1,307 research outputs found

    DESIGN AND INTEGRATION OF A HUMAN-ROBOT PHYSICAL INTERACTION PLATFORM WITH PURPOSES OF MEDICAL DIAGNOSIS AND REHABILITATION OF UPPER LIMB

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    In this paper a human-robot physical interaction system with purposes of diagnosis and rehabilitation of upper limb is proposed.Anunderactuatedhaptic device with six degrees of freedom is used, with low inertia and low joint friction.Adaptive control technique is used for passive haptic guidance and active exploration, in order to compensate the dynamic uncertainty of the human operator in the loop.To validate the experimental platform, a procedure is established with three steps: i) knowledge of the haptic interface (interaction with the kinematic virtual environment), ii) navigation in a virtual pipe with changes in the geometric characteristics (verification of position, velocity, collisions and runtime), and iii) haptic guidance in a structured path based on a clinical protocol (study of convergence and energy).Environmental conditions such as temperature, humidity, lighting and noise are characterizedwith purposes to define experimental conditions.In this work, we assess based on the NASA-TLX protocol,the workload perception of simple temporal-spatial tasks

    DESIGN AND INTEGRATION OF A HUMAN-ROBOT PHYSICAL INTERACTION PLATFORM WITH PURPOSES OF MEDICAL DIAGNOSIS AND REHABILITATION OF UPPER LIMB

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    In this paper a human-robot physical interaction system with purposes of diagnosis and rehabilitation of upper limb is proposed.Anunderactuatedhaptic device with six degrees of freedom is used, with low inertia and low joint friction.Adaptive control technique is used for passive haptic guidance and active exploration, in order to compensate the dynamic uncertainty of the human operator in the loop.To validate the experimental platform, a procedure is established with three steps: i) knowledge of the haptic interface (interaction with the kinematic virtual environment), ii) navigation in a virtual pipe with changes in the geometric characteristics (verification of position, velocity, collisions and runtime), and iii) haptic guidance in a structured path based on a clinical protocol (study of convergence and energy).Environmental conditions such as temperature, humidity, lighting and noise are characterizedwith purposes to define experimental conditions.In this work, we assess based on the NASA-TLX protocol,the workload perception of simple temporal-spatial tasks

    Considerations for the future development of virtual technology as a rehabilitation tool

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    BACKGROUND: Virtual environments (VE) are a powerful tool for various forms of rehabilitation. Coupling VE with high-speed networking [Tele-Immersion] that approaches speeds of 100 Gb/sec can greatly expand its influence in rehabilitation. Accordingly, these new networks will permit various peripherals attached to computers on this network to be connected and to act as fast as if connected to a local PC. This innovation may soon allow the development of previously unheard of networked rehabilitation systems. Rapid advances in this technology need to be coupled with an understanding of how human behavior is affected when immersed in the VE. METHODS: This paper will discuss various forms of VE that are currently available for rehabilitation. The characteristic of these new networks and examine how such networks might be used for extending the rehabilitation clinic to remote areas will be explained. In addition, we will present data from an immersive dynamic virtual environment united with motion of a posture platform to record biomechanical and physiological responses to combined visual, vestibular, and proprioceptive inputs. A 6 degree-of-freedom force plate provides measurements of moments exerted on the base of support. Kinematic data from the head, trunk, and lower limb was collected using 3-D video motion analysis. RESULTS: Our data suggest that when there is a confluence of meaningful inputs, neither vision, vestibular, or proprioceptive inputs are suppressed in healthy adults; the postural response is modulated by all existing sensory signals in a non-additive fashion. Individual perception of the sensory structure appears to be a significant component of the response to these protocols and underlies much of the observed response variability. CONCLUSION: The ability to provide new technology for rehabilitation services is emerging as an important option for clinicians and patients. The use of data mining software would help analyze the incoming data to provide both the patient and the therapist with evaluation of the current treatment and modifications needed for future therapies. Quantification of individual perceptual styles in the VE will support development of individualized treatment programs. The virtual environment can be a valuable tool for therapeutic interventions that require adaptation to complex, multimodal environments

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    An Ergonomics Investigation of the Application of Virtual Reality on Training for a Precision Task

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    Virtual reality is rapidly expanding its capabilities and accessibility to consumers. The application of virtual reality in training for precision tasks has been limited to specialized equipment such as a haptic glove or a haptic stylus, but not studied for handheld controllers in consumer-grade systems such as the HTC Vive. A straight-line precision steadiness task was adopted in virtual reality to emulate basic linear movements in industrial operations and disability rehabilitation. This study collected the total time and the error time for the straight-line task in both virtual reality and a physical control experiment for 48 participants. The task was performed at four different gap widths, 4mm, 5mm, 6mm, and 7mm, to see the effects of virtual reality at different levels of precision. Average error ratios were then calculated and analyzed for strong associations to various factors. The results indicated that a combination of Environment x Gap Width factors significantly affected average error ratios, with a p-value of 0.000. This human factors study also collected participants’ ratings of user experience dimensions, such as difficulty, comfort, strain, reliability, and effectiveness, for both physical and virtual environments in a questionnaire. The results indicate that the ratings for difficulty, reliability, and effectiveness were significantly different, with virtual reality rating consistently rating worse than the physical environment. An analysis of questionnaire responses indicates a significant association of overall environment preference (physical or virtual) with performance data, with a p-value of 0.027. In general, virtual reality yielded higher error among participants. As the difficulty of the task increased, the performance in virtual reality degraded significantly. Virtual reality has great potential for a variety of precision applications, but the technology in consumer-grade hardware must improve significantly to enable these applications. Virtual reality is difficult to implement without previous experience or specialized knowledge in programming, which makes the technology currently inaccessible for many people. Future work is needed to investigate a larger variety of precision tasks and movements to expand the body of knowledge of virtual reality applications for training purposes

    Enhancing the E-Commerce Experience through Haptic Feedback Interaction

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    The sense of touch is important in our everyday lives and its absence makes it difficult to explore and manipulate everyday objects. Existing online shopping practice lacks the opportunity for physical evaluation, that people often use and value when making product choices. However, with recent advances in haptic research and technology, it is possible to simulate various physical properties such as heaviness, softness, deformation, and temperature. The research described here investigates the use of haptic feedback interaction to enhance e-commerce product evaluation, particularly haptic weight and texture evaluation. While other properties are equally important, besides being fundamental to the shopping experience of many online products, weight and texture can be simulated using cost-effective devices. Two initial psychophysical experiments were conducted using free motion haptic exploration in order to more closely resemble conventional shopping. One experiment was to measure weight force thresholds and another to measure texture force thresholds. The measurements can provide better understanding of haptic device limitation for online shopping in terms of the availability of different stimuli to represent physical products. The outcomes of the initial psychophysical experimental studies were then used to produce various absolute stimuli that were used in a comparative experimental study to evaluate user experience of haptic product evaluation. Although free haptic exploration was exercised on both psychophysical experiments, results were relatively consistent with previous work on haptic discrimination. The threshold for weight force discrimination represented as downward forces was 10 percent. The threshold for texture force discrimination represented as friction forces was 14.1 percent, when using dynamic coefficient of friction at any level of static coefficient of friction. On the other hand, the comparative experimental study to evaluate user experience of haptic product information indicated that haptic product evaluation does not change user performance significantly. However, although there was an increase in the time taken to complete the task, the number of button click actions tended to decrease. The results showed that haptic product evaluation could significantly increase the confidence of shopping decision. Nevertheless, the availability of haptic product evaluation does not necessarily impose different product choices but it complements other selection criteria such as price and appearance. The research findings from this work are a first step towards exploring haptic-based environments in e-commerce environments. The findings not only lay the foundation for designing online haptic shopping but also provide empirical support to research in this direction

    Performance improvement of a transradial myoelectric prosthesis

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    ARM2u is a UPC team of both graduate and undergraduate Engineering students that strives to develop a transradial myoelectric prosthesis. The team aims to participate in the powered arm prosthetic race of CYBATHLON, held in ZĂŒrich, competing against designs from all over the world. This project compares the prosthesis showcased by the team in December 2021, Andromeda, with the more relevant models of the market, comparing their performance and identifying key improvement areas. This project also reviews the state of Andromeda and the improvements researched and/or implemented since January by ARM2u. It also finds what are the main sources of complaint and rejection among prosthesis users. Solutions for two of these problems, non-intuitive control of the prosthesis and the lack of tactile feedback, are proposed for Andromeda. A new mode to switch mode is designed and implemented, using voice commands transmitted through a phone app. A feedback system that transmits mechanical feedback to the residual limb proportional to the force exerted by the prosthesis is also designed. Both of these improvements are programmed using a new microcontroller intended to be implemented in future iterations of Andromeda. Afterwards, testing of those proposals is conducted, and the impact that their implementation could have is briefly discussed
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