1,720,966 research outputs found

    A Sensorized Garment Controlled Virtual Robotic Wheelchair

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    This paper presents the design and performance of a body-machine-interface (BoMI) system, where a user controls a robotic 3D virtual wheelchair with the signals derived from his/her shoulder and elbow movements. BoMI promotes the perspective that system users should no longer be operators of the engineering design but should be an embedded part of the functional design. This BoMI system has real-time controllability of robotic devices based on user-specific dynamic body response signatures in high-density 52-channel sensor shirt. The BoMI system not only gives access to the user’s body signals, but also translates these signals from user’s body to the virtual reality device-control space. We have explored the efficiency of this BoMI system in a semi-cylinderic 3D virtual reality system. Experimental studies are conducted to demonstrate, how this transformation of human body signals of multiple degrees of freedom, controls a robotic wheelchair navigation task in a 3D virtual reality environment. We have also presented how ma- chine learning can enhance the interface to adapt towards the degree of freedoms of human body by correcting the errors performed by the user

    Robotics and Virtual Reality - A Marriage of Two Diverse Streams of Science

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    n an immersive computationally intelligent virtual reality (VR) environment, humans can interact with a virtual 3D scene and navigate a robotic device. The non-destructive nature of VR makes it an ideal testbed for many applications and a prime candidate for use in rehabilitation robotics simulation and patient training. We have developed a testbed for robot mediated neurorehabilitation therapy that combines the use of robotics, computationally intelligent virtual reality and haptic interfaces. We have employed the theories of neuroscience and rehabilitation to develop methods for the treatment of neurological injuries such as stroke, spinal cord injury, and traumatic brain injury. As a sensor input we have used two stateof-the-art technologies, depicting the two different approaches to solve the mobility loss problem. In our first experiment we have used a 52 piezoresistive sensor laden shirt as an input device to capture the residual signals arising from the patient's body. In our second experiment, we have used a precision position tracking (PPT) system to capture the same signals from the patient's upper body movement. The key challenge in both of these experiments was to accurately localise the movement of the object in reality and map its corresponding position in 3D VR. In this book chapter, we describe the basic theory of the development phase and of the operation of the complete system. We also present some preliminary results obtained from subjects using upper body postures to control the simulated wheelchair

    Decoding 2D kinematics of human arm for body machine interfaces

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    Body-machine interface provides stroke and spinal cord injured patients a mean to participate in their activities of daily livings (ADLs). In this paper, electrophysiological signals from the human upper limb are used as a control interface between the user and a virtual robotic wheelchair. There is a general perception that these body signals contain an insufficient level of information for decoding or reconstructing kinematics of multi-joint limb activity. In this paper we present the results obtained in our virtual reality laboratory at Macquarie University, showing that non-invasive upper limb signals from high density wearable sensing shirt can be utilized to continuously decode the kinematics of 2D arm movements. Our results also show that body signals contain an information about the neural representation of movement. Moreover, they provide an alternative way for developing non-invasive body-machine interfaces, which have diverse clinical applications and access to these signals may provide understanding of functional brain states at various stages of development and aging

    Sensorized garment augmented 3d pervasive virtual reality system

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    Virtual reality (VR) technology has matured to a point where humans can navigate in virtual scenes; however, providing them with a comfortable fully immersive role in VR remains a challenge. Currently available sensing solutions do not provide ease of deployment, particularly in the seated position due to sensor placement restrictions over the body, and optic-sensing requires a restricted indoor environment to track body movements. Here we present a 52-sensor laden garment interfaced with VR, which offers both portability and unencumbered user movement in a VR environment. This chapter addresses the systems engineering aspects of our pervasive computing solution of the interactive sensorized 3D VR and presents the initial results and future research directions. Participants navigated in a virtual art gallery using natural body movements that were detected by their wearable sensor shirt and then mapped the signals to electrical control signals responsible for VR scene navigation. The initial results are positive, and offer many opportunities for use in computationally intelligentman-machine multimedia control

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    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

    Variations on the Author

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    “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

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    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

    CONTROLLING WHEELCHAIRS BY BODY MOTIONS: A LEARNING FRAMEWORK FOR THE ADAPTIVE REMAPPING OF SPACE

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    We present a new framework for allowing spinal cord injured patients to control a powered wheelchair through signals derived from the patients’ residual mobility. The main novelty of this approach lies in substituting the typical joystick controllers of powered wheelchairs with a sensor shirt. This allows the whole upper body of the patient to operate as an adaptive joystick. Learning how to navigagte the wheelchair using movements of the upper body requires the disabled person to remap his control-space representation. Our goal is to facilitate this remapping by using the degrees of freedom that patients are most capable to coordinate. This leads to a design that is both custom- oriented and time-varying. With the exception perhaps of the most severe cases- mobility lost to spinal injury can be partially recoverd by remapping the redundant degrees of freedom that remain available to the patients. Considerations about risks, particularly for the spinal cord injured popula- tion, have lead us to develop a safe testing environment in 3D Virtual Reality. Personal Augmented Reality Immersive System (PARIS) allows us to analyse learning skills and give patients an adequate training to control a simulated wheelchair through the signals generated by body motions in a safe environment. We provide a description of the basic theory, of the development phases and of the operation of the complete system. We also present some preliminary results obtained from subjects using upper body postures to control the simulated wheelchair
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