13,052 research outputs found

    Application of an Intuitive, Glove-type Remote Control with Haptic Feedback to Quadcopters

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    Although remote controllers for drones, based upon a classic two-joystick architecture, are unwieldy, they still see widespread use. As a replacement, we propose a remote control with a glove-based architecture that utilizes haptic feedback from the quadcopter. The proposed controller should be far more intuitive, making drone flight easier and more intuitive. Additionally, since the pilot will have one hand free, he or she can use maps, electronics, and other aids much more straightforwardly than with a two-handed controller. While our technology is designed for drones, it also could see further usage in a wide variety of civilian and military applications, from entertainment to industry. This glove-based architecture with haptic feedback might well become a staple of the future

    Refining personal and social presence in virtual meetings

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    Virtual worlds show promise for conducting meetings and conferences without the need for physical travel. Current experience suggests the major limitation to the more widespread adoption and acceptance of virtual conferences is the failure of existing environments to provide a sense of immersion and engagement, or of ‘being there’. These limitations are largely related to the appearance and control of avatars, and to the absence of means to convey non-verbal cues of facial expression and body language. This paper reports on a study involving the use of a mass-market motion sensor (Kinectℱ) and the mapping of participant action in the real world to avatar behaviour in the virtual world. This is coupled with full-motion video representation of participant’s faces on their avatars to resolve both identity and facial expression issues. The outcomes of a small-group trial meeting based on this technology show a very positive reaction from participants, and the potential for further exploration of these concepts

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    Magnetostriction measurement by using dual heterodyne laser interferometers

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    Electrical machines and transformers have a core built out of laminations of ferromagnetic materials. A portion of the vibrations and noise of these devices is due to magnetic forces and magnetostriction arising from the magnetic core. Magnetic forces are well known, and analytical methods are extensively used to calculate them. Magnetostriction can be defined as the deformation of the ferromagnetic material in the presence of a magnetic field. Unlike magnetic forces, magnetostriction shows a rather complex behavior. It varies for every material, and it depends on the applied magnetic field and external pressure. Therefore, magnetostrictive behavior of every material needs to be determined experimentally by means of strain measurements. Strain gauge measurement techniques have been used before at the Electrical Energy Laboratory (EELAB), Ghent University, Ghent, Belgium. In this paper, a new measurement method using dual heterodyne laser interferometers is proposed to overcome the drawbacks of the old method. The proposed measurement setup and the working principles are explained. The possibility to apply both techniques on one and the same sample can also reveal some interesting results about the quality of both techniques

    Design and implementation of a compliant robot with force feedback and strategy planning software

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    Force-feedback robotics techniques are being developed for automated precision assembly and servicing of NASA space flight equipment. Design and implementation of a prototype robot which provides compliance and monitors forces is in progress. Computer software to specify assembly steps and makes force feedback adjustments during assembly are coded and tested for three generically different precision mating problems. A model program demonstrates that a suitably autonomous robot can plan its own strategy

    Study of tooling concepts for manufacturing operations in space Final report

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    Mechanical linkage device for manufacturing operations with orbital workshop
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