10,193 research outputs found
Framework for Dynamic Evaluation of Muscle Fatigue in Manual Handling Work
Muscle fatigue is defined as the point at which the muscle is no longer able
to sustain the required force or work output level. The overexertion of muscle
force and muscle fatigue can induce acute pain and chronic pain in human body.
When muscle fatigue is accumulated, the functional disability can be resulted
as musculoskeletal disorders (MSD). There are several posture exposure analysis
methods useful for rating the MSD risks, but they are mainly based on static
postures. Even in some fatigue evaluation methods, muscle fatigue evaluation is
only available for static postures, but not suitable for dynamic working
process. Meanwhile, some existing muscle fatigue models based on physiological
models cannot be easily used in industrial ergonomic evaluations. The external
dynamic load is definitely the most important factor resulting muscle fatigue,
thus we propose a new fatigue model under a framework for evaluating fatigue in
dynamic working processes. Under this framework, virtual reality system is
taken to generate virtual working environment, which can be interacted with the
work with haptic interfaces and optical motion capture system. The motion
information and load information are collected and further processed to
evaluate the overall work load of the worker based on dynamic muscle fatigue
models and other work evaluation criterions and to give new information to
characterize the penibility of the task in design process.Comment: International Conference On Industrial Technology, Chengdu : Chine
(2008
Sampled data systems passivity and discrete port-Hamiltonian systems
In this paper, we present a novel way to approach the interconnection of a continuous and a discrete time physical system first presented in [1][2] [3]. This is done in a way which preserves passivity of the coupled system independently of the sampling time T. This strategy can be used both in the field of telemanipulation, for the implementation of a passive master/slave system on a digital transmission line with varying time delays and possible loss of packets (e.g., the Internet), and in the field of haptics, where the virtual environment should `feel¿ like a physical equivalent system
DockPro: A VR-Based Tool for Protein-Protein Docking Problem
Proteins are large molecules that are vital for all living organisms
and they are essential components of many industrial products. The
process of binding a protein to another is called protein-protein
docking. Many automated algorithms have been proposed to find
docking configurations that might yield promising protein-protein
complexes. However, these automated methods are likely to come up
with false positives and have high computational costs.
Consequently, Virtual Reality has been used to take advantage of
user's experience on the problem; and proposed applications can be
further improved. Haptic devices have been used for molecular
docking problems; but they are inappropriate for protein-protein
docking due to their workspace limitations. Instead of haptic
rendering of forces, we provide a novel visual feedback for
simulating physicochemical forces of proteins. We propose an
interactive 3D application, DockPro, which enables domain experts to
come up with dockings of protein-protein couples by using magnetic
trackers and gloves in front of a large display
Prevalence of haptic feedback in robot-mediated surgery : a systematic review of literature
© 2017 Springer-Verlag. This is a post-peer-review, pre-copyedit version of an article published in Journal of Robotic Surgery. The final authenticated version is available online at: https://doi.org/10.1007/s11701-017-0763-4With the successful uptake and inclusion of robotic systems in minimally invasive surgery and with the increasing application of robotic surgery (RS) in numerous surgical specialities worldwide, there is now a need to develop and enhance the technology further. One such improvement is the implementation and amalgamation of haptic feedback technology into RS which will permit the operating surgeon on the console to receive haptic information on the type of tissue being operated on. The main advantage of using this is to allow the operating surgeon to feel and control the amount of force applied to different tissues during surgery thus minimising the risk of tissue damage due to both the direct and indirect effects of excessive tissue force or tension being applied during RS. We performed a two-rater systematic review to identify the latest developments and potential avenues of improving technology in the application and implementation of haptic feedback technology to the operating surgeon on the console during RS. This review provides a summary of technological enhancements in RS, considering different stages of work, from proof of concept to cadaver tissue testing, surgery in animals, and finally real implementation in surgical practice. We identify that at the time of this review, while there is a unanimous agreement regarding need for haptic and tactile feedback, there are no solutions or products available that address this need. There is a scope and need for new developments in haptic augmentation for robot-mediated surgery with the aim of improving patient care and robotic surgical technology further.Peer reviewe
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An interface to virtual environments for people who are blind using Wii technology - mental models and navigation
Accessible games, both for serious and for entertainment purposes, would allow inclusion and participation for those with disabilities. Research into the development of accessible games, and accessible virtual environments, is discussed. Research into accessible Virtual Environments has demonstrated great potential for allowing people who are blind to explore new spaces, reducing their reliance on guides, and aiding development of more efficient spatial maps and strategies. Importantly, Lahav and Mioduser (2005, 2008) have demonstrated that, when exploring virtual spaces, people who are blind use more and different strategies than when exploring real physical spaces, and develop relatively accurate spatial representations of them. The present paper describes the design, development and evaluation of a system in which a virtual environment may be explored by people who are blind using Nintendo Wii devices, with auditory and haptic feedback. The nature of the various types of feedback is considered, with the aim of creating an intuitive and usable system. Using Wii technology has many advantages, not least of which are that it is mainstream, readily available and cheap. The potential of the system for exploration and navigation is demonstrated. Results strongly support the possibilities of the system for facilitating and supporting the construction of cognitive maps and spatial strategies. Intelligent support is discussed. Systems such as the present one will facilitate the development of accessible games, and thus enable Universal Design and accessible interactive technology to become more accepted and widespread
The Perceptual Experience Of Slope By Foot And By Finger
Historically, the bodily senses have often been regarded as impeccable sources of spatial information and as being the teacher of vision. Here, the authors report that the haptic perception of slope by means of the foot is greatly exaggerated. The exaggeration is present in verbal as well as proprioceptive judgments. It is shown that this misperception of pedal slope is not caused by calibration to the well-established visual misperception of slope because it is present in congenitally blind individuals as well. The pedal misperception of slope is contrasted with the perception of slope by dynamic touch with a finger in a force-feedback device. Although slopes feel slightly exaggerated even when explored by finger, they tend to show much less exaggeration than when equivalent slopes are stood on. The results are discussed in terms of a theory of coding efficiency. (PsycINFO Database Record (c) 2013 APA, all rights reserved)(journal abstract
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