124 research outputs found

    The selection and evaluation of a sensory technology for interaction in a warehouse environment

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    In recent years, Human-Computer Interaction (HCI) has become a significant part of modern life as it has improved human performance in the completion of daily tasks in using computerised systems. The increase in the variety of bio-sensing and wearable technologies on the market has propelled designers towards designing more efficient, effective and fully natural User-Interfaces (UI), such as the Brain-Computer Interface (BCI) and the Muscle-Computer Interface (MCI). BCI and MCI have been used for various purposes, such as controlling wheelchairs, piloting drones, providing alphanumeric inputs into a system and improving sports performance. Various challenges are experienced by workers in a warehouse environment. Because they often have to carry objects (referred to as hands-full) it is difficult to interact with traditional devices. Noise undeniably exists in some industrial environments and it is known as a major factor that causes communication problems. This has reduced the popularity of using verbal interfaces with computer applications, such as Warehouse Management Systems. Another factor that effects the performance of workers are action slips caused by a lack of concentration during, for example, routine picking activities. This can have a negative impact on job performance and allow a worker to incorrectly execute a task in a warehouse environment. This research project investigated the current challenges workers experience in a warehouse environment and the technologies utilised in this environment. The latest automation and identification systems and technologies are identified and discussed, specifically the technologies which have addressed known problems. Sensory technologies were identified that enable interaction between a human and a computerised warehouse environment. Biological and natural behaviours of humans which are applicable in the interaction with a computerised environment were described and discussed. The interactive behaviours included the visionary, auditory, speech production and physiological movement where other natural human behaviours such paying attention, action slips and the action of counting items were investigated. A number of modern sensory technologies, devices and techniques for HCI were identified with the aim of selecting and evaluating an appropriate sensory technology for MCI. iii MCI technologies enable a computer system to recognise hand and other gestures of a user, creating means of direct interaction between a user and a computer as they are able to detect specific features extracted from a specific biological or physiological activity. Thereafter, Machine Learning (ML) is applied in order to train a computer system to detect these features and convert them to a computer interface. An application of biomedical signals (bio-signals) in HCI using a MYO Armband for MCI is presented. An MCI prototype (MCIp) was developed and implemented to allow a user to provide input to an HCI, in a hands-free and hands-full situation. The MCIp was designed and developed to recognise the hand-finger gestures of a person when both hands are free or when holding an object, such a cardboard box. The MCIp applies an Artificial Neural Network (ANN) to classify features extracted from the surface Electromyography signals acquired by the MYO Armband around the forearm muscle. The MCIp provided the results of data classification for gesture recognition to an accuracy level of 34.87% with a hands-free situation. This was done by employing the ANN. The MCIp, furthermore, enabled users to provide numeric inputs to the MCIp system hands-full with an accuracy of 59.7% after a training session for each gesture of only 10 seconds. The results were obtained using eight participants. Similar experimentation with the MYO Armband has not been found to be reported in any literature at submission of this document. Based on this novel experimentation, the main contribution of this research study is a suggestion that the application of a MYO Armband, as a commercially available muscle-sensing device on the market, has the potential as an MCI to recognise the finger gestures hands-free and hands-full. An accurate MCI can increase the efficiency and effectiveness of an HCI tool when it is applied to different applications in a warehouse where noise and hands-full activities pose a challenge. Future work to improve its accuracy is proposed

    Moment Invariant Features Extraction for Hand Gesture Recognition of Sign Language based on SIBI

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    Myo Armband became an immersive technology to help deaf people for communication each other. The problem on Myo sensor is unstable clock rate. It causes the different length data for the same period even on the same gesture. This research proposes Moment Invariant Method to extract the feature of sensor data from Myo. This method reduces the amount of data and makes the same length of data. This research is user-dependent, according to the characteristics of Myo Armband. The testing process was performed by using alphabet A to Z on SIBI, Indonesian Sign Language, with static and dynamic finger movements. There are 26 class of alphabets and 10 variants in each class. We use min-max normalization for guarantying the range of data. We use K-Nearest Neighbor method to classify dataset. Performance analysis with leave-one-out-validation method produced an accuracy of 82.31%. It requires a more advanced method of classification to improve the performance on the detection results

    Interactive Machine Learning for User-Innovation Toolkits – An Action Design Research approach

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    Machine learning offers great potential to developers and end users in the creative industries. However, to better support creative software developers' needs and empower them as machine learning users and innovators, the usability of and developer experience with machine learning tools must be considered and better understood. This thesis asks the following research questions: How can we apply a user-centred approach to the design of developer tools for rapid prototyping with Interactive Machine Learning? In what ways can we design better developer tools to accelerate and broaden innovation with machine learning? This thesis presents a three-year longitudinal action research study that I undertook within a multi-institutional consortium leading the EU H2020 -funded Innovation Action RAPID-MIX. The scope of the research presented here was the application of a user-centred approach to the design and evaluation of developer tools for rapid prototyping and product development with machine learning. This thesis presents my work in collaboration with other members of RAPID-MIX, including design and deployment of a user-centred methodology for the project, interventions for gathering requirements with RAPID-MIX consortium stakeholders and end users, and prototyping, development and evaluation of a software development toolkit for interactive machine learning. This thesis contributes with new understanding about the consequences and implications of a user-centred approach to the design and evaluation of developer tools for rapid prototyping of interactive machine learning systems. This includes 1) new understanding about the goals, needs, expectations, and challenges facing creative machine-learning non-expert developers and 2) an evaluation of the usability and design trade-offs of a toolkit for rapid prototyping with interactive machine learning. This thesis also contributes with 3) a methods framework of User-Centred Design Actions for harmonising User-Centred Design with Action Research and supporting the collaboration between action researchers and practitioners working in rapid innovation actions, and 4) recommendations for applying Action Research and User-Centred Design in similar contexts and scale

    Learning Algorithm Design for Human-Robot Skill Transfer

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    In this research, we develop an intelligent learning scheme for performing human-robot skills transfer. Techniques adopted in the scheme include the Dynamic Movement Prim- itive (DMP) method with Dynamic Time Warping (DTW), Gaussian Mixture Model (G- MM) with Gaussian Mixture Regression (GMR) and the Radical Basis Function Neural Networks (RBFNNs). A series of experiments are conducted on a Baxter robot, a NAO robot and a KUKA iiwa robot to verify the effectiveness of the proposed design.During the design of the intelligent learning scheme, an online tracking system is de- veloped to control the arm and head movement of the NAO robot using a Kinect sensor. The NAO robot is a humanoid robot with 5 degrees of freedom (DOF) for each arm. The joint motions of the operator’s head and arm are captured by a Kinect V2 sensor, and this information is then transferred into the workspace via the forward and inverse kinematics. In addition, to improve the tracking performance, a Kalman filter is further employed to fuse motion signals from the operator sensed by the Kinect V2 sensor and a pair of MYO armbands, so as to teleoperate the Baxter robot. In this regard, a new strategy is developed using the vector approach to accomplish a specific motion capture task. For instance, the arm motion of the operator is captured by a Kinect sensor and programmed through a processing software. Two MYO armbands with embedded inertial measurement units are worn by the operator to aid the robots in detecting and replicating the operator’s arm movements. For this purpose, the armbands help to recognize and calculate the precise velocity of motion of the operator’s arm. Additionally, a neural network based adaptive controller is designed and implemented on the Baxter robot to illustrate the validation forthe teleoperation of the Baxter robot.Subsequently, an enhanced teaching interface has been developed for the robot using DMP and GMR. Motion signals are collected from a human demonstrator via the Kinect v2 sensor, and the data is sent to a remote PC for teleoperating the Baxter robot. At this stage, the DMP is utilized to model and generalize the movements. In order to learn from multiple demonstrations, DTW is used for the preprocessing of the data recorded on the robot platform, and GMM is employed for the evaluation of DMP to generate multiple patterns after the completion of the teaching process. Next, we apply the GMR algorithm to generate a synthesized trajectory to minimize position errors in the three dimensional (3D) space. This approach has been tested by performing tasks on a KUKA iiwa and a Baxter robot, respectively.Finally, an optimized DMP is added to the teaching interface. A character recombination technology based on DMP segmentation that uses verbal command has also been developed and incorporated in a Baxter robot platform. To imitate the recorded motion signals produced by the demonstrator, the operator trains the Baxter robot by physically guiding it to complete the given task. This is repeated five times, and the generated training data set is utilized via the playback system. Subsequently, the DTW is employed to preprocess the experimental data. For modelling and overall movement control, DMP is chosen. The GMM is used to generate multiple patterns after implementing the teaching process. Next, we employ the GMR algorithm to reduce position errors in the 3D space after a synthesized trajectory has been generated. The Baxter robot, remotely controlled by the user datagram protocol (UDP) in a PC, records and reproduces every trajectory. Additionally, Dragon Natural Speaking software is adopted to transcribe the voice data. This proposed approach has been verified by enabling the Baxter robot to perform a writing task of drawing robot has been taught to write only one character

    Towards an Inclusive Virtual Dressing Room for Wheelchair-Bound Customers

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    Gesture Recognition System Application to early childhood education

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    One of the most socially and culturally advantageous uses of human-computer interaction is enhancing playing and learning for children. In this study, gesture interactive game-based learning (GIGL) is tested to see if these kinds of applications are suitable to stimulate working memory (WM) and basic mathematical skills (BMS) in early childhood (5-6 years old) using a hand gesture recognition system. Hand gesture is being performed by the user and to control a computer system by that incoming information. We can conclude that the children who used GIGL technology showed a significant increase in their learning performance in WM and BMS, surpassing those who did normal school activities

    Review of three-dimensional human-computer interaction with focus on the leap motion controller

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    Modern hardware and software development has led to an evolution of user interfaces from command-line to natural user interfaces for virtual immersive environments. Gestures imitating real-world interaction tasks increasingly replace classical two-dimensional interfaces based on Windows/Icons/Menus/Pointers (WIMP) or touch metaphors. Thus, the purpose of this paper is to survey the state-of-the-art Human-Computer Interaction (HCI) techniques with a focus on the special field of three-dimensional interaction. This includes an overview of currently available interaction devices, their applications of usage and underlying methods for gesture design and recognition. Focus is on interfaces based on the Leap Motion Controller (LMC) and corresponding methods of gesture design and recognition. Further, a review of evaluation methods for the proposed natural user interfaces is given
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