56,952 research outputs found

    Development of a Myoelectric Detection Circuit Platform for Computer Interface Applications

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    Personal computers and portable electronics continue to rapidly advance and integrate into our lives as tools that facilitate efficient communication and interaction with the outside world. Now with a multitude of different devices available, personal computers are accessible to a wider audience than ever before. To continue to expand and reach new users, novel user interface technologies have been developed, such as touch input and gyroscopic motion, in which enhanced control fidelity can be achieved. For users with limited-to-no use of their hands, or for those who seek additional means to intuitively use and command a computer, novel sensory systems can be employed that interpret the natural electric signals produced by the human body as command inputs. One of these novel sensor systems is the myoelectric detection circuit, which can measure electromyographic (EMG) signals produced by contracting muscles through specialized electrodes, and convert the signals into a usable form through an analog circuit. With the goal of making a general-purpose myoelectric detection circuit platform for computer interface applications, several electrical circuit designs were iterated using OrCAD software, manufactured using PCB fabrication techniques, and tested with electrical measurement equipment and in a computer simulation. The analog circuit design culminated in a 1.35” x 0.8” manufactured analog myoelectric detection circuit unit that successfully converts a measured EMG input signal from surface skin electrodes to a clean and usable 0-5 V DC output that seamlessly interfaces with an Arduino Leonardo microcontroller for further signal processing and logic operations. Multiple input channels were combined with a microcontroller to create an EMG interface device that was used to interface with a PC, where simulated mouse cursor movement was controlled through the voluntary EMG signals provided by a user. Functional testing of the interface device was performed, which showed a long battery life of 44.6 hours, and effectiveness in using a PC to type with an on-screen keyboard

    A human computer interactions framework for biometric user identification

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    Computer assisted functionalities and services have saturated our world becoming such an integral part of our daily activities that we hardly notice them. In this study we are focusing on enhancements in Human-Computer Interaction (HCI) that can be achieved by natural user recognition embedded in the employed interaction models. Natural identification among humans is mostly based on biometric characteristics representing what-we-are (face, body outlook, voice, etc.) and how-we-behave (gait, gestures, posture, etc.) Following this observation, we investigate different approaches and methods for adapting existing biometric identification methods and technologies to the needs of evolving natural human computer interfaces

    Are all the frames equally important?

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    In this work, we address the problem of measuring and predicting temporal video saliency - a metric which defines the importance of a video frame for human attention. Unlike the conventional spatial saliency which defines the location of the salient regions within a frame (as it is done for still images), temporal saliency considers importance of a frame as a whole and may not exist apart from context. The proposed interface is an interactive cursor-based algorithm for collecting experimental data about temporal saliency. We collect the first human responses and perform their analysis. As a result, we show that qualitatively, the produced scores have very explicit meaning of the semantic changes in a frame, while quantitatively being highly correlated between all the observers. Apart from that, we show that the proposed tool can simultaneously collect fixations similar to the ones produced by eye-tracker in a more affordable way. Further, this approach may be used for creation of first temporal saliency datasets which will allow training computational predictive algorithms. The proposed interface does not rely on any special equipment, which allows to run it remotely and cover a wide audience.Comment: CHI'20 Late Breaking Work

    Surface electromyographic control of a novel phonemic interface for speech synthesis

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    Many individuals with minimal movement capabilities use AAC to communicate. These individuals require both an interface with which to construct a message (e.g., a grid of letters) and an input modality with which to select targets. This study evaluated the interaction of two such systems: (a) an input modality using surface electromyography (sEMG) of spared facial musculature, and (b) an onscreen interface from which users select phonemic targets. These systems were evaluated in two experiments: (a) participants without motor impairments used the systems during a series of eight training sessions, and (b) one individual who uses AAC used the systems for two sessions. Both the phonemic interface and the electromyographic cursor show promise for future AAC applications.F31 DC014872 - NIDCD NIH HHS; R01 DC002852 - NIDCD NIH HHS; R01 DC007683 - NIDCD NIH HHS; T90 DA032484 - NIDA NIH HHShttps://www.ncbi.nlm.nih.gov/pubmed/?term=Surface+electromyographic+control+of+a+novel+phonemic+interface+for+speech+synthesishttps://www.ncbi.nlm.nih.gov/pubmed/?term=Surface+electromyographic+control+of+a+novel+phonemic+interface+for+speech+synthesisPublished versio

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    Mouse Simulation Using Two Coloured Tapes

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    In this paper, we present a novel approach for Human Computer Interaction (HCI) where, we control cursor movement using a real-time camera. Current methods involve changing mouse parts such as adding more buttons or changing the position of the tracking ball. Instead, our method is to use a camera and computer vision technology, such as image segmentation and gesture recognition, to control mouse tasks (left and right clicking, double-clicking, and scrolling) and we show how it can perform everything as current mouse devices can. The software will be developed in JAVA language. Recognition and pose estimation in this system are user independent and robust as we will be using colour tapes on our finger to perform actions. The software can be used as an intuitive input interface to applications that require multi-dimensional control e.g. computer games etc.Comment: 5 page

    Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface

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    Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices

    In-home and remote use of robotic body surrogates by people with profound motor deficits

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    By controlling robots comparable to the human body, people with profound motor deficits could potentially perform a variety of physical tasks for themselves, improving their quality of life. The extent to which this is achievable has been unclear due to the lack of suitable interfaces by which to control robotic body surrogates and a dearth of studies involving substantial numbers of people with profound motor deficits. We developed a novel, web-based augmented reality interface that enables people with profound motor deficits to remotely control a PR2 mobile manipulator from Willow Garage, which is a human-scale, wheeled robot with two arms. We then conducted two studies to investigate the use of robotic body surrogates. In the first study, 15 novice users with profound motor deficits from across the United States controlled a PR2 in Atlanta, GA to perform a modified Action Research Arm Test (ARAT) and a simulated self-care task. Participants achieved clinically meaningful improvements on the ARAT and 12 of 15 participants (80%) successfully completed the simulated self-care task. Participants agreed that the robotic system was easy to use, was useful, and would provide a meaningful improvement in their lives. In the second study, one expert user with profound motor deficits had free use of a PR2 in his home for seven days. He performed a variety of self-care and household tasks, and also used the robot in novel ways. Taking both studies together, our results suggest that people with profound motor deficits can improve their quality of life using robotic body surrogates, and that they can gain benefit with only low-level robot autonomy and without invasive interfaces. However, methods to reduce the rate of errors and increase operational speed merit further investigation.Comment: 43 Pages, 13 Figure
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