922 research outputs found
Development and evaluation of a haptic framework supporting telerehabilitation robotics and group interaction
Telerehabilitation robotics has grown remarkably in the past few years. It can provide intensive training to people with special needs remotely while facilitating therapists to observe the whole process. Telerehabilitation robotics is a promising solution supporting routine care which can help to transform face-to-face and one-on-one treatment sessions that require not only intensive human resource but are also restricted to some specialised care centres to treatments that are technology-based (less human involvement) and easy to access remotely from anywhere. However, there are some limitations such as network latency, jitter, and delay of the internet that can affect negatively user experience and quality of the treatment session. Moreover, the lack of social interaction since all treatments are performed over the internet can reduce motivation of the patients. As a result, these limitations are making it very difficult to deliver an efficient recovery plan.
This thesis developed and evaluated a new framework designed to facilitate telerehabilitation robotics. The framework integrates multiple cutting-edge technologies to generate playful activities that involve group interaction with binaural audio, visual, and haptic feedback with robot interaction in a variety of environments.
The research questions asked were:
1) Can activity mediated by technology motivate and influence the behaviour of users, so that they engage in the activity and sustain a good level of motivation?
2) Will working as a group enhance usersâ motivation and interaction?
3) Can we transfer real life activity involving group interaction to virtual domain and deliver it reliably via the internet?
There were three goals in this work: first was to compare peopleâs behaviours and motivations while doing the task in a group and on their own; second was to determine whether group interaction in virtual and reala environments was different from each other in terms of performance, engagement and strategy to complete the task; finally was to test out the effectiveness of the framework based on the benchmarks generated from socially assistive robotics literature. Three studies have been conducted to achieve the first goal, two with healthy participants and one with seven autistic children. The first study observed how people react in a challenging group task while the other two studies compared group and individual interactions. The results obtained from these studies showed that the group interactions were more enjoyable than individual interactions and most likely had more positive effects in terms of user behaviours. This suggests that the group interaction approach has the potential to motivate individuals to make more movements and be more active and could be applied in the future for more serious therapy. Another study has been conducted to measure group interactionâs performance in virtual and real environments and pointed out which aspect influences usersâ strategy for dealing with the task. The results from this study helped to form a better understanding to predict a userâs behaviour in a collaborative task. A simulation has been run to compare the results generated from the predictor and the real data. It has shown that, with an appropriate training method, the predictor can perform very well.
This thesis has demonstrated the feasibility of group interaction via the internet using robotic technology which could be beneficial for people who require social interaction (e.g. stroke patients and autistic children) in their treatments without regular visits to the clinical centres
Patient-specific simulation for autonomous surgery
An Autonomous Robotic Surgical System (ARSS) has to interact with the complex anatomical environment, which is deforming and whose properties are often uncertain. Within this context, an ARSS can benefit from the availability of patient-specific simulation of the anatomy. For example, simulation can provide a safe and controlled environment for the design, test and validation of the autonomous capabilities. Moreover, it can be used to generate large amounts of patient-specific data that can be exploited to learn models and/or tasks. The aim of this Thesis is to investigate the different ways in which simulation can support an ARSS and to propose solutions to favor its employability in robotic surgery. We first address all the phases needed to create such a simulation, from model choice in the pre-operative phase based on the available knowledge to its intra-operative update to compensate for inaccurate parametrization. We propose to rely on deep neural networks trained with synthetic data both to generate a patient-specific model and to design a strategy to update model parametrization starting directly from intra-operative sensor data. Afterwards, we test how simulation can assist the ARSS, both for task learning and during task execution. We show that simulation can be used to efficiently train approaches that require multiple interactions with the environment, compensating for the riskiness to acquire data from real surgical robotic systems. Finally, we propose a modular framework for autonomous surgery that includes deliberative functions to handle real anatomical environments with uncertain parameters. The integration of a personalized simulation proves fundamental both for optimal task planning and to enhance and monitor real execution. The contributions presented in this Thesis have the potential to introduce significant step changes in the development and actual performance of autonomous robotic surgical systems, making them closer to applicability to real clinical conditions
Multisensory learning in adaptive interactive systems
The main purpose of my work is to investigate multisensory perceptual learning and sensory integration in the design and development of adaptive user interfaces for educational purposes. To this aim, starting from renewed understanding from neuroscience and cognitive science on multisensory perceptual learning and sensory integration, I developed a theoretical computational model for designing multimodal learning technologies that take into account these results. Main theoretical foundations of my research are multisensory perceptual learning theories and the research on sensory processing and integration, embodied cognition theories, computational models of non-verbal and emotion communication in full-body movement, and human-computer interaction models. Finally, a computational model was applied in two case studies, based on two EU ICT-H2020 Projects, "weDRAW" and "TELMI", on which I worked during the PhD
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
A novel approach to user controlled ambulation of lower extremity exoskeletons using admittance control paradigm
The robotic lower extremity exoskeletons address the ambulatory problems confronting individuals with paraplegia. Paraplegia due to spinal cord injury (SCI) can cause motor deficit to the lower extremities leading to inability to walk. Though wheelchairs provide mobility to the user, they do not provide support to all activities of everyday living to individuals with paraplegia.
Current research is addressing the issue of ambulation through the use of wearable exoskeletons that are pre-programmed. There are currently four exoskeletons in the U.S. market: Ekso, Rewalk, REX and Indego. All of the currently available exoskeletons have 2 active Degrees of Freedom (DOF) except for REX which has 5 active DOF. All of them have pre-programmed gait giving the user the ability to initiate a gait but not the ability to control the stride amplitude (height), stride frequency or stride length, and hence restricting usersâ ability to navigate across different surfaces and obstacles that are commonly encountered in the community. Most current exoskeletons do not have motors for abduction or adduction to provide users with the option for movement in coronal plane, hence restricting userâs ability to effectively use the exoskeletons. These limitations of currently available pre-programmed exoskeleton models are sought to be overcome by an intuitive, real time user-controlled control mechanism employing admittance control by using hand-trajectory as a surrogate for foot trajectory. Preliminary study included subjects controlling the trajectory of the foot in a virtual environment using their contralateral hand. The study proved that hands could produce trajectories similar to human foot trajectories when provided with haptic and visual feedback. A 10 DOF 1/2 scale biped robot was built to test the control paradigm. The robot has 5 DOF on each leg with 2 DOF at the hip to provide flexion/extension and abduction/adduction, 1 DOF at the knee to provide flexion and 2 DOF at the ankle to provide flexion/extension and inversion/eversion. The control mechanism translates the trajectory of each hand into the trajectory of the ipsilateral foot in real time, thus providing the user with the ability to control each leg in both sagittal and coronal planes using the admittance control paradigm. The efficiency of the control mechanism was evaluated in a study using healthy subjects controlling the robot on a treadmill. A trekking pole was attached to each foot of the biped. The subjects controlled the trajectory of the foot of the biped by applying small forces in the direction of the required movement to the trekking pole through a force sensor. The algorithm converted the forces to Cartesian position of the foot in real time using admittance control; the Cartesian position was converted to joint angles of the hip and knee using inverse kinematics. The kinematics, synchrony and smoothness of the trajectory produced by the biped robot was evaluated at different speeds, with and without obstacles, and compared with typical walking by human subjects on the treadmill. Further, the cognitive load required to control the biped on the treadmill was evaluated and the effect of speed and obstacles with cognitive load on the kinematics, synchrony and smoothness was analyzed
Design Strategies for Adaptive Social Composition: Collaborative Sound Environments
In order to develop successful collaborative music systems a variety
of subtle interactions need to be identified and integrated. Gesture
capture, motion tracking, real-time synthesis, environmental
parameters and ubiquitous technologies can each be effectively used
for developing innovative approaches to instrument design, sound
installations, interactive music and generative systems. Current
solutions tend to prioritise one or more of these approaches, refining
a particular interface technology, software design or compositional
approach developed for a specific composition, performer or
installation environment. Within this diverse field a group of novel
controllers, described as âTangible Interfacesâ have been developed.
These are intended for use by novices and in many cases follow a
simple model of interaction controlling synthesis parameters through
simple user actions. Other approaches offer sophisticated
compositional frameworks, but many of these are idiosyncratic and
highly personalised. As such they are difficult to engage with and
ineffective for groups of novices. The objective of this research is to
develop effective design strategies for implementing collaborative
sound environments using key terms and vocabulary drawn from the
available literature. This is articulated by combining an empathic
design process with controlled sound perception and interaction
experiments. The identified design strategies have been applied to
the development of a new collaborative digital instrument. A range
of technical and compositional approaches was considered to define
this process, which can be described as Adaptive Social Composition.
Dan Livingston
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Guide Me in Analysis: A Framework for Guidance Designers
Guidance is an emerging topic in the field of visual analytics. Guidance can support users in pursuing their analytical goals more efficiently and help in making the analysis successful. However, it is not clear how guidance approaches should be designed and what specific factors should be considered for effective support. In this paper, we approach this problem from the perspective of guidance designers. We present a framework comprising requirements and a set of specific phases designers should go through when designing guidance for visual analytics. We relate this process with a set of quality criteria we aim to support with our framework, that are necessary for obtaining a suitable and effective guidance solution. To demonstrate the practical usability of our methodology, we apply our framework to the design of guidance in three analysis scenarios and a design walk-through session. Moreover, we list the emerging challenges and report how the framework can be used to design guidance solutions that mitigate these issues
Change blindness: eradication of gestalt strategies
Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149â164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Medical Robotics
The first generation of surgical robots are already being installed in a number of operating rooms around the world. Robotics is being introduced to medicine because it allows for unprecedented control and precision of surgical instruments in minimally invasive procedures. So far, robots have been used to position an endoscope, perform gallbladder surgery and correct gastroesophogeal reflux and heartburn. The ultimate goal of the robotic surgery field is to design a robot that can be used to perform closed-chest, beating-heart surgery. The use of robotics in surgery will expand over the next decades without any doubt. Minimally Invasive Surgery (MIS) is a revolutionary approach in surgery. In MIS, the operation is performed with instruments and viewing equipment inserted into the body through small incisions created by the surgeon, in contrast to open surgery with large incisions. This minimizes surgical trauma and damage to healthy tissue, resulting in shorter patient recovery time. The aim of this book is to provide an overview of the state-of-art, to present new ideas, original results and practical experiences in this expanding area. Nevertheless, many chapters in the book concern advanced research on this growing area. The book provides critical analysis of clinical trials, assessment of the benefits and risks of the application of these technologies. This book is certainly a small sample of the research activity on Medical Robotics going on around the globe as you read it, but it surely covers a good deal of what has been done in the field recently, and as such it works as a valuable source for researchers interested in the involved subjects, whether they are currently âmedical roboticistsâ or not
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