56 research outputs found

    End-effector wheeled robotic arm gaming prototype for upper limb coordination control in home-based therapy

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    The stroke patient will be having difficulty to control their upper limb, which causes their handling to become weak and unorganized. Conventional therapy designed to retrain the subject ability when it's losses due to stroke. As previous study concern that a subject with strong motivation and concentration of treatment tends to recover better than people who don't follow the program. This research focused on intensifying the training by providing user with Wheel robotic arm to train their upper limb. User will be asked to do exercising on moving particular objects to another position repetitively during a specific period. The robot will help the user to assist and relearn their motoric skill and improve muscle strength and coordination. The result of training is quite convincing when the user gives a positive response toward the practice. Around 86 percent of subject likely prefer the proposed system as their home-based rehabilitation system. The Anova testing with alpha 0.05 shows that there is no significant difference between trained subject and untrained subject on operating the wheeled robotic arm. It's mean the proposed system is reliable and user friendly to be used without an assistant so user can have more flexibility and improve their accomplishment on regaining their motoric skills. The future work will focus on stroke patient testing with more challenge and obstacle in enhancing the effectiveness of the stroke rehabilitation system

    Towards Racing Gamification with Natural Interface for post stroke Rehabilitation

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    Stroke patient basically suffer from limited movement, they cannot control their balance very well, therefore the therapy that involve repetitive motion, harmonization and stability workout should be applied to them. The invention of Kinect has lead people to applied this device as a tool for recovering patient from stroke because its capability on tracking the skeletal of human body. Racing Game is very popular among the adults, elderly and even kids, the rule it’s quite simple and understandable. The combination between the racing game and natural interface will lead to innovative application which is potential to be used as home therapy for post stroke patient. User will be required to move some parts of their body such as both hand, arm, head and even shoulder. The body tracking is provided by depth camera that can capture and interpret human body gesture recognition to be used as interaction command. The human skeleton will be displayed onto screen to control the car in the game and the result of racing will be synchronized with user excitement which is recorded through Kinect video

    SIMULASI VIRTUAL REALITY PADA RUMAH SAKIT GRAHA AMERTA SURABAYA

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    In this research, we would like to present virtual reality application that will visualize Graha Amerta Surabaya hospital into Virtual environment. This 3D simulation is for helping people on remembering hospital area. There 3 different categories: road way around hospital, lobby reception and VIP room for patient. Guidance process involve Dijkstra   algorithm for looking shortest path to specific location. The result of simulation still not perfect because of the coordinate of building still not precise. In other ways, there also difficulty of customize the building became look similar with the real, it’s because of the addition on building will increase the number of polygon, there fore memory needs will also increase

    The Influence of Beta Signal toward Emotion Classification for Facial Expression Control through EEG Sensors

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    AbstractThe important role of communication process between human and computer have been increased in the recent years. In this paper, the main focus on analyzing human brain signals to create a natural interaction between human brain and virtual human. The method of this study base on reading brain signals then classifies the signals in order to represent it as an avatar facial expression. These signals are associated with the inner emotion of the user. In order to get a real interaction between the internal emotion of a user and avatar facial expression, signal speed is used to clarify the difference of user situation for two emotions: happy and sad. The interactive process based on the relationship between human emotion and the velocity of brain signal from the result ΔV for Z1 is faster than ΔV for Z2. In this case, the velocity of sad emotion will be faster than happy emotion. As a result, this study shows a range of speed for each emotion which can be used to specify and represent the internal emotion of a user to create a natural interaction with virtual human. These results can be more realistic because it specifies the average of speed for each emotion

    Real Time Interactive Presentation Apparatus based on Depth Image Recognition

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    The research on human computer interaction. Human already thinking to overcome the way of interaction towards natural interaction. Kinect is one of the tools that able to provide user with Natural User Interface (NUI). It has capability to track hand gesture and interpret their action according to the depth data stream. The human hand is tracked in point of cloud form and synchronized simultaneously.The method is started by collecting the depth image to be analyzed by random decision forest algorithm. The algorithm will choose set of thresholds and features split, then provide the information of body skeleton. In this project, hand gesture is divided into several actions such as: waiving to right or left toward head position then it will interpret as next or previous slide. The waiving is measured in degree value towards head as center point. Moreover, pushing action will trigger to open new pop up window of specific slide that contain more detailed information. The result of implementations is quite fascinating, user can control the PowerPoint and event able to design the presentation form in different ways. Furthermore, we also present a new way of presentation by presenting WPF form that connected to database for dynamic presentation tool

    Emotional Facial Expression Based On Action Units and Facial Muscle

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    The virtual human play vital roles in virtual reality and game. The process of Enriching the virtual human through their expression is one of the aspect that most researcher studied and improved. This study aims to demonstrate the combination of facial action units (FACS) and facial muscle to produce a realistic facial expression. The result of experiment succeed on producing particular expression such as anger, happy, sad which are able to convey the emotional state of the virtual human. This achievement is believed to bring full mental immersion towards virtual human and audience. The future works will able to generate a complex virtual human expression that combine physical factos such as wrinkle, fluid dynamics for tears or sweating

    TOU-AR:Touchable Interface for Interactive Interaction in Augmented Reality Environment

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    Touchable interface is one of the future interfaces that can be implemented at any medium such as water, table or even sand. The word multi touch refers to the ability to distinguish between two or more fingers touching a touch-sensing surface, such as a touch screen or a touch pad. This interface is provided tracking the area by using depth camera and projected the interface into the medium. This interface is widely used in augmented reality environment. User will project the particular interface into real world medium and user hand will be tracked simultaneously when touching the area. User can interact in more freely ways and as natural as human did in their daily lif

    Telerobotic 3D Articulated Arm-Assisted Surgery Tools with Augmented Reality for Surgery Training

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    In this research, human body will be marked and tracked using depth camera. The arm motion from the trainer will be sent through network and then mapped into 3D robotic arm in the destination server. The robotic arm will move according to the trainer. In the meantime, trainee will follow the movement and they can learn how to do particular tasks according to the trainer. The telerobotic-assisted surgery tools will give guidance how to slice or do simple surgery in several steps through the 3D medical images which are displayed in the human body. User will do training and selects some of the body parts and then analyzes it. The system provide specific task to be completed during training and measure how many tasks the user can accomplish during the surgical time. The telerobotic-assisted virtual surgery tools using augmented reality (AR) is expected to be used widely in medical education as an alternative system with low-cost solution

    PENCARIAN RUTE TERPENDEK DALAM DUNIA 3 DIMENSI BERDASARKAN ALGORITMA DIJKSTRA

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    Virtual reality is one of the favorite application that very liked by peoples. Vitual reality also used in many games application in order to show the imitation of real world. Recently, virtual reality still imperfect due to shortest path problem. It need more accuration enhancement to get a very good refelection of the real world. This paper intends to discuss how to enhance the accuration of virtual reality shortest path tracking by utilizing Dijkstra algorithm. The built up prototype has three abilities: visualization, simulation fo campus traffic, and exploration of campus world in 3D ways.   Keywords: 3D, virtual reality, dijkstr

    The Analysis of Student Colla borative Work Inside Social Learning Network Analysis Based on Degree and Eigenvector Centrality

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    Social learning network analysis is a potential approach to analyze the behaviour of students in collaborative work. However, most of the previous works focus on asynchronous discussion forum as the learning activity.  Very few of them are trying to analyze the students' collaborative work while using wiki e-learning. This paper proposes the degree centrality and eigenvector method for identifying the collaborative work of students while in wiki e-learning. The log data of the Moodle e-learning system is observed that records the students' activities and actions while using wiki.  The result shows that there is a close similarity between the degree centrality and the eigenvector. The result also reveals the students who obtain high outdegree values.  Furthermore, Agent_1 and Agent_12 represent the students who obtained high outdegree values, which mean these two nodes are acting as source providers that able to supply information and knowledge through the network. This result also strengthened by value of closeness and betweenness where Agent_1 and Agent_12 leading on this measurement. The high closeness value of Agent_1 and Agent_12 will lead into fast spreading information since they have fastest route and has the most direct route to the other node inside the network, thus collaborative work is easy to be initialized by these Agents. This work has successfully identified collaborative work of student. This finding is believed to bring enormous benefit on the e-learning system improvement in the future
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