Spatially Situated End-User Robot Programming in Augmented Reality

Author(s):  
Michal Kapinus ◽  
Vitezslav Beran ◽  
Zdenek Materna ◽  
Daniel Bambusek
2021 ◽  
pp. 631-651
Author(s):  
Enes Yigitbas ◽  
Ivan Jovanovikj ◽  
Gregor Engels

Author(s):  
Michal Kapinus ◽  
Zdeněk Materna ◽  
Daniel Bambušek ◽  
Vitězslav Beran
Keyword(s):  

Author(s):  
Iraj Mantegh ◽  
Nazanin S. Darbandi

Robotic alternative to many manual operations falls short in application due to the difficulties in capturing the manual skill of an expert operator. One of the main problems to be solved if robots are to become flexible enough for various manufacturing needs is that of end-user programming. An end-user with little or no technical expertise in robotics area needs to be able to efficiently communicate its manufacturing task to the robot. This paper proposes a new method for robot task planning using some concepts of Artificial Intelligence. Our method is based on a hierarchical knowledge representation and propositional logic, which allows an expert user to incrementally integrate process and geometric parameters with the robot commands. The objective is to provide an intelligent and programmable agent such as a robot with a knowledge base about the attributes of human behaviors in order to facilitate the commanding process. The focus of this work is on robot programming for manufacturing applications. Industrial manipulators work with low level programming languages. This work presents a new method based on Natural Language Processing (NLP) that allows a user to generate robot programs using natural language lexicon and task information. This will enable a manufacturing operator (for example for painting) who may be unfamiliar with robot programming to easily employ the agent for the manufacturing tasks.


LINK ◽  
2018 ◽  
Vol 24 (1) ◽  
Author(s):  
Setiawardhana Setiawardhana ◽  
Sigit Wasista ◽  
Ahmad Yusuf Ardiansyah

Tujuan adanya diciptakannya aplikasi ini adalaha untuk memberikan solusi dari permasalahan tersebut, yaitu membuat aplikasi pembelajaran tentang pengenalan perangkat jaringan komputer beserta topologi jaringannya dengan menggunakan teknologi Augmented Reality, agar dapat memberikan nuansa baru dan dapat mengurangi rasa bosen dalam belajar. Aplikasi yang diberi nama “PengajAR” adalah teknologi yang dapat menvisualisasikan gambar 3 dimensi kedalam virtual reality (penglihatan virtual). Marker yang terdapat pada masing masing perangkat bergambar akan ditangkap oleh kamera mobile device yang kemudian diproses untuk menampilkan animasi 3D modeling pada layar secara realtime. PengajAR menyajikan pengetahuan tentang fungsi perangkat jaringan seperti Router, Hub, Lan Tester, Access Point, karakteristik topologi Star, Mesh, Ring, dan Bus, selain itu aplikasi PengajAR menyediakan fitur Kuis untuk latihan soal seputar materi dasar perangkat jaringan komputer, dan dilengkapi dengan fitur Minigame yang memberikan latihan cara merancang model jaringan kabel dan wireless, serta terdapat fitur setting nomor IP (Internet Protocol). Pengujian yang dilakukan adalah dengan menggunakan metode Study Field, didemonstrasikan langsung ke siswa SMK (end user) yang akan mencoba aplikasi ini, Para siswa- siswi diberikan beberapa tugas untuk merancang jaringan, dan diakhir acara siswa-siswi diminta untuk mengisi kuisioner sebagai penilaian atas perangkat lunak yang telah mereka gunakan. Hasil luaran yang diharapkan dari kontribusi media pembelajaran ini adalah dapat membantu mereview materi sebesar 40 % yang telah diajarkan oleh guru, serta membantu untuk memvisualisasikan cara kerja topologi jaringan komputer sebesar 45%, dan secara keseluruhan aplikasi ini sangat sesuaidengan materi komputer dan jaringan.Kata Kunci: Augmented Reality, Marker, Topologi Jaringan, Internet Protocol


2022 ◽  
pp. 520-536
Author(s):  
Rui Miguel Pascoal

This work analyses energy expenditure in outdoor sport environments with augmented reality technology. Battery efficiency is becoming a relevant topic in the context of the varied outdoor end-user services, among other realms. It is a key to the acceptance and use of mobile technology. In outdoor environments, battery efficiency can be low, especially when information based on close-to-real-time requires internet access and the use of sensors. Such requirement is today evident with the growth of internet dependence and multiple sensors, which perform both actively and passively via fitness gadgets, smartphones, pervasive systems, and other personal mobile gadgets. In this context, it is relevant to understand how energy is spent with the accelerometer, global position system, and internet access (Wi-Fi or mobile data) providing smart data for outdoor sports activities. Through a prototype, an analysis is made based on the current battery autonomy, and an algorithm model for better battery efficiency is proposed.


Author(s):  
Camilo Perez Quintero ◽  
Sarah Li ◽  
Matthew KXJ Pan ◽  
Wesley P. Chan ◽  
H.F. Machiel Van der Loos ◽  
...  

Author(s):  
Hongchao Fang ◽  
Soh Khim Ong ◽  
Andrew Yeh-Ching Nee

2020 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
David Kristian Lado ◽  
Melati Rosanensi

Utilization of Augmented Reality (AR) technology as a learning medium about perfect and imperfect metamorphosis aims as a tool in the alternative learning and teaching process between teachers and students by visualizing 3D objects in realtime. This multimedia application for introducing perfect and imperfect metamorphosis is based on Augmented Reality by referring to the material in the Science books for Elementary School grade IV (Four) curriculum 2013. The methodology used in developing this application is the Luther Sutopo development method. Where this method consists of 6 (Six) stages, namely concept, design, material collecting, assembly, testing, and distribution. The results or the output of the application that the author built is an android application using Augmented Reality technology to show the shape or form of the stages of animals that experience perfect metamorphosis and imperfect metamorphosis. The conclusion of this study is that the overall response of the end user to this application is quite good. Where in some questions related to this AR application has given good answers. This is evidenced by some of the tests that the authors have conducted on applications where the testers are writers and end users.


Sign in / Sign up

Export Citation Format

Share Document