12 research outputs found

    Design of autonomous robot device for accurate pacing of track athletes

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    Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2008.Includes bibliographical references (leaf 42).Given the health and weight gain concerns plaguing the country, there is currently a great need for products that encourage athletic activity. A robotic pacing device that facilitates running along a track was developed to help fulfill this requirement. The need for this device, determined from interviews and a survey of experienced running athletes and coaches, was found to be substantial for a number of age groups and experience levels of runners. An experimental robot prototype was designed and manufactured to aid in pacing runners around a track. The robot was designed to accurately follow the lines of the track using IR sensors that detect reflectivity of the track's surface. The prototype was tested and optimized to determine a successful control logic that reduced error and the amount of overshoot the robot experiences as it adjusts to follow the lines at high speeds. Large overshoots lead to robot malfunction and breakdown in the logic as the robot reaches curves in the track. The optimized prototype currently has the capability of running full lengths around various shaped tracks that incorporate white lines dividing dark colored lanes at speeds of up to eight miles per hour. In this form, the robot might be useful for beginner runners, runners that are doing distance training, and physical education classes that have access to running tracks. Future versions of the robot pacing device will need to incorporate additional features in order to be useful for the full range of people that want to use this product, including a flexible user interface that allows users to program the robot to their needs, a more sophisticated robot control system that allows for accurate control based on the dynamics of the robot, and a more durable cover that is easily spotted by runners looking straight ahead.by Qinyuan (Chen) Liu and Albert Hernandez.S.B

    Running Shoe Pedometer

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    Running shoe pedometer aims to solve the issue of worn out running shoes. It can be difficult to know just how many miles you have run in your shoes and when a new pair is needed. Running in old shoes and worn out shoes is heavily linked to injury. My proposed project is a device that is powered by the compressive forces on the shoes soles that counts the number of steps the wearer takes using a microcontroller. Then, when the shoe reaches milestone that indicate it has been used 75% 90% and 100% of its expected life, it will output the information to the user. In order to output the wear life of the shoes to the user, a series of color changing chemical reactions will be used. These reactions will most likely be acid/base with some type of indicator or an electrochromic material. These color changes will allow the user to see that their shoes are worn out. The device should be extremely low cost so that it can be built into a running shoe and disposed of when the shoe is worn out

    Analysis of the backpack loading efects on the human gait

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    Gait is a simple activity of daily life and one of the main abilities of the human being. Often during leisure, labour and sports activities, loads are carried over (e.g. backpack) during gait. These circumstantial loads can generate instability and increase biomechanicalstress over the human tissues and systems, especially on the locomotor, balance and postural regulation systems. According to Wearing (2006), subjects that carry a transitory or intermittent load will be able to find relatively efficient solutions to compensate its effects.info:eu-repo/semantics/publishedVersio

    interActive Environments: Designing interactions to support active behaviors in urban public space

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    interActive Environments: Designing interactions to support active behaviors in urban public space

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    Eye quietness and quiet eye in expert and novice golf performance: an electrooculographic analysis

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    Quiet eye (QE) is the final ocular fixation on the target of an action (e.g., the ball in golf putting). Camerabased eye-tracking studies have consistently found longer QE durations in experts than novices; however, mechanisms underlying QE are not known. To offer a new perspective we examined the feasibility of measuring the QE using electrooculography (EOG) and developed an index to assess ocular activity across time: eye quietness (EQ). Ten expert and ten novice golfers putted 60 balls to a 2.4 m distant hole. Horizontal EOG (2ms resolution) was recorded from two electrodes placed on the outer sides of the eyes. QE duration was measured using a EOG voltage threshold and comprised the sum of the pre-movement and post-movement initiation components. EQ was computed as the standard deviation of the EOG in 0.5 s bins from –4 to +2 s, relative to backswing initiation: lower values indicate less movement of the eyes, hence greater quietness. Finally, we measured club-ball address and swing durations. T-tests showed that total QE did not differ between groups (p = .31); however, experts had marginally shorter pre-movement QE (p = .08) and longer post-movement QE (p < .001) than novices. A group × time ANOVA revealed that experts had less EQ before backswing initiation and greater EQ after backswing initiation (p = .002). QE durations were inversely correlated with EQ from –1.5 to 1 s (rs = –.48 - –.90, ps = .03 - .001). Experts had longer swing durations than novices (p = .01) and, importantly, swing durations correlated positively with post-movement QE (r = .52, p = .02) and negatively with EQ from 0.5 to 1s (r = –.63, p = .003). This study demonstrates the feasibility of measuring ocular activity using EOG and validates EQ as an index of ocular activity. Its findings challenge the dominant perspective on QE and provide new evidence that expert-novice differences in ocular activity may reflect differences in the kinematics of how experts and novices execute skills

    Active Video Games: The Battle for Attention

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    Older People and Digital Technology From digital learners to digital leaders through participatory design with community-based organisations

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    PhDIt is predicted that there will be more people over the age of 65 than under 5 by 2050 in developed countries. In recognition of the needs of an ageing population, there is a growing field of research in HCI focused on engaging older people with digital technologies. This thesis contributes to the field of ageing in HCI through a community-based participatory design investigation into the challenges and opportunities for older people to engage with digital tools in their everyday lives. We demonstrate how the commitments, practices and values of participatory design can be used to better understand and foster engagement between digital tools and older people through the support of community-based organisations. This is achieved through two case studies. The rst study with a traditional computer class at a local day centre. The second with a London-based intergenerational running club. The research reflects on and examines the details and decisions of the learning and adoption process across these two studies. We expand our view beyond the digital tools to the influences and situations that contribute to older people's attitudes and usage. Through the lens of participatory design and communities of practice we discuss the considerations of values, problem-solving, and identity that can potentially be transferred to other non-traditional digital learning environments for older people. We provide recommendations and reflect on our challenges to serve as guidance for other researchers engaging in similar participatory work `in-the-wild'
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