Current Issue : October - December Volume : 2018 Issue Number : 4 Articles : 5 Articles
This paper develops an enhanced teaching interface tested on both a Baxter robot and a KUKA iiwa robot. Movements are\ncollected from a human demonstrator by using a Kinect v2 sensor, and then the data is sent to a remote PC for the teleoperation\nwith Baxter. Meanwhile, data is saved locally for the playback process of the Baxter. The dynamic movement primitive\n(DMP) is used to model and generalize the movements. In order to learn from multiple demonstrations accurately, dynamic\ntime warping (DTW), is used to pretreat the data recorded by the robot platform and Gaussian mixture model (GMM), aiming\nto generate multiple patterns after the teaching process, are employed for the calculation of the DMP. Then the Gaussian\nmixture regression (GMR) algorithm is applied to generate a synthesized trajectory with smaller position errors in 3D space.\nThis proposed approach is tested by performing two tasks on a KUKA iiwa and a Baxter robot....
The humanization design, friendly user experience shall be very important for\nmobile phone interface. The mobile interface design shall be such an important\ndirection for the research of human-computer interaction techniques.\nThe main purpose of this paper is to discuss the design principles, methods\nand design process for APP registration and login function. In this paper, it\nhas expounded how to judge the APP needs registration and login functions,\nand then gave the brief elaboration on several commonly-used registration\nand login methods. Finally, it discusses how to design APP registration and\nlogin functions accordingly....
Human-machine interfaces to control prosthetic devices still suffer from scarce dexterity\nand low reliability; for this reason, the community of assistive robotics is exploring novel solutions to\nthe problem of myocontrol. In this work, we present experimental results pointing in the direction\nthat one such method, namely Tactile Myography (TMG), can improve the situation. In particular,\nwe use a shape-conformable high-resolution tactile bracelet wrapped around the forearm/residual\nlimb to discriminate several wrist and finger activations performed by able-bodied subjects and\na trans-radial amputee. Several combinations of features/classifiers were tested to discriminate\namong the activations. The balanced accuracy obtained by the best classifier/feature combination\nwas on average 89.15% (able-bodied subjects) and 88.72% (amputated subject); when considering\nwrist activations only, the results were on average 98.44% for the able-bodied subjects and 98.72%\nfor the amputee. The results obtained from the amputee were comparable to those obtained by the\nable-bodied subjects. This suggests that TMG is a viable technique for myoprosthetic control, either\nas a replacement of or as a companion to traditional surface electromyography....
The global population is ageing rapidly. The ageing population faces not only the risk of health-related problems but also the\nchallenge of social isolation and loneliness.While mainstream technology is designed to improve daily life, elderly people�s unique\nneeds are often neglected. These technology designs can be difficult for older adults to learn and use. Tangible user interface (TUI)\ngives physical form to digital information, with the aim of bridging the gap between the digital world and the physical world.Thus,\nit can be a more natural and intuitive interface for the older adults. The objective of this research is to review the existing research\non TUI for enhancing the social interactions of elderly people. Results show that very little research has been published, given that\nthe TUI concept was introduced 20 years ago. Our systematic literature review also resulted in several recommendations for future\nresearch,which includes getting elderly people involved in the process, fromdesigning to evaluating the prototype and investigating\nthe effect of TUI on older adults� social interactions and health....
Lately, different wearable form factors have reached the consumer domain. Wearables enable at-a-glance access to information\nand can continually sense the surrounding environment. Internet of Things (IoT) researchers have focused on the main enabling\nfactors: the integration of several technologies and communication solutions. Less effort has been devoted to exploring how notso-\ntech-savvy end users can discover and directly interact with the numerous connected things predicted by the IoT vision. This\npaper presents a novel IoT interaction concept called UbiCompass. A functional, smartwatch face prototype of the UbiCompass\nwas developed and integrated with an existing smart home system, in which five different connected devices could be controlled\nusing simple interaction. It was then compared to a traditional smartphone mobile application in a controlled experiment. The\nresults show statistically significant differences in favor of the proposed concept. This highlights the potential the UbiCompass has\nas an IoT interaction concept....
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