Autonomous Systems Design, Testing, and Deployment: Lessons Learned from The Deployment of an Autonomous Shuttle Bus

Author(s):  
Lance Sherry ◽  
John Shortle ◽  
George Donohue ◽  
Brett Berlin ◽  
Jonathan West
2016 ◽  
Vol 4 (3) ◽  
pp. 163-181
Author(s):  
Pouria Sarhadi ◽  
Reza Nad Ali Niachari ◽  
Morteza Pouyan Rad ◽  
Javad Enayati

Purpose The purpose of this paper is to propose a software engineering procedure for real-time software development and verification of an autonomous underwater robotic system. High performance and robust software are one of the requirements of autonomous systems design. A simple error in the software can easily lead to a catastrophic failure in a complex system. Then, a systematic procedure is presented for this purpose. Design/methodology/approach This paper utilizes software engineering tools and hardware-inthe-loop (HIL) simulations for real-time system design of an autonomous underwater robot. Findings In this paper, the architecture of the system is extracted. Then, using software engineering techniques a suitable structure for control software is presented. Considering the desirable targets of the robot, suitable algorithms and functions are developed. After the development stage, proving the real-time performance of the software is disclosed. Originality/value A suitable approach for analyzing the real-time performance is presented. This approach is implemented using HIL simulations. The developed structure is applicable to other autonomous systems.


Author(s):  
Anthony L. Baker ◽  
Sean M. Fitzhugh ◽  
Daniel E. Forster ◽  
Kristin E. Schaefer

The development of more effective human-autonomy teaming (HAT) will depend on the availability of validated measures of their performance. Communication provides a critical window into a team’s interactions, states, and performance, but much remains to be learned about how to successfully carry over communication measures from the human teaming context to the HAT context. Therefore, the purpose of this paper is to discuss the implementation of three communication assessment methodologies used for two Wingman Joint Capabilities Technology Demonstration field experiments. These field experiments involved Soldiers and Marines maneuvering vehicles and engaging in live-fire target gunnery, all with the assistance of intelligent autonomous systems. Crew communication data were analyzed using aggregate communication flow, relational event models, and linguistic similarity. We discuss how the assessments were implemented, what they revealed about the teaming between humans and autonomy, and lessons learned for future implementation of communication measurement approaches in the HAT context.


Author(s):  
Kenneth R. Butts ◽  
Ravi Rangan ◽  
Mark Jennings ◽  
Gail Cheng

Model-based product development methodologies are becoming more widely used by developers of automotive embedded control systems. This paper presents a model repository intended to provide configuration management, reuse, and sharing infrastructure in support of this trend. An initial set of repository requirements is presented and then augmented with lessons-learned from a pilot realization of the system. This pilot realization is discussed with respect to implementation and application. A repository data model is also described.


2017 ◽  
Author(s):  
Marie Berg ◽  
Karolina Linden ◽  
Annsofie Adolfsson ◽  
Carina Sparud Lundin ◽  
Agneta Ranerup

BACKGROUND Numerous Web-based interventions have been implemented to promote health and health-related behaviors in persons with chronic conditions. Using randomized controlled trials to evaluate such interventions creates a range of challenges, which in turn can influence the study outcome. Applying a critical perspective when evaluating Web-based health interventions is important. OBJECTIVE The objective of this study was to critically analyze and discuss the challenges of conducting a Web-based health intervention as a randomized controlled trial. METHOD The MODIAB-Web study was critically examined using an exploratory case study methodology and the framework for analysis offered through the Persuasive Systems Design model. Focus was on technology, study design, and Web-based support usage, with special focus on the forum for peer support. Descriptive statistics and qualitative content analysis were used. RESULTS The persuasive content and technological elements in the design of the randomized controlled trial included all four categories of the Persuasive Systems Design model, but not all design principles were implemented. The study duration was extended to a period of four and a half years. Of 81 active participants in the intervention group, a maximum of 36 women were simultaneously active. User adherence varied greatly with a median of 91 individual log-ins. The forum for peer support was used by 63 participants. Although only about one-third of the participants interacted in the forum, there was a fairly rich exchange of experiences and advice between them. Thus, adherence in terms of social interactions was negatively affected by limited active participation due to prolonged recruitment process and randomization effects. Lessons learned from this critical analysis are that technology and study design matter and might mutually influence each other. In Web-based interventions, the use of design theories enables utilization of the full potential of technology and promotes adherence. The randomization element in a randomized controlled trial design can become a barrier to achieving a critical mass of user interactions in Web-based interventions, especially when social support is included. For extended study periods, the technology used may need to be adapted in line with newly available technical options to avoid the risk of becoming outdated in the user realm, which in turn might jeopardize study validity in terms of randomized controlled trial designs. CONCLUSIONS On the basis of lessons learned in this randomized controlled trial, we give recommendations to consider when designing and evaluating Web-based health interventions.


Author(s):  
J S Schofield ◽  
D J Wright

In recent decades the UK has made significant advances in its approach to, and its results from, the management of naval platform vulnerability. This paper explores the history, guiding principles and assessment techniques of successful vulnerability management. World War II lessons learned are reviewed and shown to be still relevant today. These include structural and systems design features for the management of blast and fragmentation. Requirements must be set which are realistic and contractual. Through the design of several classes of ship using current vulnerability management principles it is now clear what can be achieved. Therefore realistic requirements can be effectively set. Quantitative vulnerability assessment is a key part of the design process, from the earliest concept to build and beyond. It is never too early to consider vulnerability, as the biggest gains can be made for the least cost during the early concept phases. However, early promise can be compromised by careless addition of supporting systems and services, so continuous monitoring is required. In order for vulnerability assessments to keep pace with and guide the direction of the developing design, efficient assessment tools are needed. If the model takes too long to build, the tool offers purely an audit function, rather than being a design aid. Such a tool is also an important input to Operational Analysis of the in-service fleet. As such, very large parameter spaces of results are needed, for the full threat spectrum against the whole fleet in a range of scenarios. SCL has developed the Purple Fire tool to facilitate the sorts of assessment required for modern platform designs, weapon programmes and operational analysis in support of the fleet. It provides the analyst with the ability to construct platform representations very quickly, meaning less model build time and more analysis time. It automates the consideration of large parameter spaces allowing in-depth assessments to be conducted quicker than ever.


Author(s):  
Hanna Kurniawati

Planning under uncertainty is critical to robotics. The partially observable Markov decision process (POMDP) is a mathematical framework for such planning problems. POMDPs are powerful because of their careful quantification of the nondeterministic effects of actions and the partial observability of the states. But for the same reason, they are notorious for their high computational complexity and have been deemed impractical for robotics. However, over the past two decades, the development of sampling-based approximate solvers has led to tremendous advances in POMDP-solving capabilities. Although these solvers do not generate the optimal solution, they can compute good POMDP solutions that significantly improve the robustness of robotics systems within reasonable computational resources, thereby making POMDPs practical for many realistic robotics problems. This article presents a review of POMDPs, emphasizing computational issues that have hindered their practicality in robotics and ideas in sampling-based solvers that have alleviated such difficulties, together with lessons learned from applying POMDPs to physical robots. Expected final online publication date for the Annual Review of Control, Robotics, and Autonomous Systems, Volume 5 is May 2022. Please see http://www.annualreviews.org/page/journal/pubdates for revised estimates.


Author(s):  
Vinod Srinivasan ◽  
Karen Butler-Purry ◽  
Susan Pedersen

This chapter presents an experience with the development of an educational game focusing on digital systems design for undergraduate electrical engineering students. The project was motivated by the ineffectiveness of traditional instructional methods, particularly in engineering education and research, indicating that educational games have the potential to improve learning and motivation among players. The chapter presents an overview of the literature on engineering education and game-based learning, followed by a detailed look into the process by which this project was approached, starting from obtaining funding for the project to the actual design, development, implementation, and assessment of the game itself. The emphasis in this chapter will be on the challenges faced and the lessons learned during the course of this ongoing project. The challenges are common to other similar projects, and the lessons learned can provide valuable guidelines to other researchers and educators engaged in similar endeavors.


Author(s):  
Mahesh S. Raisinghani

Telecommunications Company (TC) [company identity is concealed] produced a sales management application through internal and contract resources. This application, Schedule Graph (SG) System, was designed to automate the sales schedule process that had previously been a paper and pencil process. The system was designed and implemented in a matter of months to reduce cost and deliver an application that was long overdue. The project had been proposed for years, but funding issues had routinely delayed initiation. The sales development organization worked on the design and development for this application for approximately six months. The application was released with numerous software, hardware and network problems. The effects on the customer community, the information systems department and other stakeholders were sharp and far reaching. This case study investigates the lessons learned with this application and the implications for theory and practice. It can be instrumental to information systems managers, academicians and students to learn from the success and pitfalls of other organizations related to information systems development and management.


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