1,911 research outputs found

    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

    An Energy-based Approach to Ensure the Stability of Learned Dynamical Systems

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    Non-linear dynamical systems represent a compact, flexible, and robust tool for reactive motion generation. The effectiveness of dynamical systems relies on their ability to accurately represent stable motions. Several approaches have been proposed to learn stable and accurate motions from demonstration. Some approaches work by separating accuracy and stability into two learning problems, which increases the number of open parameters and the overall training time. Alternative solutions exploit single-step learning but restrict the applicability to one regression technique. This paper presents a single-step approach to learn stable and accurate motions that work with any regression technique. The approach makes energy considerations on the learned dynamics to stabilize the system at run-time while introducing small deviations from the demonstrated motion. Since the initial value of the energy injected into the system affects the reproduction accuracy, it is estimated from training data using an efficient procedure. Experiments on a real robot and a comparison on a public benchmark shows the effectiveness of the proposed approach.Comment: Accepted at the International Conference on Robotics and Automation 202

    A Neural Network Model for Cursive Script Production

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    This article describes a neural network model, called the VITEWRITE model, for generating handwriting movements. The model consists of a sequential controller, or motor program, that interacts with a trajectory generator to move a. hand with redundant degrees of freedom. The neural trajectory generator is the Vector Integration to Endpoint (VITE) model for synchronous variable-speed control of multijoint movements. VITE properties enable a simple control strategy to generate complex handwritten script if the hand model contains redundant degrees of freedom. The proposed controller launches transient directional commands to independent hand synergies at times when the hand begins to move, or when a velocity peak in a given synergy is achieved. The VITE model translates these temporally disjoint synergy commands into smooth curvilinear trajectories among temporally overlapping synergetic movements. The separate "score" of onset times used in most prior models is hereby replaced by a self-scaling activity-released "motor program" that uses few memory resources, enables each synergy to exhibit a unimodal velocity profile during any stroke, generates letters that are invariant under speed and size rescaling, and enables effortless. connection of letter shapes into words. Speed and size rescaling are achieved by scalar GO and GRO signals that express computationally simple volitional commands. Psychophysical data concerning band movements, such as the isochrony principle, asymmetric velocity profiles, and the two-thirds power law relating movement curvature and velocity arise as emergent properties of model interactions.National Science Foundation (IRI 90-24877, IRI 87-16960); Office of Naval Research (N00014-92-J-1309); Air Force Office of Scientific Research (F49620-92-J-0499); Defense Advanced Research Projects Agency (90-0083

    The separate neural control of hand movements and contact forces

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    To manipulate an object, we must simultaneously control the contact forces exerted on the object and the movements of our hand. Two alternative views for manipulation have been proposed: one in which motions and contact forces are represented and controlled by separate neural processes, and one in which motions and forces are controlled jointly, by a single process. To evaluate these alternatives, we designed three tasks in which subjects maintained a specified contact force while their hand was moved by a robotic manipulandum. The prescribed contact force and hand motions were selected in each task to induce the subject to attain one of three goals: (1) exerting a regulated contact force, (2) tracking the motion of the manipulandum, and (3) attaining both force and motion goals concurrently. By comparing subjects' performances in these three tasks, we found that behavior was captured by the summed actions of two independent control systems: one applying the desired force, and the other guiding the hand along the predicted path of the manipulandum. Furthermore, the application of transcranial magnetic stimulation impulses to the posterior parietal cortex selectively disrupted the control of motion but did not affect the regulation of static contact force. Together, these findings are consistent with the view that manipulation of objects is performed by independent brain control of hand motions and interaction forces

    Adaptivity through alternate freeing and freezing of degrees of freedom

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    Starting with fewer degrees of freedom has been shown to enable a more efficient exploration of the sensorimotor space. While not necessarily leading to optimal task performance, it results in a smaller number of directions of stability, which guide the coordination of additional degrees of freedom. The developmental release of additional degrees of freedom is then expected to allow for optimal task performance and more tolerance and adaptation to environmental interaction. In this paper, we test this assumption with a small-sized humanoid robot that learns to swing under environmental perturbations. Our experiments show that a progressive release of degrees of freedom alone is not sufficient to cope with environmental perturbations. Instead, alternate freezing and freeing of the degrees of freedom is required. Such finding is consistent with observations made during transitional periods in acquisition of skills in infants

    Get a Grip: Evaluating Grip Gestures for VR Input Using a Lightweight Pen

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    The use of Virtual Reality (VR) in applications such as data analysis, artistic creation, and clinical settings requires high precision input. However, the current design of handheld controllers, where wrist rotation is the primary input approach, does not exploit the human fingers' capability for dexterous movements for high precision pointing and selection. To address this issue, we investigated the characteristics and potential of using a pen as a VR input device. We conducted two studies. The first examined which pen grip allowed the largest range of motion---we found a tripod grip at the rear end of the shaft met this criterion. The second study investigated target selection via 'poking' and ray-casting, where we found the pen grip outperformed the traditional wrist-based input in both cases. Finally, we demonstrate potential applications enabled by VR pen input and grip postures

    AR3n: A Reinforcement Learning-based Assist-As-Needed Controller for Robotic Rehabilitation

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    In this paper, we present AR3n (pronounced as Aaron), an assist-as-needed (AAN) controller that utilizes reinforcement learning to supply adaptive assistance during a robot assisted handwriting rehabilitation task. Unlike previous AAN controllers, our method does not rely on patient specific controller parameters or physical models. We propose the use of a virtual patient model to generalize AR3n across multiple subjects. The system modulates robotic assistance in realtime based on a subject's tracking error, while minimizing the amount of robotic assistance. The controller is experimentally validated through a set of simulations and human subject experiments. Finally, a comparative study with a traditional rule-based controller is conducted to analyze differences in assistance mechanisms of the two controllers.Comment: 8 pages, 9 figures, IEEE RA-

    A survey of haptics in serious gaming

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    Serious gaming often requires high level of realism for training and learning purposes. Haptic technology has been proved to be useful in many applications with an additional perception modality complementary to the audio and the vision. It provides novel user experience to enhance the immersion of virtual reality with a physical control-layer. This survey focuses on the haptic technology and its applications in serious gaming. Several categories of related applications are listed and discussed in details, primarily on haptics acts as cognitive aux and main component in serious games design. We categorize haptic devices into tactile, force feedback and hybrid ones to suit different haptic interfaces, followed by description of common haptic gadgets in gaming. Haptic modeling methods, in particular, available SDKs or libraries either for commercial or academic usage, are summarized. We also analyze the existing research difficulties and technology bottleneck with haptics and foresee the future research directions
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