6,335 research outputs found

    A short curriculum of the robotics and technology of computer lab

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    Our research Lab is directed by Prof. Anton Civit. It is an interdisciplinary group of 23 researchers that carry out their teaching and researching labor at the Escuela Politécnica Superior (Higher Polytechnic School) and the Escuela de Ingeniería Informática (Computer Engineering School). The main research fields are: a) Industrial and mobile Robotics, b) Neuro-inspired processing using electronic spikes, c) Embedded and real-time systems, d) Parallel and massive processing computer architecture, d) Information Technologies for rehabilitation, handicapped and elder people, e) Web accessibility and usability In this paper, the Lab history is presented and its main publications and research projects over the last few years are summarized.Nuestro grupo de investigación está liderado por el profesor Civit. Somos un grupo multidisciplinar de 23 investigadores que realizan su labor docente e investigadora en la Escuela Politécnica Superior y en Escuela de Ingeniería Informática. Las principales líneas de investigaciones son: a) Robótica industrial y móvil. b) Procesamiento neuro-inspirado basado en pulsos electrónicos. c) Sistemas empotrados y de tiempo real. d) Arquitecturas paralelas y de procesamiento masivo. e) Tecnología de la información aplicada a la discapacidad, rehabilitación y a las personas mayores. f) Usabilidad y accesibilidad Web. En este artículo se reseña la historia del grupo y se resumen las principales publicaciones y proyectos que ha conseguido en los últimos años

    Wheelchair-based game design for older adults

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    Few leisure activities are accessible to institutionalized older adults using wheelchairs; in consequence, they experience lower levels of perceived health than able-bodied peers. Video games have been shown to be an engaging leisure activity for older adults. In our work, we address the design of wheelchair-accessible motion-based games. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games, and Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs. Results of two studies show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage older adults. Through the application of the wheelchair as an enabling technology in play, our work has the potential of encouraging older adults to develop a positive relationship with their wheelchair. Copyright 2013 ACM

    Overcoming barriers and increasing independence: service robots for elderly and disabled people

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    This paper discusses the potential for service robots to overcome barriers and increase independence of elderly and disabled people. It includes a brief overview of the existing uses of service robots by disabled and elderly people and advances in technology which will make new uses possible and provides suggestions for some of these new applications. The paper also considers the design and other conditions to be met for user acceptance. It also discusses the complementarity of assistive service robots and personal assistance and considers the types of applications and users for which service robots are and are not suitable

    A case study of technology transfer: Rehabilitative engineering at Rancho Los Amigos Hospital

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    The transfer of NASA technolgy to rehabilitative applications of artificial limbs is studied. Human factors engineering activities range from orthotic manipulators to tiny dc motors and transducers to detect and transmit voluntary control signals. It is found that bicarbon implant devices are suitable for medical equipment and artificial limbs because of their biological compatibility with human body fluids and tissues

    Gyro-Accelerometer based Control of an Intelligent Wheelchair

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    This paper presents a free-hand interface to control an electric wheelchair using the head gesture for people with severe disabilities i.e. multiple sclerosis, quadriplegic patients and old age people. The patient head acceleration and rotation rate are used to control the intelligent wheelchair. The patient head gesture is detected using accelerometer and gyroscope sensors embedded on a single board MPU6050. The MEMS sensors outputs are combined using Kalman filter as sensor fusion to build a high accurate orientation sensor. The system uses an Arduino mega as microcontroller to perform data processing, sensor fusion and joystick emulation to control the intelligent wheelchair and HC-SR04 ultrasonic sensors to provide safe navigation.The wheelchair can be controlled using two modes. In the first mode, the wheelchair is controlled by the usual joystick. In the second mode, the patient uses his head motion to control the wheelchair. The principal advantage of the proposed approach is that the switching between the two control modes is soft, straightforward and transparent to the user

    Hybrid Head Tracking for Wheelchair Control Using Haar Cascade Classifier and KCF Tracker

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    Disability may limit someone to move freely, especially when the severity of the disability is high. In order to help disabled people control their wheelchair, head movement-based control is preferred due to its reliability. This paper proposed a head direction detector framework which can be applied to wheelchair control. First, face and nose were detected from a video frame using Haar cascade classfier. Then, the detected bounding boxes were used to initialize Kernelized Correlation Filters tracker. Direction of a head was determined by relative position of the nose to the face, extracted from tracker’s bounding boxes. Results show that the method effectively detect head direction indicated by 82% accuracy and very low detection or tracking failure

    Designing wheelchair-based movement games

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    People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion- based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing these games. In our work, we address this issue through the design of wheelchair-accessible motion-based game controls. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games. Building on the toolkit, we developed Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs, and we created Wheelchair Revolution, a motion-based dance game that is accessible to both persons using wheelchairs and nondisabled players. Evaluation results show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage broad audiences in physically stimulating play. Through the application of the wheelchair as an enabling technology in games, our work has the potential of encouraging players of all ages to develop a positive relationship with their wheelchair
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