562 research outputs found

    Supporting Knitwear Design Using Case-Based Reasoning

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    Organised by: Cranfield UniversityKnitwear design is a creative activity that is hard to automate using the computer. The production of the associated knitting pattern, however, is repetitive, time-consuming and error-prone, calling for automation. Our objectives are two-fold: to facilitate the design and to ease the burden of calculations and checks in pattern production. We conduct a feasibility study for applying case-based reasoning in knitwear design: we describe appropriate methods and show how they can be implemented.Mori Seiki – The Machine Tool Compan

    NASA space station automation: AI-based technology review

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    Research and Development projects in automation for the Space Station are discussed. Artificial Intelligence (AI) based automation technologies are planned to enhance crew safety through reduced need for EVA, increase crew productivity through the reduction of routine operations, increase space station autonomy, and augment space station capability through the use of teleoperation and robotics. AI technology will also be developed for the servicing of satellites at the Space Station, system monitoring and diagnosis, space manufacturing, and the assembly of large space structures

    Enhanced gesture sensing using battery-less wearable motion trackers

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    A Pilot Study for Utilizing Additive Manufacturing and Responsive Rewards in Physical Activity Gamification

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    Health related issues from being overweight or obese are significant global challenges, and whilst increased activity is known to reduce the health risks associated with these conditions, current wearable and activity tracking devices alone are insufficient to motivate everyone over the long-term necessary to make significant change. This paper explores novel gamified systems as part of a pilot study to leverage additive manufacturing and Internet of Things technologies to increase motivation for physical activity, creating new ways for people to be rewarded in the physical world, and for activity data to be communicated in more abstract and customisable ways. These systems were exhibited and discussed at the 2017 Design 4 Health conference in Melbourne, Australia, and are intended to contribute to research by designers and fitness companies in thinking beyond the digital interface, and in particular to engage young people in the physical world

    Virtual Reality Games for Motor Rehabilitation

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    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
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