153 research outputs found

    Ubiquitous haptic feedback in human-computer interaction through electrical muscle stimulation

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    OpenSHS: Open Smart Home Simulator

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    This paper develops a new hybrid, open-source, cross-platform 3D smart home simulator, OpenSHS, for dataset generation. OpenSHS offers an opportunity for researchers in the field of Internet of Things (IoT), machine learning and smart home simulation to test and evaluate their models. Following a hybrid approach, a OpenSHS combines advantages from both interactive and model-based approaches. This approach reduces the time and efforts required to generate simulated smart home datasets. We have designed a replication algorithm for extending and expanding a dataset. A small sample dataset produced, by OpenSHS, can be extended without affecting the logical order of the events. The replication provides a solution for generating large representative smart home datasets. We have built an extensible library of smart devices that facilitates the simulation of current and future smart home environments. Our tool divides the dataset generation process into three distinct phases: first design, the researcher designs the initial virtual environment by building the home, importing smart devices and creating contexts; second simulation, the participant simulates his/her context-specific events; and third aggregation, the researcher applies the replication algorithm to generate the final dataset. We conducted a study to asses the ease of use of our tool on the System Usability Scale (SUS)

    Development of a simulation tool for measurements and analysis of simulated and real data to identify ADLs and behavioral trends through statistics techniques and ML algorithms

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    openCon una popolazione di anziani in crescita, il numero di soggetti a rischio di patologia è in rapido aumento. Molti gruppi di ricerca stanno studiando soluzioni pervasive per monitorare continuamente e discretamente i soggetti fragili nelle loro case, riducendo i costi sanitari e supportando la diagnosi medica. Comportamenti anomali durante l'esecuzione di attività di vita quotidiana (ADL) o variazioni sulle tendenze comportamentali sono di grande importanza.With a growing population of elderly people, the number of subjects at risk of pathology is rapidly increasing. Many research groups are studying pervasive solutions to continuously and unobtrusively monitor fragile subjects in their homes, reducing health-care costs and supporting the medical diagnosis. Anomalous behaviors while performing activities of daily living (ADLs) or variations on behavioral trends are of great importance. To measure ADLs a significant number of parameters need to be considering affecting the measurement such as sensors and environment characteristics or sensors disposition. To face the impossibility to study in the real context the best configuration of sensors able to minimize costs and maximize accuracy, simulation tools are being developed as powerful means. This thesis presents several contributions on this topic. In the following research work, a study of a measurement chain aimed to measure ADLs and represented by PIRs sensors and ML algorithm is conducted and a simulation tool in form of Web Application has been developed to generate datasets and to simulate how the measurement chain reacts varying the configuration of the sensors. Starting from eWare project results, the simulation tool has been thought to provide support for technicians, developers and installers being able to speed up analysis and monitoring times, to allow rapid identification of changes in behavioral trends, to guarantee system performance monitoring and to study the best configuration of the sensors network for a given environment. The UNIVPM Home Care Web App offers the chance to create ad hoc datasets related to ADLs and to conduct analysis thanks to statistical algorithms applied on data. To measure ADLs, machine learning algorithms have been implemented in the tool. Five different tasks have been identified. To test the validity of the developed instrument six case studies divided into two categories have been considered. To the first category belong those studies related to: 1) discover the best configuration of the sensors keeping environmental characteristics and user behavior as constants; 2) define the most performant ML algorithms. The second category aims to proof the stability of the algorithm implemented and its collapse condition by varying user habits. Noise perturbation on data has been applied to all case studies. Results show the validity of the generated datasets. By maximizing the sensors network is it possible to minimize the ML error to 0.8%. Due to cost is a key factor in this scenario, the fourth case studied considered has shown that minimizing the configuration of the sensors it is possible to reduce drastically the cost with a more than reasonable value for the ML error around 11.8%. Results in ADLs measurement can be considered more than satisfactory.INGEGNERIA INDUSTRIALEopenPirozzi, Michel

    ISAR: Ein Autorensystem für Interaktive Tische

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    Developing augmented reality systems involves several challenges, that prevent end users and experts from non-technical domains, such as education, to experiment with this technology. In this research we introduce ISAR, an authoring system for augmented reality tabletops targeting users from non-technical domains. ISAR allows non-technical users to create their own interactive tabletop applications and experiment with the use of this technology in domains such as educations, industrial training, and medical rehabilitation.Die Entwicklung von Augmented-Reality-Systemen ist mit mehreren Herausforderungen verbunden, die Endbenutzer und Experten aus nicht-technischen Bereichen, wie z.B. dem Bildungswesen, daran hindern, mit dieser Technologie zu experimentieren. In dieser Forschung stellen wir ISAR vor, ein Autorensystem für Augmented-Reality-Tabletops, das sich an Benutzer aus nicht-technischen Bereichen richtet. ISAR ermöglicht es nicht-technischen Anwendern, ihre eigenen interaktiven Tabletop-Anwendungen zu erstellen und mit dem Einsatz dieser Technologie in Bereichen wie Bildung, industrieller Ausbildung und medizinischer Rehabilitation zu experimentieren

    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

    Augmented Reality and Robotics: A Survey and Taxonomy for AR-enhanced Human-Robot Interaction and Robotic Interfaces

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    This paper contributes to a taxonomy of augmented reality and robotics based on a survey of 460 research papers. Augmented and mixed reality (AR/MR) have emerged as a new way to enhance human-robot interaction (HRI) and robotic interfaces (e.g., actuated and shape-changing interfaces). Recently, an increasing number of studies in HCI, HRI, and robotics have demonstrated how AR enables better interactions between people and robots. However, often research remains focused on individual explorations and key design strategies, and research questions are rarely analyzed systematically. In this paper, we synthesize and categorize this research field in the following dimensions: 1) approaches to augmenting reality; 2) characteristics of robots; 3) purposes and benefits; 4) classification of presented information; 5) design components and strategies for visual augmentation; 6) interaction techniques and modalities; 7) application domains; and 8) evaluation strategies. We formulate key challenges and opportunities to guide and inform future research in AR and robotics

    Adaptive Robotic Control Driven by a Versatile Spiking Cerebellar Network

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    The cerebellum is involved in a large number of different neural processes, especially in associative learning and in fine motor control. To develop a comprehensive theory of sensorimotor learning and control, it is crucial to determine the neural basis of coding and plasticity embedded into the cerebellar neural circuit and how they are translated into behavioral outcomes in learning paradigms. Learning has to be inferred from the interaction of an embodied system with its real environment, and the same cerebellar principles derived from cell physiology have to be able to drive a variety of tasks of different nature, calling for complex timing and movement patterns. We have coupled a realistic cerebellar spiking neural network (SNN) with a real robot and challenged it in multiple diverse sensorimotor tasks. Encoding and decoding strategies based on neuronal firing rates were applied. Adaptive motor control protocols with acquisition and extinction phases have been designed and tested, including an associative Pavlovian task (Eye blinking classical conditioning), a vestibulo-ocular task and a perturbed arm reaching task operating in closed-loop. The SNN processed in real-time mossy fiber inputs as arbitrary contextual signals, irrespective of whether they conveyed a tone, a vestibular stimulus or the position of a limb. A bidirectional long-term plasticity rule implemented at parallel fibers-Purkinje cell synapses modulated the output activity in the deep cerebellar nuclei. In all tasks, the neurorobot learned to adjust timing and gain of the motor responses by tuning its output discharge. It succeeded in reproducing how human biological systems acquire, extinguish and express knowledge of a noisy and changing world. By varying stimuli and perturbations patterns, real-time control robustness and generalizability were validated. The implicit spiking dynamics of the cerebellar model fulfill timing, prediction and learning functions.European Union (Human Brain Project) REALNET FP7-ICT270434 CEREBNET FP7-ITN238686 HBP-60410

    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
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