20 research outputs found

    Real-time WebRTC-based design for a telepresence wheelchair

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    © 2017 IEEE. This paper presents a novel approach to the telepresence wheelchair system which is capable of real-time video communication and remote interaction. The investigation of this emerging technology aims at providing a low-cost and efficient way for assisted-living of people with disabilities. The proposed system has been designed and developed by deploying the JavaScript with Hyper Text Markup Language 5 (HTML5) and Web Real-time Communication (WebRTC) in which the adaptive rate control algorithm for video transmission is invoked. We conducted experiments in real-world environments, and the wheelchair was controlled from a distance using the Internet browser to compare with existing methods. The results show that the adaptively encoded video streaming rate matches the available bandwidth. The video streaming is high-quality with approximately 30 frames per second (fps) and round trip time less than 20 milliseconds (ms). These performance results confirm that the WebRTC approach is a potential method for developing a telepresence wheelchair system

    A telepresence wheelchair with 360-degree vision using WebRTC

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    © 2020 The Author(s). This paper presents an innovative approach to develop an advanced 360-degree vision telepresence wheelchair for healthcare applications. The study aims at improving a wide field of view surrounding the wheelchair to provide safe wheelchair navigation and efficient assistance for wheelchair users. A dual-fisheye camera is mounted in front of the wheelchair to capture images which can be then streamed over the Internet. Aweb real-time communication (WebRTC) protocol was implemented to provide efficient video and data streaming. An estimation model based on artificial neural networks was developed to evaluate the quality of experience (QoE) of video streaming. Experimental results confirmed that the proposed telepresence wheelchair system was able to stream a 360-degree video surrounding the wheelchair smoothly in real-time. The average streaming rate of the entire 360-degree video was 25.83 frames per second (fps), and the average peak signal to noise ratio (PSNR) was 29.06 dB. Simulation results of the proposed QoE estimation scheme provided a prediction accuracy of 94%. Furthermore, the results showed that the designed system could be controlled remotely via the wireless Internet to follow the desired path with high accuracy. The overall results demonstrate the effectiveness of our proposed approach for the 360-degree vision telepresence wheelchair for assistive technology applications

    Uma arquitetura de telerreabilitação baseada em realidade aumentada para apoiar o treinamento de usuários de cadeiras de rodas motorizadas

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    Many people worldwide have been experimenting a decrease in their mobility as a result of aging, accidents and degenerative diseases. In many cases, a Powered Wheelchair (PW) is an alternative help. Currently, in Brazil, patients can receive a PW from the Unified Health System, following prescription criteria. However, they do not have an appropriate previous training for driving the PW. Consequently, users might suffer accidents since a customized training protocol is not available. Nevertheless, due to financial and/or health limitations, many users are unable to attend a rehabilitation center. To overcome these limitations, we developed an Augmented Reality (AR) Telerehabilitation System Architecture based on the Power Mobility Road Test (PMRT), for supporting PW user’s training. In this system, the therapists can remotely customize and evaluate training tasks and the user can perform the training in safer conditions. Video stream and data transfer between each environment were made possible through UDP (User Datagram Protocol). To evaluate and present the system architecture potential, a preliminary test was conducted with 3 spinal cord injury participants. They performed 3 basic training protocols defined by a therapist. The following metrics were adopted for evaluation: number of control commands; elapsed time; number of collisions; biosignals and a questionary was used to evaluate system features by participants. Results demonstrate the specific needs of individuals using a PW, thanks to adopted (qualitative and emotional) metrics. Also, the results have shown the potential of the training system with customizable protocols to fulfill these needs. User’s evaluation demonstrates that the combination of AR techniques with PMRT adaptations, increases user’s well-being after training sessions. Furthermore, a training experience helps users to overcome their displacement problems, as well as for appointing challenges before large scale use. The proposed system architecture allows further studies on telerehabilitation of PW users.CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível SuperiorTese (Doutorado)Muitas pessoas em todo o mundo estão vivenciando uma diminuição de sua mobili- dade como resultado de envelhecimento, acidentes e doenças degenerativas. Em muitos casos, uma cadeira de rodas motorizada (CRM) é uma ajuda alternativa. Atualmente, no Brasil, os pacientes podem receber uma CRM do Sistema Único de Saúde, seguindo os critérios de prescrição. No entanto, eles não têm um treinamento prévio apropriado para dirigir a CRM. Conseqüentemente, os usuários podem sofrer acidentes, pois um protocolo de treinamento personalizado não está disponível. Além disto, devido a limi- tações financeiras e / ou de saúde, muitos usuários não podem comparecer a um centro de reabilitação. Para superar essas limitações, desenvolvemos uma arquitetura de sistema de telereabilitação com Realidade Aumentada (RA) baseado no PMRT (Power Mobility Road Test), para apoiar o treinamento de usuários de CRM. Nesse sistema, os terapeutas podem personalizar e avaliar remotamente as tarefas de treinamento e o usuário pode realizar o treinamento em condições mais seguras. O fluxo de vídeo e a transferência de dados entre cada ambiente foram possíveis através do UDP (User Datagram Protocol). Para avaliar e apresentar o potencial da arquitetura do sistema, foi realizado um teste preliminar de três participantes com lesão medular. Eles realizaram três protocolos básicos de treinamento definidos por um terapeuta. As seguintes métricas adotadas para avaliação foram: número de comandos de controle; tempo decorrido; número de colisões e biossinais. Além disso, um questionário foi usado para avaliar os recursos do sistema. Os resultados demonstram as necessidades específicas dos indivíduos que usam uma CRM, graças às métricas adotadas (qualitativas e emocionais). Além disso, os resultados mostraram o potencial do sistema de treinamento com protocolos personalizáveis para atender a essas necessidades. A avaliação do usuário demonstra que a combinação de técnicas de RA com adaptações PMRT aumenta o bem-estar do usuário após as sessões de treinamento. Além disso, esta experiência de treinamento ajuda os usuários a superar seus problemas de deslocamento, bem como a apontar desafios antes do uso em larga escala. A arquitetura de sistema proposta, permite estudos adicionais sobre a telerreabilitação de usuários de CRM

    Access visits using video communication

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    An online video communication system is presented that enables Occupational Therapists (OTs) assess patient homes for assistive technology needs before acute care discharge to ensure appropriate independence and recovery conditions. Explorations under multiple conditions revealed perspectives from OTs and volunteer facilitators. Preliminary key findings and insights are reported

    Balancing User Experience for Mobile One-to-One Interpersonal Telepresence

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    The COVID-19 virus disrupted all aspects of our daily lives, and though the world is finally returning to normalcy, the pandemic has shown us how ill-prepared we are to support social interactions when expected to remain socially distant. Family members missed major life events of their loved ones; face-to-face interactions were replaced with video chat; and the technologies used to facilitate interim social interactions caused an increase in depression, stress, and burn-out. It is clear that we need better solutions to address these issues, and one avenue showing promise is that of Interpersonal Telepresence. Interpersonal Telepresence is an interaction paradigm in which two people can share mobile experiences and feel as if they are together, even though geographically distributed. In this dissertation, we posit that this paradigm has significant value in one-to-one, asymmetrical contexts, where one user can live-stream their experiences to another who remains at home. We discuss a review of the recent Interpersonal Telepresence literature, highlighting research trends and opportunities that require further examination. Specifically, we show how current telepresence prototypes do not meet the social needs of the streamer, who often feels socially awkward when using obtrusive devices. To combat this negative finding, we present a qualitative co-design study in which end users worked together to design their ideal telepresence systems, overcoming value tensions that naturally arise between Viewer and Streamer. Expectedly, virtual reality techniques are desired to provide immersive views of the remote location; however, our participants noted that the devices to facilitate this interaction need to be hidden from the public eye. This suggests that 360^\circ cameras should be used, but the lenses need to be embedded in wearable systems, which might affect the viewing experience. We thus present two quantitative studies in which we examine the effects of camera placement and height on the viewing experience, in an effort to understand how we can better design telepresence systems. We found that camera height is not a significant factor, meaning wearable cameras do not need to be positioned at the natural eye-level of the viewer; the streamer is able to place them according to their own needs. Lastly, we present a qualitative study in which we deploy a custom interpersonal telepresence prototype on the co-design findings. Our participants preferred our prototype instead of simple video chat, even though it caused a somewhat increased sense of self-consciousness. Our participants indicated that they have their own preferences, even with simple design decisions such as style of hat, and we as a community need to consider ways to allow customization within our devices. Overall, our work contributes new knowledge to the telepresence field and helps system designers focus on the features that truly matter to users, in an effort to let people have richer experiences and virtually bridge the distance to their loved ones

    Enhanced life-size holographic telepresence framework with real-time three-dimensional reconstruction for dynamic scene

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    Three-dimensional (3D) reconstruction has the ability to capture and reproduce 3D representation of a real object or scene. 3D telepresence allows the user to feel the presence of remote user that was remotely transferred in a digital representation. Holographic display is one of alternatives to discard wearable hardware restriction, it utilizes light diffraction to display 3D images to the viewers. However, to capture a real-time life-size or a full-body human is still challenging since it involves a dynamic scene. The remaining issue arises when dynamic object to be reconstructed is always moving and changes shapes and required multiple capturing views. The life-size data captured were multiplied exponentially when working with more depth cameras, it can cause the high computation time especially involving dynamic scene. To transfer high volume 3D images over network in real-time can also cause lag and latency issue. Hence, the aim of this research is to enhance life-size holographic telepresence framework with real-time 3D reconstruction for dynamic scene. There are three stages have been carried out, in the first stage the real-time 3D reconstruction with the Marching Square algorithm is combined during data acquisition of dynamic scenes captured by life-size setup of multiple Red Green Blue-Depth (RGB-D) cameras. Second stage is to transmit the data that was acquired from multiple RGB-D cameras in real-time and perform double compression for the life-size holographic telepresence. The third stage is to evaluate the life-size holographic telepresence framework that has been integrated with the real-time 3D reconstruction of dynamic scenes. The findings show that by enhancing life-size holographic telepresence framework with real-time 3D reconstruction, it has reduced the computation time and improved the 3D representation of remote user in dynamic scene. By running the double compression for the life-size holographic telepresence, 3D representations in life-size is smooth. It has proven can minimize the delay or latency during acquired frames synchronization in remote communications

    Social Robot Augmented Telepresence For Remote Assessment And Rehabilitation Of Patients With Upper Extremity Impairment

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    With the shortage of rehabilitation clinicians in rural areas and elsewhere, remote rehabilitation (telerehab) fills an important gap in access to rehabilitation. We have developed a first of its kind social robot augmented telepresence (SRAT) system --- Flo --- which consists of a humanoid robot mounted onto a mobile telepresence base, with the goal of improving the quality of telerehab. The humanoid has arms, a torso, and a face to play games with and guide patients under the supervision of a remote clinician. To understand the usability of this system, we conducted a survey of hundreds of rehab clinicians. We found that therapists in the United States believe Flo would improve communication, patient motivation, and patient compliance, compared to traditional telepresence for rehab. Therapists highlighted the importance of high-quality video to enable telerehab with their patients and were positive about the usefulness of features which make up the Flo system for enabling telerehab. To compare telepresence interactions with vs without the social robot, we conducted controlled studies, the first to rigorously compare SRAT to classical telepresence (CT). We found that for many SRAT is more enjoyable than and preferred over CT. The results varied by age, motor function, and cognitive function, a novel result. To understand how therapists and patients respond to and use SRAT in the wild over long-term use, we deployed Flo at an elder care facility. Therapists used Flo with their own patients however they deemed best. They developed new ways to use the system and highlighted challenges they faced. To ease the load of performing assessments via telepresence, I constructed a pipeline to predict the motor function of patients using RGBD video of them doing activities via telepresence. The pipeline extracts poses from the video, calculates kinematic features and reachable workspace, and predicts level of impairment using a random forest of decision trees. Finally, I have aggregated our findings over all these studies and provide a path forward to continue the evolution of SRAT

    Identificación de herramientas de tic para apoyar la inclusión de personas mayores de edad

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    El propósito de este documento es presentar una síntesis de aquellas herramientas de TIC que han sido desarrolladas con el fin de apoyar la inclusión de las personas mayores, además que han sido publicadas en la literatura científica en el periodo 2005 -2015, se pretende identificar los tipos de tecnologías que se desarrollan para este grupo de personas, para luego así poder clasificar los resultados obtenidos a partir de la revisión de literatura científica realizada, su objetivo es construir un marco conceptual referente a los Adultos Mayores y las Tecnologías de la Información y Comunicación, la cual se debe explicar la concepción y la clasificación de cada término, establecer una planificación como ayuda para la revisión sistemática de la literatura, la cual estuvo comprendida por preguntas de investigación y criterios que se consideraron para poder realizar la respectiva selección y clasificación de los documentos se partió de una ecuación de búsqueda realizada para depurar la información, se realizó la búsqueda de los documentos en la base de datos SCOPUS, se escogen los documentos que van a ser sometidos al análisis, esto mediante una evaluación de calidad de los mismos, se analizaron los documentos que han sido seleccionados y se presentó la síntesis de los resultados, por medio de la ejecución de los objetivos descritos anteriormente, se ha logrado identificar dos tipos de desarrollos, los pertenecientes al grupo de aplicaciones y al de electrónica; también, se encontró desarrollos en los que se relacionaban estos dos tipos, además cada uno presenta o tiene un propósito diferente, entre los cuales se han destacado nueve, de los cuales el monitoreo o control de las personas mayores ha sido el propósito o el fin al que más se ha trabajado, con 57 herramientas dirigidas a esta finalidad y que equivale a un 39,8601% de los documentos estudiados

    Transforming Engineering Education

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    The Complexity of Engineering Education in a Mission Driven PBL University

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    In this extended abstract, we will argue that education in a mission driven university holds particularities that call for the transformation of not only the research base of education but also the way in which education is conceptualised and practiced. Following a PBL approach, we put the students in the centre of educational activity and propose a conceptual framework for engineering education in a mission driven PBL university.<br/
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