Dissertations / Theses on the topic 'Navigation Technology'

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1

Miah, Md Suruz. "Autonomous mobile robot navigation using RFID technology." Thesis, University of Ottawa (Canada), 2007. http://hdl.handle.net/10393/27891.

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Navigation techniques are of a paramount importance in the field of mobile robotics. They are employed in many contexts in indoor and outdoor environments such as delivering payloads in a dynamic environment, building safety, security, building measurement, research, and driving on highways. Skilled navigation in mobile robotics usually requires solving two problems, determining the position of the robot, and selecting a motion control strategy. Moreover, when no prior knowledge of the environment is available, the problem becomes even more difficult, as the robot has to build a map of its surroundings as it moves. These three tasks ought to be solved in conjunction, since they depend on each other. This dissertation explores the design of a cost-effective and modular navigation method for mobile robots. In particular, we will look at the process of navigating a mobile robot using the emerging RFID technology. A successful realization of this process has been addressed with two separate navigation modules. Each module presents a separate navigation algorithm for a mobile robot. In the first module, a customized RFID reader is mounted on the robot. The information provided by the reader will then be used for navigation. On the contrary, in the second module, custom-made RFID tags are attached at different locations in the navigation environment (on the ceiling of a building, posts, for instance). The position of the mobile robot is then determined based on the information provided by the tags in the robot's operating region. The angle between the robot's current direction and the target tag is used to provide actions to the actuators. In both modules, the algorithms take advantage of using analogue features of the RFID system instead of relying only on the binary tag number which conventional RFID-driven applications depend on.
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Norouzi, Kandalan Roya. "Assistive Navigation Technology for Visually Impaired Individuals." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1707284/.

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Sight is essential in our daily tasks. Compensatory senses have been used for centuries by visually impaired individuals to navigate independently. The help of technology can minimize some challenges for visually impaired individuals. Assistive navigation technologies facilitate the pathfinding and tracing in indoor scenarios. Different modules are added to assistive navigation technologies to warn about the obstacles not only on the ground but about hanging objects. In this work, we attempt to explore new methods to assist visually impaired individuals in navigating independently in an indoor scenario. We employed a location estimation algorithm based on the fingerprinting method to estimate the initial location of the user. We mitigate the error of estimation with particle filter. The shortest path has been calculated with an A* algorithm. To provide the user with an accident-free experiment, we employed an obstacle avoidance algorithm capable of warning the users about the potential hazards. Finally, to provide an effective means of communication with the user, we employed text-to-speech and speech recognition algorithms. The main contribution of this work is to glue these modules together efficiently and affordably.
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3

Knutsson, Pontus, and Oskar Georgsson. "Augmented Reality Navigation Compared to 2D Based Navigation." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20499.

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I nästan tre decennier har GPS-koordinater och rutt-instruktioner visats i en top-down 2D-vy. Först i dedikerade navigationssystem, kommersiellt används för körning, till idag med GPS-system tillgängliga i våra smartphones. Det vanligaste sättet att idag visa GPS koordinater är fortfarande i någon form av 2D-vy som visar användaren var den är och vilka vägar / gator som ska tas. Detta har emellertid några problem som vi tror kan lösas med hjälp av Augmented Reality kombinerat med GPS. I denna uppsats beskrivs om och hur en Augmented Reality baserad navigerings vy kan göra det lättare för gående att navigera genom en stad jämfört med en 2D baserad navigering. För att svara på frågan presenterar denna studie en navigationsapplikation som kombinerar de två teknologierna GPS och Augmented Reality som sedan används i ett användartest. Resultaten från användartesterna och frågeformuläret visar att Augmented Reality-baserad navigering används bäst i scenarier där det finns många gator och det är svårt att berätta på en 2D-karta vilken gata du ska ta.
For almost three decades GPS coordinates and directions have been displayed with a top-down 2D view. At first in dedicated navigation systems, commercially used for driving, into today having GPS systems available in our everyday smartphones. The most common way to display the coordinates today are still by some sort of 2D view showing the user where it is and what roads/streets to take. This however has some problems that we believe can be solved using Augmented Reality combined with GPS. This paper sets out to answer the question if and how Augmented Reality displayed navigation can make it easier for pedestrians to navigate through a city compared to a 2D displayed navigation. In order to answer the question at hand this study presents a navigation application that combines the two technologies GPS and Augmented Reality which then is used in a user test. The results from the user tests and the questionnaire indicates that Augmented Reality based navigation is best used in scenarios where there are a lot of streets and it is hard to tell on a 2D map which street to take.
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4

Tobler, Chad Karl. "Development of an autonomous navigation technology test vehicle." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0006940.

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5

Van, Tilburg Hans. "Misunderstood junks the western view of Chinese maritime technology /." online access from Digital Dissertation Consortium access full-text, 2002. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?3045445.

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6

Ananthabhotla, Ishwarya. "System specific power reduction techniques for wearable navigation technology." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/105938.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 73).
As a result of advances in computer vision, mapping, and controls, wearable technology for visually-impaired individuals has become a growing space of research within Assistive Technology. A team at the MIT Energy Ecient Circuits Group has made an important stride forward by presenting a wearable navigation prototype in a fully integrated hardware form factor, but one of biggest barriers to usability of the device is its excessive power consumption. As such, the goal of this work is, broadly, to- (1) Understand the largest sources of power consumption in the initial navigation proto- type system, and expose relevant features for control; (2) Develop a set of algorithms that can capitalize on the motion of a user, the motion of the environment around a user, and the proximity of obstacles within the environment to the user, in order to dynamically tune the exposed parameters to scale power as necessary; and (3) Lay the foundation for the next generation wearable navigation prototype by translating critical software operations and the power scaling algorithms into a hardware architecture capable of working with a smaller and less power intensive depth camera. The first portion of this work focuses on the wearable navigation prototype built around Texas Instrument's OPT9220/9221 Time of Flight chipset. Illumination voltage, frame rate, and integration duty cycle are identied as key control features, and a step rate estimation algorithm, scene statistics algorithm, and frame skipping controller to tune these features are built and tested. The latter half the work focuses on the newer OPT8320 evaluation platform, for which a Bluespec System Verilog implementation of these power algorithms and the point cloud generation operation is presented and tested. Overall, the work demonstrates the critical concept that simple, system specific, fully integrated algorithms can effectively be used to reduce analog power system-wide.
by Ishwarya Ananthabhotla.
M. Eng.
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7

Bernelind, Sarah. "Navigation in Augmented Reality, Navigation i Augmented Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172907.

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The concept of augmented reality has existed since the 60’s. In this thesis it has been investigated if navigation using a mobile device would benefit, from a usability perspective, if the navigational data were presented using augmented reality instead of a standardized map. The usability principles from which the applications were evaluated are learnability, user satisfaction, efficiency and effectivity. An AR prototype was developed and tested against a standard map, in the form of Google Maps, both used on a smart phone. The experiments were performed using think aloud during the tests and questionnaires before and after to collect both quantitative and qualitative data. The experiment was performed using possible users of AR as test subjects. The results were very similar for both applications but in favor of Google Maps. The author reflects on the results and the method and provides different situations where one might be better than the other.
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8

Emilsson, André. "Indoor Navigation Using an iPhone." Thesis, Linköping University, Department of Electrical Engineering, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57890.

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Indoor navigation could be used in many applications to enhance performance in

its specific area. Anything from serious life critical tasks like aiding firefighters or

coordinating military attacks to more simple every day use like finding a desired

shop in a large supermarket could be considered. Smartphones of today introduce

an interesting platform with capabilities like existing, more clumsy, indoor

navigation systems. The iPhone 3GS is a powerful smartphone that lets the programmer

use its hardware in an efficient and easy way. The iPhone 3GS has a

3-axis accelerometer, a 3-axis magnetometer and hardware accelerated image rendering

which is used in this thesis to track the user on an indoor map. A particle

filter is used to track the position of the user. The implementation shows how

many particles the iPhone will be able to handle and update in real time without

lag in the application.

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9

Wieczorek, Natalia. "A Location Based Service Framework for Pedestrian Navigation." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-68005.

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Pedestrian navigation is an emerging technology with high growth market potential. In this report, we present a location based service framework for pedestrian navigation that uses smart phones as client devices and is deployed on an existing Wi-Fi infrastructure in a building. The thesis describes methods and technologies that are used for pedestrian navigation and how they can be combined to achieve an accurate and reliable solution to the navigation problem. A final evaluation indicated that the service can be used in variety of places like university campuses, shopping malls and dense urban areas.
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10

Törnqvist, David. "Estimation and Detection with Applications to Navigation." Doctoral thesis, Linköpings universitet, Reglerteknik, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-14956.

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The ability to navigate in an unknown environment is an enabler for truly utonomous systems. Such a system must be aware of its relative position to the surroundings using sensor measurements. It is instrumental that these measurements are monitored for disturbances and faults. Having correct measurements, the challenging problem for a robot is to estimate its own position and simultaneously build a map of the environment. This problem is referred to as the Simultaneous Localization and Mapping (SLAM) problem. This thesis studies several topics related to SLAM, on-board sensor processing, exploration and disturbance detection. The particle filter (PF) solution to the SLAM problem is commonly referred to as FastSLAM and has been used extensively for ground robot applications. Having more complex vehicle models using for example flying robots extends the state dimension of the vehicle model and makes the existing solution computationally infeasible. The factorization of the problem made in this thesis allows for a computationally tractable solution. Disturbance detection for magnetometers and detection of spurious features in image sensors must be done before these sensor measurements can be used for estimation. Disturbance detection based on comparing a batch of data with a model of the system using the generalized likelihood ratio test is considered. There are two approaches to this problem. One is based on the traditional parity space method, where the influence of the initial state is removed by projection, and the other on combining prior information with data in the batch. An efficient parameterization of incipient faults is given which is shown to improve the results considerably. Another common situation in robotics is to have different sampling rates of the sensors. More complex sensors such as cameras often have slower update rate than accelerometers and gyroscopes. An algorithm for this situation is derived for a class of models with linear Gaussian dynamic model and sensors with different sampling rates, one slow with a nonlinear and/or non-Gaussian measurement relation and one fast with a linear Gaussian measurement relation. For this case, the Kalman filter is used to process the information from the fast sensor and the information from the slow sensor is processed using the PF. The problem formulation covers the important special case of fast dynamics and one slow sensor, which appears in many navigation and tracking problems. Vision based target tracking is another important estimation problem in robotics. Distributed exploration with multi-aircraft flight experiments has demonstrated localization of a stationary target with estimate covariance on the order of meters. Grid-based estimation as well as the PF have been examined.
The third article in this thesis is included with permission of the IEEE. Such permission of the IEEE does not in any way imply IEEE endorsement of any of Linköping University's products or services. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution must be obtained from the IEEE by writing to pubs-permissions@ieee.org. By choosing to view this material, you agree to all provisions of the copyright laws protecting it.Please be advised that wherever a copyright notice from another organization is displayed beneath a figure, a photo, a videotape or a Powerpoint presentation, you must get permission from that organization, as IEEE would not be the copyright holder.
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11

Haavisto, Ville, and Emil Petersson. "Researching navigation menus for Android 4.4." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20965.

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I denna studie jämförs två olika navigationsmenyer i kontexten av en nyhetsapplikation. Vi utvecklar själva två olika prototyper där vi implementerar två olika navigationsmenyer, som sedan används för att utföra användartester där vi mäter hur effektivt en användare kan utföra ett antal specifika uppgifter. En förstudie genomförs där redan existerande nyhetsapplikationer studeras. Där undersöker vi vilka olika navigationsmenyer som faktiskt används i populära nyhetsapplikationer. Förstudien visar att det egentligen bara finns två alternativ, nämligen det vi väljer att kalla för toppmeny samt drawermeny. Resultatet från genomförda tester visar att skillnaden i användbarhet inte är särskilt stor mellan toppmeny och drawermeny, men vi upptäcker en del styrkor och svagheter hos de båda. Toppmeny resulterar i flera antal klick och felklick, men testerna utförs i regel lite snabbare med toppmeny jämfört med drawermeny. Testpersonerna som utförde testerna på toppmeny verkade lite nöjdare än de som fick utföra testerna med drawermeny. Vi upptäckte att drawermeny kan vara lite svår att använda om användaren inte är van vid den, men när användaren väl förstått hur den fungerar så kan den användas på ett mycket effektivt sätt. Slutsatsen av denna studie är att skillnaderna är små mellan de två navigationstyperna men överlag verkar användare nöjdare med en toppmeny i den givna kontexten. Dock ser vi flera fördelar med användandet av en drawermeny som talar för att det är en väldigt användbar navigationsmeny om en applikation har en “bred” navigationsstruktur.
In this study we compare two different navigation menus in the context of a news application. We develop two prototype application implementing two different navigation menus. User-tests are used to measure how effectively a user can perform a set of specified tasks. An exploratory study is performed where already existing news applications are studied. We analyze which navigation menus are actually used in popular news applications. Our study shows there are really only two options, namely what we choose to call a top-menu, and a drawer menu. The results from our tests shows that the difference in usability is not so big between the two menus. Although we do find some strengths and weaknesses in both navigation menus. The “top menu” results in a greater amount of clicks and errors, but the test is completed a bit faster compared to the drawer menu. The persons doing the tests on the top- menu seems more satisfied compared to those doing the same tests with the drawer menu. We notice that the drawer menu can be a bit difficult to use if the user is not accustomed to it. However, it can be used very effectively if the user knows how to use it correctly. The conclusion of this study is that the differences are quite small between the two navigation menus, but overall the users seem to be more satisfied with a top menu in the given context. However, there are advantages with using a drawer menu which shows that it is a very usable navigation menu if the application has a “broad” navigation structure.
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12

Pingfang, Zheng, Zhang Qishan, and Cheng Lee Lung. "VEHICLE NAVIGATION & LOCATION SYSTEM BASED ON DGPS/INS/GIS INTEGRATED TECHNOLOGY." International Foundation for Telemetering, 1998. http://hdl.handle.net/10150/607350.

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International Telemetering Conference Proceedings / October 26-29, 1998 / Town & Country Resort Hotel and Convention Center, San Diego, California
With the rapid development of intelligent transport system in the world during the past few years, it promotes some navigation & location technology to a wide application especially in the car application. This paper firstly introduces some kinds of navigation & location systems and then analyzes the advantage and disadvantage of each system. On the basis of integrating every system and considering the high accuracy which can be achieved by adopting the technology based on DGPS (Differential Global Position System) at present, vehicle navigation & location system based on DGPS/INS/GIS integrated technology is put forward. The propound of this system shortens the distance between academic plan and real application greatly, and it provides a high accuracy and high reliability navigation & location system for traffic department and some car manufacturing Inc. In addition, this system is also provided with a friendly interface that makes it very easy to the manipulator or the user. The emphasis of this paper is put on the hardware and software of this system through introducing the system performance, the system component and the system software, and the characteristic of each module that makes up the whole system. The propound of the vehicle navigation & location system based on DGPS/INS/GIS integrated technology is a new attempt for development of intelligent transport system in our country, it will be sure to accelerate the process of our intelligent transport system.
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Ree, Leon P. "Integration of GPS navigation with mobile telephone communications using Bluetooth wireless technology." Thesis, Queensland University of Technology, 2002. https://eprints.qut.edu.au/36167/1/36167_Ree_2002.pdf.

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This thesis examines Bluetooth wireless technology, a technology for low-cost, low-range and low-power transfer of data between electronic devices. It overviews the technology by providing the history behind its development and then covers the various layers of its protocol. The uses of the technology, as specified during its development, are also presented. The future direction of Bluetooth wireless technology is summarised and a brief overview of some its main competitors is given. The main contribution of this thesis is a system that has been developed using Bluetooth wireless technology to transfer location information from a GPS receiver to a mobile telephone handset. Such a system cannot be currently purchased as an "off the shelf" item. This system provides the user of a mobile handset with location information without the need for a separate handheld device. The design of both the hardware and software for implementing this system is described. The system has been successfully built and tested and is to be commercialised.
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14

Goecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Mynatt, Elizabeth D.; Committee Member: Edwards, W. Keith; Committee Member: Grinter, Rebecca E.; Committee Member: McDonald, David W.; Committee Member: Potts, Colin. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Olevall, Adam Hernod, and Mathieu Fuchs. "Indoor Navigation And PersonalTracking System Using BluetoothLow Energy Beacons." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-331256.

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Navigation systems for outdoor purposes have been around us for several years.Recently, it has emerged for indoor use. Thanks to techniques as Bluetooth and Wi-Fi, public places like shopping malls have come up with solutions that help theirvisitors navigate through the area. At the same time, an approach called crowd-sourced localization has hit the market. It is a technique where people help eachother to track down lost assets by getting close enough to an attached device andregister its coordinates. In this thesis, these two techniques were combined to build and evaluate anapplication which handles the indoor positioning system with a new approach. Theexpensive part of the system is already included in the users and visitorssmartphones. The program consists of positioning the user, while activelysearching the near area for lost objects. This means that the only cost for the clientis to pay for the relatively cheap beacons attached to the walls and ceiling, whichare used to locate the users in the building. Tests were done to evaluate how accurate the algorithm was when deciding theposition of the lost object. The practical number of smartphones required to findthe lost asset were also evaluated. Beside these technical aspects a user centeredsurvey was done to understand if people are willing to use such a system. The results showed inconsistency in term of accuracy, but it also showed that itwas sufficient for finding the lost asset by this approach. By looking at the resultsfrom the different tests that were made a conclusion can be drawn that it requiresapproximately one user per every 360 to 450 m2 to locate an asset below 10seconds, all depending on the mobility of the asset.
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Kulich, Tim. "Indoor navigation using vision-based localization and augmented reality." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-391930.

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Implementing an indoor navigation system requires alternative techniques to the GPS. One solution is vision-based localization which takes advantage of visual landmarks and a camera to read the environment and determine positioning. Three computer vision algorithms used for pose estimation are tested and evaluated in this project in order to determine their viability in an indoor navigation system. Two algorithms, SIFT (Scale-Invariant Feature Transform) and SURF (Speeded-Up Robust Features), take advantage of the natural features in an image, whereas the third algorithm, ArUco, uses a manufactured marker. The evaluation displayed certain advantages for all solutions, however with the goal of using it for a navigation system ArUco was the superior solution as it performed well for key criteria, mainly computational performance and range of detection. An indoor navigation system for Android devices was developed using ArUco marker tracking for positioning and augmented reality for pro- jecting the route. The application was able to successfully fulfill its goal of providing route guidance to a specific target location.
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Tiboni, Francesco. "La navigation en Méditerranée occidentale pré-archaïque." Thesis, Aix-Marseille, 2016. http://www.theses.fr/2016AIXM3069.

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Ce travail de recherche est consacré à l’analyse des évidences directes et indirectes des moyens de navigation en milieu maritime dans la partie occidentale de la Méditerranée, du début jusqu’à de l’âge du Fer Premier. A partir de la révision générale du répertoire iconographique de la période provenant de plusieurs sites colloqués entre l’Adriatique et la péninsule Ibérique, l’étude conduite souligne l’existence de plusieurs traditions locaux, reconnaissables en clé régionale, à partir du moins de l’âge du Bronze. L’identification de ces traditions, bien lisibles à travers les expressions culturelles des peuples locaux, nous permet d’affirmer que plusieurs peuples de cette partie de la Méditerranée antique avaient déjà développé, le long de la préhistoire, des solutions techniques et formelles propres dans le domaine naval. Dans les chapitres, l’analyse de ces éléments techniques et culturels de l’Occident est donc gérée tant à partir de l’iconographie qu’à la lumière des épaves. Même en absence d’un grand nombre de témoignages directs, cela nous permet d’affirmer que les traditions culturelles qu’on reconnaît à partir des premières figures gravée ou peintes dans des sites de région, ont en effet une dimension technologique. Malheureusement, les données archéologiques dont nous disposons ne nous permettent pas d’isoler tous ces éléments, ni de proposer la définition des familles architecturales locales, sauf que pour la période plus tardive, lors de l’arrivée des Grecs et des Phéniciens
This research deals with the analysis of the evidence of maritime means of transports in use in the Western Mediterranean sea between the birth of the human navigation and the First Iron Age. Starting from a general revision of the local naval iconography of the period, based on a reassessment of the evidence coming from many archaeological sites placed between the Adriatic Sea and the Southern Spanish coasts, the study shed a light the existence of many different regional traditions that date back at least from the Bronze Age. The possibility to identify these traditions, as well as to examine them from a diachronic point of view, allows the author to state that we cannot think about an introduction from the east of the concept of maritime navigation. During the prehistory, particularly from the Bronze Age, the local cultural groups of this area seem in fact to have already developed good naval attitudes and capabilities. Even the analysis of the local iconography in the light of the technological elements that we can isolate on the Mediterranean wrecks of this period seems to confirm the existence of these local traditions. Unfortunately, the lack of a good number of direct evidence pertaining to wrecks do not permit us investigating these technological traditions. Thus, we cannot not identify the architectural families of the earliest phases; we can have an idea of their existence only in correspondence with the presence of Greeks and Phoenicians merchants and ships
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Säll, Joel, and Johnny Merkel. "Indoor Navigation Using Accelerometer and Magnetometer." Thesis, Linköpings universitet, Institutionen för systemteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71277.

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This project will create a navigation system based on dead reckoning using anaccelerometer and a magnetometer. There have previously been several studiesmade on navigation with accelerometers, magnetometers (electronic compass) andgyros. With these three components it is possible to do positioning and differentkinds of movement analyses. There are several methods for detection of movementand calculation of position. To achieve greater accuracy in these applications,gyros are often used. Compared to magnetometers and accelerometer gyrosconsumes a lot of power. In an embedded system with limited power suppliesfrom a battery this may be unacceptable. In this project a positioning system without a gyro have been developedand evaluated. Is this possible to do, and what accuracy is possible to achieve arequestions asked.Algorithms have been developed and tested in MATLAB. The project is based ona device called a BeeBadge, part of the project will be to transfer the developedalgorithms from MATLAB to C-code. Optimizations of the code will be performeddue to the constraints in the memory and speed of the microcontroller on theBeeBadge.
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Johansson, Evegård Kristin, and Westman Gabriella. "Augmented Reality Navigation Interfaces Designed for People with Mild Dementia." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232083.

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Navigation can prove a real challenge for a person suffering from dementia, even in well known environments. In order to relieve some of this burden, companies around the world are developing assistive technologies. However, getting accustomed to such technologies could still be challenging since people with dementia often perceive new technologies as difficult to use. Among the new technologies though, Augmented Reality (AR) technology has been reported as both intuitive and easily adopted. Therefore, this study aims to investigate how this particular technology could be implemented, i.e. how the AR interface could be designed, in a mobile navigation application so people with mild dementia can use the application without assistance. This qualitative study is based on a pilot study followed by two usability tests, where people diagnosed with mild dementia tested a mobile navigation application and a navigation mockup, both implementing augmented reality technology but with two different interface designs: i) one included an animated figure and ii) one used arrows with a filter that could be turned on or off. Five persons participated in each usability test. The collected interview and observational data was analyzed using a phenomenological hermeneutical method. Overall the participants found the suggested AR technology to be usable while navigating. The results also showed that the respondents were rather neutral to which of the two AR interfaces were used. The majority expressed that it was easier to navigate with the navigation mockup when the filter was off. Finally, the study presents five design implication suggestions to be considered while developing this type of assistive technologies for people with mild dementia. The AR interface should: use an unfiltered camera view, be intuitive, be adapted to outdoor conditions, not prevent the user from focusing on the surrounding environment, be precise and trustworthy.
Navigering kan innebära en stor utmaning för personer som lider av en demenssjukdom, även i för dem bekanta miljöer. Företag runtom i världen utvecklar idag assisterande hjälpmedel för denna målgrupp. Men att ta hjälp av och bli bekväm med att använda den här typen av teknologier kan fortfarande upplevas som problematiskt, då personer med demens vanligen kan uppleva ny teknologi som svår att använda. Bland dessa nya teknologier finns dock en teknologi som har skrivits om som både intuitiv och lätt att ta till sig, nämligen Augmented Reality (AR). Därför ämnar denna studie att undersöka hur denna specifika teknologi skulle kunna implementeras, med andra ord, hur ett AR-gränssnitt skulle kunna designas för en mobilnavigeringsapplikation så att personer med mild demens kan använda den självständigt. Denna kvalitativa studie baseras på en pilotstudie följt av två användbarhetstester, där personer som diagnostiserats med mild demens fått testa en navigeringsapplikation och en navigationsmockup för smartphone. Båda implementerar AR-teknik men med två olika gränssnittsdesigner: i) en som innehåller en animerad figur och ii) en som använder pilar samt ett filter som kan sättas på och av. Fem personer deltog i varje användbarhetstest. Den insamlade datan från intervjuerna och observationerna analyserades sedan med hjälp av en fenomenologisk–hermeneutisk metod. Överlag så tyckte deltagarna att AR-tekniken var användbar vid navigeringen. Resultatet visade också att respondenterna var relativt neutrala till vilken av AR-gränssnitten som användes. Majoriteten uttryckte att det var enklare att navigera med navigationsmockupen när filtret var av. Slutligen så presenterar denna studie fem designimplikationsförslag att ha med sig vid utvecklandet av den här typen av assisterande tekniska hjälpmedel för personer med mild demens. AR-gränssnittet bör: använda en ofiltrerad kameravy, vara intuitivt, vara anpassat till utomhusmiljöer, inte hindra användaren från att fokusera på omgivningen, vara precist och trovärdigt.
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Persson, Andreas. "3D Scan-based Navigation using Multi-Level Surface Maps." Thesis, Örebro University, School of Science and Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-11211.

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The field of research connected to mobile robot navigation is much broader than the scope of this thesis. Hence in this report, the navigation topic is narrowed down to primarily concerning mapping and scan matching techniques that were used to achieve the overall task of navigation nature. Where the work presented within this report is based on an existing robot platform with technique for providing 3D point-clouds, as result of 3D scanning, and functionality for planning for and following a path. In this thesis it is presented how a scan matching algorithm is used for securing the alignment between provided succession point-clouds. Since the computational time of nearest neighbour search is a commonly discussed aspect of scan matching, suggestions about techniques for decreasing the computational time are also presented within this report. With secured alignment, the challenge was within representing provided point-clouds by a map model. Provided point-clouds were of 3D character, thus a mapping technique is presented that provides rough 3D representations of the environment. A problem that arose with a 3D map representation was that given functionality for path planning required a 2D representation. This is addressed by translating the 3D map at a specific height level into a 2D map usable for path planning, where this report suggest a novel traversability analysis approach with the use of a tree structure.

 

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Ohnishi, Motoya. "Safey-aware Adaptive Reinforcement Learning with Applications to Brushbot Navigation." Thesis, KTH, Reglerteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-226591.

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This thesis presents a safety-aware learning framework that employs an adaptivemodel learning method together with barrier certificates for systems withpossibly nonstationary agent dynamics. To extract the dynamic structure ofthe model, we use a sparse optimization technique, and the resulting modelwill be used in combination with control barrier certificates which constrainfeedback controllers only when safety is about to be violated. Under somemild assumptions, solutions to the constrained feedback-controller optimizationare guaranteed to be globally optimal, and the monotonic improvementof a feedback controller is thus ensured. In addition, we reformulate the(action-)value function approximation to make any kernel-based nonlinearfunction estimation method applicable. We then employ a state-of-the-artkernel adaptive filtering technique for the (action-)value function approximation.The resulting framework is verified experimentally on a brushbot,whose dynamics is unknown and highly complex.
Det här examensarbetet presenterar ett ramverk för självlärande säkerhetskritiskareglersystem. Ramverket är baserat på en kombination av adaptivmodellinärning och barriär-certifikat, och kan hantera system med ickestationärdynamik. För att extrahera den dynamiska strukturen hos modellenanvänder vi en gles optimeringsteknik och den resulterande modellenanvänds sedan i kombination med barriär-certifikat som endast begränsarden återkopplade styrlagen när systemsäkerheten är i fara. Under milda antagandenvisar vi att optimeringsproblemet som måste lösas för att hittaden optimala styråtgärden i varje tidpunkt är konvext, och att prestandanhos den inlärda styrlagen förbättras monotont. Dessutom omformulerar vivärdefunktions-approximationsproblemet så att det kan lösas med en godtyckligmetod för kärnbaserad funktionsskattning. Vi använder sedan enledande teknik för kärnbaserad adaptiv filtrering för värdefunktionsapproximationeni vår algoritm. Det resulterande ramverket verifieras slutligenexperimentellt på en borst-robot, vars dynamik är okänd och mycket komplex.
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Halvarsson, Jonas. "Using SLAM-based technology to improve directional navigation in an Augmented Reality game." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-151488.

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Augmented reality (AR) gaming, where the real world is overlaid with objects or information to create new gaming experiences, is one of the latest trending technologies. This is due to increases in development tools, mobile device availability and mobile device performance. This thesis compared an existing augmented reality treasure hunt game, based on image tracking, with a prototype based on simultaneous localization and mapping (SLAM) to find differences and improvements in this genre. It was found that the SLAM based prototype that drew treasure hunt hints into the world using AR was significantly more fun to use and also more challenging than the game based on image tracking. This could be used to create AR games for broader demographics as well as make existing experiences more immersive and engaging. More studies could be conducted in this area. Both to find more differences between the technologies in different circumstances and also to investigate other AR navigation systems.
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Snyman, Christo Johannes. "Development of a navigation system for an autonomous guided vehicle using android technology." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1020025.

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Nordin, Peter. "Mobile Robot Traversability Mapping : For Outdoor Navigation." Licentiate thesis, Linköpings universitet, Fluida och mekatroniska system, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-85937.

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To avoid getting stuck or causing damage to a vehicle or its surroundings a driver must be able to identify obstacles and adapt speed to ground conditions. An automatically controlled vehicle must be able to handle these identifications and adjustments by itself using sensors, actuators and control software. By storing properties of the surroundings in a map, a vehicle revisiting an area can benefit from prior information. Rough ground may cause oscillations in the vehicle chassis. These can be measured by on-board motion sensors. For obstacle detection, a representation of the geometry of the surroundings can be created using range sensors. Information on where it is suitable to drive, called traversability, can be generated based on these kinds of sensor measurements. In this work, real semi-autonomous mobile robots have been used to create traverasbility maps in both simulated and real outdoor environments. Seeking out problems through experiments and implementing algorithms in an attempt to solve them has been the core of the work. Finding large obstacles in the vicinity of a vehicle is seldom a problem; accurately identifying small near-ground obstacles is much more difficult, however. The work additionally includes both high-level path planning, where no obstacle details are considered, and more detailed planning for finding an obstacle free path. How prior maps can be matched and merged in preparation for path planning operations is also shown. To prevent collisions with unforeseen objects, up-to-date traversability information is used in local-area navigation and obstacle avoidance.
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Cofino, Jonathan M., and Armando Barreto. "Using Sonic Enhancement to Augment Non-Visual Tabular Navigation." FIU Digital Commons, 2014. http://digitalcommons.fiu.edu/etd/1570.

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More information is now readily available to computer users than at any time in human history; however, much of this information is often inaccessible to people with blindness or low-vision, for whom information must be presented non-visually. Currently, screen readers are able to verbalize on-screen text using text-to-speech (TTS) synthesis; however, much of this vocalization is inadequate for browsing the Internet. An auditory interface that incorporates auditory-spatial orientation was created and tested. For information that can be structured as a two-dimensional table, links can be semantically grouped as cells in a row within an auditory table, which provides a consistent structure for auditory navigation. An auditory display prototype was tested. Sixteen legally blind subjects participated in this research study. Results demonstrated that stereo panning was an effective technique for audio-spatially orienting non-visual navigation in a five-row, six-column HTML table as compared to a centered, stationary synthesized voice. These results were based on measuring the time- to-target (TTT), or the amount of time elapsed from the first prompting to the selection of each tabular link. Preliminary analysis of the TTT values recorded during the experiment showed that the populations did not conform to the ANOVA requirements of normality and equality of variances. Therefore, the data were transformed using the natural logarithm. The repeated-measures two-factor ANOVA results show that the logarithmically-transformed TTTs were significantly affected by the tonal variation method, F(1,15) = 6.194, p= 0.025. Similarly, the results show that the logarithmically transformed TTTs were marginally affected by the stereo spatialization method, F(1,15) = 4.240, p=0.057. The results show that the logarithmically transformed TTTs were not significantly affected by the interaction of both methods, F(1,15) = 1.381, p=0.258. These results suggest that some confusion may be caused in the subject when employing both of these methods simultaneously. The significant effect of tonal variation indicates that the effect is actually increasing the average TTT. In other words, the presence of preceding tones increases task completion time on average. The marginally-significant effect of stereo spatialization decreases the average log(TTT) from 2.405 to 2.264.
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Marples, Daryl. "The influence of intrinsic perceptual cues on navigation and route selection in virtual environments." Thesis, University of Huddersfield, 2017. http://eprints.hud.ac.uk/id/eprint/34448/.

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The principle aims of this thesis were to investigate the influence of intrinsic navigational cues in virtual environments and video games. Modern video games offer complex environments that may reflect real world spaces or represent landscapes from fantasy and fiction. The coherent design of these spaces can promote natural navigational flow without the requirement for extraneous guidance such as maps and arrows. The methods that designers use to create natural flow are complex and stratified utilising principles rooted in urban architectural design and navigational cues that are intrinsic to real-world wayfinding scenarios. The studies presented in this thesis analysed not only these commonly used architectural cues but also the potential for the reinforcing of these cues by the addition of lighting, visual and auditory cues. The primary focus of this thesis was a systematic and quantitatively rooted analysis of the impact lighting has on navigation and the levels at which variance in lighting makes a quantifiable difference to navigational choices within a virtual environment. The findings of this thesis offer clear guidance as to the influence that lighting has within virtual environments and specifies that thresholds at which the inclusion of guidance lighting begins to affect navigational choices and the levels that players become conscious of these cues. The thesis also analyses the temporal thresholds for the detection of changes in contrast, hue and texture within an environment. The relationship of other intrinsic cues such as the potential reinforcement or cue competition effects of both audio and other visual cues, for instance motion are quantitatively analysed. These data were reflected in the form of a series of heuristic design principles that augment those that underpin architectural and environmental design considerations by for instance suggesting levels of saliency for lighting cues or reinforcing existing cues via supporting audio guidance.
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Nilsson, Mattias, and Rikard Vinkvist. "Sensor Fusion Navigation for Sounding Rocket Applications." Thesis, Linköping University, Linköping University, Department of Electrical Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-15001.

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One of Saab Space’s products is the S19 guidance system for sounding rockets.Today this system is based on an inertial navigation system that blindly calculatesthe position of the rocket by integrating sensor readings with unknown bias. Thepurpose of this thesis is to integrate a Global Positioning System (GPS) receiverinto the guidance system to increase precision and robustness. There are mainlytwo problems involved in this integration. One is to integrate the GPS with sensorfusion into the existing guidance system. The seconds is to get the GPS satellitetracking to work under extremely high dynamics. The first of the two problems issolved by using an Extended Kalman filter (EKF) with two different linearizations.One of them is uses Euler angles and the other is done with quaternions. Theintegration technique implemented in this thesis is a loose integration between theGPS receiver and the inertial navigation system. The main task of the EKF isto estimate the bias of the inertial navigation system sensors and correct it toeliminate drift in the position. The solution is verified by computing the positionof a car using a GPS and an inertial measurement unit. Different solutions to theGPS tracking problem are proposed in a pre-study.


En av Saab Space produkter är navigationssystemet S19 som styr sondraketer.Fram till idag har systemet varit baserat på ett tröghetsnavigeringssystem somblint räknar ut position genom att integrera tröghetsnavigerinssystemets sensorermed okända biaser. Syftet med detta exjobb är att integrera en GPS med tröghetsnavigeringsystemetför att öka robusthet och precision. Det kan i huvudsak delasupp i två problem; att integrera en GPS-mottagare med det befintliga navigationsystemetmed användning utav sensorfusion, och att få satellitföljningen attfungera under extremt höga dynamiska förhållanden. Det första av de två problemenlöses genom ett Extended Kalman filter (EKF) med två olika linjäriseringar.Den första linjäriseringen är med Eulervinklar och är välbeprövad. Den andra ärmed kvaternioner. Integrationstekniken som implementeras i detta Examensarbeteär en lös integration mellan GPS-mottagaren och tröghetsnavigeringssystemet. Huvudsyftetmed EKF:en är att estimera bias i tröghetsnavigeringsystemets sensoreroch korrigera dem för att eliminera drifter i position. Lösningen verifieras genomatt räkna ut positionen för en bil med GPS och en inertiell mätenhet. Olika lösningartill satellitföljningen föreslås i en förstudie.

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Jönsson, Kenny. "Position Estimation of Remotely Operated Underwater Vehicle." Thesis, Linköping University, Automatic Control, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57518.

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This thesis aims the problem of underwater vehicle positioning. The vehicle usedwas a Saab Seaeye Falcon which was equipped with a Doppler Velocity Log(DVL)manufactured by RD Instruments and an inertial measurement unit (IMU) fromXsense. During the work several different Extended Kalman Filter (EKF) havebeen tested both with a hydrodynamic model of the vehicle and a model withconstant acceleration and constant angular velocity. The filters were tested withdata from test runs in lake Vättern. The EKF with constant acceleration andconstant angular velocity appeared to be the better one. The misalignment of thesensors were also tried to be estimated but with poor result.

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Kottayam, Viswanathan Vignesh. "Cooperative Navigation in Space in-proximity of Small Bodies." Thesis, Luleå tekniska universitet, Rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84881.

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Autonomous proximity operations are the future of Deep space robotic exploration for searchof life, mining for resources and to establish outposts. Part of that future depends on howwell the spacecraft is capable to navigate around the complex environment of the smallcelestial body. The shift from huge monolithic spacecraft to a lightweight distributed Spacesystems has opened up a new opportunity for early characterization and global mappingmissions around these bodies. This project aims to contribute to help solve a part of thedream, wherein multiple spacecrafts operate cooperatively in proximity of small celestialbodies. To that extent, a 6 DoF controlled software-in-loop simulation is performed withsimulated optical sensors and IMU on board the spacecraft for verification of the controlledcooperative operation of two spacecrafts in a Leader-Follower configuration.
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Bursais, Abdulmalek. "Accelerometry and Global Navigation Satellite Systems Derived Training Loads." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etd/3939.

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The objectives of this dissertation include 1) to review accelerometry and Global Navigation Satellite System (GNSS) derived measures used to monitor training load, 2) to investigate the validity and reliability of accelerometers (ACCs) to identify stepping events and quantify training load, 3) to assess the relationship between accelerometry and Global Navigation Satellite Systems (GNSS) derived measures in quantifying training load. In Study I, acceleration data was collected via two tri-axial ACC (Device A and Device B) sampling at 100Hz mounted closely together at the xiphoid process level. Each participant (n=30) performed two trials of straight-line walking, running, and sprinting on a 20m course. Device A was used to assess ACC validity to identify steps and the test-retest reliability of the instrument to quantify the external load. Device A and Device B were used to assess inter-device reliability. The reliability of accelerometry derived metrics Impulse Load (IL) and Magnitude g (MAG) were assessed. In Study II, known distance (DIST) was predicted via acceleration data collected by a tri-axial ACC sampling at 100Hz mounted at the xiphoid process level, simultaneously positional data collected using a triple GNSS unit sampling at 10Hz placed between scapulae. Each participant (n=30) walked different DIST around various movement constraints (small and large circles). Thirty distances were completed around each circle and ranged from 12.57–376.99m. In Study I, the instrument demonstrated a positive predictive value (PPV) of 96.98-99.41% and an agreement of 93.08-96.29% for step detection during all conditions. Good test-retest reliability was found with a coefficient of variation (CV) < 5% for IL and MAG during all locomotor conditions. Good inter-device reliability was also found for all locomotor conditions (IL and MAG CV < 5%). These results indicated that tri-axial ACCs are a valid and reliable tool used to identify steps and quantify external load when movement is completed at a range of speeds. In Study 2, all linear regression models performed well for both movement constraints (R2=0.922-0.999; RMSE=0.047-0.242, p
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Komulainen, Oscar, and Måns Lögdlund. "Navigation and tools in a virtual crime scene." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-153847.

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Revisiting a crime scene is a vital part of investigating a crime. When physically visiting a crime scene there is however always a risk of contaminating the scene, and when working on a cold case, chances are that the physical crime has been altered. This thesis aims to explore what tools a criminal investigator would need to investigate a crime in a virtual environment and if a virtual reconstruction of a crime scene can be used to aid investigators when solving crimes. To explore these questions, an application has been developed in Unreal Engine that uses virtual reality (VR) to investigate a scene, reconstructed from data that has been obtained through laser scanning. The result is an application where the user is located in the court of Stockholm city, which was scanned with a laser scanner by NFC in conjunction with the terror attack on Drottninggatan in April 2017. The user can choose between a set of tools, e.g. a measuring tool and to place certain objects in the scene, in order to draw conclusions of what has happened. User tests with criminal investigators show that this type of application might be of use in some way for the Swedish police. It is however not clear how or when this would be possible which can be expected since this is a new type of application that has not been used by the police before.
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Hassler, Mohini. "Kollaborativ navigation av en avatar i ett spel." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23050.

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This thesis focuses on which kinds of aspects that would be extra important when two or more persons are collaboratively navigating a single character in a game world. With help of interaction design methods during this process, such as literature researches and usability tests, a low-fidelity and a mid-fidelity prototype were created to find these aspects. In the tests, I also used a high-fidelity game to compare my prototypes with. The conclusion and discussion in this thesis presents different sorts of new ideas and possibilities concerning the different aspects that could lead to developing new interesting games with collaborative navigation.
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Porathe, Thomas. "3-D Nautical Charts and Safe Navigation." Doctoral thesis, Mälardalen University, Department of Innovation, Design and Product Development, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-136.

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In spite of all electronic navigation devices on a modern ship bridge, navigators still lose their orientation. Reasons for this might be excessive cognitive workload caused by too many instruments to read and compile, navigation information that is displayed in a cognitively demanding way, short decision times due to high speed or fatigue due to minimum manning and long work hours.

This work addresses the problem of map information displayed in a less than optimal way. Three new concepts are presented: the bridge perspective, the NoGO area polygons and a dual lane seaway network. Map reading can be difficult due to the problem of mental rotations. By allowing a 3-D nautical chart to be viewed from an egocentric bridge perspective, the need for mental rotations can be removed. The cognitively demanding calculations necessary to find out if there is enough water under the keel can be made by the chart system and the result displayed as of free water and NoGo areas. On land car driving is facilitated by a road-network and a sign system. This notion can be further developed on sea and make navigation easier and safer.

These concepts were then tested in a laboratory experiment, in interviews and in a prototyping project. The results were very promising. The experiment in a laboratory maze showed that map reading from an egocentric perspective was more efficient than using traditional paper and electronic maps. Interviews and expert evaluation of prototypes also showed great interest from practitioners in the field.


Trots all elektronisk utrustning på en modern skeppsbrygga händer det att navigatörerna förlorar orienteringen. Anledningen kan vara hög kognitiv belastning därför att för många olika instrument måste avläsas och integreras samtidigt, att informationen på instrumenten behöver tolkas på ett kognitivt krävande sätt, att tiden för att fatta beslut blir allt kortare på grund av högre hastigheter till sjöss eller på grund av trötthet.

I detta arbete presenteras tre nya koncept för visualisering av navigationsinformation: bryggperspektivet, djupvarningspolygoner och sjövägar.

Kartläsning kan ibland vara svårt på grund av de mentala rotationer en användare tvingas genomföra för att kunna jämföra kartan med verkligheten. Genom att göra det möjligt för en användare att se sjökortet ur ett egocentriskt bryggperspektiv, så onödiggörs dessa mentala rotationer. De kognitivt krävande beräkningar som navigatören behöver göra för att försäkra sig om att det finns tillräckligt med vatten under kölen, kan utföras av kartsystemet och resultatet visas istället som fria vattenytor och djupvarningsområden (NoGo areas). På land underlättas bilkörning av ett vägnät med körbanor, filer och skyltar. Detta system kan i högre utsträckning införas till sjöss för att underlätta säker navigering.

Dessa koncept har sedan testats genom ett laboratorieexperiment, genom intervjuer och i ett prototyputvecklingsprojekt. Resultaten var mycket lovande. Experimentet i en laboratorielabyrint visade klart att 3D-sjökortet var effektivare än både papperskartan och traditionell elektroniska kartor och intervjuerna och expertutvärderingarna visad på stort intresse från yrkesutövare i branschen.

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Escudero, San José Laura. "The European Satellite Navigation Program : policy analysis and recommendations for the future." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/65502.

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Thesis (S.M. in Technology and Policy)--Massachusetts Institute of Technology, Engineering Systems Division, Technology and Policy Program, 2011.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 143-148).
The European Satellite Navigation Program is a case study that combines Technical / Public / Private aspects in an integrative way. Therefore, it is a sound case for a TPP thesis candidate. This thesis analyzes the European Union policies for the Galileo program, Europe's bid to have its own Global Navigation Satellite System (GNSS). Galileo is the Europe's first major attempt to develop a complex, Pan-European infrastructure project, to be owned by the European Union. It challenges its capability to gather strength and achieve the political capability to deal with major technology policy projects to lead in world affairs. It is a unique case that serves as a precedent for further infrastructure/technical projects to be managed by European Union institutions in the future. Such a major technology policy project involves the interrelation of a complex structure of multinational political and industrial organizations, and the interrelation of leading edge technical, economic, commercial and social concerns in the heart of the European Communities. During the last two decades Europe has committed to maintain a remarkable long-term vision and a strong political determination to developing Galileo. On the downside, the EU hashad difficulties in establishing a coherent financing program and a punctual manufacturer deployment. On the basis of the Galileo endeavor,this thesis assesses the use of Public Private Partnerships in large pan-European infrastructure projects in the complex political framework of the European Union. This analysis is performed upon the perspective of a theory of how to devise a strategy, a tactical plan, and a way to implement a technology policy effectively, developed by the guidelines set forth by the MIT Technology and Policy Program. It reviews the history of the European Union's policies attempting to develop Galileo, evaluates the strengths and weaknesses of such policies, and delivers a plan and a guide to help implement future projects more effectively. Finally, it aims to provide a set of recommendations for the future policymaking the European Union will face in the next decades with regard to the operation and exploitation of the system.
by Laura Escudero San José.
S.M.in Technology and Policy
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Söderbäck, Karl. "Organizing HLA data for improved navigation and searchability." Thesis, Linköpings universitet, Databas och informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176029.

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Pitch Technologies specializes their work on the HLA standard, a standard that specifies data exchange between simulators. The company provides a solution for recording HLA data into a database as raw byte data entries. In this thesis, different design solutions to store and organize recorded HLA data in a manner that reflects the content of the data are proposed and implemented, with the aim of making the data possible to query and analyze after recording. The design solutions impact on storage, read- and write performance as well as usability are evaluated through a suite of tests run on a PostgreSQL database and a TimescaleDB database. It is concluded that none of the design alternatives is the best solution for all aspects, but the most promising combination is proposed.
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Stefan, Knutas. "Improving pedestrian navigation on iPhone in urban environments using deduced reckoning and turn detection." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170551.

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Pedestrian navigation on an iPhone today does not provide the accuracy to place the pedestrian on the correct side of a street. A deciding issue that prevents sufficient accuracy is the errors that occur when using satellite positioning in urban environments. Another big problem is that heading data has shown a tendency to be inaccurate. Chapter 2 explains satellites navigation, navigation techniques, and sensors. Chapter 4 describes how a prototype was developed. The prototype uses deduced reckoning and turn detection to navigate a pedestrian road network, without relying on satellite signals. The prototype is intended to run on iPhone 5 and utilizes accelerometer, magnetometer (compass), and gyroscope data together with detailed data about the pedestrian network to accurately track a pedestrian. It features a turn detection method that makes it possible to perform a logical traversal of the road network, together with step detection and step length estimation to move around. The turn detection method was very effective and gave good results when combined with logical traversal. For the two routes that were tested the total error in distance estimation was about 3~7 % and for both routes a close fit to the actual routes was achieved. For individual parts of the routes the largest distance estimation errors varied between 3 and 15 %.
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37

Eshelman-Haynes, Candace Lee. "Visual contributions to spatial perception during a remote navigation task." Wright State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=wright1247510065.

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38

Giesa, Anette Isabella. "Navigating through haptics and sound: Exploring non-visual navigation for urban cyclists to enhance the cycling experience." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21693.

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Bicyclist are increasingly shaping the picture of urban traffic. With regard to guided navigation through urban areas, navigation systems that are designed for this type of traffic participants do not offer a satisfying solution. Voice instructions are often perceived as annoying and far too detailed. In addition, the usage of headphones to hear these instructions reduces the hearing and localization of environmental sounds significantly. Visual information on the other hand, draws the attention too much away from the main traffic situation. This effects the ability to react to and interact with other traffic participants and the surrounding and results in a feeling of insecurity.This thesis investigates how acoustic and vibro-tactile signals can be used to provide cyclists with necessary navigation instructions while maintaining the ability to perceive ambient sounds and keep attention to the environment. In addition, the focus is placed on the experience of guided navigation with a non-visual, multi-sensory system.
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Sobel, Ryan A. "The Role of Competitive Intelligence in Strategic Decision Making for Commercializing a Novel Endovascular Navigation Technology." Case Western Reserve University School of Graduate Studies / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=case1618854255867602.

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40

Malven, Christopher John. "Public : an exploration of community, environment, and technology /." VCU Scholars Compass, 2006. http://hdl.handle.net/10156/1775.

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41

Wong, Chi-tak Keith. "Applications of vehicle location and communication technology in fleet management systems." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk:8888/cgi-bin/hkuto%5Ftoc%5Fpdf?B23339767.

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42

Anwar, Hossain Mohammad. "Lornav: A Web-based tool for personalized three-dimensional navigation of distributed learning object repositories." Thesis, University of Ottawa (Canada), 2005. http://hdl.handle.net/10393/21883.

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43

Tsiatsios, Georgios. "Deep Learning for Object Detection and Retrieval with Intel's NCS - as part of Autonomous Wheelchair Navigation." Thesis, Umeå universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-176202.

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Deep Learning is one of the most approved research trends currently and has brought revolutionary advances in several computer vision applications. Its versatility and robustness motivated us to develop a project which consists of real-time object detection and object retrieval, as part of autonomous wheelchair navigation. Intel's Neural Compute Stick, an edge device was utilized for speeding up inferences. A two-type classification scheme was proposed where firstly, object detection is performed for general class detection and classification followed by Content Based Image Retrieval (CBIR) for object recognition. The aims of this project is to evaluate the effectiveness CBIRsystem combined with deep learning, to tackle several challenges that appear in real-life scenarios, such as camera motion blur, occluded objects, changing size of objects and similar objects and finally, if the use of Transfer Learning and Finetuning for CBIR can provide sufficient results when hardware resources are limited. The object detection part is evaluated with Precision-Recall Curves where an mAPof 75.15% was achieved across three general classes and the CBIR system is assessed with Precision@K measurements and a convincing mean mAP of 89.43% was reached across six speciffic classes.
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44

Pellas, William, and Sandra Thenstedt. "The Importance of Colour Guided Navigation : A Qualitative Study on the Use of Colour as a Tool of Communication and Navigation in Video Games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40563.

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Colour coding is seen in various forms throughout different types of media and in reallife. This study focuses on what effect colour coded visuals can have on a player in avideo game, using lights and environments deliberately coloured in a specific way togain the players attention. Results suggest that colour coding aids the player inunderstanding where to go in the game and what something means. Participantsexpressing their ability to traverse levels in the game with ease thanks to theirunderstanding of what a colour may imply. The participants selected for the test havevaried in skill, age and gender to avoid any form of bias. Further prevention of biaswas done through the between-subjects method where the subjects always started on arandom level.
Färgkodning ses i olika former inom media och verkliga livet. Denna studie fokuserarpå vad för effekt färgkodade visuella element kan ha på en spelare i ett videospel, medhjälp av ljus och miljö i ett videospel med avsiktlig färgkodning för att vägledaspelaren och fånga dennes uppmärksamhet. Resultaten föreslår att färgkodning hjälperspelaren att förstå vart de ska gå i datorspelet, samt vad något betyder. Deltagare anseratt deras förmåga att ta sig igenom spelets nivåer var enkelt tack vare deras förståelseav vad en färg kan antyda. Deltagarna valda för studien varierade i förmåga, ålder ochkön för att förhindra någon form av partiskhet. Vidare förebyggande av partiskhetgjordes via mellan-deltagare metoden, där deltagare startade på en slumpad nivå.
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45

Eldh, Ida. "Navigation and informational architecture in smart electrical testing and diagnostic devices." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-204583.

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This degree project begins with a general introduction of the topic embedded systems in electrical testing and diagnostic devices in industries within the field of human-computer interaction. Then it continues with a deeper view of the problem area and the specific products which are in focus of this project. The company which the study is carried out in, produces and develops many types of test equipment (in a more generalized term called smart electrical testing and diagnostic devices) to the electrical supply industry. The importance of a usable user-interface is greater today than several years ago as the competition between companies include not only technical performance but also usability [4]. Therefore it is highly important to design a user-interface and navigation structure to combine a company’s all products and create a sense of recognition within them. A high level of recognition is in this case, a userinterface and a navigation structure that are recognizable and understandable when the end-user interacts with different products. The information architecture and user-interface design is not very often prioritized in a company as the budget is often much greater for technology than it is for information architecture. Prior the information architecture was more about technology but today it is about system information and content [8]. In this study, three methods are used to make an attempt to collect data to answer and discuss the research question “Is it possible to design a homogenous navigation structure in electrical testing and diagnostic devices for different end-user types?”  This study shows that it is very difficult to get a straight forward answer to how a sustainable and homogeneous information architecture and navigation structure for smart electrical testing and diagnostic devices should be designed. Although, the results could give a substantial input and information towards a common userinterface platform and act as guidelines for the development of products.
Den här uppsatsen är en fördjupning i området människa-dator interaktion och användbarhet och börjar med en generell introduktion om ämnet inbyggda system som används i elektriska test- och verifieringsverktyg i industrin. Fortsättningsvis beskrivs en problemformulering och en förklaring av de produkter som är i fokus i denna studie. Företaget som studien är utförd hos utvecklar och tillverkar olika typer av provutrustning för elkraftsbranschen. Sådan mätutrustning ingår i begreppet intelligenta elektriska test- och verifieringsverktyg och hanteras med hjälp av inbyggda pekskärmar. Att ha ett användarbart grafiskt gränssnitt är viktigare idag än det var för många år sedan, detta eftersom företag konkurrerar med användbarhet i produkter och inte enbart med teknisk prestanda [4]. Därför är det viktigt att designa ett användargränssnitt och navigationsstruktur för att sammanföra ett företags alla produkter och skapa en känsla av igenkänning mellan dem. Ett bra mått på igenkänningsfaktorn är i det här fallet ett användargränssnitt och en navigationsstruktur som är igenkänningsbara och förstådda när slutanvändaren interagerar med olika typer av produkter.  Informationsarkitektur och användardesign är inte alltid prioriterat hos ett industriellt företag då budgeten för tekniken är långt större än för användardesignen. Tidigare handlade informationsarkitektur mer om teknik, men nuförtiden är det mer om systeminformation och dess innehåll [8]. I den här studien har tre metoder använts för att samla data till och besvara frågan ”Är det möjligt att designa en homogen navigationsstruktur till olika typer av slutanvändare av elektriska test- och verifieringsverktyg?”  Den här studien visar att det är svårt att erhålla ett rättframt och entydigt svar på ämnesområdet hur man designar en hållbar och homogen informations- och navigationsstruktur för intelligenta elektriska mätutrustningar. Studien påvisar också att en mängd information kan inhämtas genom att studera användbarhet med hjälp av olika testmetoder. Allt detta i syfte att ge en plattform till utvecklarna som kan agera grund för deras utvecklingsarbete med gränssnittet.
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46

Wong, Chi-tak Keith, and 黃志德. "Applications of vehicle location and communication technology in fleetmanagement systems." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31945612.

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47

Widqvist, Elias. "Outdoor-navigation in public spaces for the elderly visually impaired." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21876.

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The elderly visually impaired is not only a neglected user group within interaction design but also a large one in our society. Within this user group, I discovered that they do not get enough exercise because of their inability to move in public spaces without feeling unsafe. To feel safe, they would have to use both their rollator and their white cane at the same time; an impossibility. This paradoxical issue brings forth design opportunities of both physical artifacts with combined effectiveness of a white cane and a rollator. Also, it includes an exploration with a user-centered design approach on how haptic feedback could help them navigate. Haptics being the suitable alternative for a non-visual interaction. An add-on attached to the existing rollator with sensors and haptic feedback would enhance the feeling safety of an elderly visually impaired and would enable them to move in public spaces to get their exercise.
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48

Palm, Ida, and Katarina Walfridsson. "Följ min röst. : Hur påverkar stereo-positionering av yttrande instruktioner navigation i ett labyrintsamarbetsspel?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18614.

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Till denna undersökning har en artefakt i form av en spelprototyp skapats där olika labyrinter används i samband med panorerade röstkommandon för att undersöka auditiv navigation. Det som mäts är tid och antal misstag som görs under labyrinterna som sedan jämförs mellan tre grupper som navigeras med antingen mono, korrekt panorering eller inkorrekt panorering på röstkommandona.Då navigation främst använder visuell information bidrar denna undersökning med forskning kring hur röst och panorering kan användas till auditiv navigation. På grund av att röst är ett vanligt och effektivt kommunikationssätt är det ett enkelt verktyg att bruka i vardagen. Resultaten tyder på att korrekt panorering ledde till färre misstag jämfört med de andra panoreringarna. Däremot uppstod ingen större skillnad tidsmässigt mellan panoreringarna.Denna spelprototyp skulle kunna utvecklas till spel i form av “Audio Games” eller “Serious Games” genom att implementera ytterligare funktioner som kan höja underhållningsfaktorn eller utmaningen i lärandet.
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49

Ken-YenLee and 李庚諺. "Navigation Using SLAM Vision Technology." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/59394871531695515849.

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碩士
國立成功大學
航空太空工程學系碩博士班
100
Subject:Navigation Using SLAM Vision Technology Student:Ken-Yen Lee Advisor:Jiun-Haur Tarn This thesis, does research about the solution for the navigation problem in mobile robotics by adopting Simultaneous Localization and Mapping (SLAM) algorithm. The algorithm uses only a single camera without odometry information. Estimations of vehicle motion and landmarks’ bearings are computed within a standard Extended Kalman Filter frame work. For prediction, IMU information is utilized to propagate the nonlinear vehicle kinematic equations. And the innovations are obtained from the differences between predictions and the measured landmarks’ bearings. Therefore, the proposed SLAM algorithms can be used as a navigation solution when GPS service is degraded or temporarily unavailable. For real-time implementation of the adopted MonoSLAM, we put together a C++ program with graphical user interface. In which we use library from OpneGL for graphical object. Also the Harris Corner Detection and Lucas-Kanade feature tracking algorithm from OpenCV library are integrated for keeping correct landmark correspondences as the vehicle moves through the scene. The proposed SLAM programs is simulated on a table-top personal computer, and subsequently tested in an open room, then an outdoor environment. For tests performed in the outdoor environment, vehicle trajectories from SLAM algorithms are compared with the on-board GPS information and excel. Keyword:SLAM, Visual System, Feature Tracking.
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50

LIAO, SHENG-FU, and 廖勝富. "Technology switching model—Using smartphone navigation and portable navigation device as example." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/14014259728063621056.

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碩士
國立臺北大學
企業管理學系碩士在職專班
98
A portable navigation device (abbreviated as PND) is very popular during the past years. However the sales result became quite slow due to the economic recession in end of 2008, and the high inventory caused the price erosion and the total market size decreased in 2009. On the contra, GPS phone is increasing very rapidly, especially it became more and more popular on the smart phone which emphasis the navigation solution as one of the most important application. There are a lot of people predicting that PND will be replaced by GPS phone due to PND is dedicated for navigation functions. This prediction inspired the research subject: “Does GPS Smartphone can be really the substitute of PND?” “What’s consumers’ switching intention to use GPS Smartphone to replace their current PND?” Mio is the top 3 PND brand in worldwide GPS industry, and also the leading brand in Taiwan market. It had also accumulated around 250,000 VIP members during the past years. All the VIP members have highly connection with their database because map update and upgrade is very important for PND users. Normally, When Mio’s marketing team want to realize users’ intention toward new feature, their response rate for marketing research is very high. This thesis plans to utilize the high loyalty members’ database to issue the questionnaire, asking about the switching intention for using GPS Smart phone replacing PND on navigation function. By using Technology Acceptance Model (abbreviated as TAM), the purpose of this research is to find out how consumers recognize the navigation function for Smartphone and their intention for using it. Since users’ switching behavior is also under serious consideration, Theory of Reasoned Action (abbreviated as TRA) is another important theory model need to be verified. In addition, when consumers have the switching intention, they also concern about the cost of switching; therefore, we also use Switching Cost Theory to verify the thesis.
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