119 research outputs found
Virtual reality and exercises for paretic upper limb of stroke survivors
U ovom se radu razmatraju pitanja bioloÅ”ke povratne sprege u virtualnoj stvarnosti (VR - virtual reality). Taj modul VR kod robota ELISE omoguÄuje rekonstrukciju oÅ”teÄenih motoriÄkih veza u mozgu, koje se mogu aktivirati posredstvom zrcalnih neurona ili motoriÄkih predodžbi o nekom pojmu. Robot ELISE doprinosi bržem oporavku nakon raznovrsnih neuroloÅ”kih poremeÄaja, a naroÄito posljedica moždanog udara. Detaljno se opisuju Äetiri igre iz niza manipulacijsko-edukacijsko-socijalnih igara. U radu su predstavljene najvažnije tehniÄke karakteristike projekta, posebno dizajn, modul VR, modul gumenog dodatka za rehabilitaciju spastiÄne ruke te detalji sustava hardware/software. Uz to se uvodi aspekt psiholoÅ”ke rehabilitacije kroz inovativnu virtualnu pomoÄ fizioterapeuta. Tijekom prvih testova predstavljena je funkcionalnost mehatroniÄkog ureÄaja za rehabilitaciju Å”ake, podlaktice i ruke, a preliminarna procjena uporabljivosti i prihvaÄanja obeÄavajuÄa je.The article presents the issues of biofeedback in virtual reality (VR). This VR module in ELISE robot gives a possible re-arrangement of the damaged motor cortex which can be activated with the mediation of mirror neurons or through the subjectās motor imagery. This ELISE robot will help to accelerate the recovery from various kinds of neurological disorders, especially from the effects of stroke. Four physical/education games in virtual reality are described in more detail. This paper presents the main technical characteristics of the project, especially design, VR module, rubber expander module for the spastic hand rehabilitation and the details of the hardware/software system. Moreover, psychological rehabilitation aspect is introduced through an innovative virtual assistant of physiotherapist. The functionality of the mechatronic device for hand, forearm and arm rehabilitation has been presented during the first tests, and preliminary assessment of usability and acceptance is promising
EEG-Based Empathic Safe Cobot
An empathic collaborative robot (cobot) was realized through the transmission of fear from a human agent to a robot agent. Such empathy was induced through an electroencephalographic (EEG) sensor worn by the human agent, thus realizing an empathic safe brain-computer interface (BCI). The empathic safe cobot reacts to the fear and in turn transmits it to the human agent, forming a social circle of empathy and safety. A first randomized, controlled experiment involved two groups of 50 healthy subjects (100 total subjects) to measure the EEG signal in the presence or absence of a frightening event. The second randomized, controlled experiment on two groups of 50 different healthy subjects (100 total subjects) exposed the subjects to comfortable and uncomfortable movements of a collaborative robot (cobot) while the subjectsā EEG signal was acquired. The result was that a spike in the subjectās EEG signal was observed in the presence of uncomfortable movement. The questionnaires were distributed to the subjects, and confirmed the results of the EEG signal measurement. In a controlled laboratory setting, all experiments were found to be statistically significant. In the first experiment, the peak EEG signal measured just after the activating event was greater than the resting EEG signal (p < 10ā3). In the second experiment, the peak EEG signal measured just after the uncomfortable movement of the cobot was greater than the EEG signal measured under conditions of comfortable movement of the cobot (p < 10ā3). In conclusion, within the isolated and constrained experimental environment, the results were satisfactory
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
INTER-ENG 2020
These proceedings contain research papers that were accepted for presentation at the 14th International Conference Inter-Eng 2020 ,Interdisciplinarity in Engineering, which was held on 8ā9 October 2020, in TĆ¢rgu MureČ, Romania. It is a leading international professional and scientific forum for engineers and scientists to present research works, contributions, and recent developments, as well as current practices in engineering, which is falling into a tradition of important scientific events occurring at Faculty of Engineering and Information Technology in the George Emil Palade University of Medicine, Pharmacy Science, and Technology of TĆ¢rgu Mures, Romania. The Inter-Eng conference started from the observation that in the 21st century, the era of high technology, without new approaches in research, we cannot speak of a harmonious society. The theme of the conference, proposing a new approach related to Industry 4.0, was the development of a new generation of smart factories based on the manufacturing and assembly process digitalization, related to advanced manufacturing technology, lean manufacturing, sustainable manufacturing, additive manufacturing, and manufacturing tools and equipment. The conference slogan was āEuropeās future is digital: a broad vision of the Industry 4.0 concept beyond direct manufacturing in the companyā
Developing Design and Analysis Framework for Hybrid Mechanical-Digital Control of Soft Robots: from Mechanics-Based Motion Sequencing to Physical Reservoir Computing
The recent advances in the field of soft robotics have made autonomous soft robots working in unstructured dynamic environments a close reality. These soft robots can potentially collaborate with humans without causing any harm, they can handle fragile objects safely, perform delicate surgeries inside body, etc. In our research we focus on origami based compliant mechanisms, that can be used as soft robotic skeleton. Origami mechanisms are inherently compliant, lightweight, compact, and possess unique mechanical properties such asā multi-stability, nonlinear dynamics, etc. Researchers have shown that multi-stable mechanisms have applications in motion-sequencing applications. Additionally, the nonlinear dynamic properties of origami and other soft, compliant mechanisms are shown to be useful for āmorphological computationā in which the body of the robot itself takes part in performing complex computations required for its control.
In our research we demonstrate the motion-sequencing capability of multi-stable mechanisms through the example of bistable Kresling origami robot that is capable of peristaltic locomotion. Through careful theoretical analysis and thorough experiments, we show that we can harness multistability embedded in the origami robotic skeleton for generating actuation cycle of a peristaltic-like locomotion gait. The salient feature of this compliant robot is that we need only a single linear actuator to control the total length of the robot, and the snap-through actions generated during this motion autonomously change the individual segment lengths that lead to earthworm-like peristaltic locomotion gait. In effect, the motion-sequencing is hard-coded or embedded in the origami robot skeleton. This approach is expected to reduce the control requirement drastically as the robotic skeleton itself takes part in performing low-level control tasks.
The soft robots that work in dynamic environments should be able to sense their surrounding and adapt their behavior autonomously to perform given tasks successfully. Thus, hard-coding a certain behavior as in motion-sequencing is not a viable option anymore. This led us to explore Physical Reservoir Computing (PRC), a computational framework that uses a physical body with nonlinear properties as a ādynamic reservoirā for performing complex computations. The compliant robot ātrainedā using this framework should be able to sense its surroundings and respond to them autonomously via an extensive network of sensor-actuator network embedded in robotic skeleton. We show for the first time through extensive numerical analysis that origami mechanisms can work as physical reservoirs. We also successfully demonstrate the emulation task using a Miura-ori based reservoir. The results of this work will pave the way for intelligently designed origami-based robots with embodied intelligence. These next generation of soft robots will be able to coordinate and modulate their activities autonomously such as switching locomotion gait and resisting external disturbances while navigating through unstructured environments
Paradoxes of Interactivity
Current findings from anthropology, genetics, prehistory, cognitive and neuroscience indicate that human nature is grounded in a co-evolution of tool use, symbolic communication, social interaction and cultural transmission. Digital information technology has recently entered as a new tool in this co-evolution, and will probably have the strongest impact on shaping the human mind in the near future. A common effort from the humanities, the sciences, art and technology is necessary to understand this ongoing co- evolutionary process. Interactivity is a key for understanding the new relationships formed by humans with social robots as well as interactive environments and wearables underlying this process. Of special importance for understanding interactivity are human-computer and human-robot interaction, as well as media theory and New Media Art. Ā»Paradoxes of InteractivityĀ« brings together reflections on Ā»interactivityĀ« from different theoretical perspectives, the interplay of science and art, and recent technological developments for artistic applications, especially in the realm of sound
Paradoxes of interactivity: perspectives for media theory, human-computer interaction, and artistic investigations
Current findings from anthropology, genetics, prehistory, cognitive and neuroscience indicate that human nature is grounded in a co-evolution of tool use, symbolic communication, social interaction and cultural transmission. Digital information technology has recently entered as a new tool in this co-evolution, and will probably have the strongest impact on shaping the human mind in the near future. A common effort from the humanities, the sciences, art and technology is necessary to understand this ongoing co- evolutionary process. Interactivity is a key for understanding the new relationships formed by humans with social robots as well as interactive environments and wearables underlying this process. Of special importance for understanding interactivity are human-computer and human-robot interaction, as well as media theory and New Media Art. "Paradoxes of Interactivity" brings together reflections on "interactivity" from different theoretical perspectives, the interplay of science and art, and recent technological developments for artistic applications, especially in the realm of sound
Autonomous behaviour in tangible user interfaces as a design factor
PhD ThesisThis thesis critically explores the design space of autonomous and actuated artefacts, considering
how autonomous behaviours in interactive technologies might shape and influence usersā
interactions and behaviours.
Since the invention of gearing and clockwork, mechanical devices were built that both fascinate
and intrigue people through their mechanical actuation. There seems to be something magical
about moving devices, which draws our attention and piques our interest. Progress in the
development of computational hardware is allowing increasingly complex commercial products
to be available to broad consumer-markets. New technologies emerge very fast, ranging from
personal devices with strong computational power to diverse user interfaces, like multi-touch
surfaces or gestural input devices. Electronic systems are becoming smaller and smarter, as they
comprise sensing, controlling and actuation. From this, new opportunities arise in integrating
more sensors and technology in physical objects.
These trends raise some specific questions around the impacts smarter systems might have
on people and interaction: how do people perceive smart systems that are tangible and what
implications does this perception have for user interface design? Which design opportunities are
opened up through smart systems? There is a tendency in humans to attribute life-like qualities
onto non-animate objects, which evokes social behaviour towards technology. Maybe it would be
possible to build user interfaces that utilise such behaviours to motivate people towards frequent
use, or even motivate them to build relationships in which the users care for their devices. Their
aim is not to increase the efficiency of user interfaces, but to create interfaces that are more
engaging to interact with and excite people to bond with these tangible objects.
This thesis sets out to explore autonomous behaviours in physical interfaces. More specifically, I
am interested in the factors that make a user interpret an interface as autonomous. Through a
review of literature concerned with animated objects, autonomous technology and robots, I have
mapped out a design space exploring the factors that are important in developing autonomous
interfaces. Building on this and utilising workshops conducted with other researchers, I have
vi
developed a framework that identifies key elements for the design of Tangible Autonomous
Interfaces (TAIs). To validate the dimensions of this framework and to further unpack the
impacts on users of interacting with autonomous interfaces I have adopted a āresearch through
designā approach. I have iteratively designed and realised a series of autonomous, interactive
prototypes, which demonstrate the potential of such interfaces to establish themselves as social
entities. Through two deeper case studies, consisting of an actuated helium balloon and desktop
lamp, I provide insights into how autonomy could be implemented into Tangible User Interfaces.
My studies revealed that through their autonomous behaviour (guided by the framework) these
devices established themselves, in interaction, as social entities. They furthermore turned out to
be acceptable, especially if people were able to find a purpose for them in their lives. This thesis
closes with a discussion of findings and provides specific implications for design of autonomous
behaviour in interfaces
Digital Fabrication Approaches for the Design and Development of Shape-Changing Displays
Interactive shape-changing displays enable dynamic representations of data and information through physically reconfigurable geometry. The actuated physical deformations of these displays can be utilised in a wide range of new application areas, such as dynamic landscape and topographical modelling, architectural design, physical telepresence and object manipulation. Traditionally, shape-changing displays have a high development cost in mechanical complexity, technical skills and time/finances required for fabrication. There is still a limited number of robust shape-changing displays that go beyond one-off prototypes. Specifically, there is limited focus on low-cost/accessible design and development approaches involving digital fabrication (e.g. 3D printing). To address this challenge, this thesis presents accessible digital fabrication approaches that support the development of shape-changing displays with a range of application examples ā such as physical terrain modelling and interior design artefacts. Both laser cutting and 3D printing methods have been explored to ensure generalisability and accessibility for a range of potential users. The first design-led content generation explorations show that novice users, from the general public, can successfully design and present their own application ideas using the physical animation features of the display. By engaging with domain experts in designing shape-changing content to represent data specific to their work domains the thesis was able to demonstrate the utility of shape-changing displays beyond novel systems and describe practical use-case scenarios and applications through rapid prototyping methods. This thesis then demonstrates new ways of designing and building shape-changing displays that goes beyond current implementation examples available (e.g. pin arrays and continuous surface shape-changing displays). To achieve this, the thesis demonstrates how laser cutting and 3D printing can be utilised to rapidly fabricate deformable surfaces for shape-changing displays with embedded electronics. This thesis is concluded with a discussion of research implications and future direction for this work
- ā¦