348 research outputs found

    Evaluation of Posture, Muscle Activity and Comfort during Portable Computer Use

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    With increased popularity of portable devices and their use outside of a traditional workstation becoming increasingly widespread, it is essential to expand on the limited research available concerning their ergonomic exposures. The goal of this study was to quantify how spine posture, muscle activation, and comfort varied depending on workstation layout, device type, and task. Twenty university aged participants completed two tasks, reading-typing and swiping, for 15-minutes blocks in eight different combination of workstation layout and device. Mean angles, muscle activation, and discomfort ratings were measured. Participants showed an increased head, neck, upper thoracic, and lumbar flexion in the lap setting. When participants used the tablet, greater head flexion was observed. Additionally, participants elicited greater muscle activation in the trapezius during the reading-typing task. Portable computer users should be conscious of the postures they adopt and consider the impact of workstation layout, device type, and task in fixed computing environments

    Emerging ExG-based NUI Inputs in Extended Realities : A Bottom-up Survey

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    Incremental and quantitative improvements of two-way interactions with extended realities (XR) are contributing toward a qualitative leap into a state of XR ecosystems being efficient, user-friendly, and widely adopted. However, there are multiple barriers on the way toward the omnipresence of XR; among them are the following: computational and power limitations of portable hardware, social acceptance of novel interaction protocols, and usability and efficiency of interfaces. In this article, we overview and analyse novel natural user interfaces based on sensing electrical bio-signals that can be leveraged to tackle the challenges of XR input interactions. Electroencephalography-based brain-machine interfaces that enable thought-only hands-free interaction, myoelectric input methods that track body gestures employing electromyography, and gaze-tracking electrooculography input interfaces are the examples of electrical bio-signal sensing technologies united under a collective concept of ExG. ExG signal acquisition modalities provide a way to interact with computing systems using natural intuitive actions enriching interactions with XR. This survey will provide a bottom-up overview starting from (i) underlying biological aspects and signal acquisition techniques, (ii) ExG hardware solutions, (iii) ExG-enabled applications, (iv) discussion on social acceptance of such applications and technologies, as well as (v) research challenges, application directions, and open problems; evidencing the benefits that ExG-based Natural User Interfaces inputs can introduceto the areaof XR.Peer reviewe

    Emerging ExG-based NUI Inputs in Extended Realities : A Bottom-up Survey

    Get PDF
    Incremental and quantitative improvements of two-way interactions with extended realities (XR) are contributing toward a qualitative leap into a state of XR ecosystems being efficient, user-friendly, and widely adopted. However, there are multiple barriers on the way toward the omnipresence of XR; among them are the following: computational and power limitations of portable hardware, social acceptance of novel interaction protocols, and usability and efficiency of interfaces. In this article, we overview and analyse novel natural user interfaces based on sensing electrical bio-signals that can be leveraged to tackle the challenges of XR input interactions. Electroencephalography-based brain-machine interfaces that enable thought-only hands-free interaction, myoelectric input methods that track body gestures employing electromyography, and gaze-tracking electrooculography input interfaces are the examples of electrical bio-signal sensing technologies united under a collective concept of ExG. ExG signal acquisition modalities provide a way to interact with computing systems using natural intuitive actions enriching interactions with XR. This survey will provide a bottom-up overview starting from (i) underlying biological aspects and signal acquisition techniques, (ii) ExG hardware solutions, (iii) ExG-enabled applications, (iv) discussion on social acceptance of such applications and technologies, as well as (v) research challenges, application directions, and open problems; evidencing the benefits that ExG-based Natural User Interfaces inputs can introduceto the areaof XR.Peer reviewe

    From wearable towards epidermal computing : soft wearable devices for rich interaction on the skin

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    Human skin provides a large, always available, and easy to access real-estate for interaction. Recent advances in new materials, electronics, and human-computer interaction have led to the emergence of electronic devices that reside directly on the user's skin. These conformal devices, referred to as Epidermal Devices, have mechanical properties compatible with human skin: they are very thin, often thinner than human hair; they elastically deform when the body is moving, and stretch with the user's skin. Firstly, this thesis provides a conceptual understanding of Epidermal Devices in the HCI literature. We compare and contrast them with other technical approaches that enable novel on-skin interactions. Then, through a multi-disciplinary analysis of Epidermal Devices, we identify the design goals and challenges that need to be addressed for advancing this emerging research area in HCI. Following this, our fundamental empirical research investigated how epidermal devices of different rigidity levels affect passive and active tactile perception. Generally, a correlation was found between the device rigidity and tactile sensitivity thresholds as well as roughness discrimination ability. Based on these findings, we derive design recommendations for realizing epidermal devices. Secondly, this thesis contributes novel Epidermal Devices that enable rich on-body interaction. SkinMarks contributes to the fabrication and design of novel Epidermal Devices that are highly skin-conformal and enable touch, squeeze, and bend sensing with co-located visual output. These devices can be deployed on highly challenging body locations, enabling novel interaction techniques and expanding the design space of on-body interaction. Multi-Touch Skin enables high-resolution multi-touch input on the body. We present the first non-rectangular and high-resolution multi-touch sensor overlays for use on skin and introduce a design tool that generates such sensors in custom shapes and sizes. Empirical results from two technical evaluations confirm that the sensor achieves a high signal-to-noise ratio on the body under various grounding conditions and has a high spatial accuracy even when subjected to strong deformations. Thirdly, Epidermal Devices are in contact with the skin, they offer opportunities for sensing rich physiological signals from the body. To leverage this unique property, this thesis presents rapid fabrication and computational design techniques for realizing Multi-Modal Epidermal Devices that can measure multiple physiological signals from the human body. Devices fabricated through these techniques can measure ECG (Electrocardiogram), EMG (Electromyogram), and EDA (Electro-Dermal Activity). We also contribute a computational design and optimization method based on underlying human anatomical models to create optimized device designs that provide an optimal trade-off between physiological signal acquisition capability and device size. The graphical tool allows for easily specifying design preferences and to visually analyze the generated designs in real-time, enabling designer-in-the-loop optimization. Experimental results show high quantitative agreement between the prediction of the optimizer and experimentally collected physiological data. Finally, taking a multi-disciplinary perspective, we outline the roadmap for future research in this area by highlighting the next important steps, opportunities, and challenges. Taken together, this thesis contributes towards a holistic understanding of Epidermal Devices}: it provides an empirical and conceptual understanding as well as technical insights through contributions in DIY (Do-It-Yourself), rapid fabrication, and computational design techniques.Die menschliche Haut bietet eine große, stets verfĂŒgbare und leicht zugĂ€ngliche FlĂ€che fĂŒr Interaktion. JĂŒngste Fortschritte in den Bereichen Materialwissenschaft, Elektronik und Mensch-Computer-Interaktion (Human-Computer-Interaction, HCI) [so that you can later use the Englisch abbreviation] haben zur Entwicklung elektronischer GerĂ€te gefĂŒhrt, die sich direkt auf der Haut des Benutzers befinden. Diese sogenannten EpidermisgerĂ€te haben mechanische Eigenschaften, die mit der menschlichen Haut kompatibel sind: Sie sind sehr dĂŒnn, oft dĂŒnner als ein menschliches Haar; sie verformen sich elastisch, wenn sich der Körper bewegt, und dehnen sich mit der Haut des Benutzers. Diese Thesis bietet, erstens, ein konzeptionelles VerstĂ€ndnis von EpidermisgerĂ€ten in der HCI-Literatur. Wir vergleichen sie mit anderen technischen AnsĂ€tzen, die neuartige Interaktionen auf der Haut ermöglichen. Dann identifizieren wir durch eine multidisziplinĂ€re Analyse von EpidermisgerĂ€ten die Designziele und Herausforderungen, die angegangen werden mĂŒssen, um diesen aufstrebenden Forschungsbereich voranzubringen. Im Anschluss daran untersuchten wir in unserer empirischen Grundlagenforschung, wie epidermale GerĂ€te unterschiedlicher Steifigkeit die passive und aktive taktile Wahrnehmung beeinflussen. Im Allgemeinen wurde eine Korrelation zwischen der Steifigkeit des GerĂ€ts und den taktilen Empfindlichkeitsschwellen sowie der FĂ€higkeit zur Rauheitsunterscheidung festgestellt. Basierend auf diesen Ergebnissen leiten wir Designempfehlungen fĂŒr die Realisierung epidermaler GerĂ€te ab. Zweitens trĂ€gt diese Thesis zu neuartigen EpidermisgerĂ€ten bei, die eine reichhaltige Interaktion am Körper ermöglichen. SkinMarks trĂ€gt zur Herstellung und zum Design neuartiger EpidermisgerĂ€te bei, die hochgradig an die Haut angepasst sind und BerĂŒhrungs-, Quetsch- und Biegesensoren mit gleichzeitiger visueller Ausgabe ermöglichen. Diese GerĂ€te können an sehr schwierigen Körperstellen eingesetzt werden, ermöglichen neuartige Interaktionstechniken und erweitern den Designraum fĂŒr die Interaktion am Körper. Multi-Touch Skin ermöglicht hochauflösende Multi-Touch-Eingaben am Körper. Wir prĂ€sentieren die ersten nicht-rechteckigen und hochauflösenden Multi-Touch-Sensor-Overlays zur Verwendung auf der Haut und stellen ein Design-Tool vor, das solche Sensoren in benutzerdefinierten Formen und GrĂ¶ĂŸen erzeugt. Empirische Ergebnisse aus zwei technischen Evaluierungen bestĂ€tigen, dass der Sensor auf dem Körper unter verschiedenen Bedingungen ein hohes Signal-Rausch-VerhĂ€ltnis erreicht und eine hohe rĂ€umliche Auflösung aufweist, selbst wenn er starken Verformungen ausgesetzt ist. Drittens, da EpidermisgerĂ€te in Kontakt mit der Haut stehen, bieten sie die Möglichkeit, reichhaltige physiologische Signale des Körpers zu erfassen. Um diese einzigartige Eigenschaft zu nutzen, werden in dieser Arbeit Techniken zur schnellen Herstellung und zum computergestĂŒtzten Design von multimodalen EpidermisgerĂ€ten vorgestellt, die mehrere physiologische Signale des menschlichen Körpers messen können. Die mit diesen Techniken hergestellten GerĂ€te können EKG (Elektrokardiogramm), EMG (Elektromyogramm) und EDA (elektrodermale AktivitĂ€t) messen. DarĂŒber hinaus stellen wir eine computergestĂŒtzte Design- und Optimierungsmethode vor, die auf den zugrunde liegenden anatomischen Modellen des Menschen basiert, um optimierte GerĂ€tedesigns zu erstellen. Diese Designs bieten einen optimalen Kompromiss zwischen der FĂ€higkeit zur Erfassung physiologischer Signale und der GrĂ¶ĂŸe des GerĂ€ts. Das grafische Tool ermöglicht die einfache Festlegung von DesignprĂ€ferenzen und die visuelle Analyse der generierten Designs in Echtzeit, was eine Optimierung durch den Designer im laufenden Betrieb ermöglicht. Experimentelle Ergebnisse zeigen eine hohe quantitative Übereinstimmung zwischen den Vorhersagen des Optimierers und den experimentell erfassten physiologischen Daten. Schließlich skizzieren wir aus einer multidisziplinĂ€ren Perspektive einen Fahrplan fĂŒr zukĂŒnftige Forschung in diesem Bereich, indem wir die nĂ€chsten wichtigen Schritte, Möglichkeiten und Herausforderungen hervorheben. Insgesamt trĂ€gt diese Arbeit zu einem ganzheitlichen VerstĂ€ndnis von EpidermisgerĂ€ten bei: Sie liefert ein empirisches und konzeptionelles VerstĂ€ndnis sowie technische Einblicke durch BeitrĂ€ge zu DIY (Do-It-Yourself), schneller Fertigung und computergestĂŒtzten Entwurfstechniken

    The effect of personalised adjustments to computer workstations on the efficiency and physical comfort of computer operators

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    The present study sought to investigate the effects of a Standard workstation, designed for “average” users, on an anthropometrically diverse sample of computer operators, and to assess whether physical and perceptual responses, as well as performance efficiency were dependent on stature. Further investigation assessed the influence of personalised adjustments to the Standard workstation, based on the anthropometric characteristics of the subjects, as well as the introduction of a custom-designed ‘floating’ wrist support, on subject responses. All subjects (n=30) were tested in each of the three workstations: Standard, Personalised and Wrist Support. For analysis of responses in the Standard workstation, subjects were divided into three groups depending on their stature: Short (1800mm). The musculoskeletal responses indicated that Tall subjects were forced to adopt the most awkward general body postures as a result of the low computer screen. However, the low screen allowed for the Short subjects to adopt the most natural general body postures, although levels of muscular activity in the upper trapezius suggest that the muscular load imposed on both Short and Tall subjects was significantly greater than that imposed on the Medium subjects. In addition, the Medium subjects’ perceptions of the Standard workstation dimensions support the fact that this workstation was better suited to users with “average” morphologies. The responses elicited in the Personalised and Wrist Support workstations were improved significantly when compared to the Standard workstation. Joint angles were more natural, upper trapezius EMG was reduced, standard of performance improved and perceptual responses indicated a diminished incidence of body and visual discomfort, as well as greater perceived satisfaction with these workstation dimensions. The improved physical responses suggest a decrease in the risk of developing cumulative trauma disorders. Although subjects were unaccustomed to the wrist support device, this workstation demonstrated a further reduction in the range of wrist angles, as well as a general positive attitude towards the concept

    Novel Bidirectional Body - Machine Interface to Control Upper Limb Prosthesis

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    Objective. The journey of a bionic prosthetic user is characterized by the opportunities and limitations involved in adopting a device (the prosthesis) that should enable activities of daily living (ADL). Within this context, experiencing a bionic hand as a functional (and, possibly, embodied) limb constitutes the premise for mitigating the risk of its abandonment through the continuous use of the device. To achieve such a result, different aspects must be considered for making the artificial limb an effective support for carrying out ADLs. Among them, intuitive and robust control is fundamental to improving amputees’ quality of life using upper limb prostheses. Still, as artificial proprioception is essential to perceive the prosthesis movement without constant visual attention, a good control framework may not be enough to restore practical functionality to the limb. To overcome this, bidirectional communication between the user and the prosthesis has been recently introduced and is a requirement of utmost importance in developing prosthetic hands. Indeed, closing the control loop between the user and a prosthesis by providing artificial sensory feedback is a fundamental step towards the complete restoration of the lost sensory-motor functions. Within my PhD work, I proposed the development of a more controllable and sensitive human-like hand prosthesis, i.e., the Hannes prosthetic hand, to improve its usability and effectiveness. Approach. To achieve the objectives of this thesis work, I developed a modular and scalable software and firmware architecture to control the Hannes prosthetic multi-Degree of Freedom (DoF) system and to fit all users’ needs (hand aperture, wrist rotation, and wrist flexion in different combinations). On top of this, I developed several Pattern Recognition (PR) algorithms to translate electromyographic (EMG) activity into complex movements. However, stability and repeatability were still unmet requirements in multi-DoF upper limb systems; hence, I started by investigating different strategies to produce a more robust control. To do this, EMG signals were collected from trans-radial amputees using an array of up to six sensors placed over the skin. Secondly, I developed a vibrotactile system to implement haptic feedback to restore proprioception and create a bidirectional connection between the user and the prosthesis. Similarly, I implemented an object stiffness detection to restore tactile sensation able to connect the user with the external word. This closed-loop control between EMG and vibration feedback is essential to implementing a Bidirectional Body - Machine Interface to impact amputees’ daily life strongly. For each of these three activities: (i) implementation of robust pattern recognition control algorithms, (ii) restoration of proprioception, and (iii) restoration of the feeling of the grasped object's stiffness, I performed a study where data from healthy subjects and amputees was collected, in order to demonstrate the efficacy and usability of my implementations. In each study, I evaluated both the algorithms and the subjects’ ability to use the prosthesis by means of the F1Score parameter (offline) and the Target Achievement Control test-TAC (online). With this test, I analyzed the error rate, path efficiency, and time efficiency in completing different tasks. Main results. Among the several tested methods for Pattern Recognition, the Non-Linear Logistic Regression (NLR) resulted to be the best algorithm in terms of F1Score (99%, robustness), whereas the minimum number of electrodes needed for its functioning was determined to be 4 in the conducted offline analyses. Further, I demonstrated that its low computational burden allowed its implementation and integration on a microcontroller running at a sampling frequency of 300Hz (efficiency). Finally, the online implementation allowed the subject to simultaneously control the Hannes prosthesis DoFs, in a bioinspired and human-like way. In addition, I performed further tests with the same NLR-based control by endowing it with closed-loop proprioceptive feedback. In this scenario, the results achieved during the TAC test obtained an error rate of 15% and a path efficiency of 60% in experiments where no sources of information were available (no visual and no audio feedback). Such results demonstrated an improvement in the controllability of the system with an impact on user experience. Significance. The obtained results confirmed the hypothesis of improving robustness and efficiency of a prosthetic control thanks to of the implemented closed-loop approach. The bidirectional communication between the user and the prosthesis is capable to restore the loss of sensory functionality, with promising implications on direct translation in the clinical practice

    Cumulative trauma disorders in the workplace: bibliography

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    "This publication provided a compilation of materials describing research conducted by NIOSH on cumulative trauma disorders in the workplace. Selected references, both NIOSH and nonNIOSH, were provided, concentrating on NIOSH activities in preventing work related musculoskeletal disorders, prevention and intervention research at NIOSH for work related musculoskeletal disorders, comments to the Department of Labor on the OSHA proposed rule on ergonomic safety and health management, a manual for musculoskeletal diseases of the upper limbs, a review of physical exercises recommended for video display tube operators, management of upper extremity cumulative trauma disorders, ergonomics and prevention of musculoskeletal injuries, and carpal tunnel syndrome. A bibliography of NIOSH publications on cumulative trauma disorders in the workplace was provided, including numbered publications, testimony, journal articles, grant reports, contract reports, and health hazard evaluations. NonNiosh references were also listed." - NIOSHTIC-2Part I. Selected NIOSH and non-NIOSH References -- A. NIOSH Activities in Preventing Work-Related Musculoskeletal Disorders -- B. Work-Related Musculoskeletal Disorders: Prevention and Intervention Research at NIOSH -- C. Comments to DOL on the Occupational Safety and Health Administration Proposed Role on Ergonomic Safety and Health Management - Part 1 -- C. Comments to DOL on the Occupational Safety and Health Administration Proposed Role on Ergonomic Safety and Health Management - Part 2 -- D. Cumulative Trauma Disorders: A Manual for Musculoskeletal Diseases of the Upper Limbs -- E. A Review of Physical Exercises Recommended for VDT Operators ) -- F. Management of Upper Extremity Cumulative Trauma Disorders -- G. Preventing Illness and Injury in the Workplace: Ergonomics and Prevention of Musculoskeletal Injuries -- H. Carpal Tunnel Syndrome -- -- Part II. Cumulative Trauma Disorders in the Workplace - Bibliography -- A. NIOSH Publications Reports -- 1. Numbered Publications -- 2. Testimony -- 3. Journal Articles -- 4. Grant Reports -- 5. Contract Reports -- 6. Health Hazard Evaluations -- -- B. Selected non-NIOSH ReferencesAlso available via the World Wide Web

    Design of Thumb Keyboards: Performance, Effort and Kinematics

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    Mobile hand-held communication device (smart phone) use is very prevalent and growing rapidly. In addition, there is empirical support for heavy use to be associated with musculoskeletal disorders. This study therefore addressed the physical demand and performance when using these devices. The natural texting style for 20 participants was identified and then participants performed standardized static and dynamic tasks on 4 different types of mobile hand-held devices; a touch screen device and 3 devices with different keyboard sizes and layout; a flip or clamshell design, a PDA style device and a phone with a pull out QWERTY keyboard. Participants rated the effort required to complete each task and for dynamic tasks, keystroke speed was also measured. The time history of angles of the carpometacarpal, metacarpophalangeal and interphalageal joints of the thumb as well as motion of the wrist were determined using small surface makers and an optoelectronic motion capture system. Thumb kinematics were normalized to the maximum range of motion of each joint. Statistically significant and substantial differences were found for the dynamic condition: The tasks which required the most motion in the flexion/extension axis of the thumb also required the most effort, and that there is an inverse relationship between effort and typing speed, namely that those tasks, or devices which required the highest effort resulted in the lowest typing speeds, and visa-versa. Similarly, results showed that those static tasks which required the most thumb flexion also required the most effort. Overall, use of the touch screen phone required the least effort for dynamic and static tasks, and also resulted in the highest typing speeds. This could be a result of having the lowest force required to engage the keys. The device which resulted in the lowest typing speed and highest required effort was the flip phone, which also had the highest required force to engage the keys. There was also a weak relationship between user thumb length and required effort, with longer thumb length necessitating a greater about of effort. Those subjects who used the texting style indentified as the slide style which used forearm rotation with a less flexed thumb reported significantly less effort for all tasks than those who used the claw style which used extreme flexion of the thumb joints. However, texting style had no significant effect on typing speed, indicating that someone could adopt the slide style to reduce muscular effort and potentially the risk of developing musculoskeletal disorders in the upper limbs and neck without sacrificing performance
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