209 research outputs found

    Telenursing RoboPuppet

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    The goal of this project is to improve the TRINA nursing robots ability to perform common medical tasks by designing an improved input device. The selected solution was to create a RoboPuppet, a DH parameter scale model of Baxters arms with angle sensors. A RoboPuppet allows for direct manipulation of Baxters joint space with one-to-one correspondence. Actuators were integrated to provide the opportunity for gravity compensation and haptic feedback. The puppet was successful in manipulating Baxters arms smoothly and precisely

    Telenursing RoboPuppet

    Get PDF
    The goal of this project is to improve the TRINA nursing robots ability to perform common medical tasks by designing an improved input device. The selected solution was to create a RoboPuppet, a DH parameter scale model of Baxters arms with angle sensors. A RoboPuppet allows for direct manipulation of Baxters joint space with one-to-one correspondence. Actuators were integrated to provide the opportunity for gravity compensation and haptic feedback. The puppet was successful in manipulating Baxters arms smoothly and precisely

    Design-led approach for transferring the embodied skills of puppet stop-motion animators into haptic workspaces

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    This design-led research investigates the transfer of puppet stop-motion animators’ embodied skills from the physical workspace into a digital environment. The approach is to create a digital workspace that evokes an embodied animating experience and allows puppet stop-motion animators to work in it unencumbered. The insights and outcomes of the practical explorations are discussed from the perspective of embodied cognition. The digital workspace employs haptic technology, an advanced multi-modal interface technology capable of invoking the tactile, kinaesthetic and proprioceptive senses. The overall aim of this research is to contribute, to the Human-Computer Interaction design community, design considerations and strategies for developing haptic workspaces that can seamlessly transfer and accommodate the rich embodied knowledge of non-digital skillful practitioners. Following an experiential design methodology, a series of design studies in collaboration with puppet stop-motion animators led to the development of a haptic workspace prototype for producing stop-motion animations. Each design study practically explored the transfer of different aspects of the puppet stop-motion animation practice into the haptic workspace. Beginning with an initial haptic workspace prototype, its design was refined in each study with the addition of new functionalities and new interaction metaphors which were always developed with the aim to create and maintain an embodied animating experience. The method of multiple streams of reflection was proposed as an important design tool for identifying, understanding and articulating design insights, empirical results and contextual considerations throughout the design studies. This thesis documents the development of the haptic workspace prototype and discusses the collected design insights and empirical results from the perspective of embodied cognition. In addition, it describes and reviews the design methodology that was adopted as an appropriate approach towards the design of the haptic workspace prototype

    Direct Animation Interfaces : an Interaction Approach to Computer Animation

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    Creativity tools for digital media have been largely democratised, offering a range from beginner to expert tools. Yet computer animation, the art of instilling life into believable characters and fantastic worlds, is still a highly sophisticated process restricted to the spheres of expert users. This is largely due to the methods employed: in keyframe animation dynamics are indirectly specified over abstract descriptions, while performance animation suffers from inflexibility due to a high technological overhead. The reverse trend in human-computer interaction to make interfaces more direct, intuitive, and natural to use has so far hardly touched the animation world: decades of interaction research have scarcely been linked to research and development of animation techniques. The hypothesis of this work is that an interaction approach to computer animation can inform the design and development of novel animation techniques. Three goals are formulated to illustrate the validity of this thesis. Computer animation methods and interfaces must be embedded in an interaction context. The insights this brings for designing next generation animation tools must be examined and formalised. The practical consequences for the development of motion creation and editing tools must be demonstrated with prototypes that are more direct, efficient, easy-to-learn, and flexible to use. The foundation of the procedure is a conceptual framework in the form of a comprehensive discussion of the state of the art, a design space of interfaces for time-based visual media, and a taxonomy for mappings between user and medium space-time. Based on this, an interaction-centred analysis of computer animation culminates in the concept of direct animation interfaces and guidelines for their design. These guidelines are tested in two point designs for direct input devices. The design, implementation and test of a surface-based performance animation tool takes a system approach, addressing interaction design issues as well as challenges in extending current software architectures to support novel forms of animation control. The second, a performance timing technique, shows how concepts from video browsing can be applied to motion editing for more direct and efficient animation timing

    Recent Advances in Laparoscopic Surgery

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    The implementation of laparoscopy has revolutionized surgery over the past few years, incorporating significant benefits for the patient. However, this evolution has also entailed many technical obstacles for surgeons. This book is for readers wanting to learn more about recent surgical techniques and technologies. Topics cover novel sophisticated approaches for single-site surgery, natural orifice transluminal endoscopic surgery, and transanal surgery, among others. Also included are reviews of new innovative surgical devices, robotic platforms, and methodological guidelines for improving surgical performance and surgeon ergonomics

    Whole-hand input

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Architecture, 1992.Includes bibliographical references (p. 219-233).by David Joel Sturman.Ph.D

    THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001

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    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present

    High-fidelity Human Body Modelling from User-generated Data

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    PhD thesisBuilding high-fidelity human body models for real people benefits a variety of applications, like fashion, health, entertainment, education and ergonomics applications. The goal of this thesis is to build visually plausible human body models from two kinds of user-generated data: low-quality point clouds and low-resolution 2D images. Due to the advances in 3D scanning technology and the growing availability of cost-effective 3D scanners to general users, a full human body scan can be easily acquired within two minutes. However, due to the imperfections of scanning devices, occlusion, self-occlusion and untrained scanning operation, the acquired scans tend to be full of noise, holes (missing data), outliers and distorted parts. In this thesis, the establishment of shape correspondences for human body meshes is firstly investigated. A robust and shape-aware approach is proposed to detect accurate shape correspondences for closed human body meshes. By investigating the vertex movements of 200 human body meshes, a robust non-rigid mesh registration method is proposed which combines the human body shape model with the traditional nonrigid ICP. To facilitate the development and benchmarking of registration methods on Kinect Fusion data, a dataset of user-generated scansis built, named Kinect-based 3D Human Body (K3D-hub) Dataset, with one Microsoft Kinect for XBOX 360. Besides building 3D human body models from point clouds, the problem is also tackled which estimates accurate 3D human body models from single 2D images. A state-of-the-art parametric 3D human body model SMPL is fitted to 2D joints as well as the boundary of the human body. Fast Region based CNN and deep CNN based methods are adopted to detect the 2D joints and boundary for each human body image automatically. Considering the commonly encountered scenario where people are in stable poses at most of the time, a stable pose prior is introduced from CMU motion capture (mocap) dataset for further improving the accuracy of pose estimation
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