18 research outputs found

    Development of Teleoperation Software for Wheeled Mobile Robot

    Get PDF
    Wireless technology in our daily lives is giving a way to more and more inter connected devices. More increasingly innovative applications are being developed for daily usage ranging from simple sensing devices to autonomous robots. With all these extra additions, the burden on wireless technologies such as WLAN and 3G/4G/LTE is leading to the development of new network architectures and protocols. Teleoperation of remote devices are finding their way into common places using those technologies. In this thesis work a teleoperation software was developed to use wireless serial devices to control a remote robot over the network and perform autonomous tasks under the supervision of an operator. The robot is an indoor wheeled mobile robot and operator’s device is a computer, both running on Windows OS. This system is similar to a Wireless Sensor Networks with actuators and sensors being on the robot device while the control brain is on a remote computer. The full system has several components like graphics for robot parameters, settings for communications, modes of operations for operator and robot’s own localization and safety tasks. Field tests validated the full functionality of the system but in four out of nine trials failure of wireless devices caused complete system paralysis. An autonomous trajectory following operation was implemented to study the effects of packet loss in communication, it was found that control was reliable even with 26 percent drop. With a linear driving test it was also observed that robot’s free moving wheel was causing an orientation error adding an extra 0.06 degree when moving backwards. A continuous transmission of data packets in the network ensures reliability in the system, this is very important from operator’s perspective

    Networked Playscapes : redefining the playground

    Get PDF
    Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.Cataloged from PDF version of thesis.Includes bibliographical references (pages 215-219).In recent years the world became mostly urban, communication untethered and objects surpassed humans connected to the Internet. We are being shaped by the intersection of urbanization and ubiquitous computing. "Smart Cities" offer an efficiency-driven solution by "programming" the city, but this centralized approach forgets that it is the people that make the city and that playing is central to being human. Digital or physical, play is an act of creation and appropriation, a respite in a world geared towards consumption, efficiency and technological determinism. Simultaneously, playgrounds are suffering abandonment. Poorly designed, they are deemed childish and boring, the streets insecure and parents too busy. Portable computing devices have taken over most of the playtime and confined it to human-screen interaction. With less time spent outdoors, social networks and video games have become important hubs where we converge to play-mediated, across distance, with people we might never meet. This dissertation proposes that the advantages of connected play need not be exclusive to the indoors, and that playgrounds today need no real estate. Additionally, it hypothesizes that connected play in the public space enhances the social integration function that playgrounds as architectural constructs have previously served. Drawing from research in play, cognitive development, ubiquitous computing, architecture, telepresence and urban planning, this dissertation posits the redesign of playgrounds into Networked Playscapes. Grounded in the public space, they take existing urban affordances and add largely invisible technological underpinnings so as to support connected play. Deployed in Mexico City, Networked Playscapes is illustrated through three experiments: Triciclo, Andamio and ListenTree. Placed at highly marginalized areas and designed with a broad definition of play, they provide infrastructure for connection at different scales while centering on ludic interaction as the purpose to come together across social and geographic divisions. Space informs play as much as play can inform space. This thesis will discuss design guidelines driven by local idiosyncrasies and physical affordances for grounding and place making, and proposes taking the telepresent quality of imaginative play as the parameter to make congruous use of physical computing embedded in architectural constructs and nature itself.by Edwina Portocarrero Navarro.Ph. D

    Med-e-Tel 2014

    Get PDF

    Development And Evaluation Of Serious Games As Assistive Technology Through Affordable Access Multi-devices

    Get PDF
    O objetivo de um processo de reabilitação é restaurar uma pessoa para um estado de ótimo funcionamento. Uma ampla variedade de processos de reabilitação consiste em exercícios de repetição de tarefas. Assim, Jogos Sérios podem ser utilizados como tecnologia para ajudar neste processo, motivando os pacientes a executar os exercícios durante as sessões de reabilitação, usando uma variedade de artefatos, como por exemplo, metas ou pontos a serem alcançados durante as sessões. Contudo, os jogos utilizados nesses processos podem ser jogos comerciais, projetados com função principal o entretenimento, ou jogos criados especificamente para reabilitação. Esses últimos têm algumas vantagens sobre os primeiros, pois são projetados especificamente para esse propósito, envolvendo conhecimento específico na área de reabilitação no desenvolvimento dos jogos. Entretanto, existe uma discussão sobre a eficácia clínica e a aceitação por parte de usuários e profissionais de saúde envolvidos nessa nova abordagem, e como integrá-la dentro da reabilitação convencional. De acordo com o Relatório Mundial sobre Deficiência produzido pela Organização Mundial de Saúde, pessoas com deficiência e suas famílias são mais propensas a sofrer desvantagens econômicas, educacionais e sociais do que as pessoas sem deficiência, o que também é realidade para a maioria da população brasileira. Assim, é importante que as novas abordagens desenvolvidas sejam acessíveis para todos, independentemente do seu nível social. O uso de dispositivos de baixo custo no desenvolvimento e produção de tal tecnologia reduz seu custo final, tornando-a mais acessível. Assim, este trabalho aborda o tema Jogos Serios aliados a dispositivos de baixo custo para melhorar sua acessibilidade, além de sua avaliação por parte de usuários, paciente e profissionais de saúde envolvidos em reabilitação. Para tal, jogos sérios foram criados em duas modalidades: uma delas voltada para ser usado por profissionais de saúde diretamente e pacientes que estão passando por reabilitação, e uma outra voltada para pesquisas em laboratório, ambas envolvendo o uso de dispositivos de baixo custo, sendo que todos são avaliados por questionários específicos para esse propósito

    Digital Roots

    Get PDF
    Several of the most known and discussed concepts of the digital age predated the digitalization itself and have been previously used in the “analogue times”. Other concepts were coined for the digital society but have transformed and are continuously transforming over time. This edited book selects some of these concepts and starts a time travel through their history, heritage, reinvention, and reinvestment in media and communication studies

    Digital Roots

    Get PDF
    Several of the most known and discussed concepts of the digital age predated the digitalization itself and have been previously used in the “analogue times”. Other concepts were coined for the digital society but have transformed and are continuously transforming over time. This edited book selects some of these concepts and starts a time travel through their history, heritage, reinvention, and reinvestment in media and communication studies

    The Future of Service Post-COVID-19 Pandemic, Volume 1

    Get PDF
    This open access book is geared towards providing insights and stimulating new thinking about the changing nature of services, service work and workers, and service experiences during and after the COVID-19 pandemic in 2020, particularly focusing on digital service technology. This book serves as a useful resource for business practitioners and academics in the areas of service and human resource management. Each chapter deals with specific current issues within these industries due to COVID-19 and issues that will come up post-pandemic. As COVID-19 is expected introduce novel methods to the service sector, such as untact service, telecommuting, alternative work arrangements, job crafting, and new work skills, digital technology is becoming more important than ever before. This books provides a range of examples and cases to elaborate on the effective application of digital service technology in order for businesses to stay relevant in the current climate

    The Future of Service Post-COVID-19 Pandemic, Volume 1

    Get PDF
    This open access book is geared towards providing insights and stimulating new thinking about the changing nature of services, service work and workers, and service experiences during and after the COVID-19 pandemic in 2020, particularly focusing on digital service technology. This book serves as a useful resource for business practitioners and academics in the areas of service and human resource management. Each chapter deals with specific current issues within these industries due to COVID-19 and issues that will come up post-pandemic. As COVID-19 is expected introduce novel methods to the service sector, such as untact service, telecommuting, alternative work arrangements, job crafting, and new work skills, digital technology is becoming more important than ever before. This books provides a range of examples and cases to elaborate on the effective application of digital service technology in order for businesses to stay relevant in the current climate
    corecore