9,230 research outputs found

    Development of Cursor-on-Target Control for Semi-Autonomous Unmanned Aircraft Systems

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    The research presented in this thesis focuses on developing, demonstrating, and evaluating the concept of a Cursor-on-Target control system for semi-autonomous unmanned aircraft systems. The Department of Defense has mapped out a strategy in which unmanned aircraft systems will increasingly replace piloted aircraft. During most phases of flight autonomous unmanned aircraft control reduces operator workload, however, real-time information exchange often requires an operator to relay decision changes to the unmanned aircraft. The goal of this research is to develop a preliminary Cursor-on-Target control system to enable the operator to guide the unmanned aircraft with minimal workload during high task phases of flight and then evaluate the operator\u27s ability to conduct the mission using that control system. For this research, the problem of Cursor-on-Target control design has multiple components. Initially, a Cursor-on-Target controller is developed in Simulink. Then, this controller is integrated into the Aviator Visual Design Simulator to develop an operator-in-the-loop test platform. Finally, a ground target is simulated and tracked to validate the Cursor-on-Target controller. The Cursor-on-Target control system is then evaluated using a proposed operator rating scale

    Doctor of Philosophy

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    dissertationHuman retinitis pigmentosa (RP) typically involves decades of progressive vision loss before some patients become blind, and prospective therapies target patients who have been blind for substantial time, even decades. Evaluations of molecular and cellular therapies have primarily employed short-lived mouse models lacking the scope of remodeling common in human RP. The Rho Tg P347L transgenic rabbit offers a unique opportunity to evaluate the primary degeneration event and subsequent progressive remodeling that ensues over a timespan that recapitulates the human disease phenotype. Retinas from a TgP347L rabbit model of human dominant RP and wild-type litter mates were harvested over an 8-year span and processed for transmission electron microscope connectomics, immunocytochemistry for a range of macromolecules, and computational molecular phenotyping for small molecules, including transport tracing with D-Asp. Early time points in the TgP347L rabbit recapitulate the established sequence of photoreceptor loss, retinal remodeling, and reprogramming, and also reveal progressive disruptions in MĂŒller cell metabolism, where rather than observing a homogeneous glial population, chaotic metabolic signatures emerge. By 4 years, virtually all remnants of photoreceptors are gone and the neural retina manifests severe cell loss and near complete loss of glutamine synthetase, though glial glutamate transport persists. By 6 years, there is a global >90% neuronal loss. In some regions the retina is devoid of identifiable cells and replaced by unknown debris-like assemblies. Though the 6-year retina does have locations with recognizable neurons, all cell types are drastically reduced in number and some have altered metabolic phenotypes. These results are never seen in wt littermates, including rabbits which are 8 years old. Electron microscopic analysis using wide-field connectomics imaging of the 6-year TgP347L sample demonstrates some structurally normal synapses, indicating that survivor neurons in these regions are not quiescent despite the lack of sensory input for a substantial period of time. These results indicate that, although photoreceptor degeneration is the trigger, retinal remodeling ultimately gives way to neurodegeneration, which is a separate unrelenting disease process independent of the initial insult, closely resembling slow progressive CNS neurodegenerations. Indeed, both metabolic disruption and debris-related degeneration predicts the existence of a persistent neuropathy, and increases in ?-synuclein levels support a proteinopathy component. Remodeling and neurodegeneration progress until the retina is devoid of recognizable cells. There is no stable state into which the retina settles and no cell type is spared. This has profound implications for current therapeutics. There will likely be critical windows for implementation but, ultimately, suspension of neurodegenerative remodeling will be required for long-term success

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    Evaluation of Physical Finger Input Properties for Precise Target Selection

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    The multitouch tabletop display provides a collaborative workspace for multiple users around a table. Users can perform direct and natural multitouch interaction to select target elements using their bare fingers. However, physical size of fingertip varies from one person to another which generally introduces a fat finger problem. Consequently, it creates the imprecise selection of small size target elements during direct multitouch input. In this respect, an attempt is made to evaluate the physical finger input properties i.e. contact area and shape in the context of imprecise selection

    Robotic Assisted Fracture Surgery

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    Assistive Courseware for Dyslexic Children To Increase Learning Abilities Based on Kinect Technology (ABCDyslexic)

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    It is well known that every child whether it be in pre-school or primary school have the difficulties to start to learn about language. They do not recognize the alphabet thus making them to read or write even a word is hard enough. Teachers will teach them and assist them in this situation and usually those children will passed from this stage after some time. But there’s a medical conditions where some children have the difficulties to even recognize the shape of the alphabet and effecting in further progress of the studies about language. Those children faced a language-based learning disorder that interferes with the acquisition of print literacy which refers to reading, writing, and spelling. This learning disorder called as Dyslexia which refers to difficulties in reading, writing, and spelling. There is a lot of technique that created special to assists dyslexic children that mainly based on multisensory approach. It optimizes the usage of all sensory organ of a student in learning process. Previous method may not be fully utilized because of the limitation of the apparatus that needed in optimizing the use of sensory organ. So the proposed system is a courseware based on Kinect to help dyslexic to improve learning abilities was presented. The propose system will help dyslexic children to improve their learning abilities by using Kinect that will maximize the use of all sensory organ and based on the English syllabus for primary school in Standard 1 and Standard 2, that officially prepared by the Ministry of Education. The objective of this study is to identify and limitations of the current ways of teaching English to dyslexic pre-school children. Extend its purpose to the investigation of the use of gesture-based learning approach for teaching & learning to dyslexic pre-school children. Then, it purpose also to develop a courseware that based on Kinect and also to conduct user’s perception study towards the develop course. It focuses on dyslexic children at the age of 5-10 years old. During the development process, the incremental and Iterative methodology is chosen. All the analysis, design, and implementation phases performed at the same time thus producing a prototype on each phase. The cycle repeated continually until the final prototype successfully meets the requirements. At first the system should be develop using Microsoft Visual Studio C# and Kinect SDK, but after a few prototyping process, the system has been changed and develop using Adobe Flash. The Kinect application also unattached between the applications as it will allow user that don’t have Kinect to run the application. User may use Kinect or Mouse as a controller for the application.Mainly the system consists of 4 main modules. Each modules dedicated to train in certain area start from Module 1 continue till Module 4. Module 1 focus on getting to know the letters and numbers. Module 2 design to train children with proper spelling. The third module focuses on the self-introduction. Then the last module is for shapes recognition which will train children to differentiate between letters and numbers. After the final prototype has been produced, the user perception study was conducted. The study results helps to support the develop application for further improvement and alteration to the application. The study was conducted on 5 primary school situated around Kluang, Johor. The final result shows good feedback on the application towards them. The application ‘ABCDyslexic’ has the abilities to help dyslexic children to improve their learning abilities thus improving their learning in other aspect. The development of this application will surely contribute to them and also at the same time provide guidance for teacher in assisting Dyslexic children in today learning environment. But further development on this application should be done to improve it even further such as making it compatible in other platform and improving the current modules to really cater and help dyslexic children to improve their learning abilities

    Hybrid Simulation and Planning Platform for Cryosurgery with Microsoft HoloLens

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    Cryosurgery is a technique of growing popularity involving tissue ablation under controlled freezing. Technological advancement of devices along with surgical technique improvements have turned cryosurgery from an experimental to an established option for treating several diseases. However, cryosurgery is still limited by inaccurate planning based primarily on 2D visualization of the patient's preoperative images. Several works have been aimed at modelling cryoablation through heat transfer simulations; however, most software applications do not meet some key requirements for clinical routine use, such as high computational speed and user-friendliness. This work aims to develop an intuitive platform for anatomical understanding and pre-operative planning by integrating the information content of radiological images and cryoprobe specifications either in a 3D virtual environment (desktop application) or in a hybrid simulator, which exploits the potential of the 3D printing and augmented reality functionalities of Microsoft HoloLens. The proposed platform was preliminarily validated for the retrospective planning/simulation of two surgical cases. Results suggest that the platform is easy and quick to learn and could be used in clinical practice to improve anatomical understanding, to make surgical planning easier than the traditional method, and to strengthen the memorization of surgical planning

    An investigation into alternative human-computer interaction in relation to ergonomics for gesture interface design

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    Recent, innovative developments in the field of gesture interfaces as input techniques have the potential to provide a basic, lower-cost, point-and-click function for graphic user interfaces (GUIs). Since these gesture interfaces are not yet widely used, indeed no tilt-based gesture interface is currently on the market, there is neither an international standard for the testing procedure nor a guideline for their ergonomic design and development. Hence, the research area demands more design case studies on a practical basis. The purpose of the research is to investigate the design factors of gesture interfaces for the point-andclick task in the desktop computer environment. The key function of gesture interfaces is to transfer the specific body movement into the cursor movement on the two-dimensional graphical user interface(2D GUI) on a real-time basis, based in particular on the arm movement. The initial literature review identified limitations related to the cursor movement behaviour with gesture interfaces. Since the cursor movement is the machine output of the gesture interfaces that need to be designed, a new accuracy measure based on the calculation of the cursor movement distance and an associated model was then proposed in order to validate the continuous cursor movement. Furthermore, a design guideline with detailed design requirements and specifications for the tilt-based gesture interfaces was suggested. In order to collect the human performance data and the cursor movement distance, a graphical measurement platform was designed and validated with the ordinary mouse. Since there are typically two types of gesture interface, i.e. the sweep-based and the tilt-based, and no commercial tilt-based gesture interface has yet been developed, a commercial sweep-based gesture interface, namely the P5 Glove, was studied and the causes and effects of the discrete cursor movement on the usability was investigated. According to the proposed design guideline, two versions of the tilt-based gesture 3 interface were designed and validated based on an iterative design process. Most of the phenomena and results from the trials undertaken, which are inter-related, were analyzed and discussed. The research has contributed new knowledge through design improvement of tilt-based gesture interfaces and the improvement of the discrete cursor movement by elimination of the manual error compensation. This research reveals that there is a relation between the cursor movement behaviour and the adjusted R 2 for the prediction of the movement time across models expanded from Fitts’ Law. In such a situation, the actual working area and the joint ranges are lengthy and appreciably different from those that had been planned. Further studies are suggested. The research was associated with the University Alliance Scheme technically supported by Freescale Semiconductor Co., U.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
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