47 research outputs found
LifeChair: A Conductive Fabric Sensor-Based Smart Cushion for Actively Shaping Sitting Posture.
The LifeChair is a smart cushion that provides vibrotactile feedback by actively sensing and classifying sitting postures to encourage upright posture and reduce slouching. The key component of the LifeChair is our novel conductive fabric pressure sensing array. Fabric sensors have been explored in the past, but a full sensing solution for embedded real world use has not been proposed. We have designed our system with commercial use in mind, and as a result, it has a high focus on manufacturability, cost-effectiveness and adaptiveness. We demonstrate the performance of our fabric sensing system by installing it into the LifeChair and comparing its posture detection accuracy with our previous study that implemented a conventional flexible printed PCB-sensing system. In this study, it is shown that the LifeChair can detect all 11 postures across 20 participants with an improved average accuracy of 98.1%, and it demonstrates significantly lower variance when interfacing with different users. We also conduct a performance study with 10 participants to evaluate the effectiveness of the LifeChair device in improving upright posture and reducing slouching. Our performance study demonstrates that the LifeChair is effective in encouraging users to sit upright with an increase of 68.1% in time spent seated upright when vibrotactile feedback is activated
Investigating the Knuckleball Effect in Soccer Using a Smart Ball and Training Machine.
The term knuckleball in sporting jargon is used to describe a ball that has been launched with minimal spin, resulting in a trajectory that is erratic and unpredictable. This phenomenon was first observed in baseball (where the term originated) and has since been observed in other sports. While knuckleball has long fascinated the scientific community, the bulk of research has primarily focused on knuckleball as it occurs in baseball. Following the changes in the design of the soccer ball after the 2006 World Cup, knuckleball and ball aerodynamics were exploited by soccer players. This research examined the properties of a knuckleball in the sport of soccer. We designed and evaluated a system that could reproduce the knuckleball effect on soccer balls based on previous theories and characteristics outlined in our literature review. Our system is comprised of the Adidas miCoach Smart Ball, a companion smart phone app for data collection, a ball-launching machine with programmable functions, and a video-based tracking system and Tracker motion analysis software. The results from the testing showed that our system was successfully able to produce knuckleball behaviour on the football in a highly consistent manner. This verified the dynamic models of knuckleball that we outline. While a small portion of the data showed some lateral deviations (zig-zag trajectory), this erratic and unpredictable trajectory was much smaller in magnitude when compared to examples seen in professional games. The sensor data from the miCoach app and trajectory data from the Tracker motion analysis software, showed that the knuckleballs were consistently reproduced in-line with theoretical dynamics
Evaluating Martial Arts Punching Kinematics Using a Vision and Inertial Sensing System
Martial arts has many benefits not only in self-defence, but also in improving physical fitness and mental well-being. In our research we focused on analyzing the velocity, impulse, momentum and impact force of the Taekwondo sine-wave punch and reverse-step punch. We evaluated these techniques in comparison with the martial arts styles of Hapkido and Shaolin Wushu and investigated the kinematic properties. We developed a sensing system which is composed of an ICSensor Model 3140 accelerometer attached to a punching bag for measuring dynamic acceleration, Kinovea motion analysis software and 2 GoPro Hero 3 cameras, one focused on the practitioner’s motion and the other focused on the punching bag’s motion. Our results verified that the motion vectors associated with a Taekwondo practitioner performing a sine-wave punch, uses a unique gravitational potential energy to optimise the impact force of the punch. We demonstrated that the sine-wave punch on average produced an impact force of 6884 N which was higher than the reverse-step punch that produced an average impact force of 5055 N. Our comparison experiment showed that the Taekwondo sine-wave punch produced the highest impact force compared to a Hapkido right cross punch and a Shaolin Wushu right cross, however the Wushu right cross had the highest force to weight ratio at 82:1. The experiments were conducted with high ranking black belt practitioners in Taekwondo, Hapkido and Shaolin Wushu.</jats:p
A Measurement of 'Walking-the-Wall' Dynamics: An Observational Study Using Accelerometry and Sensors to Quantify Risk Associated with Vertical Wall Impact Attenuation in Trampoline Parks.
This study illustrates the application of a tri-axial accelerometer and gyroscope sensor device on a trampolinist performing the walking-the-wall manoeuvre on a high-performance trampoline to determine the performer dynamic conditions. This research found that rigid vertical walls would allow the trampolinist to obtain greater control and retain spatial awareness at greater levels than what is achievable on non-rigid vertical walls. With a non-rigid padded wall, the reaction force from the wall can be considered a variable force that is not constrained, and would not always provide the feedback that the trampolinist needs to maintain the balance with each climb up the wall and fall from height. This research postulates that unattenuated vertical walls are safer than attenuated vertical walls for walking-the-wall manoeuvres within trampoline park facilities. This is because non-rigid walls would provide higher g-force reaction feedback from the wall, which would reduce the trampolinist's control and stability. This was verified by measuring g-force on a horizontal rigid surface versus a non-rigid surface, where the g-force feedback was 27% higher for the non-rigid surface. Control and stability are both critical while performing the complex walking-the-wall manoeuvre. The trampolinist experienced a very high peak g-force, with a maximum g-force of approximately 11.5 g at the bottom of the jump cycle. It was concluded that applying impact attenuation padding to vertical walls used for walking-the-wall and similar activities would increase the likelihood of injury; therefore, padding of these vertical surfaces is not recommended
Investigation into the Trampoline Dynamic Characteristics and Analysis of Double Bounce Vibrations.
Double bounce is an unusual and potentially very hazardous phenomenon that most trampoline users may have experienced, yet few would have really understood how and why it occurs. This paper provides an in-depth investigation into the double bounce. Firstly, the static and dynamic characteristics of a recreational trampoline are analysed theoretically and verified through experiments. Then, based on the developed trampoline dynamic model, double bounce simulation is conducted with two medicine balls released with different time delays. Through simulation, the process of double bounce is presented in detail, which comprehensively reveals how energy is transferred between users during double bounce. Furthermore, the effect of release time delay on double bounce is also presented. Finally, we conducted an experiment which produced similar results to the simulation and validated the reliability of the trampoline dynamic model and double bounce theoretical analysis