agricultural products, and labour shortages have driven the growth of robotics in agriculture. Tasks such as fruit harvesting require extensive hours of work during harvest periods and can be physically exhausting. Autonomous robots bring more efficiency to agricultural tasks with the possibility of working continuously. This paper proposes a stackable 3 DoF SCARA manipulator for tomato harvesting. The manipulator uses a custom electronic circuit to control DC motors with an endless gear at each joint and uses a camera and a Tensor Processing Unit (TPU) for fruit detection. Cascaded PID controllers are used to control the joints with magnetic encoders for rotational feedback, and a time-of-flight sensor for prismatic movement feedback. Tomatoes are detected using an algorithm that finds regions of interest with the red colour present and sends these regions of interest to an image classifier that evaluates whether or not a tomato is present. With this, the system calculates the position of the tomato using stereo vision obtained from a monocular camera combined with the prismatic movement of the manipulator. As a result, the manipulator was able to position itself very close to the target in less than 3 seconds, where an end-effector could adjust its position for the picking.
2023
Autores
Félix, P; Roque, AC; Miranda, I; Gomes, A;
Publicação
U.Porto Journal of Engineering
Abstract
The growing number of battery electric vehicles (BEV) and plug-in hybrid electric vehicles (PHEV) brings the need of more fast charging stations across cities and highway stops. This charging stations toned to be connected to the electrical grid via existent facilities, causing constraints such as power availability. This study brings an approach for the planning and operation of such energy hubs by coping with this challenge by deploying a Battery-based Energy Storage System (BESS). With the BESS integration, it is expected to minimize utilization and overall energy costs, preventing infrastructure upgrades, and enhancing the integration of renewable energy resources. This approach sizes a stationary energy storage system with lithium-ion technology batteries through a co-optimization of the planning and operation stages, integrated in an electrical installation that will implement fast charging stations. This sizing is a result of an optimization based on the interior point algorithm, where the objective is to minimize the costs of maintenance, operation, and installation of a BESS, while properly modelling the different resources such as the BESS, the charging station and EV charging and PV generation. © 2023, Universidade do Porto - Faculdade de Engenharia. All rights reserved.
2023
Autores
Saavedra, N; Gonçalves, J; Henriques, M; Ferreira, JF; Mendes, A;
Publicação
2023 38TH IEEE/ACM INTERNATIONAL CONFERENCE ON AUTOMATED SOFTWARE ENGINEERING, ASE
Abstract
This paper presents GLITCH, a new technology-agnostic framework that enables automated polyglot code smell detection for Infrastructure as Code scripts. GLITCH uses an intermediate representation on which different code smell detectors can be defined. It currently supports the detection of nine security smells and nine design & implementation smells in scripts written in Ansible, Chef, Docker, Puppet, or Terraform. Studies conducted with GLITCH not only show that GLITCH can reduce the effort of writing code smell analyses for multiple IaC technologies, but also that it has higher precision and recall than current state-of-the-art tools. A video describing and demonstrating GLITCH is available at: https://youtu.be/E4RhCcZjWbk.
2023
Autores
Magalhaes, M; Coelho, A; Melo, M; Bessa, M;
Publicação
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
Virtual reality and emotions have become inseparable concepts over the past few years, supported by the increasing number of studies relating them. However, these studies' methodologies are often poorly justified or dependent on the authors' subjective definition of emotion and its classification. Moreover, frequently, these studies only consider two stimuli, specifically audiovisual, despite being known the relevance of including a greater variety of sensory channels to improve the relationship between the individual and the virtual environment. So, to address these gaps, and considering the importance of multisensory stimulation, this paper aims to review the methods and instruments found in the literature regarding the analysis of the users' emotions in virtual reality. Also, we provide an overview of the main limitations of such studies. Little information can be found in the literature regarding the connection between the input stimulus and the users' emotional responses. This corroborates the difficulty in creating and evaluating immersive virtual experiences when stimulating more than two human senses, typically audiovisual. Nevertheless, we address some clues on the impact of visual, auditory, haptic, smell, and taste elements to trigger specific emotions. Also, we address the association between the research area and the method used. Finally, the main gaps and challenges are discussed. We expect that the combination of these results acts as guidelines for designing richer multisensory virtual experiences. Moreover, we intend to contribute to future research on emotions-based immersive virtual reality by providing a review of the most suitable methodologies and instruments for specific contexts.
2023
Autores
Rodrigues J.; Lopes C.T.;
Publicação
Open Information Science
Abstract
Research data management is essential for safeguarding and prospecting data generated in a scientific context. Specific issues arise regarding data in image format, as this data typology poses particular challenges and opportunities; however, not much attention has been given to data as images. We reviewed 109 articles from several research domains where images were used either as data or metadata to understand how researchers specifically deal with this data format, and what are your habits and behaviors. We use the Web of Science (WoS), considering its five main areas of research. We included in the initial corpus the most relevant articles by research domain, selecting the ten most cited articles in WoS, by year, between 2010 and 2021. The selected articles should be in English and in open access. The results found that images have been used in scientific works numerous times, but, unfortunately, few are those in which they are the central element of the study. Photography is the type of image most used in most domains. In terms of the instruments used, the Technology and Life Sciences and Biomedicine domains use the microscope more, while the Arts and Humanities and Physical Sciences domains use the camera more. We found that the images are mostly produced in the context of the project, rather than reused by third parties. As for their collection scenario, these are mostly produced/used in a laboratory context. The overwhelming majority of the images present in the articles are digital, and only a small part is analog. We verify that Arts and Humanities are more likely to perform qualitative types of analyses, while Life Sciences and Biomedicine overwhelmingly use quantitative analyses. As for the issues of sharing and depositing, Life Sciences and Biomedicine is the domain that stands out the most in the tasks of depositing and sharing images. It was found that the licenses of a project are intrinsically related to the motivations for sharing results with third parties. Description, a fundamental step in the data management process, is neglected by a large number of researchers. The images are mostly not described or annotated and when this happens, researchers don't provide much detail about this.
2023
Autores
Barreto, L; Amaral, A; Pereira, T; Paiva, S;
Publicação
SMART ENERGY FOR SMART TRANSPORT, CSUM2022
Abstract
Nowadays, Mobility, in all its dimensions (transport mobility, sustainable mobility, active mobility, and Mobility as a Service (MaaS)), is an essential dimension in sustainable development goals, allowing to increase in the quality of life, the health, the social inclusion and to reduce climate action in any society. To increase the citizens' awareness and promote a true behavioral change, the citizens need to feel part of the process. Gamification has proved to be effective in raising citizens' awareness, encouraging their participation, and promoting a gradual but profound behavior change in various areas such as participatory governance, tourism, culture, education, etc. Gamification can also propel a Smart Living Society 5.0 among the younger groups of the society, especially in the context of academic communities that are more knowledgeable and eager to foster a healthier, more sustainable, and more inclusive society. Smart Living Society 5.0 is an activity in the scope of the TECH - Tecnologia, Ambiente, Criatividade e Saude - a project of NORTE 2020, focusing on creating an Academic MaaS (AMaaS). At this stage, it is essential to know about gamification use cases related to new mobility solutions and practices. The paper presents successful cases of mobility systems and services that consider gamification to promote and incentivize their use concerning active mobility and sustainable mobility; it discusses the potential of gamified systems to achieve a gamification proposal approach to implement in the AMaaS under development.
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