33 research outputs found
Vision-Based Control of the Robotenis System
In this paper a visual servoing architecture based on a parallel robot for the tracking of faster moving objects with unknown trajectories is proposed. The control strategy is based on the prediction of the future position and velocity of the moving object. The synthesis of the predictive control law is based on the compensation of the delay introduced by the vision system. Demonstrating by experiments, the high-speed parallel robot system has good performance in the implementation of visual control strategies with high temporary requirement
Wearable and IoT technologies application for physical rehabilitation
This research consists in the development an IoT Physical Rehabilitation solution based
on wearable devices, combining a set of smart gloves and smart headband for use in
natural interactions with a set of VR therapeutic serious games developed on the Unity
3D gaming platform. The system permits to perform training sessions for hands and
fingers motor rehabilitation.
Data acquisition is performed by Arduino Nano Microcontroller computation platform
with ADC connected to the analog measurement channels materialized by piezo-resistive
force sensors and connected to an IMU module via I2C. Data communication is performed
using the Bluetooth wireless communication protocol. The smart headband, designed to
be used as a first- person-controller in game scenes, will be responsible for collecting the
patient's head rotation value, this parameter will be used as the player's avatar head
rotation value, approaching the user and the virtual environment in a semi-immersive
way.
The acquired data are stored and processed on a remote server, which will help the
physiotherapist to evaluate the patients' performance around the different physical
activities during a rehabilitation session, using a Mobile Application developed for the
configuration of games and visualization of results.
The use of serious games allows a patient with motor impairments to perform exercises
in a highly interactive and non-intrusive way, based on different scenarios of Virtual
Reality, contributing to increase the motivation during the rehabilitation process.
The system allows to perform an unlimited number of training sessions, making possible
to visualize historical values and compare the results of the different performed sessions,
for objective evolution of rehabilitation outcome. Some metrics associated with upper
limb exercises were also considered to characterize the patient’s movement during the
session.Este trabalho de pesquisa consiste no desenvolvimento de uma solução de Reabilitação
Física IoT baseada em dispositivos de vestuário, combinando um conjunto de luvas
inteligentes e uma fita-de-cabeça inteligente para utilização em interações naturais com
um conjunto de jogos terapêuticos sérios de Realidade Virtual desenvolvidos na
plataforma de jogos Unity 3D. O sistema permite realizar sessões de treino para
reabilitação motora de mãos e dedos.
A aquisição de dados é realizada pela plataforma de computação Arduino utilizando um
Microcontrolador Nano com ADC (Conversor Analógico-Digital) conectado aos canais
de medição analógicos materializados por sensores de força piezo-resistivos e a um
módulo IMU por I2C. A comunicação de dados é realizada usando o protocolo de
comunicação sem fio Bluetooth. A fita-de-cabeça inteligente, projetada para ser usada
como controlador de primeira pessoa nos cenários de jogo, será responsável por coletar o
valor de rotação da cabeça do paciente, esse parâmetro será usado como valor de rotação
da cabeça do avatar do jogador, aproximando o utilizador e o ambiente virtual de forma
semi-imersiva.
Os dados adquiridos são armazenados e processados num servidor remoto, o que ajudará
o fisioterapeuta a avaliar o desempenho dos pacientes em diferentes atividades físicas
durante uma sessão de reabilitação, utilizando uma Aplicação Móvel desenvolvido para
configuração de jogos e visualização de resultados.
A utilização de jogos sérios permite que um paciente com deficiências motoras realize
exercícios de forma altamente interativa e não intrusiva, com base em diferentes cenários
de Realidade Virtual, contribuindo para aumentar a motivação durante o processo de
reabilitação.
O sistema permite realizar um número ilimitado de sessões de treinamento, possibilitando
visualizar valores históricos e comparar os resultados das diferentes sessões realizadas,
para a evolução objetiva do resultado da reabilitação. Algumas métricas associadas aos
exercícios dos membros superiores também foram consideradas para caracterizar o
movimento do paciente durante a sessão
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 product’s 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
Circuits to control--learning engineering by designing LEGO robots
Thesis (Ph. D.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1994.Includes bibliographical references (leaves 251-255).by Fred Garth Martin.Ph.D
SUPPORTING THERAPY-CENTERED GAME DESIGN FOR BRAIN INJURY REHABILITATION
Brain injuries (BI) are a major public health issue. Many therapists who work with patients who have had a BI include games to ameliorate boredom associated with repetitive rehabilitation. However, designing effective, appropriate, and engaging games for BI therapy is challenging. The challenge is especially manifested when considering how to consolidate the different mindsets and motivations among key stakeholders; i.e., game designers and therapists. In this dissertation, I investigated the ideation, creation, and evaluation of game design patterns and a design tool, GaPBIT (Game Design Patterns for BI Therapy) that leveraged patterns to support ideation of BI therapy game concepts and facilitate communication among designers and therapists. Design patterns, originated from the work of Christopher Alexander, provide a common design language in a specific field by documenting reusable design concepts that have successfully solved recurring problems.
This investigation involved four overlapping phases. In Phase One, I interviewed 11 professional game designers focused on games for health (serious games embedded with health-related goals) to explore how they perceived and approached their work. In Phase Two, I identified 25 therapy-centered game design patterns through analyzing data about game use in BI therapy. Based on those patterns, in Phase Three I created and iterated the GaPBIT prototype through user studies. In Phase Four, I conducted quasi-experimental case studies to establish the efficacy and user experience of GaPBIT in game design workshops that involved both game designers and therapists.
During the design workshops, the design patterns and GaPBIT supported exploration of game design ideas and effectively facilitated discussion among designers and therapists. The results also indicated that these tools were especially beneficial for novice game designers. This work significantly promotes game design for BI rehabilitation by providing designers and therapists with easier access to the information about requirements in rehabilitation games. Additionally, this work modeled a novel research methodology for investigating domains where balancing the role of designers and other stakeholders is particularly important. Through a “practitioner-centered” process, this work also provides an exemplar of investigating technologies that directly address the information needs of professional practitioners
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A Novel Multi-View Table Tennis Umpiring Framework
This research investigates the development of a low-cost multi-view umpiring framework, as an alternative to the current expensive systems that are almost exclusively restricted to elite professional sports. Table tennis has been selected as the testbed because, while automating the process is challenging, it has many different complex match elements including the service, return and rallies, which are governed by a strict set of regulations. The focus is mainly on the rally element rather than the whole match. Ball detection and tracking in video frames are undertaken to determine reliably the ball position relative to key reference objects like the table surface and net, and the ball’s flight path is used to determine the rally’s status.
While a low-cost option has benefits, it is technically challenging due to the limited number of cameras and generally low video resolution used. This thesis presents a portable multi-view umpiring framework that identifies each state change in a rally. It makes three significant contributions to knowledge: i) a reliable ball detection strategy that accurately detects the location of the ball in low-resolution sequences; ii) a novel framework for ball tracking using a multi-view system, and iii) a new state-machine based evaluation system for analysing table tennis rallies.
In a series of ten different test scenarios, the system achieved an average of 94% system detection rate and 100% accurate decisions. A test sequence of duration 1 s can be processed in 8 s, leading to a delay of only 7 s, which is considered acceptable for practical purposes. This solution has the potential to reform the way matches are umpired, providing objectivity in resolving disputed decisions. It affords an economic technology for amateur players, while the multi-view facility is extendible to other relevant ball-based sports. Finally, the ball flight path analysis mechanism can be a valuable training tool for skills development
Haptics Rendering and Applications
There has been significant progress in haptic technologies but the incorporation of haptics into virtual environments is still in its infancy. A wide range of the new society's human activities including communication, education, art, entertainment, commerce and science would forever change if we learned how to capture, manipulate and reproduce haptic sensory stimuli that are nearly indistinguishable from reality. For the field to move forward, many commercial and technological barriers need to be overcome. By rendering how objects feel through haptic technology, we communicate information that might reflect a desire to speak a physically- based language that has never been explored before. Due to constant improvement in haptics technology and increasing levels of research into and development of haptics-related algorithms, protocols and devices, there is a belief that haptics technology has a promising future
Trajectory solutions for a game-playing robot using nonprehensile manipulation methods and machine vision
The need for autonomous systems designed to play games, both strategy-based and
physical, comes from the quest to model human behaviour under tough and
competitive environments that require human skill at its best. In the last two decades,
and especially after the 1996 defeat of the world chess champion by a chess-playing
computer, physical games have been receiving greater attention. Robocup TM, i.e.
robotic football, is a well-known example, with the participation of thousands of
researchers all over the world. The robots created to play snooker/pool/billiards are
placed in this context. Snooker, as well as being a game of strategy, also requires
accurate physical manipulation skills from the player, and these two aspects qualify
snooker as a potential game for autonomous system development research. Although
research into playing strategy in snooker has made considerable progress using
various artificial intelligence methods, the physical manipulation part of the game is
not fully addressed by the robots created so far. This thesis looks at the different ball
manipulation options snooker players use, like the shots that impart spin to the ball in
order to accurately position the balls on the table, by trying to predict the ball
trajectories under the action of various dynamic phenomena, such as impacts.
A 3-degree of freedom robot, which can manipulate the snooker cue on a par with
humans, at high velocities, using a servomotor, and position the snooker cue on the
ball accurately with the help of a stepper drive, is designed and fabricated. [Continues.