Gonzalo Tejera

dblp:71/3052 · DBLP profile ↗
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5ranked-venue papers in the field
0as first author
4since 2021 · last 2025
0000-0003-0373-6200ORCID · verified

Domains — venue-derived; a paper can count in several

Other / Interdisciplinary · 5
YearPublicationVenuePosition
2025 SUMBA: a Scalable, Unified, Modular, Behavior-driven Architecture for simple robotic grasping
abstract
This project focuses on implementing and validating a simple, general, and expandable pipeline for object manipulation. It is implemented as a modular framework that uses 5 configurable modules: camera controller, object detection, object segmentation, grasp proposal, and an executor (arm controller). In the current version, SUMBA implements some of the most widely used methods for each module, and the user can choose any combination of them or implement their own. These solutions are evaluated on a real robot with objects from the YCB Object and Model Set, in a tabletop manipulation task. The best results were obtained by using YOLOv8 both for object detection and segmentation.
Guillermo Trinidad Barnech, Miguel Langone, Gonzalo Tejera
CLEI3
2024 Apple Detection and Counting Using Neural Networks
abstract
It is important to estimate the number of fruits which are going to be harvested, since that information allows farmers to make key decisions regarding the production, distribution and commercialization of crops. In this project, solutions for detecting and counting apples are explored, by using detection and tracking algorithms based on neural networks. Four neural network object detection models were trained: YOLOv5, YOLOv8 and two variants of Faster R-CNN, using public as well as self-made datasets. Three tracking algorithms (StrongSort, ByteTrack and OCSort) were tested using the trained models and labeled video datasets. These datasets were developed with recordings of a real-world orchard and recordings generated with a ROS-based apple field simulator, developed as part of this project. Finally, two fitting models based on linear regression were evaluated in order to minimize prediction errors. As a conclusion of this research, it was found that the YOLOv5 and YOLOv8 performances were better than the other two, achieving a mAP50 of 0.87 and 0.85. In terms of apple tracking, the performance of OCSort stands out, reaching a HOTA metric of 60.24% and running times in the order of 30 ms.
Roxana Garderes, Facundo Gutiérrez, Mercedes Marzoa Tanco, Gonzalo Tejera
CLEI4
2023 ARFoG: Augmented Reality Device to Alleviate Freezing of Gait in Parkinson's Disease
abstract
Parkinson's Disease (PD) is a neurological disorder characterized by tremors, difficulty in movement, gait and coordination. Among other symptoms, most patients suffer from Freezing of Gait (FOG): an abrupt halt in gait, usually described by patients as “feet get glued to the ground”. Research has shown that cueing techniques help improve the patient's gait and reduce the number and duration of FOG episodes. Cueing can be defined as using external stimuli which provide temporal or spatial information to facilitate movement initiation and continuation. Although visual stimuli help alleviate FOG, state-of-the-art devices only help with scaling the gait and do not consider other known FOG triggers, such as changes in direction. Our solution (ARFoG) uses a stereo camera and state-of-the-art robotics software to dynamically build a map of the environment, localize the patient and plan trajectories to where they want to go. Once a destination is chosen via voice commands, lines indicating where to step throughout the entire trajectory are shown using Smart Glasses. With this device, the patient's focus is only on the gait movement, avoiding distractions that may trigger FoG episodes.
Guillermo Trinidad Barnech, Mercedes Marzoa Tanco, Camila Hergatacorzian, Maria Pascale, Gonzalo Tejera
CLEI5
2023 Autonomous Sailboat Control based on Reinforcement Learning for Navigation in Variable Conditions
abstract
In recent times, unmanned autonomous sailboats have gained significant relevance due to the energy advantages they offer compared to other vessels, as their main power source is the wind, allowing them to sail for indefinite periods. One of the main challenges these sailboats face is navigating in diverse weather conditions, which has led to the need for developing an adaptive controller capable of handling these situations. This work proposes a solution to this problem by generating an adaptive controller using reinforcement learning combined with imitation learning and utilizing a simulator for training and evaluation. The conducted experiments demonstrate that the generated controllers can navigate in multiple environmental conditions and perform better than the static controller used as a reference. It is worth noting that only reinforcement learning is employed in training the resulting controllers, as imitation learning did not prove beneficial. The code can be found in the repository [1].
Agustín Rieppi, Florencia Rieppi, Mercedes Marzoa Tanco, Gonzalo Tejera
CLEI4
2018 MateFun: Functional Programming and Math with Adolescents
abstract
The MateFun project arises with the intention of approaching disciplines that intersect in the field of education, based on the transversality of information and communication technologies with respect to Engineering, Communications, Psychology, Teaching and Pedagogy. In Uruguay, computer courses are increasingly being integrated into curricular content, since learning to program seems to be part of the skills needed for today's people. However, programming in general is absent in mathematics teaching, contrary to the inherent relationship of both. In turn, according to 2015 data from the Educational Monitor of the National Administration of Public Education of Uruguay, Mathematics is the least approved subject of the basic secondary cycle. MateFun is a functional programming language, accessible from a web application, especially aimed to math functions learning. It is intended that through MateFun the learning of programming strengthens the appropriation of the concept of mathematical function, at the same through this project we seek to generate scientific evidence of the transfer or the contributions of programming learning to math. Preliminary data show that the adolescents who experimented with MateFun had similar learning to the control group in mathematical functions, but they also acquired basic knowledge of functional programming.
Alejandra Carboni, Víctor Koleszar, Gonzalo Tejera, Marcos Viera, Javier Wagner
CLEI3