103 research outputs found

    Multilateral control-based motion copying system for haptic training

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    This paper proposes a new motion-loading method that utilizes a multilateral control-based scheme for the motion-copying system. The motion-copying system refers to human operator's motion, tracks and preserves it only for being able to reproduce the same result of the motion. Conventionally, only slave system was used for motion-loading phase. The method proposed in this paper offers a way to enable more than one slave side actuator at the phase. With the proposed system, the operator at loading phase can grab the master system which the manipulator was holding at the saving phase. The performance analyses of proposed system are made with the bode plots, and the experiments are held with two degrees-of-freedom actuators. The newly proposed haptic informational reproduction technique can be applied in many areas, especially as the training purposes

    Bilateral Control with Task Learning and Adaptation to Environment

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    The Motion Copying System permits to save an operator task in terms of position and force references for the action reproduction whenever the operator isn't available or to train new users. This thesis analyzes the MCS design and limitations, the Bilateral Control System on which the MCS is based, and proposes a model to adapt the saved task to new environmental conditions

    Shokkakugaku ni motozuku ningen no sosa no jitsugen

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    Advances in Human-Robot Interaction

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    Rapid advances in the field of robotics have made it possible to use robots not just in industrial automation but also in entertainment, rehabilitation, and home service. Since robots will likely affect many aspects of human existence, fundamental questions of human-robot interaction must be formulated and, if at all possible, resolved. Some of these questions are addressed in this collection of papers by leading HRI researchers

    Ludology as a theoretical lens for interactive works: Demonstrating the theoretical gaps in copyright analysis of interactive works

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    This research argues that without the appropriate category or lexicon to address interactive creations and with their assessment by analogy, interactive creations are improperly protected by copyright. They are over-under protected, their infringement decisions incoherent, inconsistent, and are protected in ways which entirely overlook their distinct and unique characteristics as an expressive medium. Drawing the boundaries of protection already proves difficult for copyright, owing to flaws and shortcomings with its principles and subject matter categorization. Which in part is why copyright struggles to protect interactive creations. However, it is contended that interactive creations present further difficulties which emerge by virtue of their interactivity. It is argued that this interactivity leads them to present significant practical and conceptual questions which copyright is ill equipped to answer. And whilst the existing academic commentary does highlight the challenges facing interactive creations, it does not do so in a way that meaningfully or specifically addresses interactive creations as a distinct medium, nor does it consider their unique qualities. To that end, this thesis argues that video game scholarship presents a helpful foundation for understanding how a more accurate ontology for interactive works might be constructed. It is contended that video game studies and ludology, can provide insights on what these neglected qualities are, as well as potential frameworks and vocabulary for more appropriately understanding and structuring these concepts. Arguing that ludology and the concepts proposed by the ludologist Frasca provide a clearer analytical lens for assessing the distinct and novel expressive capabilities of the medium. Concluding that copyright must re-evaluate its scope and purpose to better accommodate the subject matter it seeks to protect

    Reading Readiness Practices in Kindergartens and First Grades

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    Elementary Educatio

    Technical, Economic and Societal Effects of Manufacturing 4.0

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    This open access book is among the first cross-disciplinary works about Manufacturing 4.0. It includes chapters about the technical, the economic, and the social aspects of this important phenomenon. Together the material presented allows the reader to develop a holistic picture of where the manufacturing industry and the parts of the society that depend on it may be going in the future. Manufacturing 4.0 is not only a technical change, nor is it a purely technically driven change, but it is a societal change that has the potential to disrupt the way societies are constructed both in the positive and in the negative. This book will be of interest to scholars researching manufacturing, technological innovation, innovation management and industry 4.0
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