18 research outputs found

    An Augmented Reality Platform for Preoperative Surgical Planning

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    Researching in new technologies for diagnosis, planning and medical treatment have allowed the development of computer tools that provide new ways of representing data obtained from patient's medical images such as computed tomography (CT) and magnetic resonance imaging (MRI). In this sense, augmented reality (AR) technologies provide a new form of data representation by combining the common analysis using images and the ability to superimpose virtual 3D representations of the organs of the human body in the real environment. In this paper the development of a generic computer platform based on augmented reality technology for surgical preoperative planning is presented. In particular, the surgeon can navigate in the 3D models of the patient's organs in order to have the possibility to perfectly understand the anatomy and plan in the best way the surgical procedure. In addition, a touchless interaction with the virtual organs is available thanks to the use of an armband provided of electromiographic muscle sensors. To validate the system, we focused in a navigation through aorta artery for mitral valve repair surgery

    JDReAM. Journal of InterDisciplinary Research Applied to Medicine - Vol. 3, issue 1 (2019)

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    Review of three-dimensional human-computer interaction with focus on the leap motion controller

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    Modern hardware and software development has led to an evolution of user interfaces from command-line to natural user interfaces for virtual immersive environments. Gestures imitating real-world interaction tasks increasingly replace classical two-dimensional interfaces based on Windows/Icons/Menus/Pointers (WIMP) or touch metaphors. Thus, the purpose of this paper is to survey the state-of-the-art Human-Computer Interaction (HCI) techniques with a focus on the special field of three-dimensional interaction. This includes an overview of currently available interaction devices, their applications of usage and underlying methods for gesture design and recognition. Focus is on interfaces based on the Leap Motion Controller (LMC) and corresponding methods of gesture design and recognition. Further, a review of evaluation methods for the proposed natural user interfaces is given

    Convex Interaction : VR o mochiita kōdō asshuku ni yoru kūkanteki intarakushon no kakuchō

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    A Body-and-Mind-Centric Approach to Wearable Personal Assistants

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    Understanding Hand Interactions and Mid-Air Haptic Responses within Virtual Reality and Beyond.

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    Hand tracking has long been seen as a futuristic interaction, firmly situated into the realms of sci-fi. Recent developments and technological advancements have brought that dream into reality, allowing for real-time interactions by naturally moving and positioning your hand. While these developments have enabled numerous research projects, it is only recently that businesses and devices are truly starting to implement and integrate the technology into their different sectors. Numerous devices are shifting towards a fully self- contained ecosystem, where the removal of controllers could significantly help in reducing barriers to entry. Prior studies have focused on the effects or possible areas for implementation of hand tracking, but rarely focus on the direct comparisons of technologies, nor do they attempt to reproduce lost capabilities. With this prevailing background, the work presented in this thesis aims to understand the benefits and negatives of hand tracking when treated as the primary interaction method within virtual reality (VR) environments. Coupled with this, the implementation and usage of novel mid-air ultrasound-based haptics attempt to reintroduce feedback that would have been achieved through conventional controller interactions. Two unique user studies were undertaken, testing core underlying interactions within VR that represent common instances found throughout simulations. The first study focuses on the interactions presented within 3D VR user interfaces, with a core topic of buttons. While the second study directly compares input and haptic modalities within two different fine motor skill tasks. These studies are coupled with the development and implementation of a real-time user study recording toolkit, allowing for significantly heightened user analysis and visual evaluation of interactions. Results from these studies and developments make valuable contributions to the research and business knowledge of hand tracking interactions, as well as providing a uniquely valuable open-source toolkit for other researchers to use. This thesis covers work undertaken at Ultraleap over varying projects between 2018 and 2021

    Distributed Sensing and Stimulation Systems Towards Sense of Touch Restoration in Prosthetics

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    Modern prostheses aim at restoring the functional and aesthetic characteristics of the lost limb. To foster prosthesis embodiment and functionality, it is necessary to restitute both volitional control and sensory feedback. Contemporary feedback interfaces presented in research use few sensors and stimulation units to feedback at most two discrete feedback variables (e.g. grasping force and aperture), whereas the human sense of touch relies on a distributed network of mechanoreceptors providing high-fidelity spatial information. To provide this type of feedback in prosthetics, it is necessary to sense tactile information from artificial skin placed on the prosthesis and transmit tactile feedback above the amputation in order to map the interaction between the prosthesis and the environment. This thesis proposes the integration of distributed sensing systems (e-skin) to acquire tactile sensation, and non-invasive multichannel electrotactile feedback and virtual reality to deliver high-bandwidth information to the user. Its core focus addresses the development and testing of close-loop sensory feedback human-machine interface, based on the latest distributed sensing and stimulation techniques for restoring the sense of touch in prosthetics. To this end, the thesis is comprised of two introductory chapters that describe the state of art in the field, the objectives and the used methodology and contributions; as well as three studies distributed over stimulation system level and sensing system level. The first study presents the development of close-loop compensatory tracking system to evaluate the usability and effectiveness of electrotactile sensory feedback in enabling real-time close-loop control in prosthetics. It examines and compares the subject\u2019s adaptive performance and tolerance to random latencies while performing the dynamic control task (i.e. position control) and simultaneously receiving either visual feedback or electrotactile feedback for communicating the momentary tracking error. Moreover, it reported the minimum time delay needed for an abrupt impairment of users\u2019 performance. The experimental results have shown that electrotactile feedback performance is less prone to changes with longer delays. However, visual feedback drops faster than electrotactile with increased time delays. This is a good indication for the effectiveness of electrotactile feedback in enabling close- loop control in prosthetics, since some delays are inevitable. The second study describes the development of a novel non-invasive compact multichannel interface for electrotactile feedback, containing 24 pads electrode matrix, with fully programmable stimulation unit, that investigates the ability of able-bodied human subjects to localize the electrotactile stimulus delivered through the electrode matrix. Furthermore, it designed a novel dual parameter -modulation (interleaved frequency and intensity) and compared it to conventional stimulation (same frequency for all pads). In addition and for the first time, it compared the electrotactile stimulation to mechanical stimulation. More, it exposes the integration of virtual prosthesis with the developed system in order to achieve better user experience and object manipulation through mapping the acquired real-time collected tactile data and feedback it simultaneously to the user. The experimental results demonstrated that the proposed interleaved coding substantially improved the spatial localization compared to same-frequency stimulation. Furthermore, it showed that same-frequency stimulation was equivalent to mechanical stimulation, whereas the performance with dual-parameter modulation was significantly better. The third study presents the realization of a novel, flexible, screen- printed e-skin based on P(VDF-TrFE) piezoelectric polymers, that would cover the fingertips and the palm of the prosthetic hand (particularly the Michelangelo hand by Ottobock) and an assistive sensorized glove for stroke patients. Moreover, it developed a new validation methodology to examine the sensors behavior while being solicited. The characterization results showed compatibility between the expected (modeled) behavior of the electrical response of each sensor to measured mechanical (normal) force at the skin surface, which in turn proved the combination of both fabrication and assembly processes was successful. This paves the way to define a practical, simplified and reproducible characterization protocol for e-skin patches In conclusion, by adopting innovative methodologies in sensing and stimulation systems, this thesis advances the overall development of close-loop sensory feedback human-machine interface used for restoration of sense of touch in prosthetics. Moreover, this research could lead to high-bandwidth high-fidelity transmission of tactile information for modern dexterous prostheses that could ameliorate the end user experience and facilitate it acceptance in the daily life
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