9 research outputs found

    A Rule Based Reasoning System for Initiating Passive ADAS Warnings Without Driving Distraction Through an Ontological Approach

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    ADAS (Advanced Driver Assistance Systems) are in-vehicle systems designed to enhance driving safety and comfort. Unlike active ADAS which provide direct intervention to avoid accidents, passive ADAS increase driver's awareness of hazardous situations by giving warnings in advance. It has been noted that these systems can cause distraction when the relevant HMIs (Human-Machine Interfaces) are poorly designed. Current research is limited to address this problem in specific settings which may not be applicable in wider context. This papers aims to provide a universal rule-based solution to allow passive ADAS to initiate warnings without triggering driver distraction through an ontological approach

    Dynamic vibrotactile signals for forward collision avoidance warning systems

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    OBJECTIVE: Four experiments were conducted in order to assess the effectiveness of dynamic vibrotactile collision-warning signals in potentially enhancing safe driving. BACKGROUND: Auditory neuroscience research has demonstrated that auditory signals that move toward a person are more salient than those that move away. If this looming effect were found to extend to the tactile modality, then it could be utilized in the context of in-car warning signal design. METHOD: The effectiveness of various vibrotactile warning signals was assessed using a simulated car-following task. The vibrotactile warning signals consisted of dynamic toward-/away-from-torso cues (Experiment 1), dynamic versus static vibrotactile cues (Experiment 2), looming-intensity- and constant-intensity-toward-torso cues (Experiment 3), and static cues presented on the hands or on the waist, having either a low or high vibration intensity (Experiment 4). RESULTS: Braking reaction times (BRTs) were significantly faster for toward-torso as compared to away-from-torso cues (Experiments 1 and 2) and static cues (Experiment 2). This difference could not have been attributed to differential responses to signals delivered to different body parts (i.e., the waist vs. hands; Experiment 4). Embedding a looming-intensity signal into the toward-torso signal did not result in any additional BRT benefits (Experiment 3). CONCLUSION: Dynamic vibrotactile cues that feel as though they are approaching the torso can be used to communicate information concerning external events, resulting in a significantly faster reaction time to potential collisions. APPLICATION: Dynamic vibrotactile warning signals that move toward the body offer great potential for the design of future in-car collision-warning system

    Utilizing microstimulation and local field potentials in the primary somatosensory and motor cortex

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    Brain-computer interfaces (BCIs) have advanced considerably from simple target detection by recording from a single neuron, to accomplishments like controlling a computer cursor accurately with neural activity from hundreds of neurons or providing instruction directly to the brain via microstimulation. However as BCIs continue to evolve, so do the challenges they face. Most BCIs rely on visual feedback, requiring sustained visual attention to use the device. As the role of BCIs expands beyond cursors moving on a computer screen to robotic hands picking up objects, there is increased need for an effective way to provide quick feedback independent of vision. Another challenge is utilizing all the signals available to produce the best decoding of movement possible. Local field potentials (LFPs) can be recorded at the same time as multi-unit activity (MUA) from multielectrode arrays but little is known in the area of what kind of information it possess, especially in relation to MUA. To tackle these issues, we preformed the following experiments. First, we examined the effectiveness of alternative forms of feedback applicable to BCIs, tactile stimuli delivered on the skin surface and microstimulation applied directly to the brain via the somatosensory cortex. To gauge effectiveness, we used a paradigm that captured a fundamental element of feedback: the ability to react to a stimulus while already in action. By measuring the response time to that stimulus, we were able to compare how well each modality could perform as a feedback stimulus. Second, we use regression and mutual information analyses to study how MUA, low-frequency LFP (15-40Hz, LFPL ), and high-frequency LFP (100-300Hz, LFPH) encoded reaching movements. The representation of kinematic parameters for direction, speed, velocity, and position were quantified and compared across these signals to be better applied in decoding models. Lastly, the results from these experiments could not have been accurately obtained without keeping careful account of the mechanical lags involved. Each of the stimuli affecting behavior had onset lags, which in some cases, varied greatly from trial to trial and could easily distorted timing effects if not accounted for. Special adaptations were constructed to precisely pinpoint display, system, and device onset lags

    Reaching Performance in Heathy Individuals and Stroke Survivors Improves after Practice with Vibrotactile State Feedback

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    Stroke causes deficits of cognition, motor, and/or somatosensory functions. These deficits degrade the capability to perform activities of daily living (ADLs). Many research investigations have focused on mitigating the motor deficits of stroke through motor rehabilitation. However, somatosensory deficits are common and may contribute importantly to impairments in the control of functional arm movement. This dissertation advances the goal of promoting functional motor recovery after stroke by investigating the use of a vibrotactile feedback (VTF) body-machine interface (BMI). The VTF BMI is intended to improve control of the contralesional arm of stroke survivors by delivering supplemental limb-state feedback to the ipsilesional arm, where somatosensory feedback remains intact. To develop and utilize a VTF BMI, we first investigated how vibrotactile stimuli delivered on the arm are perceived and discriminated. We determined that stimuli are better perceived sequentially than those delivered simultaneously. Such stimuli can propagate up to 8 cm from the delivery site, so future applications should consider adequate spacing between stimulation sites. We applied these findings to create a multi-channel VTF interface to guide the arm in the absence of vision. In healthy people, we found that short-term practice, less than 2.5 hrs, allows for small improvements in the accuracy of horizontal planar reaching. Long-term practice, about 10 hrs, engages motor learning such that the accuracy and efficiency of reaching is improved and cognitive loading of VTF-guided reaching is reduced. During practice, participants adopted a movement strategy whereby BMI feedback changed in just one channel at a time. From this observation, we sought to develop a practice paradigm that might improve stroke survivors’ learning of VTF-guided reaching without vision. We investigated the effects of practice methods (whole practice vs part practice) in stroke survivors’ capability to make VTF-guided arm movements. Stroke survivors were able to improve the accuracy of VTF-guided reaching with practice, however there was no inherent differences between practice methods. In conclusion, practice on VTF-guided 2D reaching can be used by healthy people and stroke survivors. Future studies should investigate long-term practice in stroke survivors and their capability to use VTF BMIs to improve performance of unconstrained actions, including ADLs

    Assisting Navigation and Object Selection with Vibrotactile Cues

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    Our lives have been drastically altered by information technology in the last decades, leading to evolutionary mismatches between human traits and the modern environment. One particular mismatch occurs when visually demanding information technology overloads the perceptual, cognitive or motor capabilities of the human nervous system. This information overload could be partly alleviated by complementing visual interaction with haptics. The primary aim of this thesis was to investigate how to assist movement control with vibrotactile cues. Vibrotactile cues refer to technologymediated vibrotactile signals that notify users of perceptual events, propose users to make decisions, and give users feedback from actions. To explore vibrotactile cues, we carried out five experiments in two contexts of movement control: navigation and object selection. The goal was to find ways to reduce information load in these tasks, thus helping users to accomplish the tasks more effectively. We employed measurements such as reaction times, error rates, and task completion times. We also used subjective rating scales, short interviews, and free-form participant comments to assess the vibrotactile assisted interactive systems. The findings of this thesis can be summarized as follows. First, if the context of movement control allows the use of both feedback and feedforward cues, feedback cues are a reasonable first option. Second, when using vibrotactile feedforward cues, using low-level abstractions and supporting the interaction with other modalities can keep the information load as low as possible. Third, the temple area is a feasible actuation location for vibrotactile cues in movement control, including navigation cues and object selection cues with head turns. However, the usability of the area depends on contextual factors such as spatial congruency, the actuation device, and the pace of the interaction task

    An Approach to Modeling Simulated Military Human-agent Teaming

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    With the rise of human-agent teaming (HAT), a new cycle of scientific discovery commenced. Through scientific discovery, a number of theories of constructs in HAT were developed, however, an overarching model is lacking that elucidates the relative importance of these constructs in relation to human performance. The main objective of this research was to develop a model of simulated military HAT and to validate it against selected empirical data. Experimental data borrowed from four simulated military HAT studies were used to test the proposed Core model. The Core model was assumed to be directly affecting task performance and consisted of constructs related to Task Composition, Task Perception, and the qualities that each team member (Human/Agent Qualities) brings to the team. The available experimental data were tested against the null model: everything, within and between these Core sections, are equal contributors to hit rate. Furthermore, in order to validate the Core model, a validation approach was developed based on relative importance, wherein the outcome was a proportional value and followed a beta distribution (Ferrari & Cribari-Neto, 2004). This new modeling approach consisted of (1) application of dominance analysis (DA; Azen & Budescu, 2003; Budescu, 1993) to determine the most important contributors to task performance, (2) establishing robustness and generalizability of the dominance outcome through bootstrap procedures (Azen & Budescu, 2003; Efron, 1981), and (3) combining the dominant predictors into a full beta regression model to evaluate the fit and significance of the model (Ferrari & Cribari-Neto, 2004). DA of all four experimental studies examined in this research led to rejecting the null hypotheses. Constructs in the proposed Core model were not equally important to performance in these simulated military HAT studies. Results showed consistently similar yet different dominance patterns in relation to human performance. Attempts were made to elucidate the most important predictors of task performance. Analyses unveiled the importance of taking task difficulty into consideration when assessing the relative importance within the proposed Core model

    Designing a parent-driven coaching system for indirect speech therapy

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    Ph. D. ThesisBased on UK Department of Education annual report 2017, seven percent of preschool children experience speech and language developmental delays. The report goes on to argue that these delays negatively impact success at school. Such delays are more common amongst children with cerebral palsy or autism. Early intervention therapy is recognised as being vital in minimising the long-term impact of such delays and the responsibilities for delivering such therapies most often lies with parents or primary carers. Therapists typically support parents by providing speech and language therapy sessions. The primary goal of these sessions are; to teach the parents techniques to promote the children’s communication skills, identify communication opportunities, and adopt and adapt learned communication strategies in their everyday interactions with the children in their natural environment. While parent-delivered therapies can alleviate the demand on therapists and healthcare services by reducing the amount of professional contact time, they can also create an overwhelming burden on parents. This thesis is an in-depth exploration of early speech therapy programs and identifies the values and support needs that can used to understand the parents’ and therapists’ experiences as well as identify indictors to improve therapy adoption in this context. Additionally, this research investigates the role of coaching technology in improving communication and collaboration between parents. New parent-driven coaching technologies to support reflections on home practices and address the challenges of home therapy delivery is also presented. A case study approach is undertaken to explore this area with two different clinical partners and therapy protocols. Each study commences with a contextual investigation and moves toward co-design and evaluation of digital solutions with therapists and parents. The first case study, eSALT, presents the design of KeepCam, a parent-led selective data capture and sharing tool to support parents of children with cerebral palsy. The second case study presents the design of ePACT, a self-reflection tool to support parents of children with autism. This thesis reports on how mobile video coaching tools can be used as an external drive for continuous engagement with therapy programs and facilitate social support. It also identifies opportunities for technology to play important roles in supporting early therapy programs. The thesis draws upon these case studies to inform the design of a responsive model of support for indirect therapies, through which the role of design and power relations in healthcare are explored.Saudi Ministry of Education, King Saud Universit
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