443 research outputs found

    Synthetic movies

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1989.Includes bibliographical references (leaves 67-70).by John A. Watlington.M.S

    Digital course materials: a case study of the Apple iPad in the academic environment

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    The newness of the iPad device creates a phenomenon unique and unstudied in the academic environment. By merging the innovations of electronic text, e-reader, and multi-modal functionality, the iPad tablet device can act as an e-reader providing digital course materials as well as a range of other supplementary academic applications. This qualitative research study was designed to explore the how the use of a multi-modal tablet device affects the academic environment. It is the writers\u27 assumption that an increased understanding will aid in the appropriate use of a tablet device to enhance learning. The pilot program in this study included three master\u27s level courses at a regionally accredited college. Data was collected from students through a student survey and focus group interviews and from the faculty through individual interviews. The data collected was coded and organized according to the research questions. Analysis of the findings was organized by way of the study\u27s conceptual framework: (a) usability, (b) disparity between faculty and student perceptions, (c) personal and academic use of a multi-modal device, (d) impact on learning, (e) substitution of printed course materials with digital course materials, and (f) diffusion of innovation. Through this research, it was concluded that the majority of students in this study perceived electronic course materials on an iPad in iAnnotate to be as good as or better than printed course materials, the multi-modal functionality of the Apple iPad augmented personal study and classroom learning, and the personal use positively contributed to academic use of the device. Also, faculty observing students in this study found the iPad had negligible effect on student participation, comprehension, or academic writing. Finally, both students and faculty preferred and recommended digital course materials for students on a tablet device. Recommendations are offered for iPad program administrators, faculty and course developers, course content developers, and for future research. Over the centuries, major shifts in literary technology have circled around usability, durability and ease of reproduction. The successful merging of these factors could diffuse this e-reader innovation and create the next advance in literary technology

    Kontextsensitive Körperregulierung für redundante Roboter

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    In the past few decades the classical 6 degrees of freedom manipulators' dominance has been challenged by the rise of 7 degrees of freedom redundant robots. Similarly, with increased availability of humanoid robots in academic research, roboticists suddenly have access to highly dexterous platforms with multiple kinematic chains capable of undertaking multiple tasks simultaneously. The execution of lower-priority tasks, however, are often done in task/scenario specific fashion. Consequently, these systems are not scalable and slight changes in the application often implies re-engineering the entire control system and deployment which impedes the development process over time. This thesis introduces an alternative systematic method of addressing the secondary tasks and redundancy resolution called, context aware body regulation. Contexts consist of one or multiple tasks, however, unlike the conventional definitions, the tasks within a context are not rigidly defined and maintain some level of abstraction. For instance, following a particular trajectory constitutes a concrete task while performing a Cartesian motion with the end-effector represents an abstraction of the same task and is more appropriate for context formulation. Furthermore, contexts are often made up of multiple abstract tasks that collectively describe a reoccurring situation. Body regulation is an umbrella term for a collection of schemes for addressing the robots' redundancy when a particular context occurs. Context aware body regulation offers several advantages over traditional methods. Most notably among them are reusability, scalability and composability of contexts and body regulation schemes. These three fundamental concerns are realized theoretically by in-depth study and through mathematical analysis of contexts and regulation strategies; and are practically implemented by a component based software architecture that complements the theoretical aspects. The findings of the thesis are applicable to any redundant manipulator and humanoids, and allow them to be used in real world applications. Proposed methodology presents an alternative approach for the control of robots and offers a new perspective for future deployment of robotic solutions.Im Verlauf der letzten Jahrzehnte wich der Einfluss klassischer Roboterarme mit 6 Freiheitsgraden zunehmend denen neuer und vielfältigerer Manipulatoren mit 7 Gelenken. Ebenso stehen der Forschung mit den neuartigen Humanoiden inzwischen auch hoch-redundante Roboterplattformen mit mehreren kinematischen Ketten zur Verfügung. Diese überaus flexiblen und komplexen Roboter-Kinematiken ermöglichen generell das gleichzeitige Verfolgen mehrerer priorisierter Bewegungsaufgaben. Die Steuerung der weniger wichtigen Aufgaben erfolgt jedoch oft in anwendungsspezifischer Art und Weise, welche die Skalierung der Regelung zu generellen Kontexten verhindert. Selbst kleine Änderungen in der Anwendung bewirken oft schon, dass große Teile der Robotersteuerung überarbeitet werden müssen, was wiederum den gesamten Entwicklungsprozess behindert. Diese Dissertation stellt eine alternative, systematische Methode vor um die Redundanz neuer komplexer Robotersysteme zu bewältigen und vielfältige, priorisierte Bewegungsaufgaben parallel zu steuern: Die so genannte kontextsensitive Körperregulierung. Darin bestehen Kontexte aus einer oder mehreren Bewegungsaufgaben. Anders als in konventionellen Anwendungen sind die Aufgaben nicht fest definiert und beinhalten eine gewisse Abstraktion. Beispielsweise stellt das Folgen einer bestimmten Trajektorie eine sehr konkrete Bewegungsaufgabe dar, während die Ausführung einer Kartesischen Bewegung mit dem Endeffektor eine Abstraktion darstellt, die für die Kontextformulierung besser geeignet ist. Kontexte setzen sich oft aus mehreren solcher abstrakten Aufgaben zusammen und beschreiben kollektiv eine sich wiederholende Situation. Durch die Verwendung der kontextsensitiven Körperregulierung ergeben sich vielfältige Vorteile gegenüber traditionellen Methoden: Wiederverwendbarkeit, Skalierbarkeit, sowie Komponierbarkeit von Konzepten. Diese drei fundamentalen Eigenschaften werden in der vorliegenden Arbeit theoretisch mittels gründlicher mathematischer Analyse aufgezeigt und praktisch mittels einer auf Komponenten basierenden Softwarearchitektur realisiert. Die Ergebnisse dieser Dissertation lassen sich auf beliebige redundante Manipulatoren oder humanoide Roboter anwenden und befähigen diese damit zur realen Anwendung außerhalb des Labors. Die hier vorgestellte Methode zur Regelung von Robotern stellt damit eine neue Perspektive für die zukünftige Entwicklung von robotischen Lösungen dar

    Machinima Filmmaking: The Integration of Immersive Technology for Collaborative Machinima Filmmaking

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    This Digital Media MS project proposes to create a flexible, intuitive, and low-entry barrier virtual cinematography tool that will enable participants engaged in human computer interaction (HCI) activities to quickly stage, choreograph, rehearse, and capture performances in real-time. Heretofore, Machinima developers have used limited forms of expressive input devices to puppeteer characters and record in-game live performances, using a gamepad, keyboard, mouse, and joystick to produce content. This has stagnated Machinima development because machinimators have not embraced the current evolution of input devices to create, capture, and edit content, thereby omitting game engine programming possibilities that could exploit new 3D compositing techniques and alternatives to strengthen interactivity, collaboration, and efficiency in cinematic pipelines. Our system, leveraging consumer-affordable hardware and software, advances the development of Machinima production by providing a foundation for alternative cinematic practices, to create a seamless form of human computer interaction and to positively convince more people toward Machinima filmmaking. We propose to produce an Unreal Engine 4 system plugin which integrates virtual reality and eye tracking, via the Oculus Rift DK2 and Tobii EyeX, respectively. The plugin will enable two people, in the roles of Director and Performer, to navigate and interact within a virtual 3D space to productively affect collaborative Machinima filmmaking.M.S., Digital Media -- Drexel University, 201

    Analysis of flexibility in humanoid robot structure design to attain human-like motions / Hanafiah Yussof … [et al.]

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    This paper presents analyses of flexibility in humanoid robot structure design focusing on design parameters of degree of freedoms and joint angle range characteristic to identify elements that provide flexibility for humanoid robots to attain human-like motion. Description and correlation of physical structure flexibility between human and humanoid robot to perform motion is presented to clarify the elements. This analysis utilized the joint structure design, configuration of degree of freedoms and joint rotation range of a 21-dof humanoid robot Bonten-Maru II. Experiments utilizing this robot were conducted, with results indicates effective design parameters to attain flexibility in human-like motion

    Motion Planning and Control of Dynamic Humanoid Locomotion

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    Inspired by human, humanoid robots has the potential to become a general-purpose platform that lives along with human. Due to the technological advances in many field, such as actuation, sensing, control and intelligence, it finally enables humanoid robots to possess human comparable capabilities. However, humanoid locomotion is still a challenging research field. The large number of degree of freedom structure makes the system difficult to coordinate online. The presence of various contact constraints and the hybrid nature of locomotion tasks make the planning a harder problem to solve. Template model anchoring approach has been adopted to bridge the gap between simple model behavior and the whole-body motion of humanoid robot. Control policies are first developed for simple template models like Linear Inverted Pendulum Model (LIPM) or Spring Loaded Inverted Pendulum(SLIP), the result controlled behaviors are then been mapped to the whole-body motion of humanoid robot through optimization-based task-space control strategies. Whole-body humanoid control framework has been verified on various contact situations such as unknown uneven terrain, multi-contact scenarios and moving platform and shows its generality and versatility. For walking motion, existing Model Predictive Control approach based on LIPM has been extended to enable the robot to walk without any reference foot placement anchoring. It is kind of discrete version of \u201cwalking without thinking\u201d. As a result, the robot could achieve versatile locomotion modes such as automatic foot placement with single reference velocity command, reactive stepping under large external disturbances, guided walking with small constant external pushing forces, robust walking on unknown uneven terrain, reactive stepping in place when blocked by external barrier. As an extension of this proposed framework, also to increase the push recovery capability of the humanoid robot, two new configurations have been proposed to enable the robot to perform cross-step motions. For more dynamic hopping and running motion, SLIP model has been chosen as the template model. Different from traditional model-based analytical approach, a data-driven approach has been proposed to encode the dynamics of the this model. A deep neural network is trained offline with a large amount of simulation data based on the SLIP model to learn its dynamics. The trained network is applied online to generate reference foot placements for the humanoid robot. Simulations have been performed to evaluate the effectiveness of the proposed approach in generating bio-inspired and robust running motions. The method proposed based on 2D SLIP model can be generalized to 3D SLIP model and the extension has been briefly mentioned at the end

    Exodex Adam—A Reconfigurable Dexterous Haptic User Interface for the Whole Hand

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    Applications for dexterous robot teleoperation and immersive virtual reality are growing. Haptic user input devices need to allow the user to intuitively command and seamlessly “feel” the environment they work in, whether virtual or a remote site through an avatar. We introduce the DLR Exodex Adam, a reconfigurable, dexterous, whole-hand haptic input device. The device comprises multiple modular, three degrees of freedom (3-DOF) robotic fingers, whose placement on the device can be adjusted to optimize manipulability for different user hand sizes. Additionally, the device is mounted on a 7-DOF robot arm to increase the user’s workspace. Exodex Adam uses a front-facing interface, with robotic fingers coupled to two of the user’s fingertips, the thumb, and two points on the palm. Including the palm, as opposed to only the fingertips as is common in existing devices, enables accurate tracking of the whole hand without additional sensors such as a data glove or motion capture. By providing “whole-hand” interaction with omnidirectional force-feedback at the attachment points, we enable the user to experience the environment with the complete hand instead of only the fingertips, thus realizing deeper immersion. Interaction using Exodex Adam can range from palpation of objects and surfaces to manipulation using both power and precision grasps, all while receiving haptic feedback. This article details the concept and design of the Exodex Adam, as well as use cases where it is deployed with different command modalities. These include mixed-media interaction in a virtual environment, gesture-based telemanipulation, and robotic hand–arm teleoperation using adaptive model-mediated teleoperation. Finally, we share the insights gained during our development process and use case deployments

    A wearable general-purpose solution for Human-Swarm Interaction

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    Swarms of robots will revolutionize many industrial applications, from targeted material delivery to precision farming. Controlling the motion and behavior of these swarms presents unique challenges for human operators, who cannot yet effectively convey their high-level intentions to a group of robots in application. This work proposes a new human-swarm interface based on novel wearable gesture-control and haptic-feedback devices. This work seeks to combine a wearable gesture recognition device that can detect high-level intentions, a portable device that can detect Cartesian information and finger movements, and a wearable advanced haptic device that can provide real-time feedback. This project is the first to envisage a wearable Human-Swarm Interaction (HSI) interface that separates the input and feedback components of the classical control loop (input, output, feedback), as well as being the first of its kind suitable for both indoor and outdoor environments

    Haptic Guidance for Extended Range Telepresence

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    A novel navigation assistance for extended range telepresence is presented. The haptic information from the target environment is augmented with guidance commands to assist the user in reaching desired goals in the arbitrarily large target environment from the spatially restricted user environment. Furthermore, a semi-mobile haptic interface was developed, one whose lightweight design and setup configuration atop the user provide for an absolutely safe operation and high force display quality
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