130,102 research outputs found

    Robust simultaneous myoelectric control of multiple degrees of freedom in wrist-hand prostheses by real-time neuromusculoskeletal modeling

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    Objectives: Robotic prosthetic limbs promise to replace mechanical function of lost biological extremities and restore amputees' capacity of moving and interacting with the environment. Despite recent advances in biocompatible electrodes, surgical procedures, and mechatronics, the impact of current solutions is hampered by the lack of intuitive and robust man-machine interfaces. Approach: Based on authors' developments, this work presents a biomimetic interface that synthetizes the musculoskeletal function of an individual's phantom limb as controlled by neural surrogates, i.e. electromyography-derived neural activations. With respect to current approaches based on machine learning, our method employs explicit representations of the musculoskeletal system to reduce the space of feasible solutions in the translation of electromyograms into prosthesis control commands. Electromyograms are mapped onto mechanical forces that belong to a subspace contained within the broader operational space of an individual's musculoskeletal system. Results: Our results show that this constraint makes the approach applicable to real-world scenarios and robust to movement artefacts. This stems from the fact that any control command must always exist within the musculoskeletal model operational space and be therefore physiologically plausible. The approach was effective both on intact-limbed individuals and a transradial amputee displaying robust online control of multi-functional prostheses across a large repertoire of challenging tasks. Significance: The development and translation of man-machine interfaces that account for an individual's neuromusculoskeletal system creates unprecedented opportunities to understand how disrupted neuro-mechanical processes can be restored or replaced via biomimetic wearable assistive technologies

    Design and implementation of a user-oriented speech recognition interface: the synergy of technology and human factors

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    The design and implementation of a user-oriented speech recognition interface are described. The interface enables the use of speech recognition in so-called interactive voice response systems which can be accessed via a telephone connection. In the design of the interface a synergy of technology and human factors is achieved. This synergy is very important for making speech interfaces a natural and acceptable form of human-machine interaction. Important concepts such as interfaces, human factors and speech recognition are discussed. Additionally, an indication is given as to how the synergy of human factors and technology can be realised by a sketch of the interface's implementation. An explanation is also provided of how the interface might be integrated in different applications fruitfully

    Emerging Consciousness as a Result of Complex-Dynamical Interaction Process

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    A quite general interaction process within a multi-component system is analysed by the extended effective potential method, liberated from usual limitations of perturbation theory or integrable model. The obtained causally complete solution of the many-body problem reveals the phenomenon of dynamic multivaluedness, or redundance, of emerging, incompatible system realisations and dynamic entanglement of system components within each realisation. The ensuing concept of dynamic complexity (and related intrinsic chaoticity) is absolutely universal and can be applied to the problem of consciousness that emerges now as a high enough, properly specified level of unreduced complexity of a suitable interaction process. This complexity level can be identified with the appearance of bound, permanently localised states in the multivalued brain dynamics from strongly chaotic states of unconscious intelligence, by analogy with classical behaviour emergence from quantum states at much lower levels of world dynamics. We show that the main properties of this dynamically emerging consciousness (and intelligence, at the preceding complexity level) correspond to empirically derived properties of natural versions and obtain causally substantiated conclusions about their artificial realisation, including the fundamentally justified paradigm of genuine machine consciousness. This rigorously defined machine consciousness is different from both natural consciousness and any mechanistic, dynamically single-valued imitation of the latter. We use then the same, truly universal concept of complexity to derive equally rigorous conclusions about mental and social implications of the machine consciousness paradigm, demonstrating its indispensable role in the next stage of civilisation development

    An Evaluation Schema for the Ethical Use of Autonomous Robotic Systems in Security Applications

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    We propose a multi-step evaluation schema designed to help procurement agencies and others to examine the ethical dimensions of autonomous systems to be applied in the security sector, including autonomous weapons systems

    Ergonomics as instrument for prevention against work injury or occupational diseases

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    Ergonomics as complex branch solves work of employee on concrete work place and follows up relationships between human, machine and work environment. Goal of ergonomics is achievement the most appropriate work environment and decreasing of work injuries and occupational diseases probability. This goal will be achievement by implementation of two instruments - process approach which is built on systematic approach and synergy effect of two basic principles technical and human which affect and affect and complement each other. A powerful tool for decreasing of work injuries and occupational diseases probability can be obtained with combination of process approach and synergy effect

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
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