• 제목/요약/키워드: Haptic Control

검색결과 184건 처리시간 0.026초

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • 제23권10호
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

ROV 제어를 위한 수중환경변화의 추정기 설계에 관한 연구 (Estimator Design of Underwater Environment Changes for ROV by Using Observer Techniques)

  • 김환성;유삼상;최형식
    • Journal of Advanced Marine Engineering and Technology
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    • 제33권8호
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    • pp.1196-1202
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    • 2009
  • 본 논문에서는 ROV 제어 시스템 구축을 위하여 관측기를 이용한 수중환경 추정기 설계를 다룬다. 먼저, 수중환경변화는 ROV 시스템의 입력항목에 가해지는 외부외란으로서 다루어질 수 있으며, 이러한 수중환경변화를 추정하기 위하여 외부외란에 영향을 받지 않는 PI 관측기를 제안한다. 이후 본 논문에서는 계단형 및 정현파형 수중환경변화를 가정하여 제안한 방법에 대해 시뮬레이션을 행하였으며, 그 결과 유효성을 확인하였다. 향후, 본 제안법을 ROV 시스템에 대한 햅틱제어기 설계에 이용하고자 한다.

플라스틱 아이콘 형상의 손가락 촉지각률 향상을 위한 설계 가이드 (Design guides for enhancing finger tactile recognition of plastic icon shapes)

  • 김헌;이원영
    • Design & Manufacturing
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    • 제6권2호
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    • pp.59-63
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    • 2012
  • In various industries, tactile recognition has been one of the important ways in displaying information because peoples like to touch and feel. Especially, how much the tactile information is efficiently recognizable is crucial for visually impaired persons in their daily lifes. However, existing design guidelines are insufficient to lead good tactile recognition. In this study, an experiment was performed to investigate proper tactile shapes (relievo / intaglio vs. filled / unfilled), sizes and depths for efficient tactile recognition. Moreover, this study scrutinized whether the recognition speed or error was varied depending on the type of displayed symbols (open vs. closed types) in tactile. The experimental results revealed that the 'relieve-filled' shape type was more rapidly recognizable than the other shapes, and the 'closed' type symbols (e.g., ${\square }$. ${\bigcirc}$) were more robustly recognizable than the 'open' type symbols (e.g, +, ^). Several design guidelines were presented based on the results. These guidelines can be applied to the design of tactile buttons in the devices that users should control them without visual attention, such as car steering wheels or MP3 players.

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MR 유체를 이용한 촉감구현장치의 설계 및 성능 평가 (Design and Performance Evaluation of Tactile Device Using MR Fluid)

  • 김진규;오종석;이상록;한영민;최승복
    • 한국소음진동공학회논문집
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    • 제22권12호
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    • pp.1220-1226
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    • 2012
  • This paper proposes a novel type of tactile device utilizing magnetorheological(MR) fluid which can be applicable for haptic master of minimally invasive surgery(MIS) robotic system. The salient feature of the controllability of rheological properties by the intensity of the magnetic field(or current) makes this potential candidate of the tactile device. As a first step, an appropriate size of the tactile device is designed and manufactured via magnetic analysis. Secondly, in order to determine proper input magnetic field the repulsive forces of the real body parts such as hand and neck are measured. Subsequently, the repulsive forces of the tactile device are measured by dividing 5 areas. The final step of this work is to obtain desired force in real implementation. Thus, in order to demonstrate this goal a neuro-fuzzy logic is applied to get the desired repulsive force and the error between the desired and actual force is evaluated.

Challenges in neuro-machine interaction based active robotic rehabilitation of stroke patients

  • Song, Aiguo;Yang, Renhuan;Xu, Baoguo;Pan, Lizheng;Li, Huijun
    • Advances in robotics research
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    • 제1권2호
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    • pp.155-169
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    • 2014
  • Study results in the last decades show that amount and quality of physical exercises, then the active participation, and now the cognitive involvement of patient in rehabilitation training are known of crux to enhance recovery outcome of motor dysfunction patients after stroke. Rehabilitation robots mainly have been developing along this direction to satisfy requirements of recovery therapy, or focusing on one or more of the above three points. Therefore, neuro-machine interaction based active rehabilitation robot has been proposed for assisting paralyzed limb performing designed tasks, which utilizes motor related EEG, UCSDI (Ultrasound Current Source Density Imaging), EMG for rehabilitation robot control and feeds back the multi-sensory interaction information such as visual, auditory, force, haptic sensation to the patient simultaneously. This neuro-controlled and perceptual rehabilitation robot will bring great benefits to post-stroke patients. In order to develop such kind of robot, some key technologies such as noninvasive precise detection of neural signal and realistic sensation feedback need to be solved. There are still some grand challenges in solving the fundamental questions to develop and optimize such kind of neuro-machine interaction based active rehabilitation robot.

7자유도 탁상식 마스터 암의 설계 연구 (Study of 7 Degree of Freedom Desktop Master Arm)

  • 최형식;이동준;하경남
    • 한국해양공학회지
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    • 제26권6호
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    • pp.59-65
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    • 2012
  • In this research, a novel mater arm was studied as a teaching device for an underwater revolute robot arm used as a slave arm. The master arm was designed to be a seven-degree-of-freedom (DOF) structure, with a structure similar to that of the slave arm, and to be desktop size to allow it to be worn on a human arm. The master arm with encoders on the joints was used as an input device for teaching a slave robot arm. In addition, small electric magnets were installed at the joints of the master arm to generate the haptic force. A control system was designed to sense excessive force and torque in the joints of the master arm and protect it by controlling the position and velocity of the slave arm through the encoder signal of the master arm.

Development of a Tele-Rehabilitation System for Outcome Evaluation of Physical Therapy

  • Park, Hyung-Soon;Lee, Jeong-Wan
    • 대한의용생체공학회:의공학회지
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    • 제29권3호
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    • pp.179-186
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    • 2008
  • This paper presents a portable tele-assessment system designed for remote evaluation of the hypertonic elbow joint of neurologically impaired patients. A patient's upper limb was securely strapped to a portable limb-stretching device which is connected through Internet to a portable haptic device by which a clinician remotely moved the patient's elbow joint and felt the resistance from the patient. Elbow flexion angle and joint torques were measured from both master and slave devices and bilaterally fed back to their counterparts. In order to overcome problems associated with the network latency, two different tele-operation schemes were proposed depending on relative speed of tasks compared to the amount of time delay. For slow movement tasks, the bilateral tele-operation was achieved in real-time by designing control architectures after causality analysis. For fast movement tasks, we used a semi-real-time tele-operation scheme which provided the clinicians with stable and transparent feeling. The tele-assessment system was verified experimentally on patients with stroke. The devices were made portable and low cost, which makes it potentially more accessible to patients in remote areas.

Internet-based Real-time Obstacle Avoidance of a Mobile Robot

  • Ko Jae-Pyung;Lee Jang-Myung
    • Journal of Mechanical Science and Technology
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    • 제19권6호
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    • pp.1290-1303
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    • 2005
  • In this research, a remote control system has been developed and implemented, which combines autonomous obstacle avoidance in real-time with force-reflective tele-operation. A tele-operated mobile robot is controlled by a local two-degrees-of-freedom force-reflective joystick that a human operator holds while he is monitoring the screen. In the system, the force-reflective joystick transforms the relation between a mobile robot and the environment to the operator as a virtual force which is generated in the form of a new collision vector and reflected to the operator. This reflected force makes the tele-operation of a mobile robot safe from collision in an uncertain and obstacle-cluttered remote environment. A mobile robot controlled by a local operator usually takes pictures of remote environments and sends the images back to the operator over the Internet. Because of limitations of communication bandwidth and the narrow view-angles of the camera, the operator cannot observe shadow regions and curved spaces frequently. To overcome this problem, a new form of virtual force is generated along the collision vector according to both distance and approaching velocity between an obstacle and the mobile robot, which is obtained from ultrasonic sensors. This virtual force is transferred back to the two-degrees-of-freedom master joystick over the Internet to enable a human operator to feel the geometrical relation between the mobile robot and the obstacle. It is demonstrated by experiments that this haptic reflection improves the performance of a tele-operated mobile robot significantly.

메타버스 기반 경찰 교육훈련모델 구축 방안에 관한 연구 (A Study on the Establishment of Metaverse-based Police Education and Training Model)

  • 오세연
    • 한국재난정보학회 논문집
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    • 제18권3호
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    • pp.487-494
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    • 2022
  • 연구목적: 본 연구는 시대적 환경의 변화에 따른 경찰의 다양한 활동에 대한 성과를 효율적으로 증진시킬 수 있는 메타버스 기반 경찰교육훈련모델을 제안하고자 한다. 연구방법: HMD과 햅틱기술을 이용하여 표현되는 Avatar Controller를 생성하고, Network Interface에 접속하여 Cloud Education Server에서의 지휘통제모듈과 교육훈련콘텐츠모듈, 분석모듈 등을 통하여 개인 또는 팀 단위로 교육훈련 할 수 있다. 연구결과: 본 연구의 제안모델에서는 개인이나 팀 단위의 메타버스 기반 교육훈련 시 지휘통제모듈을 접목시킴으로써 테러나 범죄 상황 전반에 대하여 지휘감독요원들이 실시간으로 상황을 모니터링하여 지휘통제 하에 대응훈련을 하게 함으로써 팀원들 간의 유기적인 협업훈련도 가능하게 하였다. 결론: 메타버스를 기반으로 한 개인 또는 팀 단위의 경찰교육훈련은 몰입감, 상호작용 그리고 다양한 상황에서의 신속한 판단 등을 바탕으로 현실과 거의 흡사한 환경을 조성함으로써 보다 더 효율적이고 안전적인 교육훈련환경을 제공할 수 있기 때문에 향후 각국에서 메타버스를 기반으로 한 교육훈련 대응모델들은 지속적으로 성장하며 교육훈련에 있어서 새로운 대안으로 제시될 것으로 기대된다.

전동 보행보조기의 편의성 향상을 위한 제어기 설계 (Design of the control Algorithm for Improvement of the Convenience the Active-type Walking Aid)

  • 이동광;공정식;고민수;강성재;이석민;이응혁
    • 재활복지공학회논문지
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    • 제5권1호
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    • pp.17-25
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    • 2011
  • 본 논문은 전동 보행보조기의 편의성 향상을 위한 최적의 제어 이득을 찾고 제어 알고리즘을 설계하였다. 최근 노인의 인구가 의료 기술의 발달로 급속히 증가되고 있으며, 다양한 이동형 보행보조기구는 삶의 질을 개선하기 위해 개발되고 있다. 이러한 이동형 제품 중 수동형 보행보조기는 노인의 보행의 힘을 도와주는 전동모터를 가지고 있지 않아 노인들이 충분한 근력이 없기 때문에 경사로 및 문의 문턱 등 고르지 않는 지형에서 이동하는데 제안사항이 있다. 이러한 상황을 극복하기 위해 전동타입의 보행보조기를 개발하였다. 전동형 보행보조기는 수동형과 다르게 사용자가 조작을 해야 모터가 구동되는 구조이다. 이러한 구조는 사용자가 조작을 잘못 하였을 경우 상당한 불편함을 사용자에게 준다. 이러한 전동형 보행보조기를 수동형 보행보조기와 비교하여 조작의 편의성을 판단하고 기준을 만들어 사용자의 편의성에 대하여 제어 값을 변경하면서 사용자 편의성을 개선하였다. 본 논문에서는 보행의지를 인식하고 편의성의 성능을 측정할 수 있는 방법인 햅틱 센서를 소개하며 편의를 개선하는 제어 알고리즘을 제안한다. 또한 편의성의 평가는 COV(Center of Vehicle)와 사용자의 COP(Center of Position)과의 차이의 변화를 통해 상대적인 편의성을 평가하였다. 전동 타입 보행보조기와 새로운 측정방법을 도입하여 모든 과정을 실험을 통하여 확인 하였다.