29 research outputs found

    Multimodal Human-Machine Interface For Haptic-Controlled Excavators

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    The goal of this research is to develop a human-excavator interface for the hapticcontrolled excavator that makes use of the multiple human sensing modalities (visual, auditory haptic), and efficiently integrates these modalities to ensure intuitive, efficient interface that is easy to learn and use, and is responsive to operator commands. Two empirical studies were conducted to investigate conflict in the haptic-controlled excavator interface and identify the level of force feedback for best operator performance

    The Role of Visualization, Force Feedback, and Augmented Reality in Minimally Invasive Heart Valve Repair

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    New cardiovascular techniques have been developed to address the unique requirements of high risk, elderly, surgical patients with heart valve disease by avoiding both sternotomy and cardiopulmonary bypass. However, these technologies pose new challenges in visualization, force application, and intracardiac navigation. Force feedback and augmented reality (AR) can be applied to minimally invasive mitral valve repair and transcatheter aortic valve implantation (TAVI) techniques to potentially surmount these challenges. Our study demonstrated shorter operative times with three dimensional (3D) visualization compared to two dimensional (2D) visualization; however, both experts and novices applied significantly more force to cardiac tissue during 3D robotics-assisted mitral valve annuloplasty than during conventional open mitral valve annuloplasty. This finding suggests that 3D visualization does not fully compensate for the absence of haptic feedback in robotics-assisted cardiac surgery. Subsequently, using an innovative robotics-assisted surgical system design, we determined that direct haptic feedback may improve both expert and trainee performance using robotics-assisted techniques. We determined that during robotics-assisted mitral valve annuloplasty the use of either visual or direct force feedback resulted in a significant decrease in forces applied to cardiac tissue when compared to robotics-assisted mitral valve annuloplasty without force feedback. We presented NeoNav, an AR-enhanced echocardiograpy intracardiac guidance system for NeoChord off-pump mitral valve repair. Our study demonstrated superior tool navigation accuracy, significantly shorter navigation times, and reduced potential for injury with AR enhanced intracardiac navigation for off-pump transapical mitral valve repair with neochordae implantation. In addition, we applied the NeoNav system as a safe and inexpensive alternative imaging modality for TAVI guidance. We found that our proposed AR guidance system may achieve similar or better results than the current standard of care, contrast enhanced fluoroscopy, while eliminating the use of nephrotoxic contrast and ionizing radiation. These results suggest that the addition of both force feedback and augmented reality image guidance can improve both surgical performance and safety during minimally invasive robotics assisted and beating heart valve surgery, respectively

    The Sixth Annual Workshop on Space Operations Applications and Research (SOAR 1992)

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    This document contains papers presented at the Space Operations, Applications, and Research Symposium (SOAR) hosted by the U.S. Air Force (USAF) on 4-6 Aug. 1992 and held at the JSC Gilruth Recreation Center. The symposium was cosponsored by the Air Force Material Command and by NASA/JSC. Key technical areas covered during the symposium were robotic and telepresence, automation and intelligent systems, human factors, life sciences, and space maintenance and servicing. The SOAR differed from most other conferences in that it was concerned with Government-sponsored research and development relevant to aerospace operations. The symposium's proceedings include papers covering various disciplines presented by experts from NASA, the USAF, universities, and industry

    Aerospace medicine and biology: A cumulative index to the continuing bibliography of the 1973 issues

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    A cumulative index to the abstracts contained in Supplements 112 through 123 of Aerospace Medicine and Biology A Continuing Bibliography is presented. It includes three indexes: subject, personal author, and corporate source

    Digital Interaction and Machine Intelligence

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    This book is open access, which means that you have free and unlimited access. This book presents the Proceedings of the 9th Machine Intelligence and Digital Interaction Conference. Significant progress in the development of artificial intelligence (AI) and its wider use in many interactive products are quickly transforming further areas of our life, which results in the emergence of various new social phenomena. Many countries have been making efforts to understand these phenomena and find answers on how to put the development of artificial intelligence on the right track to support the common good of people and societies. These attempts require interdisciplinary actions, covering not only science disciplines involved in the development of artificial intelligence and human-computer interaction but also close cooperation between researchers and practitioners. For this reason, the main goal of the MIDI conference held on 9-10.12.2021 as a virtual event is to integrate two, until recently, independent fields of research in computer science: broadly understood artificial intelligence and human-technology interaction

    Aerospace Medicine and Biology: A continuing bibliography with indexes (supplement 259)

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    A bibliography containing 476 documents introduced into the NASA scientific and technical information system in May 1984 is presented. The primary subject categories included are: life sciences, aerospace medicine, behavioral sciences, man/system technology, life support, and planetary biology. Topics extensively represented were space flight stress, man machine systems, weightlessness, human performance, mental performance, and spacecraft environments. Abstracts for each citation are given

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 400)

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    This bibliography lists 397 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during April 1995. Subject coverage includes: aerospace medicine and physiology, life support systems and man/system technology, protective clothing, exobiology and extraterrestrial life, planetary biology, and flight crew behavior and performance

    The Paranoiac-Critical Method of Reflectance Transformation Imaging

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    A performative talk examining Reflectance Transformation Imaging (RTI), an open source computational photographic process that is transforming methodologies in archaeology and heritage conservation for its ability to interactively re-light artefacts within a virtual hemisphere of illumination and extrude a digital topography that is hyper-legible in space-time, from its contemporary application in facial recognition via Bertrand Tavernier's 1980 science fiction film La Mort en Direct and a return of the death mask through digital extrusion, ultimately locating a progenitor of the heightened objectivity promised by RTI paradoxically in Surrealist photography and the fugitive facialities of Salvador Dali's Paranoiac-Critical Method. As emerging imaging technologies such as RTI are seen to open novel ways of extracting latent data from historical artefacts, reassembling objects of study in a new (virtual) light, collateral opportunities provided by these technologies to re-enter archival still and moving image recordings inadvertently recalibrate their spatio-temporal ground and destabilise their indexical reading through an excessive production of new traces and signs. If methodologies can be seen to play a significant role in constructing their objects of study, then emerging computational imaging operations such as RTI have their own subjectivities to disclose: In performing a media archaeology of this digital process, the talk proposes that we not only narrate the subjects of our study but the very tools of investigation themselves

    Video Games for Earthly Survival: Gaming in the Post-Anthropocene

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    In this paper I evaluate the sixth mass extinction on planet Earth, and its implications for the medium of the video game. The Anthropocene, a term popularized by the end of the 20th century to refer to the geological impact of human beings on planet Earth, assumes temporal development, a ā€˜beforeā€™ and ā€˜afterā€™ the appearance of humankind. The ā€˜afterā€™ period, the Post-Anthropocene, is repeatedly claimed by scientists to be approaching within the next few decades, as over-consumption is destroying vital resources of the planet. Allegedly, the sixth mass extinction in the history of our planet is already unfolding, and might determine the disappearance of life from Earth and, as far as we know, from the Universe and beyond. Video games responding to the arrival of the future is not just imagined in fictional settings (e.g. The Legenda of Zelda: Majoraā€™s Mask, Nintendo, 2000; Horizon: Zero Dawn, Guerrilla Games, 2017), but within game design. In the last decade an increasing number of video games requiring limited human intervention has been released. Incremental/ idle games such as Cookie Clicker (Julien Thiennot, 2013) and AdVenture Capitalist (Hyper Hippo Productions, 2014) require an initial input from the player to start, and then keep playing themselves in the background operations of a laptop or smartphone. Virtual environments can be entirely designed by algorithms, as experimented by Hello Games for No Manā€™s Sky (2016). Artificial Intelligence is also used to play games. Screeps, a massive-multiplayer online game, requires players to program an AI that will play the game in their place, and which will ā€œlive within the game even while you are offlineā€ (Screeps Team, 2014). Ghost cars in racing games replace the human actor with a representation of their performance. The same concept is further explored by the Drivatar of the Forza Motorsport series (Microsoft Studios, 2005-2017), which simulates the driving style of the player and competes online against other AI-controlled cars. These are only some of the examples that suggest that human beings are becoming peripheral in the act of playing games. In short, it is probably becoming ā€˜easier to imagine the end of the world than the end of gamingā€™. While studies on games with no players, and on the non-human side of gaming, have been proposed in the past, my presentation takes a non-normative and non-systemic approach to the study of games for the Post-Anthropocene. I am concerned with the creative potential of the paradoxes, spoofs, and contradictions opened by games that take Man/Anthropos as being no longer at the centre of ā€˜interactionā€™, ā€˜funā€™, and many other mythological aspects of digital gaming. Nonhuman gaming questions the historical, political, ecological and even geological situatedness of our knowledge on games and gamers, interaction and passivity, life and death

    Proceedings of the Seventeenth Annual Conference on Manual Control

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    Manual control is considered, with concentration on perceptive/cognitive man-machine interaction and interface
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