1,720,958 research outputs found
Mobile augmented reality integrating fingertip haptic devices and wrist-worn visual displays
In the context of Mobile Augmented Reality (MAR), hand-based interaction with virtual environments is still an open challenge. Virtual objects projected on the smartphone screen are on a different layer than the camera-captured images, hence the user's hand cannot get in contact with virtual entities. In this work, we present an improvement to a previously published proof-of-concept that aims at overcoming current MAR limitations by mapping the hand in the virtual reference. To this end, we developed an ad hoc ring interface for finger tracking and haptic feedback, designed with wearability in mind. A wrist-worn display compacts the hardware on a single-arm, leaving the other completely free. The overall system is affordable thanks to the use of the smart-phone as core technology and provides "on-demand"augmented reality, tailored for daily activities scenarios. Eighteen users were enrolled to compare the wristband based system and the standard hand-held smartphone montage. Quantitative and qualitative results show that our system was positively received by the subjects, that completed the experimental task achieving similar performance in the two conditions but expressed their preference for the wrist-worn display
Aerial tele-manipulation with passive tool via parallel position/force control
This paper addresses the problem of unilateral contact interaction by an under-actuated quadrotor UAV equipped with a passive tool in a bilateral teleoperation scheme. To solve the challenging control problem of force regulation in contact interaction while maintaining flight stability and keeping the contact, we use a parallel position/force control method, commensurate to the system dynamics and constraints in which using the compliant structure of the end-effector the rotational degrees of freedom are also utilized to attain a broader range of feasible forces. In a bilateral teleoperation framework, the proposed control method regulates the aerial manipulator position in free flight and the applied force in contact interaction. On the master side, the human operator is provided with force haptic feedback to enhance his/her situational awareness. The validity of the theory and efficacy of the solution are shown by experimental results. This control architecture, integrated with a suitable perception/localization pipeline, could be used to perform outdoor aerial teleoperation tasks in hazardous and/or remote sites of interest
Combining Wristband Display and Wearable Haptics for Augmented Reality
Taking advantages of widely distributed hardware such as smartphones and tablets, Mobile Augmented Reality (MAR) market is rapidly growing. Major improvements can be envisioned in increasing the realism of virtual interaction and providing multimodal experiences. We propose a novel system prototype that locates the display on the forearm using a rigid support to avoid constraints due to hand-holding, and is equipped with hand tracking and cutaneous feedback. The hand tracking enables the manipulation of virtual objects, while the haptic rendering enhances the user's perception of the virtual entities. The experimental setup has been tested by ten participants, that expressed their impressions about usability and functionality of the wrist-mounted system w.r.t. the traditional hand-held condition. Subjects' personal evaluations suggest that the AR experience provided by the wrist-based approach is more engaging and immersive
Wearable Haptics for Remote Social Walking
Walking is an essential activity for a healthy life, which becomes less tiring and more enjoyable if done together. Common difficulties we have in performing sufficient physical exercise, for instance the lack of motivation, can be overcome by exploiting its social aspect. However, our lifestyle sometimes makes it very difficult to find time together with others who live far away from us to go for a walk. In this article, we propose a novel system enabling people to have a 'remote social walk' by streaming the gait cadence between two persons walking in different places, increasing the sense of mutual presence. Vibrations provided at the users' ankles display the partner's sensation perceived during the heel-strike. In order to achieve the aforementioned goal in a two users experiment, we envisaged a four-step incremental validation process: i) a single walker has to adapt the cadence with a virtual reference generated by a software; ii) a single user is tasked to follow a predefined time-varying gait cadence; iii) a leader-follower scenario in which the haptic actuation is mono-directional; iv) a peer-to-peer case with bi-directional haptic communication. Careful experimental validation was conducted involving a total of 50 participants, which confirmed the efficacy of our system in perceiving the partners' gait cadence in each of the proposed scenarios
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Development of a Low-cost Glove for Thumb Rehabilitation: Design and Evaluation
The thumb plays an important role in grasping or pinching activities. After an injury, it requires a delicate rehabilitation program with a periodic presence of a specialist. Providing a home exercise program to patients is a fundamental aspect of rehabilitation. Home-based exercise program usually does not involve technological aids. In this paper, we propose a novel device that will augment rehabilitative outcomes, reducing costs, rehabilitation time, and providing opportunities for home rehabilitation with better patient compliance. The proposed system consists of an instrumented glove with a companion mobile-device application. The physical design of the glove is inspired by the Kapandji test, that we adapted positioning 14 patches on fingers and palm. A signal is sent to the Android application when a contact between the thumb and one of the other patches occurs. The system implements three different functionalities: i) thumb mobility assessment, ii) rehabilitation games, iii) in-game performance monitoring and results storage. The interface provides patients with on line information on actual performance and allows to monitor the activities by means of a smartphone. We administered two questionnaires to 15 healthy volunteers to 15 physical therapists for a qualitative analysis of our device. The overall emerging opinion about the device is remarkably positive
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
Hand in air tapping: a wearable input technology to type wireless
We present Hand in Air Tapping (HAT), a wearable input interface which allows interactions through fingers tapping. It consists in a Bluetooth Low Energy rings enabling wireless communication with any compatible device. Each ring is hardware-wise independent of the others. This allows full modularity, i.e., the number of employed devices can be chosen to meet each application requirements. The proposed system was evaluated in two user studies, both on text input: (1) users learning curve in terms of writing speed; (2) rate of text entry comparison between the proposed interface and that of numpad style keyboards. We associated each keystroke to a set of letters/symbols and compared two approaches: one based on T9 technique and the other on multi-tap input method. Results show comparable performance between HAT and numpad style keyboards. HAT keeps the hands free, not affecting hand movements and human interactions with the surroundings. Moreover, as a general input technology, it might have several potential applications in the field of computer-human interfaces
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