1,994 research outputs found

    Development and evaluation of a haptic framework supporting telerehabilitation robotics and group interaction

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    Telerehabilitation robotics has grown remarkably in the past few years. It can provide intensive training to people with special needs remotely while facilitating therapists to observe the whole process. Telerehabilitation robotics is a promising solution supporting routine care which can help to transform face-to-face and one-on-one treatment sessions that require not only intensive human resource but are also restricted to some specialised care centres to treatments that are technology-based (less human involvement) and easy to access remotely from anywhere. However, there are some limitations such as network latency, jitter, and delay of the internet that can affect negatively user experience and quality of the treatment session. Moreover, the lack of social interaction since all treatments are performed over the internet can reduce motivation of the patients. As a result, these limitations are making it very difficult to deliver an efficient recovery plan. This thesis developed and evaluated a new framework designed to facilitate telerehabilitation robotics. The framework integrates multiple cutting-edge technologies to generate playful activities that involve group interaction with binaural audio, visual, and haptic feedback with robot interaction in a variety of environments. The research questions asked were: 1) Can activity mediated by technology motivate and influence the behaviour of users, so that they engage in the activity and sustain a good level of motivation? 2) Will working as a group enhance users’ motivation and interaction? 3) Can we transfer real life activity involving group interaction to virtual domain and deliver it reliably via the internet? There were three goals in this work: first was to compare people’s behaviours and motivations while doing the task in a group and on their own; second was to determine whether group interaction in virtual and reala environments was different from each other in terms of performance, engagement and strategy to complete the task; finally was to test out the effectiveness of the framework based on the benchmarks generated from socially assistive robotics literature. Three studies have been conducted to achieve the first goal, two with healthy participants and one with seven autistic children. The first study observed how people react in a challenging group task while the other two studies compared group and individual interactions. The results obtained from these studies showed that the group interactions were more enjoyable than individual interactions and most likely had more positive effects in terms of user behaviours. This suggests that the group interaction approach has the potential to motivate individuals to make more movements and be more active and could be applied in the future for more serious therapy. Another study has been conducted to measure group interaction’s performance in virtual and real environments and pointed out which aspect influences users’ strategy for dealing with the task. The results from this study helped to form a better understanding to predict a user’s behaviour in a collaborative task. A simulation has been run to compare the results generated from the predictor and the real data. It has shown that, with an appropriate training method, the predictor can perform very well. This thesis has demonstrated the feasibility of group interaction via the internet using robotic technology which could be beneficial for people who require social interaction (e.g. stroke patients and autistic children) in their treatments without regular visits to the clinical centres

    Virtual and Mixed Reality in Telerobotics: A Survey

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    Doctor of Philosophy

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    dissertationHumans generally have difficulty performing precision tasks with their unsupported hands. To compensate for this difficulty, people often seek to support or rest their hand and arm on a fixed surface. However, when the precision task needs to be performed over a workspace larger than what can be reached from a fixed position, a fixed support is no longer useful. This dissertation describes the development of the Active Handrest, a device that expands its user's dexterous workspace by providing ergonomic support and precise repositioning motions over a large workspace. The prototype Active Handrest is a planar computer-controlled support for the user's hand and arm. The device can be controlled through force input from the user, position input from a grasped tool, or a combination of inputs. The control algorithm of the Active Handrest converts the input(s) into device motions through admittance control where the device's desired velocity is calculated proportionally to the input force or its equivalent. A robotic 2-axis admittance device was constructed as the initial Planar Active Handrest, or PAHR, prototype. Experiments were conducted to optimize the device's control input strategies. Large workspace shape tracing experiments were used to compare the PAHR to unsupported, fixed support, and passive moveable support conditions. The Active Handrest was found to reduce task error and provide better speedaccuracy performance. Next, virtual fixture strategies were explored for the device. From the options considered, a virtual spring fixture strategy was chosen based on its effectiveness. An experiment was conducted to compare the PAHR with its virtual fixture strategy to traditional virtual fixture techniques for a grasped stylus. Virtual fixtures implemented on the Active Handrest were found to be as effective as fixtures implemented on a grasped tool. Finally, a higher degree-of-freedom Enhanced Planar Active Handrest, or E-PAHR, was constructed to provide support for large workspace precision tasks while more closely following the planar motions of the human arm. Experiments were conducted to investigate appropriate control strategies and device utility. The E-PAHR was found to provide a skill level equal to that of the PAHR with reduced user force input and lower perceived exertion

    Enabling audio-haptics

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    This thesis deals with possible solutions to facilitate orientation, navigation and overview of non-visual interfaces and virtual environments with the help of sound in combination with force-feedback haptics. Applications with haptic force-feedback, s

    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

    Doctor of Philosophy

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    dissertationMost humans have difficulty performing precision tasks, such as writing and painting, without additional physical support(s) to help steady or offload their arm's weight. To alleviate this problem, various passive and active devices have been developed. However, such devices often have a small workspace and lack scalable gravity compensation throughout the workspace and/or diversity in their applications. This dissertation describes the development of a Spatial Active Handrest (SAHR), a large-workspace manipulation aid, to offload the weight of the user's arm and increase user's accuracy over a large three-dimensional workspace. This device has four degrees-of-freedom and allows the user to perform dexterous tasks within a large workspace that matches the workspace of a human arm when performing daily tasks. Users can move this device to a desired position and orientation using force or position inputs, or a combination of both. The SAHR converts the given input(s) to desired velocit

    Real-time hybrid cutting with dynamic fluid visualization for virtual surgery

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    It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery
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