RESUMEN
One of the main lines of research in distributed learning in recent years is the one related to Federated Learning (FL). In this work, a decentralized Federated Learning algorithm based on consensus (CoL) is applied to Wireless Ad-hoc Networks (WANETs), where the agents communicate with other agents to share their learning model as they are available to the wireless connection range. When deploying a set of agents, it is essential to study whether all the WANET agents will be reachable before the deployment. The paper proposes to explore it by generating a simulation close to the real world using a framework (FIVE) that allows the easy development and modification of simulations based on Unity and SPADE agents. A fruit orchard with autonomous tractors is presented as a case study. The paper also presents how and why the concept of artifact has been included in the above-mentioned framework as a way to highlight the importance of some devices used in the environment that have to be located in specific places to ensure the full connection of the system. This inclusion is the first step to allow Digital Twins to be modeled with this framework, now allowing a Digital Shadow of those devices.
RESUMEN
In the context of recent technological advancements driven by distributed work and open-source resources, computer vision stands out as an innovative force, transforming how machines interact with and comprehend the visual world around us. This work conceives, designs, implements, and operates a computer vision and artificial intelligence method for object detection with integrated depth estimation. With applications ranging from autonomous fruit-harvesting systems to phenotyping tasks, the proposed Depth Object Detector (DOD) is trained and evaluated using the Microsoft Common Objects in Context dataset and the MinneApple dataset for object and fruit detection, respectively. The DOD is benchmarked against current state-of-the-art models. The results demonstrate the proposed method's efficiency for operation on embedded systems, with a favorable balance between accuracy and speed, making it well suited for real-time applications on edge devices in the context of the Internet of things.
RESUMEN
The elderly population is increasing and the response of the society was to provide them with services directed to them to cope with their needs. One of the oldest solutions is the retirement home, providing housing and permanent assistance for the elderly. Furthermore, most of the retirement homes are inhabited by multiple elderly people, thus creating a community of people who are somewhat related in age and medical issues. The ambient assisted living (AAL) area tries to solve some of the elderly issues by producing technological products, some of them dedicated to elderly homes. One of the identified problem is that elderly people are sometimes discontent about the activities that consume most of their day promoted by the retirement home social workers. The work presented in this paper attempts to improve how these activities are scheduled taking into account the elderlies' emotional response to these activities. The aim is to maximize the group happiness by promoting the activities the group likes, minding if they are bored due to activities repetition. In this sense, this paper presents an extension of the Cognitive Life Assistant platform incorporating a social emotional model. The proposed system has been modelled as a free time activity manager which is in charge of suggesting activities to the social workers.