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In the last 20 years there have been major advances in autonomous robotics. In IoT (Industry 4.0), mobile robots require more intuitive interaction possibilities with humans in order to expand its field of applications. This paper describes a user-friendly setup, which enables a person to lead the robot in an unknown environment. The environment has to be perceived by means of sensory input. For realizing a cost and resource efficient Follow Me application we use a single monocular camera as low-cost sensor. For efficient scaling of our Simultaneous Localization and Mapping (SLAM) algorithm, we integrate an inertial measurement unit (IMU) sensor. With the camera input we detect and track a person. We propose combining state of the art deep learning with Convolutional Neural Network (CNN) and SLAM algorithms functionality on the same input camera image. Based on the output robot navigation is possible. This work presents the specification, workflow for an efficient development of the Follow Me application. Our application’s delivered point clouds are also used for surface construction. For demonstration, we use our platform SCITOS G5 equipped with the afore mentioned sensors. Preliminary tests show the system works robustly in the wild.
SLAM systems are mainly applied for robot navigation while research on feasibility for motion planning with SLAM for tasks like bin-picking, is scarce. Accurate 3D reconstruction of objects and environments is important for planning motion and computing optimal gripper pose to grasp objects. In this work, we propose the methods to analyze the accuracy of a 3D environment reconstructed using a LSD-SLAM system with a monocular camera mounted onto the gripper of a collaborative robot. We discuss and propose a solution to the pose space conversion problem. Finally, we present several criteria to analyze the 3D reconstruction accuracy. These could be used as guidelines to improve the accuracy of 3D reconstructions with monocular LSD-SLAM and other SLAM based solutions.
We present a new method for detecting gait disorders according to their stadium using cluster methods for sensor data. 21 healthy and 18 Parkinson subjects performed the time up and go test. The time series were segmented into separate steps. For the analysis the horizontal acceleration measured by a mobile sensor system was considered. We used dynamic time warping and hierarchical custering to distinguish the stadiums. A specificity of 92% was achieved.
Research and Development (R&D) is crucial for the growth and future success of research-based pharma companies. To maintain their R&D organisations efficient, pharmaceutical companies started to hedge the potential of open innovation to cut R&D costs and to access external knowledge. These new strategies could be divided into several categories: open source, innovation centres, crowd sourcing and virtual R&D.
Fitting 3D Morphable Face Models (3DMM) to a 2D face image allows the separation of face shape from skin texture, as well as correction for face expression. However, the recovered 3D face representation is not readily amenable to processing by convolutional neural networks (CNN). We propose a conformal mapping from a 3D mesh to a 2D image, which makes these machine learning tools accessible by 3D face data. Experiments with a CNN based face recognition system designed using the proposed representation have been carried out to validate the advocated approach. The results obtained on standard benchmarking data sets show its promise.
In this exploratory research eight suppliers in the automotive industry are interviewed to measure the application of supply chain finance instruments in their supply chain in the Netherlands and the region of South-West Germany. Current adoption levels and reasons for non adoption are discussed. Based on these indicative results, a set of hypotheses is suggested for further research. The theoretical base of this study is a conceptual model of Supply Chain Finance based on literature research and empirical research in the Netherlands.
Early reduction of risks in a startup or an innovation project is highly important. Appropriate means for risk reduction, such as testing business models with different kinds of experiments exist. However, deciding what to test and how to select the right test, is challenging for many startups and innovation projects. This article presents the so-called Business Experiments Navigator (BEN), a toolkit to assist startup and innovation processes. It compliments other tools such as the Business Model Canvas or the Lean Startup process. The main contribution of BEN is to bridge the gap between the riskiest assumptions of a business model and the multitude of available testing techniques by providing assumption templates. The Business Experiments Navigator has been validated in several workshops. Results show that it creates awareness among the workshop participants that a business model is based on assumptions which impose risks and need to be validated. Further, users of BEN were able to identify relevant assumptions and map different kinds of assumptions to appropriate testing techniques. The process applied in the workshops, as well as the assumption templates, helped the participants understand the main concepts and transfer their learnings, to their own business ideas.
The coculture of osteogenic and angiogenic cells and the resulting paracrine signaling via soluble factors are supposed to be crucial for successfully engineering vascularized bone tissue equivalents. In this study, a coculture system combining primary human adiposederived stem cells (hASCs) and primary human dermal microvascular endothelial cells (HDMECs) within two types of hydrogels based on methacryloyl‐modified gelatin (GM) as three‐dimensional scaffolds was examined for its support of tissue specific cell functions. HDMECs, together with hASCs as supporting cells, were encapsulated in soft GM gels and were indirectly cocultured with hASCs encapsulated in stiffer GM hydrogels additionally containing methacrylate‐modified hyaluronic acid and hydroxyapatite particles. After 14 days, the hASC in the stiffer gels (constituting the “bone gels”) expressed matrix proteins like collagen type I and fibronectin, as well as bone‐specific proteins osteopontin and alkaline phosphatase. After 14 days of coculture with HDMEC‐laden hydrogels, the viscoelastic properties of the bone gels were significantly higher compared with the gels in monoculture. Within the soft vascularization gels, the formed capillary‐like networks were significantly longer after 14 days of coculture than the structures in the control gels. In addition, the stability as well as the complexity of the vascular networks was significantly increased by coculture. We discussed and concluded that osteogenic and angiogenic signals from the culture media as well as from cocultured cell types, and tissue‐specific hydrogel composition all contribute to stimulate the interplay between osteogenesis and angiogenesis in vitro and are a basis for engineering vascularized bone.
This paper investigates the evaluation of dense 3D face reconstruction from a single 2D image in the wild. To this end, we organise a competition that provides a new benchmark dataset that contains 2000 2D facial images of 135 subjects as well as their 3D ground truth face scans. In contrast to previous competitions or challenges, the aim of this new benchmark dataset is to evaluate the accuracy of a 3D dense face reconstruction algorithm using real, accurate and high-resolution 3D ground truth face scans. In addition to the dataset, we provide a standard protocol as well as a Python script for the evaluation. Last, we report the results obtained by three state-of-the-art 3D face reconstruction systems on the new benchmark dataset. The competition is organised along with the 2018 13th IEEE Conference on Automatic Face & Gesture Recognition.
An interactive clothing design and a personalized virtual display with user’s own face are presented in this paper to meet the requirement of personalized clothing customization. A customer interactive clothing design approach based on genetic engineering ideas is analyzed by taking suit as an example. Thus, customers could rearrange the clothing style elements, chose available color, fabric and come up with their own personalized suit style. A web 3D customization prototype system of personalized clothing is developed based on the Unity3D and VR technology. The layout of the structure and functions combined with the flow of the system are given. Practical issues such as 3D face scanning, suit style design, fabric selection, and accessory choices are addressed also. Tests to the prototype system indicate that it could show realistic clothing and fabric effect and offer effective visual and customization experience to users.