28 research outputs found
Virtual reality application for automotive design reviews
During this work the objective is to create a visualization application in Unreal Engine
5 that is able to improve the current issues that are faced every day by artists that perform
design reviews in Virtual Reality. The scope of this project is limited to the context of the
Spanish car company called SEAT where the practical project has been developed. The target
user for the program that will be developed is the professional artists that create the different
parts of the car. They would ideally use it whenever there is a review to be made. The
opportunity to access the car design facilities and work with the technology they implement
has come from a 6 months internship at the company.
The project has been developed in 3 stages: preproduction, where the major part of the
research takes place and the program’s interface will be designed; production, the stage where
the program is implemented; and postproduction, where the validation with industry
professionals takes place.
After completing the project, the feedback has been great but there are still some steps
to take to get to the point of having a complete product that could be used professionally for
design reviews. The application works as expected with stable performance that does not
induce any sickness and an intuitive interaction system that is easy to learn. When car models
are complete, they have millions of polygons and complex materials applied to them so it is
difficult to find a balance between quality and performance for the design review sessions.
Moreover, natural interfaces are still being researched and are not commonly integrated into
the widespread VR applications so there is still a lot of work to be done in that regard
Efficiency and Effectiveness of Social Spending
In this qualitative sociological and quantitative economic policy paper, we start out from the assumption of a very recent European Commission Background paper on the “Efficiency and effectiveness of social spending”, which says the effectiveness of social spending can be defined by the degree to which the realized allocation approaches the socially desired outcome. The conclusions listed in the Commission paper are found far reaching and not supported by the empirical data. We perform such an analysis, starting from advances in recent literature. A more encompassing sociological perspective on the issue and factor analytical calculations is presented, which supports our general argument about the efficiency of the Scandinavian model. The social quality approach provides an alternative perspective on welfare system analysis, focusing on public policies rather than social policies. The empirical evidence, suggests that in terms of the efficiency of the European social model, the geography of comparative performance include: the direct action against social exclusion, health and family social expenditures, the neo-liberal approach, and the unemployment benefit centred approach. Applying rigorous comparative social science methodology, we also arrive at the conclusion that in terms of the initial ECOFIN definition of efficiency, the data presented in this article suggest that apart from Finland and the Netherlands, three new EU-27 member countries, especially the Czech Republic and Slovenia, provide interesting answers to the question about the efficiency of state expenditures in reducing poverty rates.social spending, European Commission, index numbers and aggregation, cross-sectional models, spatial models, economic integration, regional economic activity, international factor movements, nternational political economy
A Taxonomy of Freehand Grasping Patterns in Virtual Reality
Grasping is the most natural and primary interaction paradigm people perform every day, which allows us to pick up and manipulate objects around us such as drinking a cup of coffee or writing with a pen. Grasping has been highly explored in real environments, to understand and structure the way people grasp and interact with objects by presenting categories, models and theories for grasping approach. Due to the complexity of the human hand, classifying grasping knowledge to provide meaningful insights is a challenging task, which led to researchers developing grasp taxonomies to provide guidelines for emerging grasping work (such as in anthropology, robotics and hand surgery) in a systematic way.
While this body of work exists for real grasping, the nuances of grasping transfer in virtual environments is unexplored. The emerging development of robust hand tracking sensors for virtual devices now allow the development of grasp models that enable VR to simulate real grasping interactions. However, present work has not yet explored the differences and nuances that are present in virtual grasping compared to real object grasping, which means that virtual systems that create grasping models based on real grasping knowledge, might make assumptions which are yet to be proven true or untrue around the way users intuitively grasp and interact with virtual objects.
To address this, this thesis presents the first user elicitation studies to explore grasping patterns directly in VR. The first study presents main similarities and differences between real and virtual object grasping, the second study furthers this by exploring how virtual object shape influences grasping patterns, the third study focuses on visual thermal cues and how this influences grasp metrics, and the fourth study focuses on understanding other object characteristics such as stability and complexity and how they influence grasps in VR. To provide structured insights on grasping interactions in VR, the results are synthesized in the first VR Taxonomy of Grasp Types, developed following current methods for developing grasping and HCI taxonomies and re-iterated to
present an updated and more complete taxonomy.
Results show that users appear to mimic real grasping behaviour in VR, however they also illustrate that users present issues around object size estimation and generally a lower variability in grasp types is used. The taxonomy shows that only five grasps account for the majority of grasp data in VR, which can be used for computer systems aiming to achieve natural and intuitive interactions at lower computational cost. Further, findings show that virtual object characteristics such as shape, stability and complexity as well as visual cues for temperature influence grasp metrics such as aperture, category, type, location and dimension. These changes in grasping patterns together with virtual object categorisation methods can be used to inform design decisions when developing intuitive interactions and virtual objects and environments and therefore taking a step forward in achieving natural grasping interaction in VR
Evaluating usability evaluation methods for location-aware interactive systems in contextually rich environments.
PhDIn
this
research
we
investigate
the
evaluation
of
usability
evaluations
methods
(UEMs).
In
particular
we
are
concerned
with
evaluating
their
suitability
for
the
evaluation
of
location-‐
aware
systems.
Not
all
approaches
for
the
evaluation
of
UEMs
have
been
extensively
validated
for
such
types
of
dynamic
interaction,
while
their
application
is
not
clearly
documented.
We
overview
the
strengths
of
the
current
approach
and
suggest
how
to
improve
them.
We
examine
navigation
systems
as
examples
for
issues
with
location-‐aware
systems
in
a
contextually
rich
environment.
The
setting
is
very
different
to
a
traditional
desktop-‐based
application.
Take
the
use
of
the
navigation
device
for
example.
It
is
a
secondary
task;
the
primary
task
is
to
safely
drive
the
car.
The
interface
is
continuously
changing
to
adapt
to
the
current
location
of
the
user.
The
user
navigates
in
a
complex
dynamic
environment
encompassing
various
stimuli
and
unpredictable
external
factors.
We
present
in
the
thesis
a
methodological
and
systematic
way
to
approach
the
evaluation
of
UEMs.
A
comparative
study
of
analytical
and
empirical
techniques
was
carried
out,
to
assess
them
in
identifying
usability
problems
within
both
static
and
dynamic
contexts
of
use.
Four
analytical
methods
(CW,
UAN,
EMU,
and
Design
Guidelines)
and
one
empirical
were
compared.
In
this
thesis,
we
validate
the
existing
classification
scheme
of
Blandford
et
al.
(2008)
and
highlight
relevant
issues.
We
present
an
alternative
systematic
approach
building
on
this
scheme
(CoHUM),
and
its
shortcomings
with
dynamic
systems.
We
show
how
a
rigorous
and
systematic
error
analysis
identifies
phenotypes
as
the
outcome
of
empirical
techniques,
whilst
genotypes
are
the
outcome
of
analytical
techniques.
Finally,
we
present
new
dimensions
that
previous
literature
had
not
identified
for
the
evaluation
of
UEMs.
This
research
will
help
future
researchers
by
providing
them
with
a
stronger
methodological
approach
for
comparing
UEMs
and,
in
particular,
categories
of
UEMs
Space Station Freedom Utilization Conference
The topics addressed in Space Station Freedom Utilization Conference are: (1) space station freedom overview and research capabilities; (2) space station freedom research plans and opportunities; (3) life sciences research on space station freedom; (4) technology research on space station freedom; (5) microgravity research and biotechnology on space station freedom; and (6) closing plenary
Motion feedback in the teleoperation of Unmanned Aerial Vehicles
Teleoperation of unmanned vehicles is a valuable tool in scenarios
where the operator can not or should not operate the vehicle from
on-board. Applications range from hazardous environments where
exposure needs to be avoided, control of Unmanned Aerial Vehicles
(UAV) to retrieve overviews of inaccessible disaster areas, to deep
sea exploration where on-board operation is simply not possible.
However, limitations in sensor performance, noise and laten-
cies introduced in the transmission, and ineffective display of the
information to the operator can lead to a reduced amount of infor-
mation, reduced performance, a loss of situation awareness, and in
the worst case a loss of the remote vehicle. The spatial decoupling
between the operator and the vehicle is one of the main challenges
in teleoperation.
Most setups include one or more control sticks to steer the ve-
hicle, a monitor displaying the live video feed of the main vehicle
camera, and a seat for the operator. This can be extended by display-
ing additional state information using monitors or visual overlay,
rendered on top of the main video stream [Tvaryanas, 2004; van
Erp, 2000]. However, processing of multiple screens can increase
mental workload. This can cause the operator to miss important
information, leading to a loss of situation awareness and reduced
performance or a crash of the vehicle.
Instead of presenting information purely visually, other feedback
modalities can be used to convey vehicle state or information about
the task. The goal of this PhD thesis is to investigate the possibility
of providing additional information using motion feedback. Here,
motion feedback is defined as physically moving the operator using
a motion simulator. In the work presented in this thesis a distinction
between two motion feedback types is made. Vehicle-state motion
feedback describes vehicle motion, while task-related motion feedback is
the result of the combination of desired and actual vehicle motion.
To investigate the effects of motion feedback in teleoperation
several studies have been conducted. In the experiments presented
participants either controlled a virtual quadrotor flying in a simu-
lated environment or a real octorotor. Participants controlled the
UAV from within the CyberMotion Simulator (CMS), an 8-DOF
motion simulator located at the Max Planck Institute for Biological
Cybernetics.
The results show that providing motion feedback has a positive
effect on performance in teleoperation of remote UAVs. If the remote
vehicle is subject to external disturbances, e.g., wind gusts, vehicle-
state feedback showed to improve disturbance rejection capabilities
leading to increased performance. Furthermore, motion feedback
can be shaped to include additional information about the task with
positive effects on performance. This shows that the additional
information included in the motion feedback can be used by the
operator to improve performance and control behavior.Die Teleoperation eines unbemannten Gefährts ist ein wertvolles
Werkzeug in Situationen, in denen der Pilot das Gefährt nicht von
Bord aus steuern kann oder sollte. Beispiele hierfür reichen von,
für den Piloten, toxischen Umgebungen, über Luftaufnahmen von
Katastrophengebieten mithilfe von unbemannten Flugzeugen (engl.
Unmanned Aerial Vehicle(UAV)), bis zur Erforschung der Tiefsee,
bei der die Steuerung von Bord schlichtweg unmöglich wird.
Allerdings führen Einschränkungen in der Sensorerfassung, Rau-
schen und Latenzen in der Übertragung, sowie eine ineffiziente
Darstellung der Informationen für den Piloten dann zu einem redu-
zierten Informationsfluss, reduzierter Leistung, einem Verlust des
Situationsbewusstseins und im schlimmsten Fall zu einem Verlust
des Gefährts. Die räumliche Entkopplung zwischen dem Piloten
und des Flugobjekts ist eine der wichtigsten Herausforderungen in
der Teleoperation von UAVs.
Die meisten Kontrollstationen beinhalten ein oder mehrere Steu-
erknüppel um das Gefährt zu steuern, einen Monitor der eine di-
rekte Videoübertragung der Hauptkamera anzeigt und ein Sitzplatz
für den Piloten. Dies kann erweitert werden, in dem zusätzliche
Statusinformationen mit weiteren Monitoren oder visuellen Über-
lagerungen, die über die Hauptübertragung gezeichnet werden,
angezeigt werden [Tvaryanas, 2004; van Erp, 2000]. Jedoch kann
die Verarbeitung mehrerer Bildschirme die mentale Belastung erhö-
hen. Dies kann dazu führen, dass der Pilot wichtige Informationen
nicht aufnimmt, was zu einem Verlust des Situationsbewusstseins
und einhergehender reduzierten Leistung oder einem Unfall des
Gefährts führt.
Anstatt Information rein visuell zu präsentieren, können ande-
re Modalitäten genutzt werden Rückmeldungen über den Status
des Gefährts oder Informationen über die Aufgabe zu präsentieren.
Das Ziel dieser Doktorarbeit ist die Untersuchung der Modalität
der Bewegung. Es soll untersucht werden, ob Bewegungen genutzt
werden können, um dem Piloten zusätzliche Rückmeldungen über
den Zustand des Gefährts bereit zu stellen. Bewegungsfeedback
beschreibt hier die physikalische Bewegung des Piloten mit Hilfe
eines Bewegungssimulators. In dieser Arbeit wird zwischen zwei
Typen von Bewegungsfeedback unterschieden. Fahrzeugzustandsbe-
wegungsfeedback beschreibt die Bewegung des Fahrzeugs, während
Aufgabenabhängiges Bewegungsfeedback die Kombination aus tatsächli-
chem und gewünschtem Fahrzeugzustand ist.
Die Effekte von Bewegungsfeedback in der Teleoperation wurden
in mehreren Studien untersucht. In den vorgestellten Experimenten
kontrollierten Teilnehmer entweder einen virtuellen Quadrotor, der
in einer simulierten Umgebung flog, oder einen echten Octorotor.
Die Teilnehmer steuerten das UAV von der Kanzel des CyberMotion
Simulators (CMS) aus, ein 8-DOF Bewegungssimulator, der sich am
Max-Planck-Institut für biologische Kybernetik befindet.
Die Ergebnisse zeigen, dass die Bereitstellung von Bewegungs-
feedback positive Effekte auf die Leistung und das Verhalten des
Piloten in der Steuerung des UAVs hat. Ist das UAV externen Stö-
rungen ausgesetzt, wie z.B. Windstößen, zeigte sich, dass Fahr-
zeugzustandsbewegungsfeedback die Fähigkeit der Störungsunter-
drückung des Piloten verbessert, was zu Leistungsteigerungen führt.
Außerdem zeigte sich, dass Bewegungsfeedback dahingehend ge-
formt werden kann, zusätzliche Informationen über die Aufgabe
bereitzustellen. Dies zeigt, dass die zusätzlichen Informationen vom
Piloten genutzt werden können um Leistung und Kontrollverhalten
zu verbessern
Musculoskeletal disorders in midwives: prevalence, impact and contributory factors
Musculoskeletal symptoms have been problematic for healthcare staff, resulting in sickness absenteeism, functional limitations, staff shortages and financial costs to organisations. Maternity professionals who care for women in labour, particularly midwives and obstetricians, are also at high risk of developing musculoskeletal disorders due to a range of associated risk factors including heavy working conditions and awkward caring positions. There has been, however, limited research into this condition in midwives. The aim of this thesis is to investigate musculoskeletal disorders with prevalence, distribution, severity and impact, and to explore contributing factors from a biopsychosocial perspective.A first stage survey study (n=635) explored the extent of musculoskeletal disorders and association with risk factors. The Nordic Musculoskeletal Questionnaire identified a very high prevalence of symptoms, mostly in the lower back (71%), neck (45%) and shoulders (45%) within a 12-month period. These symptoms resulted in activity limitation (50%), sickness absences (30%) and change of job/duties (45%). An investigation into the associations between potential contributing factors and musculoskeletal symptoms showed that younger age, less experience in the profession, a higher body mass index, longer working hours, lower job satisfaction and higher job stress can each play a role in developing such symptoms.In-depth interviews with 15 midwives and a further validation focus group (n=7) explored risk factors and prevention strategies in considerable detail. The majority of such symptoms were considered to be work related, including working tasks, equipment, environment, heavy workloads, staff and mother characteristics. The primary concern expressed by midwives was the lack of application of protective strategies in real practice due to the heavy workload and mother-centred practice approach. They also argued that they did not benefit from standardised manual handling training due to a lack of content dealing with midwifery caring activities.Finally, the risk of musculoskeletal symptoms associated with common working positions was evaluated by using the Rapid Entire Body Assessment postural analysis tool with a sample of midwives (n=22). This analysis suggested that working postures resulted in a significant increase in the risk of developing musculoskeletal disorders, with all postures having a very high to medium risk level, indicating that immediate action is required to address this issue. The trunk, neck and upper arm were found to be the most commonly affected body parts.The findings will inform the development of risk management strategies to reduce musculoskeletal symptoms in the absence of such data in the United Kingdom. Management of such symptoms may have a positive impact on staff shortages, early retirements, individuals’ life trajectories, mother and baby safety as well as staff wellbeing. Organisations and professional bodies play a key role in this regard.</div
Proceedings of the Seventeenth Annual Conference on Manual Control
Manual control is considered, with concentration on perceptive/cognitive man-machine interaction and interface
UWOMJ Volume 69, No 2, Spring 1999
An interdisciplinary medical science publication; established 1930.https://ir.lib.uwo.ca/uwomj/1030/thumbnail.jp