Exploration or Multipurpose Electric Vehicle for Agriculture Using IOT

2021 ◽  
Vol 7 (5) ◽  
pp. 3844-3852
Author(s):  
M.V. Ramesh ◽  
G. Vijay Kumar ◽  
B. Suresh Babu ◽  
R. Boopathi ◽  
C. Sreekanth ◽  
...  

Objectives: Objective: In this paper suggests a multipurpose portable type agricultural vehicle which can perform many functions of agriculture like seed sowing, water sprinkling and fertilizer spraying using a single agricultural vehicle. In the present scenario the agriculture is becoming of less interest even for the skilled people due to the increase in capital cost and decrease in the selling price. It is the time for introducing different machines with less human interference and also better with automated vehicles. There are different modern machines/tools that are accessible to farmers in order to perform various functions in agriculture. Each machine/tool can perform its own intended function. Methods: This agricultural vehicle is an automated vehicle where the control is based on IOT and can be controlled remotely. The proposed system involves PMDC motors as a driving mechanism and servomotor is used for controlling the output. The entire mechanism is controlled by NImyRIO embedded system. The programming of NImyRIO is developed using LabVIEW which is a visual programming language for easy user interface. Results & Conclusions: This exploration of multipurpose unmanned electric vehicle surely paves the ways to smart implementation scheme to the agriculture society including tobacco plantations.

2008 ◽  
Vol 1 (3) ◽  
pp. 99
Author(s):  
Alejandro Veliz ◽  
Luis Felipe González Böhme ◽  
Luis Pablo Barros

This article describes a systematic implementation of an explored technology-transfer model, looking for an optimization of building, enlargement or equipments processes in the housing industry. For achieving that optimization, a heterogeneous group of manufacturing activities are studied according to the UN Classifications Registry (UN 2007), and their application in the chilean industry is evaluated. The explored model has been formulated according to Senn’s (1992) method of prototype design, and the method of information systems development based on its life-cycle. Finally, by using a Visual Programming Language (VPL) interface, the model is applied for the formulation of the design problem of a customized constructive component. In this case, the component is a sanitary services pack. The proposal includes an experimental Graphic-User Interface (GUI), where each client configures the constructive components according to his particular requirements.


Information ◽  
2021 ◽  
Vol 12 (4) ◽  
pp. 162
Author(s):  
Soyeon Kim ◽  
René van Egmond ◽  
Riender Happee

In automated driving, the user interface plays an essential role in guiding transitions between automated and manual driving. This literature review identified 25 studies that explicitly studied the effectiveness of user interfaces in automated driving. Our main selection criterion was how the user interface (UI) affected take-over performance in higher automation levels allowing drivers to take their eyes off the road (SAE3 and SAE4). We categorized user interface (UI) factors from an automated vehicle-related information perspective. Short take-over times are consistently associated with take-over requests (TORs) initiated by the auditory modality with high urgency levels. On the other hand, take-over requests directly displayed on non-driving-related task devices and augmented reality do not affect take-over time. Additional explanations of take-over situation, surrounding and vehicle information while driving, and take-over guiding information were found to improve situational awareness. Hence, we conclude that advanced user interfaces can enhance the safety and acceptance of automated driving. Most studies showed positive effects of advanced UI, but a number of studies showed no significant benefits, and a few studies showed negative effects of advanced UI, which may be associated with information overload. The occurrence of positive and negative results of similar UI concepts in different studies highlights the need for systematic UI testing across driving conditions and driver characteristics. Our findings propose future UI studies of automated vehicle focusing on trust calibration and enhancing situation awareness in various scenarios.


2020 ◽  
Vol 13 (37) ◽  
pp. 18
Author(s):  
Juan Carlos Travieso Torres ◽  
Daniel Galdámez González ◽  
Roberto Rodríguez Travieso ◽  
Arturo Rodríguez García

Nuestra principal contribución es la aplicación del lenguaje de programación visual (VPL, de sus siglas en inglés “Visual Programming Language”) y los dispositivos móviles (MD, de sus siglas en inglés “Mobile Devices”) para el aprendizaje de los sistemas de control, lo cual mejoró la comprensión de estudiantes regulares considerados dentro de un diseño cuasiexperimental. El empleo de un ambiente de enseñanza que emplea VPL y MD para abordar los sistemas de control de procesos fue la clave para resolver las dificultades de aprendizaje que tenían el estudiante con el método de enseñanza tradicional, y que perduraban a pesar de ya que se estaba considerando la alineación constructiva entre instrucción, aprendizaje y evaluación, actividades auténticas y un enfoque de aprendizaje basado en el diseño. Los elementos gráficos utilizados por VPL, tomados de una biblioteca hecha de bloques reutilizables, con diferentes formas y colores, facilitan la comprensión de los sistemas de control de procesos. También VPL muestra todo el sistema de control de procesos de un vistazo a través de los diferentes MD utilizados, que fueron computadoras portátiles, tabletas y teléfonos inteligentes. Ayudó que todos estos MD son bien conocidos y fáciles de usar para los estudiantes. La evaluación comparativa del rendimiento de aprendizaje de los estudiantes, con y sin el uso de VPL y MD, mostró la efectividad del rediseño en el modo de enseñanza. Se facilitó el aprendizaje de los sistemas de control de procesos, reduciendo las dificultades de la enseñanza tradicional y mejorando la comprensión de los estudiantes. Además, la autoeficacia de los estudiantes se vio afectada positivamente.


2021 ◽  
Author(s):  
◽  
William Briscoe

<p><b>In the context of urban design, generative design has been examined as a tool for expansion or optimisation of existing urban networks. This optimisation uses information such as geometry of the existing urban fabric and available space for expansion. However, very little research exists into designing around terrain factors, instead usually opting to consider difficult terrain as simply a boundary for network expansion. </b></p> <p>This research seeks to answer the question ‘How can generative design improve the way urban networks are designed in complex terrain?’ It does this by creating a tool that can interpret any terrain information, and with simple designer input, can create conceptual urban schemes in complex terrain. </p> <p>The tool is developed using visual programming language Grasshopper, an extension for the Rhinoceros3D modelling software. Its development and proof-of-concept scheme are executed in Wellington, New Zealand. The city is one uniquely situated between harbour and steep hills, leading to several typologies of hillside urban schemes to use as precedent and comparison with the tool’s outputs. The Wellington City Council Urban Growth Plan anticipates an increase of 80,000 people in the next 30 years, and the city requires additional areas to house the growing population. </p> <p>Through a discussion of urban theory and existing generative design exemplars, the thesis settles on an urban grid-based logic for the tool. The thesis then records the process of designing the tool, using a Wellington site as a base for development. </p> <p>Evaluation of the tool is undertaken using space syntax theory as a key framework, as well as qualitative comparisons with existing hill suburbs in Wellington.</p>


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Mark Noone ◽  
Aidan Mooney ◽  
Keith Nolan

This article details the creation of a hybrid computer programming environment combining the power of the text-based Java language with the visual features of the Snap! language. It has been well documented that there exists a gap in the education of computing students in their mid-to-late teenage years, where perhaps visual programming languages are no longer suitable and textual programming languages may involve too steep of a learning curve. There is an increasing need for programming environments that combine the benefits of both languages into one. Snap! is a visual programming language which employs “blocks” to allow users to build programs, similar to the functionality offered by Scratch. One added benefit of Snap! is that it offers the ability to create one’s own blocks and extend the functionality of those blocks to create more complex and powerful programs. This will be utilised to create the Hybrid Java environment. The development of this tool will be detailed in the article, along with the motivation and use cases for it. Initial testing conducted will be discussed including one phase that gathered feedback from a pool of 174 first year Computer Science students. These participants were given instructions to work with the hybrid programming language and evaluate their experience of using it. The analysis of the findings along with future improvements to the language will also be presented.


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