5 research outputs found

    Capturing Human Hand Kinematics for Object Grasping and Manipulation

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    The aim of this thesis is to create a low-cost sensor equipped glove using commercially available components that can be used to obtain position, velocity and acceleration data for individual fingers of a hand within an optical motion capture environment. Tracking the full degrees of freedoms of the hand and finger motions without any hindrances is a challenging task in optical motion capture measurements. Attaching markers on every finger and hand joint makes motion capture systems troublesome due to practical problems such as blind spots and/or obtaining higher derivative motion constraints, such as velocities and accelerations. To alleviate this, we propose a method to capture the hand and finger kinematics with a reduced set of optical markers. Additionally inertial sensors are attached to the fingertips to obtain linear acceleration measurements. For optimal velocity estimation, a Kinematic Kalman Filter (KKF) is implemented and its result is compared to the time derivative of the Motion Capture System measurement. The higher derivative specifications are related to contact and curvature constraints between the fingers and the grasped object and are later used in formulating the synthesis task for the design of robotic fingers and hands. A preliminary prototype device has been developed to obtain position, velocity and acceleration information of each fingertip by incorporating multiple accelerometers into the basic design of reduced marker set

    Face and Gesture Recognition for Human-Robot Interaction

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    Touch- and Walkable Virtual Reality to Support Blind and Visually Impaired Peoples‘ Building Exploration in the Context of Orientation and Mobility

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    Der Zugang zu digitalen Inhalten und Informationen wird immer wichtiger fĂŒr eine erfolgreiche Teilnahme an der heutigen, zunehmend digitalisierten Zivilgesellschaft. Solche Informationen werden meist visuell prĂ€sentiert, was den Zugang fĂŒr blinde und sehbehinderte Menschen einschrĂ€nkt. Die grundlegendste Barriere ist oft die elementare Orientierung und MobilitĂ€t (und folglich die soziale MobilitĂ€t), einschließlich der Erlangung von Kenntnissen ĂŒber unbekannte GebĂ€ude vor deren Besuch. Um solche Barrieren zu ĂŒberbrĂŒcken, sollten technische Hilfsmittel entwickelt und eingesetzt werden. Es ist ein Kompromiss zwischen technologisch niedrigschwellig zugĂ€nglichen und verbreitbaren Hilfsmitteln und interaktiv-adaptiven, aber komplexen Systemen erforderlich. Die Anpassung der Technologie der virtuellen RealitĂ€t (VR) umfasst ein breites Spektrum an Entwicklungs- und Entscheidungsoptionen. Die Hauptvorteile der VR-Technologie sind die erhöhte InteraktivitĂ€t, die Aktualisierbarkeit und die Möglichkeit, virtuelle RĂ€ume und Modelle als Abbilder von realen RĂ€umen zu erkunden, ohne dass reale Gefahren und die begrenzte VerfĂŒgbarkeit von sehenden Helfern auftreten. Virtuelle Objekte und Umgebungen haben jedoch keine physische Beschaffenheit. Ziel dieser Arbeit ist es daher zu erforschen, welche VR-Interaktionsformen sinnvoll sind (d.h. ein angemessenes Verbreitungspotenzial bieten), um virtuelle ReprĂ€sentationen realer GebĂ€ude im Kontext von Orientierung und MobilitĂ€t berĂŒhrbar oder begehbar zu machen. Obwohl es bereits inhaltlich und technisch disjunkte Entwicklungen und Evaluationen zur VR-Technologie gibt, fehlt es an empirischer Evidenz. ZusĂ€tzlich bietet diese Arbeit einen Überblick ĂŒber die verschiedenen Interaktionen. Nach einer Betrachtung der menschlichen Physiologie, Hilfsmittel (z.B. taktile Karten) und technologischen Eigenschaften wird der aktuelle Stand der Technik von VR vorgestellt und die Anwendung fĂŒr blinde und sehbehinderte Nutzer und der Weg dorthin durch die EinfĂŒhrung einer neuartigen Taxonomie diskutiert. Neben der Interaktion selbst werden Merkmale des Nutzers und des GerĂ€ts, der Anwendungskontext oder die nutzerzentrierte Entwicklung bzw. Evaluation als Klassifikatoren herangezogen. BegrĂŒndet und motiviert werden die folgenden Kapitel durch explorative AnsĂ€tze, d.h. im Bereich 'small scale' (mit sogenannten Datenhandschuhen) und im Bereich 'large scale' (mit einer avatargesteuerten VR-Fortbewegung). Die folgenden Kapitel fĂŒhren empirische Studien mit blinden und sehbehinderten Nutzern durch und geben einen formativen Einblick, wie virtuelle Objekte in Reichweite der HĂ€nde mit haptischem Feedback erfasst werden können und wie verschiedene Arten der VR-Fortbewegung zur Erkundung virtueller Umgebungen eingesetzt werden können. Daraus werden gerĂ€teunabhĂ€ngige technologische Möglichkeiten und auch Herausforderungen fĂŒr weitere Verbesserungen abgeleitet. Auf der Grundlage dieser Erkenntnisse kann sich die weitere Forschung auf Aspekte wie die spezifische Gestaltung interaktiver Elemente, zeitlich und rĂ€umlich kollaborative Anwendungsszenarien und die Evaluation eines gesamten Anwendungsworkflows (d.h. Scannen der realen Umgebung und virtuelle Erkundung zu Trainingszwecken sowie die Gestaltung der gesamten Anwendung in einer langfristig barrierefreien Weise) konzentrieren.Access to digital content and information is becoming increasingly important for successful participation in today's increasingly digitized civil society. Such information is mostly presented visually, which restricts access for blind and visually impaired people. The most fundamental barrier is often basic orientation and mobility (and consequently, social mobility), including gaining knowledge about unknown buildings before visiting them. To bridge such barriers, technological aids should be developed and deployed. A trade-off is needed between technologically low-threshold accessible and disseminable aids and interactive-adaptive but complex systems. The adaptation of virtual reality (VR) technology spans a wide range of development and decision options. The main benefits of VR technology are increased interactivity, updatability, and the possibility to explore virtual spaces as proxies of real ones without real-world hazards and the limited availability of sighted assistants. However, virtual objects and environments have no physicality. Therefore, this thesis aims to research which VR interaction forms are reasonable (i.e., offering a reasonable dissemination potential) to make virtual representations of real buildings touchable or walkable in the context of orientation and mobility. Although there are already content and technology disjunctive developments and evaluations on VR technology, there is a lack of empirical evidence. Additionally, this thesis provides a survey between different interactions. Having considered the human physiology, assistive media (e.g., tactile maps), and technological characteristics, the current state of the art of VR is introduced, and the application for blind and visually impaired users and the way to get there is discussed by introducing a novel taxonomy. In addition to the interaction itself, characteristics of the user and the device, the application context, or the user-centered development respectively evaluation are used as classifiers. Thus, the following chapters are justified and motivated by explorative approaches, i.e., in the group of 'small scale' (using so-called data gloves) and in the scale of 'large scale' (using an avatar-controlled VR locomotion) approaches. The following chapters conduct empirical studies with blind and visually impaired users and give formative insight into how virtual objects within hands' reach can be grasped using haptic feedback and how different kinds of VR locomotion implementation can be applied to explore virtual environments. Thus, device-independent technological possibilities and also challenges for further improvements are derived. On the basis of this knowledge, subsequent research can be focused on aspects such as the specific design of interactive elements, temporally and spatially collaborative application scenarios, and the evaluation of an entire application workflow (i.e., scanning the real environment and exploring it virtually for training purposes, as well as designing the entire application in a long-term accessible manner)

    ATHENA Research Book, Volume 2

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    ATHENA European University is an association of nine higher education institutions with the mission of promoting excellence in research and innovation by enabling international cooperation. The acronym ATHENA stands for Association of Advanced Technologies in Higher Education. Partner institutions are from France, Germany, Greece, Italy, Lithuania, Portugal and Slovenia: University of OrlĂ©ans, University of Siegen, Hellenic Mediterranean University, NiccolĂČ Cusano University, Vilnius Gediminas Technical University, Polytechnic Institute of Porto and University of Maribor. In 2022, two institutions joined the alliance: the Maria Curie-SkƂodowska University from Poland and the University of Vigo from Spain. Also in 2022, an institution from Austria joined the alliance as an associate member: Carinthia University of Applied Sciences. This research book presents a selection of the research activities of ATHENA University's partners. It contains an overview of the research activities of individual members, a selection of the most important bibliographic works of members, peer-reviewed student theses, a descriptive list of ATHENA lectures and reports from individual working sections of the ATHENA project. The ATHENA Research Book provides a platform that encourages collaborative and interdisciplinary research projects by advanced and early career researchers
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