9,383 research outputs found

    Real-time human ambulation, activity, and physiological monitoring:taxonomy of issues, techniques, applications, challenges and limitations

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    Automated methods of real-time, unobtrusive, human ambulation, activity, and wellness monitoring and data analysis using various algorithmic techniques have been subjects of intense research. The general aim is to devise effective means of addressing the demands of assisted living, rehabilitation, and clinical observation and assessment through sensor-based monitoring. The research studies have resulted in a large amount of literature. This paper presents a holistic articulation of the research studies and offers comprehensive insights along four main axes: distribution of existing studies; monitoring device framework and sensor types; data collection, processing and analysis; and applications, limitations and challenges. The aim is to present a systematic and most complete study of literature in the area in order to identify research gaps and prioritize future research directions

    Smart textiles for improved quality of life and cognitive assessment

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    Smart textiles can be used as innovative solutions to amuse, meaningfully engage, comfort, entertain, stimulate, and to overall improve the quality of life for people living in care homes with dementia or its precursor mild cognitive impairment (MCI). This concept paper presents a smart textile prototype to both entertain and monitor/assess the behavior of the relevant clients. The prototype includes physical computing components for music playing and simple interaction, but additionally games and data logging systems, to determine baselines of activity and interaction. Using microelectronics, light-emitting diodes (LEDs) and capacitive touch sensors woven into a fabric, the study demonstrates the kinds of augmentations possible over the normal manipulation of the traditional non-smart activity apron by incorporating light and sound effects as feedback when patients interact with different regions of the textile. A data logging system will record the patient’s behavioral patterns. This would include the location, frequency, and time of the patient’s activities within the different textile areas. The textile will be placed across the laps of the resident, which they then play with, permitting the development of a behavioral profile through the gamification of cognitive tests. This concept paper outlines the development of a prototype sensor system and highlights the challenges related to its use in a care home setting. The research implements a wide range of functionality through a novel architecture involving loosely coupling and concentrating artifacts on the top layer and technology on the bottom layer. Components in a loosely coupled system can be replaced with alternative implementations that provide the same services, and so this gives the solution the best flexibility. The literature shows that existing architectures that are strongly coupled result in difficulties modeling different individuals without incurring significant costs. © 2021 by the authors. Licensee MDPI, Basel, Switzerland

    Adaptive, fast walking in a biped robot under neuronal control and learning

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    Human walking is a dynamic, partly self-stabilizing process relying on the interaction of the biomechanical design with its neuronal control. The coordination of this process is a very difficult problem, and it has been suggested that it involves a hierarchy of levels, where the lower ones, e.g., interactions between muscles and the spinal cord, are largely autonomous, and where higher level control (e.g., cortical) arises only pointwise, as needed. This requires an architecture of several nested, sensori–motor loops where the walking process provides feedback signals to the walker's sensory systems, which can be used to coordinate its movements. To complicate the situation, at a maximal walking speed of more than four leg-lengths per second, the cycle period available to coordinate all these loops is rather short. In this study we present a planar biped robot, which uses the design principle of nested loops to combine the self-stabilizing properties of its biomechanical design with several levels of neuronal control. Specifically, we show how to adapt control by including online learning mechanisms based on simulated synaptic plasticity. This robot can walk with a high speed (> 3.0 leg length/s), self-adapting to minor disturbances, and reacting in a robust way to abruptly induced gait changes. At the same time, it can learn walking on different terrains, requiring only few learning experiences. This study shows that the tight coupling of physical with neuronal control, guided by sensory feedback from the walking pattern itself, combined with synaptic learning may be a way forward to better understand and solve coordination problems in other complex motor tasks

    Drama, a connectionist model for robot learning: experiments on grounding communication through imitation in autonomous robots

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    The present dissertation addresses problems related to robot learning from demonstra¬ tion. It presents the building of a connectionist architecture, which provides the robot with the necessary cognitive and behavioural mechanisms for learning a synthetic lan¬ guage taught by an external teacher agent. This thesis considers three main issues: 1) learning of spatio-temporal invariance in a dynamic noisy environment, 2) symbol grounding of a robot's actions and perceptions, 3) development of a common symbolic representation of the world by heterogeneous agents.We build our approach on the assumption that grounding of symbolic communication creates constraints not only on the cognitive capabilities of the agent but also and especially on its behavioural capacities. Behavioural skills, such as imitation, which allow the agent to co-ordinate its actionn to that of the teacher agent, are required aside to general cognitive abilities of associativity, in order to constrain the agent's attention to making relevant perceptions, onto which it grounds the teacher agent's symbolic expression. In addition, the agent should be provided with the cognitive capacity for extracting spatial and temporal invariance in the continuous flow of its perceptions. Based on this requirement, we develop a connectionist architecture for learning time series. The model is a Dynamical Recurrent Associative Memory Architecture, called DRAMA. It is a fully connected recurrent neural network using Hebbian update rules. Learning is dynamic and unsupervised. The performance of the architecture is analysed theoretically, through numerical simulations and through physical and simulated robotic experiments. Training of the network is computationally fast and inexpensive, which allows its implementation for real time computation and on-line learning in a inexpensive hardware system. Robotic experiments are carried out with different learning tasks involving recognition of spatial and temporal invariance, namely landmark recognition and prediction of perception-action sequence in maze travelling.The architecture is applied to experiments on robot learning by imitation. A learner robot is taught by a teacher agent, a human instructor and another robot, a vocabulary to describe its perceptions and actions. The experiments are based on an imitative strategy, whereby the learner robot reproduces the teacher's actions. While imitating the teacher's movements, the learner robot makes similar proprio and exteroceptions to those of the teacher. The learner robot grounds the teacher's words onto the set of common perceptions they share. We carry out experiments in simulated and physical environments, using different robotic set-ups, increasing gradually the complexity of the task. In a first set of experiments, we study transmission of a vocabulary to designate actions and perception of a robot. Further, we carry out simulation studies, in which we investigate transmission and use of the vocabulary among a group of robotic agents. In a third set of experiments, we investigate learning sequences of the robot's perceptions, while wandering in a physically constrained environment. Finally, we present the implementation of DRAMA in Robota, a doll-like robot, which can imitate the arms and head movements of a human instructor. Through this imitative game, Robota is taught to perform and label dance patterns. Further, Robota is taught a basic language, including a lexicon and syntactical rules for the combination of words of the lexicon, to describe its actions and perception of touch onto its body

    Overcoming barriers and increasing independence: service robots for elderly and disabled people

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    This paper discusses the potential for service robots to overcome barriers and increase independence of elderly and disabled people. It includes a brief overview of the existing uses of service robots by disabled and elderly people and advances in technology which will make new uses possible and provides suggestions for some of these new applications. The paper also considers the design and other conditions to be met for user acceptance. It also discusses the complementarity of assistive service robots and personal assistance and considers the types of applications and users for which service robots are and are not suitable

    Smart kitchen for Ambient Assisted Living

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    El envejecimiento de la población es una realidad en todos los países desarrollados. Las predicciones de crecimiento de esta población son alarmantes, planteando un reto para los servicios sociales y sanitarios. Las personas ancianas padecen diversas discapacidades que se van acentuando con la edad, siendo más propensas a sufrir accidentes domésticos, presentando problemas para realizar tareas cotidianas, etc. Esta situación conlleva a una pérdida paulatina de capacidades que en muchas ocasiones acaba con la vida autónoma de la persona. En este contexto, las Tecnologías de la Información y Comunicación (TIC) aplicadas al entorno doméstico pueden jugar un papel importante, permitiendo que las personas ancianas vivan más tiempo, de forma independiente en su propio hogar, presentando, por tanto, una alternativa a la hospitalización o institucionalización de las mismas. Este trabajo da un paso más en este sentido, presentando el diseño y desarrollo de un Ambiente Inteligente en la cocina, que ayuda a las personas ancianas y/o con discapacidad a desempeñar sus actividades de la vida diaria de una forma más fácil y sencilla. Esta tesis realiza sus principales aportaciones en dos campos: El metodológico y el tecnológico. Por un lado se presenta una metodología sistemática para extraer necesidades de colectivos específicos a fin de mejorar la información disponible por el equipo de diseño del producto, servicio o sistema. Esta metodología se basa en el estudio de la interacción Hombre-Máquina en base a los paradigmas y modelos existentes y el modelado y descripción de las capacidades del usuario en la misma utilizado el lenguaje estandarizado propuesto en la Clasificación Internacional del Funcionamiento, de la Discapacidad y de la Salud (CIF). Adicionalmente, se plantea el problema de la evaluación tecnológica, diseñando la metodología de evaluación de la tecnología con la finalidad de conocer su accesibilidad, funcionalidad y usabilidad del sistema desarrollado y aplicándola a 61 usuarios y 31 profesionales de la gerontología. Desde un punto de vista técnico, se afronta el diseño de un ambiente asistido inteligente (Ambient Assisted Living, AAL) en la cocina, planteando y definiendo la arquitectura del sistema. Esta arquitectura, basada en OSGi (Open Services Gateway initiative), oferta un sistema modular, con altas capacidades de interoperabilidad y escalabilidad. Además, se diseña e implementa una red de sensores distribuida en el entorno con el fin de obtener la mayor información posible del contexto, presentando distintos algoritmos para obtener información de alto nivel: detección de caídas o localización. Todos los dispositivos presentes en el entorno han sido modelados utilizando la taxonomía propuesta en OSGi4AmI, extendiendo la misma a los electrodomésticos más habituales de la cocina. Finalmente, se presenta el diseño e implementación de la inteligencia del sistema, que en función de la información procedente del contexto y de las capacidades del usuario da soporte a las principales actividades de la vida diaria (AVD) en la cocina

    Open World Assistive Grasping Using Laser Selection

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    Many people with motor disabilities are unable to complete activities of daily living (ADLs) without assistance. This paper describes a complete robotic system developed to provide mobile grasping assistance for ADLs. The system is comprised of a robot arm from a Rethink Robotics Baxter robot mounted to an assistive mobility device, a control system for that arm, and a user interface with a variety of access methods for selecting desired objects. The system uses grasp detection to allow previously unseen objects to be picked up by the system. The grasp detection algorithms also allow for objects to be grasped in cluttered environments. We evaluate our system in a number of experiments on a large variety of objects. Overall, we achieve an object selection success rate of 88% and a grasp detection success rate of 90% in a non-mobile scenario, and success rates of 89% and 72% in a mobile scenario

    Early Turn-taking Prediction with Spiking Neural Networks for Human Robot Collaboration

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    Turn-taking is essential to the structure of human teamwork. Humans are typically aware of team members' intention to keep or relinquish their turn before a turn switch, where the responsibility of working on a shared task is shifted. Future co-robots are also expected to provide such competence. To that end, this paper proposes the Cognitive Turn-taking Model (CTTM), which leverages cognitive models (i.e., Spiking Neural Network) to achieve early turn-taking prediction. The CTTM framework can process multimodal human communication cues (both implicit and explicit) and predict human turn-taking intentions in an early stage. The proposed framework is tested on a simulated surgical procedure, where a robotic scrub nurse predicts the surgeon's turn-taking intention. It was found that the proposed CTTM framework outperforms the state-of-the-art turn-taking prediction algorithms by a large margin. It also outperforms humans when presented with partial observations of communication cues (i.e., less than 40% of full actions). This early prediction capability enables robots to initiate turn-taking actions at an early stage, which facilitates collaboration and increases overall efficiency.Comment: Submitted to IEEE International Conference on Robotics and Automation (ICRA) 201
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