335,790 research outputs found

    Flow Direction Prediction of Ball Movement for Humanoid Robot Soccer Goalkeeper

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    In Robocup, The most important sensor on humanoid robot soccer is a camera. The camera serves as the eyes of the robot as well as in humans. This camera is used by the robot to detect the ball. The task of Humanoid Robot Soccer as a Goalkeeper is to keep the goal and must be able to block a ball that came directly to the goal from many directions so the ball is not got into the goal. As already been known, the results of the camera image captured is always later than the pictures that has been taken, moreover if the shooting process is added with image processing such as adjusting contrast, brightness, etc. then the delay in image capture will be even greater. This causes late in reaction to the Humanoid Robot Soccer Goalkeeper when it’s blocking the ball that coming from any direction. Therefore we need a computer vision technique to estimate the direction of movement of the ball so there is no delay in reaction to the robot in blocking the ball. In this paper is discussed the flow direction prediction of the ball movement for Humanoid Robot Soccer Goalkeeper. The processing of ball movement prediction is obtained by comparing the previous ball data detection and the latest data detection to get the direction of the ball movement. This robot is a second generation of humanoid robot called EFuRIO soccer (Fußball EEPIS Robot IO)

    Motion Optimization of Humanoid Robot Soccer “Goalkeeper” Using Behavior Based Coordination

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    Accuracy and speed of movement is required for a goalkeeper robot in the Robocup soccer competition. Moreover, instability and robustness of goalkeeper robot is often a problem in itself that often arise especially if the robot is a humanoid robot. There are various methods on how to improve the performance of movement of humanoid robot have been actively studied. So now we propose how to optimize the movement of humanoid robot and research to this time is devoted to the movement of a humanoid robot goalkeeper by using behavior based coordination. In this paper, a stabilization algorithm is proposed using the balance condition of the robot, which is measured using accelerometer sensor during standing, walking, turning, getting up, etc. Then the information from the outside is obtained by using the other sensor that is webcam camera and also from this sensor the robot can decide and behave to respond the data information effectively. In order to generate the proper and fast reaction, so a behavior based algorithm is applied in finding the most effective movement when the robot responds some stimulus. The performance of the proposed algorithm is verified by walking, getting up and ball anticipating movement and this experiment is conducted on a 16-DOFs humanoid robot, called EEPIS Fußball Robot IO (EFuRIO) 2nd generation

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Fisika Dalam Game : Konsep Resultan Vektor Gaya Pada Karakter Fanny Di Mobile Legends

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    Abstract:  Mobile Legends: Bang Bang game is one of the games that is still popular with people in the Southeast Asian region, including Indonesia. The characters in Mobile Legends: Bang Bang are very varied with different roles and difficulty levels. In this study, researchers analyzed one of the characters in the mobile legends bang bang game, namely Fanny, in terms of the application of physics concepts. The purpose of this study is to analyze physics concepts, especially vector material on the character Fanny in the Mobile Legends: Bang Bang game. This research uses qualitative research methods with a descriptive approach.  Data collection is carried out through observation, interviews, and documentation online. Where the resource person or informant in this research is a physics education student. The concept of vector is found in the use of abilities in the form of launching ropes on the character Fanny. Where vectors are quantities that have values and directions. The summation of two or more vectors is called a resultant vector. The magnitude of the vector Resultant is determined using two methods, namely the graphic and analytical methods. The results of this study are expected to explain the concept of physics in the mobile legends bang bang game and can be applied as material for learning physics.Abstrak: Game Mobile Legends: Bang Bang merupakan salah satu permainan  yang hingga kini masih digemari masyarakat di kawasan asia tenggara tidak terkecuali Indonesia. Karakter pada game Mobile Legends: Bang Bang sangat bervariasi dengan peran dan tingkat kesulitan yang berbeda. Dalam penelitian ini peneliti menganalisis salah satu karakter dalam game Mobile Legends Bang Bang yaitu Fanny ditinjau dari penerapan konsep fisika. Tujuan dari penelitian ini yaitu menganalisis konsep fisika khususnya materi vektor pada karakter Fanny di game Mobile Legends: Bang Bang. Penelitian ini menggunakan metode penelitian kualitatif dengan pendekatan deskriptif.  Pengambilan data dilakukan melalui observasi, wawancara, dan dokumentasi secara daring. Dimana yang menjadi narasumber atau informan dalam penelitian ini adalah mahasiswa pendidikan fisika. Penelitian ini memberikan gambaran bahwa dalam game Mobile Legends: Bang Bang terdapat konsep yang berkaitan dengan fisika yaitu vektor. Konsep vektor terdapat dalam penggunaan kemampuan berupa peluncuran tali pada karakter Fanny. Dimana vektor merupakan besaran yang mempunyai nilai dan arah. Penjumlahan dari dua vektor atau lebih disebut resultan vektor. Besarnya Resultan vektor ditentukan dengan menggunakan dua metode, yaitu metode grafis dan analitis. Hasil dari penelitian ini diharapkan dapat menjelaskan konsep fisika pada game Mobile Legends Bang Bang dan bisa diterapkan sebagai bahan pembelajaran fisika

    Cutaneous sensitivity in unilateral trans-tibial amputees

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    Aim: To examine tactile sensitivity in the leg and foot sole of below-knee amputees (diabetic n = 3, traumatic n = 1), and healthy control subjects (n = 4), and examine the association between sensation and balance. Method: Vibration perception threshold (VPT; 3, 40, 250Hz) and monofilaments (MF) were used to examine vibration and light touch sensitivity on the intact limb, residual limb, and homologous locations on controls. A functional reach test was performed to assess functional balance. Results: Tactile sensitivity was lower for diabetic amputee subjects compared to age matched controls for both VPT and MF; which was expected due to presence of diabetic peripheral neuropathy. In contrast, the traumatic amputee participant showed increased sensitivity for VPT at 40Hz and 250Hz vibration in both the intact and residual limbs compared to controls. Amputees with lower tactile sensitivity had shorter reach distances compared to those with higher sensitivity. Conclusion: Changes in tactile sensitivity in the residual limb of trans-tibial amputees may have implications for the interaction between the amputee and the prosthetic device. The decreased skin sensitivity observed in the residual limb of subjects with diabetes is of concern as changes in skin sensitivity may be important in 1) identification/prevention of excessive pressure and 2) for functional stability. Interestingly, we saw increased residual limb skin sensitivity in the individual with the traumatic amputation. Although not measured directly in the present study, this increase in tactile sensitivity may be related to cortical reorganisation, which is known to occur following amputation, and would support similar findings observed in upper limb amputees

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    The vanishing author in computer-generated works: a critical analysis of recent Australian case law

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    Abstract The use of software is ubiquitous in the creation of many copyright works, yet the requirement in copyright law that every work have a human author who engages in independent intellectual effort means that its use may prevent copyright subsistence. Several recent Australian cases have refocused attention on authorship as an essential criterion of copyright subsistence, and these cases suggest that much computer-produced output may be authorless and thus lack copyright protection. This article, the first in a two-part series, analyses how each case deals with the question of authorship of computer-produced works and why the use of software diminishes copyright protection for a significant number of computer-generated works. The article critiques the application of conventional notions of human authorship developed in the pre-computer age to modern productions and suggests alternative approaches to authorship that satisfy both the major objectives of copyright policy and the need to adapt to the computer age. The article argues that, without a broader judicial approach to authorship of computer-generated works, Parliament must remedy the lacuna in protection for these ‘authorless’ works. Possible solutions for reform are suggested. In a forthcoming article, the author comprehensively examines those reform proposals

    Author Talk

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    University president, Jim Schmotter, introduces Tim O'Brien at the author talk in Ives Auditorium, October 26, 2010.</p

    PEMANFAATAN INTERNET GRATIS DI PERPUSTAKAAN SMK NEGERI 2 SURAKARTA SEBAGAI PENUNJANG KEGIATAN BELAJAR

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    Setiaji Adhi Purwoko, D1810090, utilization of free internet library of SMK N 2 Surakarta as supporting learning activities D3 library studies program faculty of social science and political science, UNS, Surakarta, 2013. The library is one of the centers of knowledge. To play an important role where the library is now expected to continue to adapt to the context of the times. One time adjustment effort is the presence of free internet facility. Where this will surely add more value and existence of the library itself. The final task will be to unravel the particular use of the free internet at the library SMK N 2 Surakarta as a means of supporting the learning activities. The final study goal was to examine the use of free internet library, in addition to knowing the obstacles often encountered and how the steps and procedures that be taken to overcome the obstacles. This research using interviews, documentation, study library and observation. As for the conclusions of this final study is a free internet service library is one library that can be used student to learning teaching activities. Users free internet not only to find the school work that library student can edit school work unresolved. Keyword: free internet, library, supporting. Setiaji Adhi Purwoko, D1810090, Pemanfaatan Internet Gratis Perpustakaan SMK Negeri 2 Surakarta sebagai Penunjang Kegiatan Belajar, Program Studi D3 Perpustakaan, Fakultas Ilmu Sosial dan Ilmu Politik, UNS, Surakarta, 2013. Perpustakaan merupakan salah satu pusat pengetahuan. Untuk memainkan peran penting tersebut perpustakaan di masa kini diharapkan dapat senantiasa menyesuaikan dengan konteks perkembangan zaman. Salah satu upaya penyesuaian zaman adalah hadirnya fasilitas internet gratis. Di mana hal ini tentunya akan semakin menambah nilai lebih dari keberadaan perpustakaan itu sendiri. Tugas akhir ini akan mengurai mengenai pemanfaatan internet gratis khususnya di perpustakaan SMK Negeri 2 Surakarta sebagai sarana penunjang kegiatan belajar. Tujuan penelitian Tugas Akhir ini adalah untuk mengetahui pemanfaatan internet gratis perpustakaan, selain itu untuk mengetahui kendala yang sering terjadi serta bagaimana langkah dan prosedur yang harus diambil untuk mengatasi berbagai kendala. Penelitian Tugas Akhir ini menggunakan metode wawancara (interview), dokumentasi, studi pustaka dan observasi. Adapun hasil kesimpulan dari penelitian Tugas Akhir ini adalah internet gratis perpustakaan merupakan salah satu layanan perpustakaan yang dapat dimanfaatkan siswa untuk penunjang kegiatan belajar. Pemakai internet gratis tidak hanya untuk mencari tugas sekolah yang dibutuhkan siswa akan tetapi dengan adanya internet gratis perpustakaan siswa dapat mengedit tugas sekolah yang belum terselesaikan. Kata Kunci: internet gratis, perpustakaan, sarana penunjang

    Implementasi Kontrol Mobile Robot menggunakan Sinyal EEG dengan Algoritma Behaviour-based

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    Penggunaan sinyal EEG sebagai sinyal kontrol untuk mobile robot adalah hal yang menarik untuk dipelajari. Namun pengolahan sinyal EEG tersebut memerlukan waktu yang relatif lama untuk menghasilkan sinyal perintah ke robot, maka dikhawatirkan robot akan menabrak halangan yang ada pada lingkungannya sebelum sempat menerima sinyal perintah. Diperlukan sebuah algoritma yang akan memungkinkan agar mobile robot yang didesain untuk dapat dikontrol baik oleh sensor infra-merah dan sinyal EEG, metode yang digunakan adalah behaviour-based method. Dalam metode ini dikenal penggunaan hierarki untuk menentukan tingkatan dari setiap sumber perintah yang di gunakan dan dalam hal ini ditetapkan sensor infra-merah di atas sinyal EEG sehingga dapat menentukan aksi dengan cepat bila dua sumber perintah aktif secara bersamaan. Dalam penggunaan algoritma behaviour based dapat disimpulkan bahwa behaviour-based sangat proaktif dan reaktif terhadap perubahan dinamik lingkungan namun dengan menggunakan algoritma ini dari sudut pandang programmer akan sulit memprediksi apa yang akan dilakukan robot di lingkungannya. Kata kunci: EEG (Electro Encephalograph), behaviour-based, hierarki
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