4,205 research outputs found

    Constructing sonified haptic line graphs for the blind student: first steps

    Get PDF
    Line graphs stand as an established information visualisation and analysis technique taught at various levels of difficulty according to standard Mathematics curricula. It has been argued that blind individuals cannot use line graphs as a visualisation and analytic tool because they currently primarily exist in the visual medium. The research described in this paper aims at making line graphs accessible to blind students through auditory and haptic media. We describe (1) our design space for representing line graphs, (2) the technology we use to develop our prototypes and (3) the insights from our preliminary work

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    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

    Development and evaluation of a haptic framework supporting telerehabilitation robotics and group interaction

    Get PDF
    Telerehabilitation robotics has grown remarkably in the past few years. It can provide intensive training to people with special needs remotely while facilitating therapists to observe the whole process. Telerehabilitation robotics is a promising solution supporting routine care which can help to transform face-to-face and one-on-one treatment sessions that require not only intensive human resource but are also restricted to some specialised care centres to treatments that are technology-based (less human involvement) and easy to access remotely from anywhere. However, there are some limitations such as network latency, jitter, and delay of the internet that can affect negatively user experience and quality of the treatment session. Moreover, the lack of social interaction since all treatments are performed over the internet can reduce motivation of the patients. As a result, these limitations are making it very difficult to deliver an efficient recovery plan. This thesis developed and evaluated a new framework designed to facilitate telerehabilitation robotics. The framework integrates multiple cutting-edge technologies to generate playful activities that involve group interaction with binaural audio, visual, and haptic feedback with robot interaction in a variety of environments. The research questions asked were: 1) Can activity mediated by technology motivate and influence the behaviour of users, so that they engage in the activity and sustain a good level of motivation? 2) Will working as a group enhance users’ motivation and interaction? 3) Can we transfer real life activity involving group interaction to virtual domain and deliver it reliably via the internet? There were three goals in this work: first was to compare people’s behaviours and motivations while doing the task in a group and on their own; second was to determine whether group interaction in virtual and reala environments was different from each other in terms of performance, engagement and strategy to complete the task; finally was to test out the effectiveness of the framework based on the benchmarks generated from socially assistive robotics literature. Three studies have been conducted to achieve the first goal, two with healthy participants and one with seven autistic children. The first study observed how people react in a challenging group task while the other two studies compared group and individual interactions. The results obtained from these studies showed that the group interactions were more enjoyable than individual interactions and most likely had more positive effects in terms of user behaviours. This suggests that the group interaction approach has the potential to motivate individuals to make more movements and be more active and could be applied in the future for more serious therapy. Another study has been conducted to measure group interaction’s performance in virtual and real environments and pointed out which aspect influences users’ strategy for dealing with the task. The results from this study helped to form a better understanding to predict a user’s behaviour in a collaborative task. A simulation has been run to compare the results generated from the predictor and the real data. It has shown that, with an appropriate training method, the predictor can perform very well. This thesis has demonstrated the feasibility of group interaction via the internet using robotic technology which could be beneficial for people who require social interaction (e.g. stroke patients and autistic children) in their treatments without regular visits to the clinical centres

    MOG 2010:3rd Workshop on Multimodal Output Generation: Proceedings

    Get PDF

    A haptic control system for functional electrical stimulation of paraplegic legs

    Get PDF
    Functional electrical stimulation (FES) is a means by which paraplegic men and women can use their natural legs for walking. In FES the impaired muscles are stimulated with electricity in a proper cycle to cause the legs to move in a walking pattern. It can be greatly beneficial for paraplegics however, current systems are not widely used because they are difficult to control in a useful manner. The system proposed here uses a haptic interface, one that utilizes the sense of touch, attached to a user’s index and middle fingers. The haptic device allows the wearer to feel with the fingers what would normally be felt by the feet. Movement of the fingers is monitored and the positions of the two fingertips can be used to dictate the appropriate positions for the feet to be moved to using FES. Therefore, by moving the fingers in a cyclic pattern similar to that of walking, a stimulation pattern needed for activation of leg muscles to allow walking can be generated. Further, by having the sense of feeling for the feet translated to the fingers a person could have improved control over their legs. To test the feasibility of this system a virtual simulation was developed. The simulation navigated a virtual environment using the finger walking technique. The trajectory and velocity of the movements of the subjects was compared to normal human gait and it was found that finger walking greatly resembles natural human gait. Further, it was determined that control was enhanced by haptic feedback. These results show that FES walking can benefit from a controller that incorporates haptics
    • …
    corecore