13 research outputs found
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A novel design process of low cost 3D printed ambidextrous finger designed for an ambidextrous robotic hand
This paper presents the novel mechanical design of an ambidextrous finger specifically designed for an ambidextrous anthropomorphic robotic hand actuated by pneumatic artificial muscles. The ambidextrous nature of design allows fingers to perform both left and right hand movements. The aim of our design is to reduce the number of actuators, increase the range of movements with best possible range ideally greater than a common human finger. Four prototypes are discussed in this paper; first prototype is focused on the choice of material and to consider the possible ways to reduce friction. Second prototype is designed to investigate the tendons routing configurations. Aim of third and fourth prototype is to improve the overall performance and to maximize the grasping force. Finally, a unified design (Final design) is presented in great detail. Comparison of all prototypes is done from different angles to evaluate the best design. The kinematic features of intermediate mode have been analysed to optimize both the flexibility and the robustness of the system, as well as to minimize the number of pneumatic muscles. The final design of an ambidextrous finger has developed, tested and 3D printed
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Remote-controlled ambidextrous robot hand concept
In the development of robotic limbs, the side of members is of importance to define the shape of artificial limbs and the range of movements. It is mainly significant for biomedical applications concerning patients suffering arms or legs injuries. In this paper, the concept of an ambidextrous design for robot hands is introduced. The fingers can curl in one way or another, to imitate either a right hand or a left hand. The advantages and inconveniences of different models have been investigated to optimise the range and the maximum force applied by fingers. Besides, a remote control interface is integrated to the system, allowing both to send commands through internet and to display a video streaming of the ambidextrous hand as feedback. Therefore, a robotic prosthesis could be used for the first time in telerehabilitation. The main application areas targeted are physiotherapy after strokes or management of phantom pains for amputees by learning to control the ambidextrous hand. A client application is also accessible on Facebook social network, making the robotic limb easily reachable for the patients. Additionally the ambidextrous hand can be used for robotics research as well
as artistic performances
Stitch, bitch, make/perform: wearables and performance
The current technology fervour over wearable technology that collects userâs intimate body data, under the pretence of medical or fitness monitoring, highlights that it is time that critical questions were raised, in a variety of ways. The ethics of corporate ownership of body data for consumerist agendas is rarely discussed beyond the fine print on these devices. More awareness and education on these ethical issues would allow more access, ownership, and creativity in the use of oneâs own body data, enabling new methods to express personal identity through this data. This paper will discuss how the ethical issues of wearable data collection can be addressed, and the new collaborative project by the authors, which focuses on bringing performers together to address data ownership and personal identity using wearable technology through performance experiments.
The second part of this paper will also outline Bakerâs new research initiative, a meetup or working group, with the long-term intention to develop into a collaborative, non-institutional research laboratory. This groupâs initial focus has a longer-term view to find solutions for more ethical, aesthetics, sustainable, and expressive wearable interfaces, using etextiles and emerging technologies, especially for art and performance. This paper will include and outline potential panel discussion topics at the EVA Conference, addressed herein
Frankensteins and cyborgs: Visions of the global future in an age of technology
This article is not available through ChesterRep.This paper draws attention to the role of representation in the depiction of scientific and technological innovation as a means of understanding the narratives that circulate concerning the shape of things to come. It considers how metaphors play an important part in the conduct of scientific explanation, and how they do more than describe the world in helping also to shape expectations, normalise particular choices, establish priorities and create needs. In surveying the range of metaphorical responses to the digital and biotechnological age, we will see how technologies are regarded both as âendangermentâ and âpromiseâ. What we believe âtechnologyâ is doing to âusâ reflects important implicit philosophies of technology and its relationship to human agency and political choice; yet we also need to be alert to the assumptions about âhuman natureâ itself which inform such reactions. The paper argues that embedded in the various representations implicit in new technologies are crucial issues of identity, community and justice: what it means to be (post)human, who is (and is not) entitled to the rewards of technological advancement, what priorities (and whose interests) will inform the shape of global humanity into the next century
Becoming cyborg: Interdisciplinary approaches for exoskeleton research
This paper describes novel interdisciplinary approaches for the design and training of cyborg technologies, specifically upper body exoskeletons. EXACT: Exoskeletons, Art and Choreographic Training is a multi-faceted research effort that uses dance performance and experimental trials to study the effects of movement and live performance on exoskeleton training. The goal is to combine research methods from the arts with human robot interaction (HRI) research. The rationale for using ethnographic methods (which privilege qualitative analysis through video data and multimodal interaction analysis) within an HRI framework is to develop nuanced approaches for studying embodiment and techno-corporeality in socially-situated contexts. This investigation has led to the development of new evaluation tools and frameworks for studying human-machine interaction, including human-centred assessments and custom virtual reality tools that allow for fine-grained analysis. An interdisciplinary approach is essential for studying the corporeal experience in human-machine interactions