2,147 research outputs found

    Evaluation of existing resources (study/analysis)

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    Within TACCLE 3 – Coding European Union Erasmus+ KA2 Programme project, a review and evaluation of a set of resources that can contribute to teaching programming to younger children has made. This document represents the TACCLE 3 O4 deliverable entitled “Evaluation of existing resources (study/analysis)”

    Design of a man-wearable control station for a robotic rescue system

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    This report details the design, development, and testing of a man-wearable operator control station for the use of a low-cost robotic system in Urban Search and Rescue (USAR). The complete system, dubbed the "Scarab", is the 1st generation developed and built in the Robotics and Agents Research Laboratory (RARL) at the University of Cape Town (UCT), and was a joint effort between three MSc students. Robots have found a place in USAR as replaceable units which can be deployed into dangerous and confined voids in the place of humans. As such, they have been utilized in a large variety of disaster environments including ground, aerial, and underwater scenarios, and have been gathering research momentum since their first documented deployment in the rescue operations surrounding the 9/11 terrorist attacks. However one issue is their cost as they are not economical solutions, making them less viable for inclusion into a rescue mission as well as negatively affecting the operator‟s decisions in order to prioritise the safety of the unit. Another concern is their difficulty of transport, which becomes dependent on the size and portability of the robot. As such, the Scarab system was conceived to provide a deployable robotic platform which was lowcost, with a budget goal of US $ 500. To address the transportability concerns, it aimed to be portable and light-weight; being able to be thrown through a window by a single hand and withstanding a drop height of 3 m. It includes an internal sensor payload which incorporates an array of sensors and electronics, including temperature monitors and two cameras to provide both a normal and IR video feed. Two LED spotlights are used for navigation, and a microphone and buzzer is included for interaction with any discovered survivors. The operator station acts as the user interface between the operator and the robotic platform. It aimed to be as intuitive as possible, providing quick deployment and minimalizing the training time required for its operation. To further enhance the Scarab system‟s portability, it was designed to be a manwearable system, allowing the operator to carry the robotic platform on their back. It also acts as a charging station, supplying power to the robotic platform‟s on-board charging circuitry. The control station‟s mechanical chassis serves as the man-wearable component of the system, with the functionality being achieved by integration onto a tactical vest. This allows the operator to take the complete system on and off as a single unit without assistance, and uses two mounting brackets to dock the robotic platform. Key areas focussed upon during design were the weight and accessibility of the system, as well as providing a rugged housing for the internal electronics. All parts were manufactured in the UCT Mechanical Engineering workshop

    Towards Intelligent Playful Environments for Animals based on Natural User Interfaces

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    Tesis por compendioEl estudio de la interacción de los animales con la tecnología y el desarrollo de sistemas tecnológicos centrados en el animal está ganando cada vez más atención desde la aparición del área de Animal Computer Interaction (ACI). ACI persigue mejorar el bienestar de los animales en diferentes entornos a través del desarrollo de tecnología adecuada para ellos siguiendo un enfoque centrado en el animal. Entre las líneas de investigación que ACI está explorando, ha habido bastante interés en la interacción de los animales con la tecnología basada en el juego. Las actividades de juego tecnológicas tienen el potencial de proveer estimulación mental y física a los animales en diferentes contextos, pudiendo ayudar a mejorar su bienestar. Mientras nos embarcamos en la era de la Internet de las Cosas, las actividades de juego tecnológicas actuales para animales todavía no han explorado el desarrollo de soluciones pervasivas que podrían proveerles de más adaptación a sus preferencias a la vez que ofrecer estímulos tecnológicos más variados. En su lugar, estas actividades están normalmente basadas en interacciones digitales en lugar de explorar dispositivos tangibles o aumentar las interacciones con otro tipo de estímulos. Además, estas actividades de juego están ya predefinidas y no cambian con el tiempo, y requieren que un humano provea el dispositivo o la tecnología al animal. Si los humanos pudiesen centrarse más en su participación como jugadores de un sistema interactivo para animales en lugar de estar pendientes de sujetar un dispositivo para el animal o de mantener el sistema ejecutándose, esto podría ayudar a crear lazos más fuertes entre especies y promover mejores relaciones con los animales. Asimismo, la estimulación mental y física de los animales son aspectos importantes que podrían fomentarse si los sistemas de juego diseñados para ellos pudieran ofrecer un variado rango de respuestas, adaptarse a los comportamientos del animal y evitar que se acostumbre al sistema y pierda el interés. Por tanto, esta tesis propone el diseño y desarrollo de entornos tecnológicos de juego basados en Interfaces Naturales de Usuario que puedan adaptarse y reaccionar a las interacciones naturales de los animales. Estos entornos pervasivos permitirían a los animales jugar por si mismos o con una persona, ofreciendo actividades de juego más dinámicas y atractivas capaces de adaptarse con el tiempo.L'estudi de la interacció dels animals amb la tecnologia i el desenvolupament de sistemes tecnològics centrats en l'animal està guanyant cada vegada més atenció des de l'aparició de l'àrea d'Animal Computer Interaction (ACI) . ACI persegueix millorar el benestar dels animals en diferents entorns a través del desenvolupament de tecnologia adequada per a ells amb un enfocament centrat en l'animal. Entre totes les línies d'investigació que ACI està explorant, hi ha hagut prou interès en la interacció dels animals amb la tecnologia basada en el joc. Les activitats de joc tecnològiques tenen el potencial de proveir estimulació mental i física als animals en diferents contextos, podent ajudar a millorar el seu benestar. Mentre ens embarquem en l'era de la Internet de les Coses, les activitats de joc tecnològiques actuals per a animals encara no han explorat el desenvolupament de solucions pervasives que podrien proveir-los de més adaptació a les seues preferències al mateix temps que oferir estímuls tecnològics més variats. En el seu lloc, estes activitats estan normalment basades en interaccions digitals en compte d'explorar dispositius tangibles o augmentar les interaccions amb estímuls de diferent tipus. A més, aquestes activitats de joc estan ja predefinides i no canvien amb el temps, mentre requereixen que un humà proveïsca el dispositiu o la tecnologia a l'animal. Si els humans pogueren centrar-se més en la seua participació com a jugadors actius d'un sistema interactiu per a animals en compte d'estar pendents de subjectar un dispositiu per a l'animal o de mantenir el sistema executant-se, açò podria ajudar a crear llaços més forts entre espècies i promoure millors relacions amb els animals. Així mateix, l'estimulació mental i física dels animals són aspectes importants que podrien fomentar-se si els sistemes de joc dissenyats per a ells pogueren oferir un rang variat de respostes, adaptar-se als comportaments de l'animal i evitar que aquest s'acostume al sistema i perda l'interès. Per tant, esta tesi proposa el disseny i desenvolupament d'entorns tecnològics de joc basats en Interfícies Naturals d'Usuari que puguen adaptar-se i reaccionar a les interaccions naturals dels animals. Aquestos escenaris pervasius podrien permetre als animals jugar per si mateixos o amb una persona, oferint activitats de joc més dinàmiques i atractives que siguen capaces d'adaptar-se amb el temps.The study of animals' interactions with technology and the development of animal-centered technological systems is gaining attention since the emergence of the research area of Animal Computer Interaction (ACI). ACI aims to improve animals' welfare and wellbeing in several scenarios by developing suitable technology for the animal following an animal-centered approach. Among all the research lines ACI is exploring, there has been significant interest in animals' playful interactions with technology. Technologically mediated playful activities have the potential to provide mental and physical stimulation for animals in different environmental contexts, which could in turn help to improve their wellbeing. As we embark in the era of the Internet of Things, current technological playful activities for animals have not yet explored the development of pervasive solutions that could provide animals with more adaptation to their preferences as well as offering varied technological stimuli. Instead, playful technology for animals is usually based on digital interactions rather than exploring tangible devices or augmenting the interactions with different stimuli. In addition, these playful activities are already predefined and do not change over time, while they require that a human has to be the one providing the device or technology to the animal. If humans could focus more on their participation as active players of an interactive system aimed for animals instead of being concerned about holding a device for the animal or keep the system running, this might help to create stronger bonds between species and foster better relationships with animals. Moreover, animals' mental and physical stimulation are important aspects that could be fostered if the playful systems designed for animals could offer a varied range of outputs, be tailored to the animal's behaviors and prevented the animal to get used to the system and lose interest. Therefore, this thesis proposes the design and development of technological playful environments based on Natural User Interfaces that could adapt and react to the animals' natural interactions. These pervasive scenarios would allow animals to play by themselves or with a human, providing more engaging and dynamic playful activities that are capable of adapting over time.Pons Tomás, P. (2018). Towards Intelligent Playful Environments for Animals based on Natural User Interfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/113075TESISCompendi

    ShapeBots: Shape-changing Swarm Robots

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    We introduce shape-changing swarm robots. A swarm of self-transformable robots can both individually and collectively change their configuration to display information, actuate objects, act as tangible controllers, visualize data, and provide physical affordances. ShapeBots is a concept prototype of shape-changing swarm robots. Each robot can change its shape by leveraging small linear actuators that are thin (2.5 cm) and highly extendable (up to 20cm) in both horizontal and vertical directions. The modular design of each actuator enables various shapes and geometries of self-transformation. We illustrate potential application scenarios and discuss how this type of interface opens up possibilities for the future of ubiquitous and distributed shape-changing interfaces.Comment: UIST 201

    Gait training with haptic feedback assistance

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    Aquest treball serveix com a prova de concepte per desenvolupar un cinturó basat en retroalimentació hàptica per fomentar l'exploració de la marxa humana. La rehabilitació actual i l'entrenament de dispositius assistits depèn de la repetició de moviments invariables. Contràriament, es troben estudis que demostren que entrenar amb una major variabilitat pot millorar l'adquisició d'aprenentatge motor i l'actuació de l'individu durant la realització de noves tasques. En conseqüència, és probable que entrenar l'habilitat de l'usuari per explorar nous moviments sigui beneficiós per poder aprofitar al màxim la tecnologia assistida. El dispositiu presentat en aquest treball de fi de grau fa un seguiment de la seva pròpia posició i, depenent de la seva localització, vibra un dels dos motors vibrotàctils que té instal·lats per tal de notificar a l'usuari. Aquesta investigació serveix com a base per futurament crear un dispositiu que guiarà als usuaris a explorar un rang de moviment més divers i, per tant, executar moviments més variables. La versió futura del dispositiu podria ajudar a persones amb discapacitat a explorar les seves vies de control motor aconseguint així que es puguin adaptar més fàcilment a noves tasques, com per exemple, adaptar-se a portar un exoesquelet.Este trabajo sirve como prueba de concepto para desarrollar un cinturón basado en retroalimentación háptica para fomentar la exploración de la marcha humana. La rehabilitación actual y el entrenamiento de dispositivos asistidos depende de la repetición de movimientos invariables. Por el contrario, existen estudios que demuestran que entrenar con una mayor variabilidad puede mejorar la adquisición de aprendizaje motor y la actuación del individuo durante la realización de nuevas tareas. En consecuencia, es probable que entrenar la habilidad del usuario para explorar nuevos movimientos sea beneficioso para poder aprovechar al máximo la tecnología asistida. El dispositivo presentado en este trabajo de final de grado hace un rastreo de su propia posición y, dependiendo de su localización, vibra uno de los dos motores vibrotáctiles que incorpora con la finalidad de notificar al usuario. Esta investigación sirve como base para futuramente crear un dispositivo que guiará a los usuarios a explorar un rango de movimiento más diverso y, por tanto, ejecutar movimientos más variables. La versión futura del dispositivo podría ayudar a personas con discapacidad a explorar sus vías de control motor, consiguiendo así que se puedan adaptar más fácilmente a nuevas tareas, como por ejemplo, adaptarse al uso de un exoesqueleto.This work serves as a proof of concept for developing a haptic feedback hip belt to encourage gait exploration. Current rehabilitation and assistive device training relies on repeating consistent movements. In contrast, past work has shown that training with increased variability can improve motor learning and performance of new tasks. Consequently, it is likely that training user ability to explore new movements is beneficial to taking full advantage of assistive technology. The device presented in this thesis tracks its own position and, depending on its location, vibrates one of two vibrotactile motors to give instructions to the user. This work serves as a basis for further development of a device that will guide users to explore a more diverse range of motion and to perform variable movements. The future device could help people with disabilities explore their motor control pathways and more easily adapt to novel tasks (such as adapting to an exoskeleton).Outgoin

    Cognitive assisted living ambient system: a survey

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    The demographic change towards an aging population is creating a significant impact and introducing drastic challenges to our society. We therefore need to find ways to assist older people to stay independently and prevent social isolation of these population. Information and Communication Technologies (ICT) provide various solutions to help older adults to improve their quality of life, stay healthier, and live independently for a time. Ambient Assisted Living (AAL) is a field to investigate innovative technologies to provide assistance as well as healthcare and rehabilitation to impaired seniors. The paper provides a review of research background and technologies of AAL

    Supporting active and healthy aging with advanced robotics integrated in smart environment

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    The technological advances in the robotic and ICT fields represent an effective solution to address specific societal problems to support ageing and independent life. One of the key factors for these technologies is the integration of service robotics for optimising social services and improving quality of life of the elderly population. This chapter aims to underline the barriers of the state of the art, furthermore the authors present their concrete experiences to overcome these barriers gained at the RoboTown Living Lab of Scuola Superiore Sant'Anna within past and current projects. They analyse and discuss the results in order to give recommendations based on their experiences. Furthermore, this work highlights the trend of development from stand-alone solutions to cloud computing architecture, describing the future research directions
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