480 research outputs found

    Management and Detection System for Medical Surgical Equipment

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    Retained surgical bodies (RSB) are any foreign bodies left inside the patient after a medical procedure. RSB is often caused by human mistakes or miscommunication between medical staff during the procedure. Infection, medical complications, and even death are possible consequences of RSB, and it is a significant risk for patients, hospitals, and surgical staff. In this paper. we describe the engineering process we have done to explore the design space, define a feasible solution, and simulate, verify, and validate a state-of-the-art Cyber-Physical System that can significantly decrease the incidence of RSB and thus increase patients' survivability rate. This system might save patients' suffering and lives and reduce medical staff negligence lawsuits while improving the hospital's reputation. The paper illustrates each step of the process with examples and describes the chosen solution in detail

    Role of prosumer driven 3D food printing in innovating food value chains

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    Digital platforms have created an impact in almost all facets of our life in a short period. Today, they are an integral and critical part of consumer experience. When combined with revolutionary 3d printing technology, these platforms are great enablers of prosumption, i.e., production undertaken by consumers. The associated paradigm change is already visible in the specialized goods sector. With the emergence of 3d food printing technology, similar changes are very much anticipated in the food sector. The purpose of this master’s thesis is to create an understanding on how digitally-driven 3d food printing could be best utilized for food prosumption. Three research questions were raised with an aim of identifying key challenges, and uncertainties in prosumer driven 3d food printing; defining the characteristics and customization parameters of a prosumer platform for 3d food printing; and identifying most potential archetypes and use cases for prosumer-driven 3d food printing. To answer the research questions, 3 research themes were identified, namely food value chain, prosumption, and 3d food printing. After an extensive literature review process based upon the research themes, relevant data were gathered using Mixed Methods Research (MMR) approach. 15 semi-structured interviews were conducted with experts from industry and academia. This was followed by a quantitative survey with a pool of respondents from within the identified research themes. Finally, a stakeholder workshop was carried out to finalize and further refine the concepts generated through MMR. Personalized nutrition is found to be an area where 3d food printing has a lot of scope, especially for applications in fitness centres, senior homes, and hospitals. Also, utilization of prosumer driven 3d food printing in fine dining restaurants has one of the highest business potential and feasibility at this point of time. Overall, the research implies that leveraging digital platforms in 3d food printing has the potential to generate futuristic food value chains that are connected, collaborative, data-driven, and transparent

    Engineering News, Spring 2018

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    https://scholarcommons.scu.edu/eng_news/1041/thumbnail.jp

    Spatial representation for planning and executing robot behaviors in complex environments

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    Robots are already improving our well-being and productivity in different applications such as industry, health-care and indoor service applications. However, we are still far from developing (and releasing) a fully functional robotic agent that can autonomously survive in tasks that require human-level cognitive capabilities. Robotic systems on the market, in fact, are designed to address specific applications, and can only run pre-defined behaviors to robustly repeat few tasks (e.g., assembling objects parts, vacuum cleaning). They internal representation of the world is usually constrained to the task they are performing, and does not allows for generalization to other scenarios. Unfortunately, such a paradigm only apply to a very limited set of domains, where the environment can be assumed to be static, and its dynamics can be handled before deployment. Additionally, robots configured in this way will eventually fail if their "handcrafted'' representation of the environment does not match the external world. Hence, to enable more sophisticated cognitive skills, we investigate how to design robots to properly represent the environment and behave accordingly. To this end, we formalize a representation of the environment that enhances the robot spatial knowledge to explicitly include a representation of its own actions. Spatial knowledge constitutes the core of the robot understanding of the environment, however it is not sufficient to represent what the robot is capable to do in it. To overcome such a limitation, we formalize SK4R, a spatial knowledge representation for robots which enhances spatial knowledge with a novel and "functional" point of view that explicitly models robot actions. To this end, we exploit the concept of affordances, introduced to express opportunities (actions) that objects offer to an agent. To encode affordances within SK4R, we define the "affordance semantics" of actions that is used to annotate an environment, and to represent to which extent robot actions support goal-oriented behaviors. We demonstrate the benefits of a functional representation of the environment in multiple robotic scenarios that traverse and contribute different research topics relating to: robot knowledge representations, social robotics, multi-robot systems and robot learning and planning. We show how a domain-specific representation, that explicitly encodes affordance semantics, provides the robot with a more concrete understanding of the environment and of the effects that its actions have on it. The goal of our work is to design an agent that will no longer execute an action, because of mere pre-defined routine, rather, it will execute an actions because it "knows'' that the resulting state leads one step closer to success in its task

    Situation Assessment for Mobile Robots

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    From Lord Coke to Internet Privacy: The Past, Present, and Future of Electronic Contracting

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    Contract law is applied countless times every day, in every manner of transaction large or small. Rarely are those transactions reflected in an agreement produced by a lawyer; quite the contrary, almost all contracts are concluded by persons with no legal training and often by persons who do not have a great deal of education. In recent years, moreover, technological advances have provided novel methods of creating contracts. Those facts present practitioners of contract law with an interesting conundrum: The law must be sensible and stable if parties are to have confidence in the security of their arrangements; but contract law also must be able to handle changing social and economic circumstances, changes that occur at an ever-increasing speed. Contract law, originally designed to handle agreements reached by persons familiar with one another, evolved over time to solve the problems posed by contract formation that was done at a distance — that is, contract law had developed to handle first paper, then telegraphic, and finally telephonic communications. It has handled those changes very well. In the 1990s, however, things began to change. The rise in computer use by individuals coupled with the advent of the World Wide Web gave rise to two parallel developments, both of which challenged the law of contract formation. Increased computer use created a demand for software programs designed for the consumer market, and those programs were commonly transferred to users by way of standard-form licenses that were packaged with the software and thus unavailable before the consumer paid for the software. Also, parties in large numbers began to use electronic means — the computer — to enter into bargained-for relationships. The turn of the millennium brought two electronic contracting statutes, the Electronic Signatures in Global and National Commerce Act (“E-Sign”) and the Uniform Electronic Transactions Act (“UETA”), which removed any doubts that contracts entered into electronically could satisfy the Statute of Frauds. Encouraged by the certainty given by those statutes, internet businesses started offering contract terms on their websites, asking customers to consent to terms by clicking an icon, or by not seeking express assent at all by presenting terms of use by hyperlink. The ease of presenting terms comprised of thousands of words by an internet hyperlink makes it easy for a vendor in its terms of use and terms of service to ask us to give up privacy rights and intellectual property rights. Modern communications technologies therefore make it easier for parties to engage in risky transactions. Nevertheless, we believe that, with few exceptions, the common law of contracts is sufficiently malleable to address the problems arising out of that behavior and where it is not, regulation of contract terms is appropriate. This Article examines those developments

    Haptic Media Scenes

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    The aim of this thesis is to apply new media phenomenological and enactive embodied cognition approaches to explain the role of haptic sensitivity and communication in personal computer environments for productivity. Prior theory has given little attention to the role of haptic senses in influencing cognitive processes, and do not frame the richness of haptic communication in interaction design—as haptic interactivity in HCI has historically tended to be designed and analyzed from a perspective on communication as transmissions, sending and receiving haptic signals. The haptic sense may not only mediate contact confirmation and affirmation, but also rich semiotic and affective messages—yet this is a strong contrast between this inherent ability of haptic perception, and current day support for such haptic communication interfaces. I therefore ask: How do the haptic senses (touch and proprioception) impact our cognitive faculty when mediated through digital and sensor technologies? How may these insights be employed in interface design to facilitate rich haptic communication? To answer these questions, I use theoretical close readings that embrace two research fields, new media phenomenology and enactive embodied cognition. The theoretical discussion is supported by neuroscientific evidence, and tested empirically through case studies centered on digital art. I use these insights to develop the concept of the haptic figura, an analytical tool to frame the communicative qualities of haptic media. The concept gauges rich machine- mediated haptic interactivity and communication in systems with a material solution supporting active haptic perception, and the mediation of semiotic and affective messages that are understood and felt. As such the concept may function as a design tool for developers, but also for media critics evaluating haptic media. The tool is used to frame a discussion on opportunities and shortcomings of haptic interfaces for productivity, differentiating between media systems for the hand and the full body. The significance of this investigation is demonstrating that haptic communication is an underutilized element in personal computer environments for productivity and providing an analytical framework for a more nuanced understanding of haptic communication as enabling the mediation of a range of semiotic and affective messages, beyond notification and confirmation interactivity

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/
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