111,828 research outputs found

    Engineering data compendium. Human perception and performance. User's guide

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    Development of a head-mounted, eye-tracking system for dogs

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    Growing interest in canine cognition and visual perception has promoted research into the allocation of visual attention during free-viewing tasks in the dog. The techniques currently available to study this (i.e. preferential looking) have, however, lacked spatial accuracy, permitting only gross judgements of the location of the dog’s point of gaze and are limited to a laboratory setting. Here we describe a mobile, head-mounted, video-based, eye-tracking system and a procedure for achieving standardised calibration allowing an output with accuracy of 2-3º. The setup allows free movement of dogs; in addition the procedure does not involve extensive training skills, and is completely non-invasive. This apparatus has the potential to allow the study of gaze patterns in a variety of research applications and could enhance the study of areas such as canine vision, cognition and social interactions

    New Uses for Sensitivity Analysis: How Different Movement Tasks Effect Limb Model Parameter Sensitivity

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    Original results for a newly developed eight-order nonlinear limb antagonistic muscle model of elbow flexion and extension are presented. A wider variety of sensitivity analysis techniques are used and a systematic protocol is established that shows how the different methods can be used efficiently to complement one another for maximum insight into model sensitivity. It is explicitly shown how the sensitivity of output behaviors to model parameters is a function of the controller input sequence, i.e., of the movement task. When the task is changed (for instance, from an input sequence that results in the usual fast movement task to a slower movement that may also involve external loading, etc.) the set of parameters with high sensitivity will in general also change. Such task-specific use of sensitivity analysis techniques identifies the set of parameters most important for a given task, and even suggests task-specific model reduction possibilities

    Low-cost natural interface based on head movements

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    Sometimes people look for freedom in the virtual world. However, not all have the possibility to interact with a computer in the same way. Nowadays, almost every job requires interaction with computerized systems, so people with physical impairments do not have the same freedom to control a mouse, a keyboard or a touchscreen. In the last years, some of the government programs to help people with reduced mobility suffered a lot with the global economic crisis and some of those programs were even cut down to reduce costs. This paper focuses on the development of a touchless human-computer interface, which allows anyone to control a computer without using a keyboard, mouse or touchscreen. By reusing Microsoft Kinect sensors from old videogames consoles, a cost-reduced, easy to use, and open-source interface was developed, allowing control of a computer using only the head, eyes or mouth movements, with the possibility of complementary sound commands. There are already available similar commercial solutions, but they are so expensive that their price tends to be a real obstacle in their purchase; on the other hand, free solutions usually do not offer the freedom that people with reduced mobility need. The present solution tries to address these drawbacks. (C) 2015 Published by Elsevier B.V

    Research on new techniques for the analysis of manual control systems Progress report, 15 Jun. 1969 - 15 Jun. 1970

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    Applying statistical decision theory to manual adaptive control system

    Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface

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    Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices

    Video surveillance for monitoring driver's fatigue and distraction

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    Fatigue and distraction effects in drivers represent a great risk for road safety. For both types of driver behavior problems, image analysis of eyes, mouth and head movements gives valuable information. We present in this paper a system for monitoring fatigue and distraction in drivers by evaluating their performance using image processing. We extract visual features related to nod, yawn, eye closure and opening, and mouth movements to detect fatigue as well as to identify diversion of attention from the road. We achieve an average of 98.3% and 98.8% in terms of sensitivity and specificity for detection of driver's fatigue, and 97.3% and 99.2% for detection of driver's distraction when evaluating four video sequences with different drivers

    Unobtrusive and pervasive video-based eye-gaze tracking

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    Eye-gaze tracking has long been considered a desktop technology that finds its use inside the traditional office setting, where the operating conditions may be controlled. Nonetheless, recent advancements in mobile technology and a growing interest in capturing natural human behaviour have motivated an emerging interest in tracking eye movements within unconstrained real-life conditions, referred to as pervasive eye-gaze tracking. This critical review focuses on emerging passive and unobtrusive video-based eye-gaze tracking methods in recent literature, with the aim to identify different research avenues that are being followed in response to the challenges of pervasive eye-gaze tracking. Different eye-gaze tracking approaches are discussed in order to bring out their strengths and weaknesses, and to identify any limitations, within the context of pervasive eye-gaze tracking, that have yet to be considered by the computer vision community.peer-reviewe
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