48,712 research outputs found

    A Hardware/Software Platform to Acquire Bioelectrical Signals. A Case Study: Characterizing Computer Access through Attention

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    This paper describes a hardware/software platform to acquire human body signals. In the field of physiological computing it is desirable to have a system that allows the synchronized acquisition of signals coming from different sources. Here is described how to unify the whole process of acquiring signals from both customized hardware and low cost commercial devices such as Neurosky’s mindwave. A case study using this platform is also shown: studying the feasibility of using sustained attention to access a computer. In order to do that brain activity was measured using Neurosky’s mindwave. The participants in this study were asked to keep their attention high/low for as long as possible during several trials. Experimentation was performed by 7 normally developed subjects and 3 people with cerebral palsy (CP). Our preliminary work shows that 60% of participants might be potential users of this technology. Eventually, modulating the attention to access a communication board needs a scanning period greater than 5.76s

    Beta: Bioprinting engineering technology for academia

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    Higher STEM education is a field of growing potential, but too many middle school and high school students are not testing proficiently in STEM subjects. The BETA team worked to improve biology classroom engagement through the development of technologies for high school biology experiments. The BETA project team expanded functionality of an existing product line to allow for better student and teacher user experience and the execution of more interesting experiments. The BETA project’s first goal was to create a modular incubating Box for the high school classroom. This Box, called the BETA Box was designed with a variety of sensors to allow for custom temperature and lighting environments for each experiment. It was completed with a clear interface to control the settings and an automatic image capture system. The team also conducted a feasibility study on auto calibration and dual-extrusion for SE3D’s existing 3D bioprinter. The findings of this study led to the incorporation of a force sensor for auto calibration and the evidence to support the feasibility of dual extrusion, although further work is needed. These additions to the current SE3D educational product line will increase effectiveness in the classroom and allow the target audience, high school students, to better engage in STEM education activities

    Experiences in teleoperation of land vehicles

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    Teleoperation of land vehicles allows the removal of the operator from the vehicle to a remote location. This can greatly increase operator safety and comfort in applications such as security patrol or military combat. The cost includes system complexity and reduced system performance. All feedback on vehicle performance and on environmental conditions must pass through sensors, a communications channel, and displays. In particular, this requires vision to be transmitted by close-circuit television with a consequent degradation of information content. Vehicular teleoperation, as a result, places severe demands on the operator. Teleoperated land vehicles have been built and tested by many organizations, including Sandia National Laboratories (SNL). The SNL fleet presently includes eight vehicles of varying capability. These vehicles have been operated using different types of controls, displays, and visual systems. Experimentation studying the effects of vision system characteristics on off-road, remote driving was performed for conditions of fixed camera versus steering-coupled camera and of color versus black and white video display. Additionally, much experience was gained through system demonstrations and hardware development trials. The preliminary experimental findings and the results of the accumulated operational experience are discussed

    JNER at 15 years: analysis of the state of neuroengineering and rehabilitation.

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    On JNER's 15th anniversary, this editorial analyzes the state of the field of neuroengineering and rehabilitation. I first discuss some ways that the nature of neurorehabilitation research has evolved in the past 15 years based on my perspective as editor-in-chief of JNER and a researcher in the field. I highlight increasing reliance on advanced technologies, improved rigor and openness of research, and three, related, new paradigms - wearable devices, the Cybathlon competition, and human augmentation studies - indicators that neurorehabilitation is squarely in the age of wearability. Then, I briefly speculate on how the field might make progress going forward, highlighting the need for new models of training and learning driven by big data, better personalization and targeting, and an increase in the quantity and quality of usability and uptake studies to improve translation

    Socially-distributed cognition and cognitive architectures: towards an ACT-R-based cognitive social simulation capability

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    ACT-R is one of the most widely used cognitive architectures, and it has been used to model hundreds of phenomena described in the cognitive psychology literature. In spite of this, there are relatively few studies that have attempted to apply ACT-R to situations involving social interaction. This is an important omission since the social aspects of cognition have been a growing area of interest in the cognitive science community, and an understanding of the dynamics of collective cognition is of particular importance in many organizational settings. In order to support the computational modeling and simulation of socially-distributed cognitive processes, a simulation capability based on the ACT-R architecture is described. This capability features a number of extensions to the core ACT-R architecture that are intended to support social interaction and collaborative problem solving. The core features of a number of supporting applications and services are also described. These applications/services support the execution, monitoring and analysis of simulation experiments. Finally, a system designed to record human behavioral data in a collective problem-solving task is described. This system is being used to undertake a range of experiments with teams of human subjects, and it will ultimately support the development of high fidelity ACT-R cognitive models. Such models can be used in conjunction with the ACT-R simulation capability to test hypotheses concerning the interaction between cognitive, social and technological factors in tasks involving socially-distributed information processing
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