997 research outputs found

    Exploration of Reaction Pathways and Chemical Transformation Networks

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    For the investigation of chemical reaction networks, the identification of all relevant intermediates and elementary reactions is mandatory. Many algorithmic approaches exist that perform explorations efficiently and automatedly. These approaches differ in their application range, the level of completeness of the exploration, as well as the amount of heuristics and human intervention required. Here, we describe and compare the different approaches based on these criteria. Future directions leveraging the strengths of chemical heuristics, human interaction, and physical rigor are discussed.Comment: 48 pages, 4 figure

    Propping Up Virtual Reality With Haptic Proxies

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    Cognitive Quality: An Unexplored Perceived Quality Dimension in the Automotive Industry

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    Well known, perceived quality is a game-changer in consumers’ decision-making processes and is seen as one key predictor of a product’s and company’s success. Today, the automotive industry faces challenges not only to deliver superior manufacturing quality in order to excel in perceived quality, but also to induce a positive sensory and cognitive response from its customers. Previous research aimed to quantify and unpick consumers’ perception of quality in order to meet consumer expectations and requirements. Cognitive processes related to product design have been explored in a variety of disciplines, ranging from the design research, specifically in the field of aesthetics, to sociopsychology. In the engineering and manufacturing research field, however, there is a significant gap regarding ‘intangibles’ related to car design. In this conceptual paper, we extend our previous work by presenting the concept of\ua0Cognitive Quality\ua0as a new dimension of the Perceived Quality Framework (PQF). The PQF, in its turn, illustrates the sensory, attribute-centric engineering viewpoint on quality perception. Therefore, the new\ua0Cognitive Quality\ua0dimension significantly contributes to the theoretical foundation of perceived quality in engineering and manufacturing research, specifically in the automotive field

    Quantifying the Human Likeness of a Humanoid Robot

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    In research of human-robot interactions, human likeness (HL) of robots is frequently used as an individual, vague parameter to describe how a robot is perceived by a human. However, such a simplification of HL is often not sufficient given the complexity and multidimensionality of human-robot interaction. Therefore, HL must be seen as a variable influenced by a network of parameter fields. The first goal of this paper is to introduce such a network which systematically characterizes all relevant aspects of HL. The network is subdivided into ten parameter fields, five describing static aspects of appearance and five describing dynamic aspects of behavior. The second goal of this paper is to propose a methodology to quantify the impact of single or multiple parameters out of these fields on perceived HL. Prior to quantification, the minimal perceivable difference, i.e. the threshold of perception, is determined for the parameters of interest in a first experiment. Thereafter, these parameters are modified in whole-number multiple of the threshold of perception to investigate their influence on perceived HL in a second experiment. This methodology was illustrated on the parameters speed and sequencing (onset of joint movements) of the parameter field movement as well as on the parameter sound. Results revealed that the perceived HL is more sensitive to changes in sequencing than to changes in speed. The sound of the motors during the movement also reduced perceived HL. The presented methodology should guide further, systematic explorations of the proposed network of HL parameters in order to determine and optimize acceptance of humanoid robot

    Advancing proxy-based haptic feedback in virtual reality

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    This thesis advances haptic feedback for Virtual Reality (VR). Our work is guided by Sutherland's 1965 vision of the ultimate display, which calls for VR systems to control the existence of matter. To push towards this vision, we build upon proxy-based haptic feedback, a technique characterized by the use of passive tangible props. The goal of this thesis is to tackle the central drawback of this approach, namely, its inflexibility, which yet hinders it to fulfill the vision of the ultimate display. Guided by four research questions, we first showcase the applicability of proxy-based VR haptics by employing the technique for data exploration. We then extend the VR system's control over users' haptic impressions in three steps. First, we contribute the class of Dynamic Passive Haptic Feedback (DPHF) alongside two novel concepts for conveying kinesthetic properties, like virtual weight and shape, through weight-shifting and drag-changing proxies. Conceptually orthogonal to this, we study how visual-haptic illusions can be leveraged to unnoticeably redirect the user's hand when reaching towards props. Here, we contribute a novel perception-inspired algorithm for Body Warping-based Hand Redirection (HR), an open-source framework for HR, and psychophysical insights. The thesis concludes by proving that the combination of DPHF and HR can outperform the individual techniques in terms of the achievable flexibility of the proxy-based haptic feedback.Diese Arbeit widmet sich haptischem Feedback für Virtual Reality (VR) und ist inspiriert von Sutherlands Vision des ultimativen Displays, welche VR-Systemen die Fähigkeit zuschreibt, Materie kontrollieren zu können. Um dieser Vision näher zu kommen, baut die Arbeit auf dem Konzept proxy-basierter Haptik auf, bei der haptische Eindrücke durch anfassbare Requisiten vermittelt werden. Ziel ist es, diesem Ansatz die für die Realisierung eines ultimativen Displays nötige Flexibilität zu verleihen. Dazu bearbeiten wir vier Forschungsfragen und zeigen zunächst die Anwendbarkeit proxy-basierter Haptik durch den Einsatz der Technik zur Datenexploration. Anschließend untersuchen wir in drei Schritten, wie VR-Systeme mehr Kontrolle über haptische Eindrücke von Nutzern erhalten können. Hierzu stellen wir Dynamic Passive Haptic Feedback (DPHF) vor, sowie zwei Verfahren, die kinästhetische Eindrücke wie virtuelles Gewicht und Form durch Gewichtsverlagerung und Veränderung des Luftwiderstandes von Requisiten vermitteln. Zusätzlich untersuchen wir, wie visuell-haptische Illusionen die Hand des Nutzers beim Greifen nach Requisiten unbemerkt umlenken können. Dabei stellen wir einen neuen Algorithmus zur Body Warping-based Hand Redirection (HR), ein Open-Source-Framework, sowie psychophysische Erkenntnisse vor. Abschließend zeigen wir, dass die Kombination von DPHF und HR proxy-basierte Haptik noch flexibler machen kann, als es die einzelnen Techniken alleine können

    Advances in Human-Robot Interaction

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    Rapid advances in the field of robotics have made it possible to use robots not just in industrial automation but also in entertainment, rehabilitation, and home service. Since robots will likely affect many aspects of human existence, fundamental questions of human-robot interaction must be formulated and, if at all possible, resolved. Some of these questions are addressed in this collection of papers by leading HRI researchers

    KEER2022

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    Avanttítol: KEER2022. DiversitiesDescripció del recurs: 25 juliol 202

    Scent-delivery devices as a digital healthcare tool for olfactory training: A pilot focus group study in Parkinson's disease patients

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    Parkinson's disease (PD) patients display a combination of motor and non-motor symptoms. The most common non-motor symptom is scent (olfactory) impairment, occurring at least four years prior to motor symptom onset. Recent and growing interest in digital healthcare technology used in PD has resulted in more technologies developed for motor rather than non-motor symptoms. Human-computer interaction (HCI), which uses computer technology to explore human activity and work, could be combined with digital healthcare technologies to better understand and support olfaction via scent training - leading to the development of a scent-delivery device (SDD). In this pilot study, three PD patients were invited to an online focus group to explore the association between PD and olfaction, understand HCI and sensory technologies and were demonstrated a new multichannel SDD with an associated mobile app. Participants had a preconceived link, a result of personal experience, between olfactory impairment and PD. Participants felt that healthcare professionals did not take olfactory dysfunction concerns seriously prior to PD diagnosis. Two were not comfortable with sharing scent loss experiences with others. Participants expected the multichannel SDD to be small, portable and easy-to-use, with customisable cartridges to deliver chosen scents and the mobile app to create a sense of community. None of the participants regularly performed scent training but would consider doing so if some scent function could be regained. Standardised digital SDDs for regular healthcare check-ups may facilitate improvement in olfactory senses in PD patients and potential earlier PD diagnosis, allowing earlier therapeutic and symptomatic PD management

    Influences of Intrinsic and Extrinsic Hand-feel Touch Cues on Sensory Perception and Emotional Responses toward Beverage Products

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    Consumer perception of and preference toward products are influenced by intrinsic product-specific (e.g., product temperature) and extrinsic non-product-specific (e.g., packaging or container) characteristics. Besides communicating information between products and consumers to create expectations toward the content at the point of sale, packaging also influences sensory perception of the content during consumption. Previous cross-modal studies on packaging effects on the content had largely overlooked hand-feel touch cues. Touch closely relates to consumers’ emotional responses to and their quality evaluation of products. One way to manipulate hand-feel touch cues in a beverage consumption setting is to vary materials of cup sleeve, which are served concurrently with brewed coffee (BC) and green tea (GT). This thesis aimed to determine 1) influences of intrinsic cues (product temperature) on sensory perception of and emotional responses to BC and GT; 2) cross-modal association (CMA) of extrinsic hand-feel touch cues (12 sleeve materials) with evoked emotions, basic tastes, and coffee-related flavors; and 3) cross-modal influences of extrinsic hand-feel touch cues (4 sleeve materials) on emotional responses, sensory perception, arousal, and valence of BC. Results showed both intrinsic and extrinsic cues influenced emotional responses to and sensory perception of BC and GT. Beverages at higher temperature were characterized by positive emotions, while those at room and cold temperatures were characterized by low arousal-negative emotions and high arousal-negative emotions, respectively. CMA between hand-feel touch and taste cues were confirmed to exist: bitter taste and black coffee flavor with cardboard sleeves; sweet taste and creamy flavor with towel; sour taste with stainless steel; and salty taste with linen. Correlations between certain textural parameters and sensory CMA were also observed: thicker and rougher materials positively correlated with positive emotions and sweet taste, while thinner and smoother materials positively correlated with negative and high-arousal emotions and sour taste. Additionally, coffee presented with samples (towel, linen, or stainless steel) were perceived differently, in terms of both emotions and sensory attributes, compared to cardboard (control). As highlighted here, touch cues are important in product evaluation. Professionals in food and beverage industries should consider incorporating more hand-feel textural features on product packaging or container designs
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