150 research outputs found

    Development of a mechatronic sorting system for removing contaminants from wool

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    Automated visual inspection (AVI) systems have been extended to many fields, such as agriculture and the food, plastic and textile industries. Generally, most visual systems only inspect product defects, and then analyze and grade them due to the lack of any sorting function. This main reason rests with the difficulty of using the image data in real time. However, it is increasingly important to either sort good products from bad or grade products into separate groups usingAVI systems. This article describes the development of a mechatronic sorting system and its integration with a vision system for automatically removing contaminants from wool in real time. The integration is implemented by a personal computer, which continuously processes live images under the Windows 2000 operating system. The developed real-time sorting approach is also applicable to many other AVI systems

    L_(p)-error estimates for radial basis function interpolation on the sphere

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    In this paper we review the variational approach to radial basis function interpolation on the sphere and establish new Lp-error bounds, for p[1,∞]. These bounds are given in terms of a measure of the density of the interpolation points, the dimension of the sphere and the smoothness of the underlying basis function

    A System in the Wild: Deploying a Two Player Arm Rehabilitation System for Children With Cerebral Palsy in a School Environment

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    This paper outlines a system for arm rehabilitation for children with upper-limb hemiplegia resulting from cerebral palsy. Our research team designed a two-player, interactive (competitive or collaborative) computer play therapy system that provided powered assistance to children while they played specially designed games that promoted arm exercises. We designed the system for a school environment. To assess the feasibility of deploying the system in a school environment, the research team enlisted the help of teachers and staff in nine schools. Once the system was set up, it was used to deliver therapy without supervision from the research team. Ultimately, the system was found to be suitable for use in schools. However, the overriding need for schools to focus on academic activities meant that children could not use the system enough to achieve the amount of use desired for therapeutic benefit. In this paper, we identify the key challenges encountered during this study. For example, there was a marked reluctance to report system issues (which could have been fixed) that prevented children from using the system. We also discuss future implications of deploying similar studies with this type of system

    A Hand-Held Device Presenting Haptic Directional Cues for the Visually Impaired

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    Haptic information is essential in everyday activities, especially for visually impaired people in terms of real-world navigation. Since human haptic sensory processing is nonlinear, asymmetric vibrations have been widely studied to create a pulling sensation for the delivery of directional haptic cues. However, the design of an input control signal that generates asymmetric vibrations has not yet been parameterised. In particular, it is unclear how to quantify the asymmetry of the output vibrations to create a better pulling sensation. To better understand the design of an input control signal that generates haptic directional cues, we evaluated the effect of the pulling sensations corresponding to the three adjustable parameters (i.e., delay time, ramp-down step length, and cut-off voltage) in a commonly applied step-ramp input signal. The results of a displacement measurement and a psychophysical experiment demonstrate that when the quantified asymmetry ratio is in a range of 0.3430–0.3508 with an optimised cut-off voltage for our hand-held device, the haptic directional cues are better perceived by participants. Additionally, the results also showed a superior performance in haptic delivery by shear forces than normal forces

    Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy

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    We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics. Method: Nine boys and two girls with cerebral palsy (6-12 years, mean 9 years) played assistive technology computer games in single-user mode or with school friends in an AB-BA design. Preference was determined by recording the time spent playing each mode and by qualitative feedback. We used the ABILHAND-kids and Canadian Occupational Performance Measure to evaluate activity limitation, and a portable laptop-based device to capture arm kinematics. Results: No difference was recorded between single-user and dual-user modes (median daily use 9.27 versus 11.2 min, p = 0.214). Children reported dual-user mode was preferable. There were no changes in activity limitation (ABILHAND-kids, p = 0.424; COPM, p = 0.484) but we found significant improvements in hand speed (p = 0.028), smoothness (p = 0.005) and accuracy (p = 0.007). Conclusion: School timetables prohibit extensive use of rehabilitation technology but there is potential for its short-term use to supplement a rehabilitation program. The restricted access to the rehabilitation games was sufficient to improve arm kinematics but not arm activity
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