498 research outputs found

    Sensing with Earables: A Systematic Literature Review and Taxonomy of Phenomena

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    Earables have emerged as a unique platform for ubiquitous computing by augmenting ear-worn devices with state-of-the-art sensing. This new platform has spurred a wealth of new research exploring what can be detected on a wearable, small form factor. As a sensing platform, the ears are less susceptible to motion artifacts and are located in close proximity to a number of important anatomical structures including the brain, blood vessels, and facial muscles which reveal a wealth of information. They can be easily reached by the hands and the ear canal itself is affected by mouth, face, and head movements. We have conducted a systematic literature review of 271 earable publications from the ACM and IEEE libraries. These were synthesized into an open-ended taxonomy of 47 different phenomena that can be sensed in, on, or around the ear. Through analysis, we identify 13 fundamental phenomena from which all other phenomena can be derived, and discuss the different sensors and sensing principles used to detect them. We comprehensively review the phenomena in four main areas of (i) physiological monitoring and health, (ii) movement and activity, (iii) interaction, and (iv) authentication and identification. This breadth highlights the potential that earables have to offer as a ubiquitous, general-purpose platform

    A Piezoresistive Array Armband With Reduced Number of Sensors for Hand Gesture Recognition

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    Human machine interfaces (HMIs) are employed in a broad range of applications, spanning from assistive devices for disability to remote manipulation and gaming controllers. In this study, a new piezoresistive sensors array armband is proposed for hand gesture recognition. The armband encloses only three sensors targeting specific forearm muscles, with the aim to discriminate eight hand movements. Each sensor is made by a force-sensitive resistor (FSR) with a dedicated mechanical coupler and is designed to sense muscle swelling during contraction. The armband is designed to be easily wearable and adjustable for any user and was tested on 10 volunteers. Hand gestures are classified by means of different machine learning algorithms, and classification performances are assessed applying both, the 10-fold and leave-one-out cross-validations. A linear support vector machine provided 96% mean accuracy across all participants. Ultimately, this classifier was implemented on an Arduino platform and allowed successful control for videogames in real-time. The low power consumption together with the high level of accuracy suggests the potential of this device for exergames commonly employed for neuromotor rehabilitation. The reduced number of sensors makes this HMI also suitable for hand-prosthesis control

    Sensing with Earables: A Systematic Literature Review and Taxonomy of Phenomena

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    Earables have emerged as a unique platform for ubiquitous computing by augmenting ear-worn devices with state-of-the-art sensing. This new platform has spurred a wealth of new research exploring what can be detected on a wearable, small form factor. As a sensing platform, the ears are less susceptible to motion artifacts and are located in close proximity to a number of important anatomical structures including the brain, blood vessels, and facial muscles which reveal a wealth of information. They can be easily reached by the hands and the ear canal itself is affected by mouth, face, and head movements. We have conducted a systematic literature review of 271 earable publications from the ACM and IEEE libraries. These were synthesized into an open-ended taxonomy of 47 different phenomena that can be sensed in, on, or around the ear. Through analysis, we identify 13 fundamental phenomena from which all other phenomena can be derived, and discuss the different sensors and sensing principles used to detect them. We comprehensively review the phenomena in four main areas of (i) physiological monitoring and health, (ii) movement and activity, (iii) interaction, and (iv) authentication and identification. This breadth highlights the potential that earables have to offer as a ubiquitous, general-purpose platform

    A myographic-based HCI solution proposal for upper limb amputees

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    "Conference on ENTERprise Information Systems / International Conference on Project MANagement / Conference on Health and Social Care Information Systems and Technologies, CENTERIS / ProjMAN / HCist 2016, October 5-7, 2016 "Interaction plays a fundamental role as it sets bridges between humans and computers. However, people with disability are prevented to use computers by the ordinary means, due to physical or intellectual impairments. Thus, the human-computer interaction (HCI) research area has been developing solutions to improve the technological accessibility of impaired people, by enhancing computers and similar devices with the necessary means to attend to the different disabilities, thereby contributing to reduce digital exclusion. Within the aforementioned scope, this paper presents an interaction solution for upper limb amputees, supported on a myographic gesture-control device named Myo. This device is an emergent wearable technology, which consists in a muscle-sensitive bracelet. It transmits myographic and inertial data, susceptible of being converted into actions for interaction purposes (e.g. clicking or moving a mouse cursor). Although being a gesture control armband, Myo can also be used in the legs, as was ascertained through some preliminary tests with users. Both data types (myographic and inertial) remain to be transmitted and are available to be converted into gestures. A general architecture, a use case diagram and the two main functional modules specification are presented. These will guide the future implementation of the proposed Myo-based HCI solution, which is intended to be a solid contribution for the interaction between upper limb amputees and computers

    Earables: Wearable Computing on the Ears

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    Kopfhörer haben sich bei Verbrauchern durchgesetzt, da sie private Audiokanäle anbieten, zum Beispiel zum Hören von Musik, zum Anschauen der neuesten Filme während dem Pendeln oder zum freihändigen Telefonieren. Dank diesem eindeutigen primären Einsatzzweck haben sich Kopfhörer im Vergleich zu anderen Wearables, wie zum Beispiel Smartglasses, bereits stärker durchgesetzt. In den letzten Jahren hat sich eine neue Klasse von Wearables herausgebildet, die als "Earables" bezeichnet werden. Diese Geräte sind so konzipiert, dass sie in oder um die Ohren getragen werden können. Sie enthalten verschiedene Sensoren, um die Funktionalität von Kopfhörern zu erweitern. Die räumliche Nähe von Earables zu wichtigen anatomischen Strukturen des menschlichen Körpers bietet eine ausgezeichnete Plattform für die Erfassung einer Vielzahl von Eigenschaften, Prozessen und Aktivitäten. Auch wenn im Bereich der Earables-Forschung bereits einige Fortschritte erzielt wurden, wird deren Potenzial aktuell nicht vollständig abgeschöpft. Ziel dieser Dissertation ist es daher, neue Einblicke in die Möglichkeiten von Earables zu geben, indem fortschrittliche Sensorikansätze erforscht werden, welche die Erkennung von bisher unzugänglichen Phänomenen ermöglichen. Durch die Einführung von neuartiger Hardware und Algorithmik zielt diese Dissertation darauf ab, die Grenzen des Erreichbaren im Bereich Earables zu verschieben und diese letztlich als vielseitige Sensorplattform zur Erweiterung menschlicher Fähigkeiten zu etablieren. Um eine fundierte Grundlage für die Dissertation zu schaffen, synthetisiert die vorliegende Arbeit den Stand der Technik im Bereich der ohr-basierten Sensorik und stellt eine einzigartig umfassende Taxonomie auf der Basis von 271 relevanten Publikationen vor. Durch die Verbindung von Low-Level-Sensor-Prinzipien mit Higher-Level-Phänomenen werden in der Dissertation anschließ-end Arbeiten aus verschiedenen Bereichen zusammengefasst, darunter (i) physiologische Überwachung und Gesundheit, (ii) Bewegung und Aktivität, (iii) Interaktion und (iv) Authentifizierung und Identifizierung. Diese Dissertation baut auf der bestehenden Forschung im Bereich der physiologischen Überwachung und Gesundheit mit Hilfe von Earables auf und stellt fortschrittliche Algorithmen, statistische Auswertungen und empirische Studien vor, um die Machbarkeit der Messung der Atemfrequenz und der Erkennung von Episoden erhöhter Hustenfrequenz durch den Einsatz von In-Ear-Beschleunigungsmessern und Gyroskopen zu demonstrieren. Diese neuartigen Sensorfunktionen unterstreichen das Potenzial von Earables, einen gesünderen Lebensstil zu fördern und eine proaktive Gesundheitsversorgung zu ermöglichen. Darüber hinaus wird in dieser Dissertation ein innovativer Eye-Tracking-Ansatz namens "earEOG" vorgestellt, welcher Aktivitätserkennung erleichtern soll. Durch die systematische Auswertung von Elektrodenpotentialen, die um die Ohren herum mittels eines modifizierten Kopfhörers gemessen werden, eröffnet diese Dissertation einen neuen Weg zur Messung der Blickrichtung. Dabei ist das Verfahren weniger aufdringlich und komfortabler als bisherige Ansätze. Darüber hinaus wird ein Regressionsmodell eingeführt, um absolute Änderungen des Blickwinkels auf der Grundlage von earEOG vorherzusagen. Diese Entwicklung eröffnet neue Möglichkeiten für Forschung, welche sich nahtlos in das tägliche Leben integrieren lässt und tiefere Einblicke in das menschliche Verhalten ermöglicht. Weiterhin zeigt diese Arbeit, wie sich die einzigarte Bauform von Earables mit Sensorik kombinieren lässt, um neuartige Phänomene zu erkennen. Um die Interaktionsmöglichkeiten von Earables zu verbessern, wird in dieser Dissertation eine diskrete Eingabetechnik namens "EarRumble" vorgestellt, die auf der freiwilligen Kontrolle des Tensor Tympani Muskels im Mittelohr beruht. Die Dissertation bietet Einblicke in die Verbreitung, die Benutzerfreundlichkeit und den Komfort von EarRumble, zusammen mit praktischen Anwendungen in zwei realen Szenarien. Der EarRumble-Ansatz erweitert das Ohr von einem rein rezeptiven Organ zu einem Organ, das nicht nur Signale empfangen, sondern auch Ausgangssignale erzeugen kann. Im Wesentlichen wird das Ohr als zusätzliches interaktives Medium eingesetzt, welches eine freihändige und augenfreie Kommunikation zwischen Mensch und Maschine ermöglicht. EarRumble stellt eine Interaktionstechnik vor, die von den Nutzern als "magisch und fast telepathisch" beschrieben wird, und zeigt ein erhebliches ungenutztes Potenzial im Bereich der Earables auf. Aufbauend auf den vorhergehenden Ergebnissen der verschiedenen Anwendungsbereiche und Forschungserkenntnisse mündet die Dissertation in einer offenen Hard- und Software-Plattform für Earables namens "OpenEarable". OpenEarable umfasst eine Reihe fortschrittlicher Sensorfunktionen, die für verschiedene ohrbasierte Forschungsanwendungen geeignet sind, und ist gleichzeitig einfach herzustellen. Hierdurch werden die Einstiegshürden in die ohrbasierte Sensorforschung gesenkt und OpenEarable trägt somit dazu bei, das gesamte Potenzial von Earables auszuschöpfen. Darüber hinaus trägt die Dissertation grundlegenden Designrichtlinien und Referenzarchitekturen für Earables bei. Durch diese Forschung schließt die Dissertation die Lücke zwischen der Grundlagenforschung zu ohrbasierten Sensoren und deren praktischem Einsatz in realen Szenarien. Zusammenfassend liefert die Dissertation neue Nutzungsszenarien, Algorithmen, Hardware-Prototypen, statistische Auswertungen, empirische Studien und Designrichtlinien, um das Feld des Earable Computing voranzutreiben. Darüber hinaus erweitert diese Dissertation den traditionellen Anwendungsbereich von Kopfhörern, indem sie die auf Audio fokussierten Geräte zu einer Plattform erweitert, welche eine Vielzahl fortschrittlicher Sensorfähigkeiten bietet, um Eigenschaften, Prozesse und Aktivitäten zu erfassen. Diese Neuausrichtung ermöglicht es Earables sich als bedeutende Wearable Kategorie zu etablieren, und die Vision von Earables als eine vielseitige Sensorenplattform zur Erweiterung der menschlichen Fähigkeiten wird somit zunehmend realer

    A virtual reality input device for sports-related rehabilitation

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    Abstract. This work entails the hardware design, manufacturing and implementation of a VR controller device tailored for people with specific sports-related injuries. The target case of this thesis is the tennis elbow injury, where the designed controller helps them interface easily to the VR environment that is designed for their therapy. The sensors used are carefully selected in order to adequately capture the therapy exercise movements related to this kind of injury. For example, the use FSRs (Force Sensitive Resistors) that are put on the surface of a test object helps to detect a grasp during the exercise. The hardware design and manufacturing was done for a VR controller device that would give the desired performance, using Arduino IDE for its software development. In addition to this, the design of the VR environment allowed for an immersive VR experience for the rehabilitation. An experiment was carried out with eight participants, where they were asked to perform two exercises that involve grasping the test object. A series of questions were asked to them as part of the experimental evaluation. The results showed positive indications about the participants’ experience

    Towards electrodeless EMG linear envelope signal recording for myo-activated prostheses control

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    After amputation, the residual muscles of the limb may function in a normal way, enabling the electromyogram (EMG) signals recorded from them to be used to drive a replacement limb. These replacement limbs are called myoelectric prosthesis. The prostheses that use EMG have always been the first choice for both clinicians and engineers. Unfortunately, due to the many drawbacks of EMG (e.g. skin preparation, electromagnetic interferences, high sample rate, etc.); researchers have aspired to find suitable alternatives. One proposes the dry-contact, low-cost sensor based on a force-sensitive resistor (FSR) as a valid alternative which instead of detecting electrical events, detects mechanical events of muscle. FSR sensor is placed on the skin through a hard, circular base to sense the muscle contraction and to acquire the signal. Similarly, to reduce the output drift (resistance) caused by FSR edges (creep) and to maintain the FSR sensitivity over a wide input force range, signal conditioning (Voltage output proportional to force) is implemented. This FSR signal acquired using FSR sensor can be used directly to replace the EMG linear envelope (an important control signal in prosthetics applications). To find the best FSR position(s) to replace a single EMG lead, the simultaneous recording of EMG and FSR output is performed. Three FSRs are placed directly over the EMG electrodes, in the middle of the targeted muscle and then the individual (FSR1, FSR2 and FSR3) and combination of FSR (e.g. FSR1+FSR2, FSR2-FSR3) is evaluated. The experiment is performed on a small sample of five volunteer subjects. The result shows a high correlation (up to 0.94) between FSR output and EMG linear envelope. Consequently, the usage of the best FSR sensor position shows the ability of electrode less FSR-LE to proportionally control the prosthesis (3-D claw). Furthermore, FSR can be used to develop a universal programmable muscle signal sensor that can be suitable to control the myo-activated prosthesis

    The "Federica" hand: a simple, very efficient prothesis

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    Hand prostheses partially restore hand appearance and functionalities. Not everyone can afford expensive prostheses and many low-cost prostheses have been proposed. In particular, 3D printers have provided great opportunities by simplifying the manufacturing process and reducing costs. Generally, active prostheses use multiple motors for fingers movement and are controlled by electromyographic (EMG) signals. The "Federica" hand is a single motor prosthesis, equipped with an adaptive grasp and controlled by a force-myographic signal. The "Federica" hand is 3D printed and has an anthropomorphic morphology with five fingers, each consisting of three phalanges. The movement generated by a single servomotor is transmitted to the fingers by inextensible tendons that form a closed chain; practically, no springs are used for passive hand opening. A differential mechanical system simultaneously distributes the motor force in predefined portions on each finger, regardless of their actual positions. Proportional control of hand closure is achieved by measuring the contraction of residual limb muscles by means of a force sensor, replacing the EMG. The electrical current of the servomotor is monitored to provide the user with a sensory feedback of the grip force, through a small vibration motor. A simple Arduino board was adopted as processing unit. The differential mechanism guarantees an efficient transfer of mechanical energy from the motor to the fingers and a secure grasp of any object, regardless of its shape and deformability. The force sensor, being extremely thin, can be easily embedded into the prosthesis socket and positioned on both muscles and tendons; it offers some advantages over the EMG as it does not require any electrical contact or signal processing to extract information about the muscle contraction intensity. The grip speed is high enough to allow the user to grab objects on the fly: from the muscle trigger until to the complete hand closure, "Federica" takes about half a second. The cost of the device is about 100 US$. Preliminary tests carried out on a patient with transcarpal amputation, showed high performances in controlling the prosthesis, after a very rapid training session. The "Federica" hand turned out to be a lightweight, low-cost and extremely efficient prosthesis. The project is intended to be open-source: all the information needed to produce the prosthesis (e.g. CAD files, circuit schematics, software) can be downloaded from a public repository. Thus, allowing everyone to use the "Federica" hand and customize or improve it
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