4 research outputs found

    Computer Vision-Based Adaptive Semi-Autonomous Control of an Upper Limb Exoskeleton for Individuals with Tetraplegia

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    We propose the use of computer vision for adaptive semi-autonomous control of an upper limb exoskeleton for assisting users with severe tetraplegia to increase independence and quality of life. A tongue-based interface was used together with the semi-autonomous control such that individuals with complete tetraplegia were able to use it despite being paralyzed from the neck down. The semi-autonomous control uses computer vision to detect nearby objects and estimate how to grasp them to assist the user in controlling the exoskeleton. Three control schemes were tested: non-autonomous (i.e., manual control using the tongue) control, semi-autonomous control with a fixed level of autonomy, and a semi-autonomous control with a confidence-based adaptive level of autonomy. Studies on experimental participants with and without tetraplegia were carried out. The control schemes were evaluated both in terms of their performance, such as the time and number of commands needed to complete a given task, as well as ratings from the users. The studies showed a clear and significant improvement in both performance and user ratings when using either of the semi-autonomous control schemes. The adaptive semi-autonomous control outperformed the fixed version in some scenarios, namely, in the more complex tasks and with users with more training in using the system

    Architectural contextualization of heritage museum artifacts using augmented reality

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    Context is crucial for understanding meanings and values of heritage. Several heritage artifacts from recently destroyed monuments are exhibited in different museums around the world. As such contextualizing those isolated heritage artifacts enables museums to communicate architectural and spatial qualities of the original context to their visitors. With the rapid evolution of digital technologies, museums started to incorporate Augmented Reality (AR) to present and interpret their collections in more appealing and exciting ways. AR allows both an enrichment of heritage communication, and also encouragement of interactivity in museums. Through a field study in a real-world museum environment, we investigated how AR enhances the communication of the original context of an isolated artifact from the Nimrud palace in Iraq. We deployed a mixed-method evaluation methodology that led to an effective and engaging communication of the architectural context of that artifact, particularly perceiving and recalling architectural features and spatial dimensions. We conclude the paper with a set of discussion points about how AR positively affects visitors’ memorability of architectural qualities, and how it provokes their curiosity to explore more information. We highlight some considerations about AR visualization, such as how levels of embellishment direct user’s focus of attention, and which aspects should be considered when using AR abstract visualization to communicate heritage. We outline several design recommendations to overcome current AR usability issues in museums about intuition, freedom of movement, and age-related differences
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