106 research outputs found

    Development of product design specifications for paraplegic wheelchair

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    People with disability (PwD) contribute a significant percentage of the world’s population-over 15%. The attention to their special needs has long been ignored and traditional design approaches are still used to design products which PwD are not comfortable with. The front end of design process has not been well addressed in the design for products used by paraplegics, and this results in user apathy or total abandonment of these products. To address this problem, this study develops a framework for preparing Product Design Specification (PDS) through sourcing information from the equipment, the user, and the task or ‘use’ process. Information is sourced from the most common equipment (wheelchair) using the matrix method, segmentation technique of TRIZ (Theory of inventive Problem Solving Methodology) and the hierarchical clustering method. User’s information is sourced through questionnaire, interview and observation techniques. The information collected was mined using the functional analysis techniques of TRIZ inventive principles to develop key elements which were subsequently expanded to build a comprehensive “preliminary PDS (βPDS)”. The βPDS was used as basis for a computer based Auto Retrieval Tool (ART) developed to ease precision information retrieval. Moreover, the PDS ART was validated by members of the UTM robotics team. The results from the validation exercise show the PDS ART as significantly better, simple, easy to use, informative, flexible and precise in terms of amount of PDS generated and time spent. This tool will aid designers in developing comprehensive wheelchair design PDS for different clientele with respect to gender, age, weight and height

    Classificação de pacientes para adaptação de cadeira de rodas inteligente

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    Doutoramento em Engenharia InformáticaA importância e preocupação dedicadas à autonomia e independência das pessoas idosas e dos pacientes que sofrem de algum tipo de deficiência tem vindo a aumentar significativamente ao longo das últimas décadas. As cadeiras de rodas inteligentes (CRI) são tecnologias que podem ajudar este tipo de população a aumentar a sua autonomia, sendo atualmente uma área de investigação bastante ativa. Contudo, a adaptação das CRIs a pacientes específicos e a realização de experiências com utilizadores reais são assuntos de estudo ainda muito pouco aprofundados. A cadeira de rodas inteligente, desenvolvida no âmbito do Projeto IntellWheels, é controlada a alto nível utilizando uma interface multimodal flexível, recorrendo a comandos de voz, expressões faciais, movimentos de cabeça e através de joystick. Este trabalho teve como finalidade a adaptação automática da CRI atendendo às características dos potenciais utilizadores. Foi desenvolvida uma metodologia capaz de criar um modelo do utilizador. A investigação foi baseada num sistema de recolha de dados que permite obter e armazenar dados de voz, expressões faciais, movimentos de cabeça e do corpo dos pacientes. A utilização da CRI pode ser efetuada em diferentes situações em ambiente real e simulado e um jogo sério foi desenvolvido permitindo especificar um conjunto de tarefas a ser realizado pelos utilizadores. Os dados foram analisados recorrendo a métodos de extração de conhecimento, de modo a obter o modelo dos utilizadores. Usando os resultados obtidos pelo sistema de classificação, foi criada uma metodologia que permite selecionar a melhor interface e linguagem de comando da cadeira para cada utilizador. A avaliação para validação da abordagem foi realizada no âmbito do Projeto FCT/RIPD/ADA/109636/2009 - "IntellWheels - Intelligent Wheelchair with Flexible Multimodal Interface". As experiências envolveram um vasto conjunto de indivíduos que sofrem de diversos níveis de deficiência, em estreita colaboração com a Escola Superior de Tecnologia de Saúde do Porto e a Associação do Porto de Paralisia Cerebral. Os dados recolhidos através das experiências de navegação na CRI foram acompanhados por questionários preenchidos pelos utilizadores. Estes dados foram analisados estatisticamente, a fim de provar a eficácia e usabilidade na adequação da interface da CRI ao utilizador. Os resultados mostraram, em ambiente simulado, um valor de usabilidade do sistema de 67, baseado na opinião de uma amostra de pacientes que apresentam os graus IV e V (os mais severos) de Paralisia Cerebral. Foi também demonstrado estatisticamente que a interface atribuída automaticamente pela ferramenta tem uma avaliação superior à sugerida pelos técnicos de Terapia Ocupacional, mostrando a possibilidade de atribuir automaticamente uma linguagem de comando adaptada a cada utilizador. Experiências realizadas com distintos modos de controlo revelaram a preferência dos utilizadores por um controlo compartilhado com um nível de ajuda associado ao nível de constrangimento do paciente. Em conclusão, este trabalho demonstra que é possível adaptar automaticamente uma CRI ao utilizador com claros benefícios a nível de usabilidade e segurança.The importance and concern given to the autonomy and independence of elderly people and patients suffering from some kind of disability has been growing significantly in the last few decades. Intelligent wheelchairs (IW) are technologies that can increase the autonomy and independence of this kind of population and are nowadays a very active research area. However, the adaptations to users’ specificities and experiments with real users are topics that lack deeper studies. The intelligent wheelchair, developed in the context of the IntellWheels project, is controlled at a high-level through a flexible multimodal interface, using voice commands, facial expressions, head movements and joystick as its main input modalities. This work intended to develop a system enabling the automatic adaptation, to the user characteristics, of the previously developed intelligent wheelchair. A methodology was created enabling the creation of a user model. The research was based on the development of a data gathering system, enabling the collection and storage of data from voice commands, facial expressions, head and body movements from several patients with distinct disabilities such as Cerebral Palsy. The wheelchair can be used in different situations in real and simulated environments and a serious game was developed where different tasks may be performed by users. Data was analysed using knowledge discovery methods in order to create an automatic patient classification system. Based on the classification system, a methodology was developed enabling to select the best wheelchair interface and command language for each patient. Evaluation was performed in the context of Project FCT/RIPD/ADA/109636/ 2009 – “IntellWheels – Intelligent Wheelchair with Flexible Multimodal Interface”. Experiments were conducted, using a large set of patients suffering from severe physical constraints in close collaboration with Escola Superior de Tecnologia de Saúde do Porto and Associação do Porto de Paralisia Cerebral. The experiments using the intelligent wheelchair were followed by user questionnaires. The results were statistically analysed in order to prove the effectiveness and usability of the adaptation of the Intelligent Wheelchair multimodal interface to the user characteristics. The results obtained in a simulated environment showed a 67 score on the system usability scale based in the opinion of a sample of cerebral palsy patients with the most severe cases IV and V of the Gross Motor Function Scale. It was also statistically demonstrated that the data analysis system advised the use of an adapted interface with higher evaluation than the one suggested by the occupational therapists, showing the usefulness of defining a command language adapted to each user. Experiments conducted with distinct control modes revealed the users' preference for a shared control with an aid level taking into account the level of constraint of the patient. In conclusion, this work demonstrates that it is possible to adapt an intelligent wheelchair to the user with clear usability and safety benefits

    Mechatronic Systems

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    Mechatronics, the synergistic blend of mechanics, electronics, and computer science, has evolved over the past twenty five years, leading to a novel stage of engineering design. By integrating the best design practices with the most advanced technologies, mechatronics aims at realizing high-quality products, guaranteeing at the same time a substantial reduction of time and costs of manufacturing. Mechatronic systems are manifold and range from machine components, motion generators, and power producing machines to more complex devices, such as robotic systems and transportation vehicles. With its twenty chapters, which collect contributions from many researchers worldwide, this book provides an excellent survey of recent work in the field of mechatronics with applications in various fields, like robotics, medical and assistive technology, human-machine interaction, unmanned vehicles, manufacturing, and education. We would like to thank all the authors who have invested a great deal of time to write such interesting chapters, which we are sure will be valuable to the readers. Chapters 1 to 6 deal with applications of mechatronics for the development of robotic systems. Medical and assistive technologies and human-machine interaction systems are the topic of chapters 7 to 13.Chapters 14 and 15 concern mechatronic systems for autonomous vehicles. Chapters 16-19 deal with mechatronics in manufacturing contexts. Chapter 20 concludes the book, describing a method for the installation of mechatronics education in schools

    E-Learning

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    Technology development, mainly for telecommunications and computer systems, was a key factor for the interactivity and, thus, for the expansion of e-learning. This book is divided into two parts, presenting some proposals to deal with e-learning challenges, opening up a way of learning about and discussing new methodologies to increase the interaction level of classes and implementing technical tools for helping students to make better use of e-learning resources. In the first part, the reader may find chapters mentioning the required infrastructure for e-learning models and processes, organizational practices, suggestions, implementation of methods for assessing results, and case studies focused on pedagogical aspects that can be applied generically in different environments. The second part is related to tools that can be adopted by users such as graphical tools for engineering, mobile phone networks, and techniques to build robots, among others. Moreover, part two includes some chapters dedicated specifically to e-learning areas like engineering and architecture

    Robot Manipulators

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    Robot manipulators are developing more in the direction of industrial robots than of human workers. Recently, the applications of robot manipulators are spreading their focus, for example Da Vinci as a medical robot, ASIMO as a humanoid robot and so on. There are many research topics within the field of robot manipulators, e.g. motion planning, cooperation with a human, and fusion with external sensors like vision, haptic and force, etc. Moreover, these include both technical problems in the industry and theoretical problems in the academic fields. This book is a collection of papers presenting the latest research issues from around the world

    Speech Recognition

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    Chapters in the first part of the book cover all the essential speech processing techniques for building robust, automatic speech recognition systems: the representation for speech signals and the methods for speech-features extraction, acoustic and language modeling, efficient algorithms for searching the hypothesis space, and multimodal approaches to speech recognition. The last part of the book is devoted to other speech processing applications that can use the information from automatic speech recognition for speaker identification and tracking, for prosody modeling in emotion-detection systems and in other speech processing applications that are able to operate in real-world environments, like mobile communication services and smart homes

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools
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