3 research outputs found

    USING HAND RECOGNITION IN TELEROBOTICS

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    The objective of this project is to recognize selected hand gestures and imitate the recognized hand gesture using a robot. A telerobotics system that relies on computer vision to create the human-machine interface was build. Hand tracking was used as an intuitive control interface, as it represents a natural interaction medium. The system tracks the hand of the operator and the gesture it represents, and relays the appropriate signal to the robot to perform the respective action, in real time. The study focuses on two gestures, open hand, and closed hand, as the NAO robot is not equipped with a dexterous hand. Numerous object recognition algorithms were compared and the SURF based object detector was used. The system was successfully implemented, and was able to recognise the two gestures in 3D space using images from a 2D video camera

    USING HAND RECOGNITION IN TELEROBOTICS

    Get PDF
    The objective of this project is to recognize selected hand gestures and imitate the recognized hand gesture using a robot. A telerobotics system that relies on computer vision to create the human-machine interface was build. Hand tracking was used as an intuitive control interface, as it represents a natural interaction medium. The system tracks the hand of the operator and the gesture it represents, and relays the appropriate signal to the robot to perform the respective action, in real time. The study focuses on two gestures, open hand, and closed hand, as the NAO robot is not equipped with a dexterous hand. Numerous object recognition algorithms were compared and the SURF based object detector was used. The system was successfully implemented, and was able to recognise the two gestures in 3D space using images from a 2D video camera

    A study comparing the pedagogical effectiveness of virtual worlds and of traditional training methods

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    This experiment tests whether a virtual world is a more suitable alternative to classical paper and pen case studies for teaching people how to disarm improvised explosive devices (IED). Following preliminary training, the subjects are separated into a group of 32 and one of 33. The odd-numbered subjects receive case studies while the even-numbered subjects receive training in the virtual world, Second Life. After their training, each subject is put into a simulated test where they attempt to properly disarm a mock IED attached to a victim played by an actor/actress. The results of the experiment show no significant difference between the two instruction types in terms of the subjects’ ability to perform the correct procedures in a situation with an IED. However, a higher percentage of subjects taking the Second Life training properly disarmed the IED than that of those taking the case studies
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