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Haptic controls in cars for safer drivingAsif, Fayez 01 June 2011 (has links)
With the spread of latest state of the art technologies geared towards utilization of the human senses, haptic technologies have been introduced as a way of utilising the sense of touch to either solve real world problems or to enhance present experiences. This thesis focuses on using haptic technology in cars to make the driving experience safer. Modern vehicles carry GPS, music systems, sunroofs and a number of other electronic gadgets. Interaction with these devices while driving often takes the driver‘s eyes ―off the road‖ and raises safety concerns. We are proposing a unique haptic design that uses the ‗sense of touch‘ as a mode of controlling or coordinating the various technologies and convenience devices found within a car. A pattern of distinguishable haptic feedback linked to a corresponding device allows the user to operate these devices through ‗sense of touch‘ and eliminates reliance on visual interaction.
This design will help to reduce the driver‘s distractions, as it will be installed in an easily accessible location such as on the steering wheel. A simulation has been done using a haptic interface ―i.e. desktop phantom to test the system‖ and a prototype has been developed which can be installed in any vehicle. This prototype has been tested to work with a limited number of convenient devices. However, further development and enhancements can be made to incorporate more devices and other user preferences. The main objective of this research is to integrate various functionalities in a robust manner, which will focus on the driver‘s safety by ensuring ―constant vision on the road‖. Distinguishable distinct haptic responses will act as unique depictions for specific convenient devices within the car, allowing the driver to interact and manipulate the settings of the device based on the detection and identification of the various unique haptic depictions. / UOIT
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Contribution to the study of haptic feedback for improving the audiovisual experience / Contribution à l'étude des retours haptiques pour l'amélioration de l'expérience audiovisuelleDanieau, Fabien 13 February 2014 (has links)
Les technologies haptiques, stimulant le sens du toucher, sont utilisées depuis des années dans des applications de réalité virtuelle et de téléopération pour accroître l'immersion de l'utilisateur. Elles sont en revanche très peu employées dans les systèmes audiovisuels comme les cinémas. L'objectif de cette thèse est d'exploiter le potentiel des retours haptiques pour les contenus audiovisuels. Dans la première partie de la thèse, nous nous intéressons au rendu d'effets haptiques lors du visionnage d'une vidéo. Nous présentons tout d'abord un appareil générant des sensations de mouvements à 6 degrés de liberté. Au lieu de mettre tout le corps de l'utilisateur en mouvement, comme cela est fait avec les simulateurs de mouvements traditionnels, seulement la tête et les mains sont stimulées. Ce dispositif permet ainsi d'enrichir l'expérience audiovisuelle. Nous nous intéressons ensuite aux algorithmes de rendu d'effets haptiques dans un contexte audiovisuel. La combinaison de retours haptiques et de séquences vidéo amène de nouveaux problèmes lors du rendu haptique. Nous proposons un nouvel algorithme adapté à ce contexte. Dans la seconde partie de la thèse, nous nous concentrons sur la production d'effets haptiques. Premièrement nous présentons un nouvel outil d'édition graphique. Celui-ci propose trois méthodes d'interaction pour créer des effets de mouvement et pour les synchroniser avec une vidéo. De plus, cet outil permet de ressentir les effets créés. Ensuite nous nous penchons sur les combinaisons haptiques et audiovisuelles. Dans une nouvelle approche nommée Cinématographie Haptique, nous explorons le potentiel des effets haptiques pour créer de nouveaux effets dédiés aux réalisateurs de films. / Haptic technology, stimulating the sense of touch, is used for years in virtual reality and teleoperation applications for enhancing the user immersion. Yet it is still underused in audiovisual systems such as movie theaters. The objective of this thesis is thus to exploit the potential of haptics for audiovisual content. In the first part of this Ph.D. thesis, we address the haptic rendering in video viewing context. We first present a new device providing 6 degrees of freedom motion effects. Instead of moving the whole user's body, as it is traditionally done with motion platform, only the head and hands are stimulated. This device allows thus to enrich the audiovisual experience. Then we focus on the haptic rendering of haptic-audiovisuals. The combination of haptic effects and video sequences yields new challenges for the haptic rendering. We introduce a new haptic rendering algorithm to tackle these issues. The second part of this Ph.D. is dedicated to the production of haptic effects. We first present of novel authoring tool. Three editing methods are proposed to create motion effects and to synchronize them to a video. Besides, the tool allows to preview motion effects thanks to a force-feedback device. Then we study combinations of haptic feedback and audiovisual content. In a new approach, the Haptic Cinematography, we explore the potential of haptic effects to create new effects dedicated to movie makers.
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Adaptive Optimal Control in Physical Human-Robot InteractionJanuary 2019 (has links)
abstract: What if there is a way to integrate prosthetics seamlessly with the human body and robots could help improve the lives of children with disabilities? With physical human-robot interaction being seen in multiple aspects of life, including industry, medical, and social, how these robots are interacting with human becomes even more important. Therefore, how smoothly the robot can interact with a person will determine how safe and efficient this relationship will be. This thesis investigates adaptive control method that allows a robot to adapt to the human's actions based on the interaction force. Allowing the relationship to become more effortless and less strained when the robot has a different goal than the human, as seen in Game Theory, using multiple techniques that adapts the system. Few applications this could be used for include robots in physical therapy, manufacturing robots that can adapt to a changing environment, and robots teaching people something new like dancing or learning how to walk after surgery.
The experience gained is the understanding of how a cost function of a system works, including the tracking error, speed of the system, the robot’s effort, and the human’s effort. Also, this two-agent system, results into a two-agent adaptive impedance model with an input for each agent of the system. This leads to a nontraditional linear quadratic regulator (LQR), that must be separated and then added together. Thus, creating a traditional LQR. This new experience can be used in the future to help build better safety protocols on manufacturing robots. In the future the knowledge learned from this research could be used to develop technologies for a robot to allow to adapt to help counteract human error. / Dissertation/Thesis / Masters Thesis Engineering 2019
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Haptic Shape-Based Management of Robot Teams in Cordon and PatrolMcDonald, Samuel Jacob 01 September 2016 (has links)
There are many current and future scenarios that require teams of air, ground or humanoid robots to gather information in complex and often dangerous environments, where it would be unreasonable or impossible for humans to be physically present [1-6]. The current state of the art involves a single robot being monitored by one or many human operators [7], but a single operator managing a team of autonomous robots is preferred as long as effective and time-efficient management of the team is maintained [8-9]. This is limited by the operator's ability to command actions of multiple robots, be aware of robot states, and respond to less important tasks, while accomplishing a primary objective defined by the application scenario. The operator's ability to multi-task could be improved with the use of a multimodal interface, using both visual and haptic feedback. This thesis investigates the use of haptic feedback in developing intuitive, shape-based interaction to maintain heads-up control and increase an operator's situation awareness (SA) while managing a robot team.In this work, the autonomous behavior of the team is modeled after a patrol and cordon scenario, where the team travels to and surrounds buildings of interest. A novel approach that involves treating the team as a moldable volume is presented, where deformations of this volume correspond to changes in team shape. During surround mode, the operator may explore or manipulate the team shape to create custom formations around a building. A spacing interaction method also allows the operator to adjust how robots are spaced within the current shape. Separate haptic feedback is developed for each method to allow the operator to "feel" the shape or spacing manipulation. During travel mode, the operator chooses desired travel locations and receives feedback to help identify how and where the team travels. RoTHSim, an experimental robot team haptic simulator, was developed and used as a test bed for single-operator management of a robot team in a multitasking reconnaissance and surveillance scenario. Using RoTHSim, a human subject experiment was conducted with 19 subjects to determine the effects of haptic feedback and task demand difficulty on levels of performance, SA and workload. Results from the experiment suggest that haptic feedback significantly improves operator performance in a reconnaissance task when task demand is higher, but may slightly increase operator workload. Due to the experimental setup, these results suggest that haptic feedback may make it easier for the operator to experience heads-up control of a team of autonomous robots. There were no significance differences on SA scores due to haptic feedback in this study.
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Smart Clothes as a Tangible User Interface to Affect Human Emotions using Haptic ActuatorsArafsha, Faisal 20 January 2012 (has links)
Affective haptic research is a rapidly growing field. Today, more smart haptic clothes are being studied and implemented which are aimed to effect its users emotionally. However, they have some limitations. This research intends to improve the existing literature and contribute by involving consumers directly in the design of a smart haptic jacket by adding heat, vibration actuators, and by enhancing portability. In this thesis, we are interested in six basic emotions: love, joy, surprise, anger, sadness, and fear. An online survey was designed and conducted on 92 respondents that gave feedback of what it is expected from an affective haptic jacket. The results of this survey assisted in the general design, and the feedback helped to build a prototype. 86% of the respondents expressed interest in the system and are willing to try it when it is ready. A detailed design architecture is provided along with details on the hardware and software used for the implementation. Finally, the prototype was evaluated on 14 participants using the actual prototype haptic jacket based on a QoE comparison between the absence and the presence of haptic actuation. The proposed system showed improvement over a similar system that is designed for the same purpose.
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Smart Clothes as a Tangible User Interface to Affect Human Emotions using Haptic ActuatorsArafsha, Faisal 20 January 2012 (has links)
Affective haptic research is a rapidly growing field. Today, more smart haptic clothes are being studied and implemented which are aimed to effect its users emotionally. However, they have some limitations. This research intends to improve the existing literature and contribute by involving consumers directly in the design of a smart haptic jacket by adding heat, vibration actuators, and by enhancing portability. In this thesis, we are interested in six basic emotions: love, joy, surprise, anger, sadness, and fear. An online survey was designed and conducted on 92 respondents that gave feedback of what it is expected from an affective haptic jacket. The results of this survey assisted in the general design, and the feedback helped to build a prototype. 86% of the respondents expressed interest in the system and are willing to try it when it is ready. A detailed design architecture is provided along with details on the hardware and software used for the implementation. Finally, the prototype was evaluated on 14 participants using the actual prototype haptic jacket based on a QoE comparison between the absence and the presence of haptic actuation. The proposed system showed improvement over a similar system that is designed for the same purpose.
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Extension – Operator Environment for ForestHarvesters / Extension – Operatörsmiljö för SkogsskördareMellberg, Anders January 2013 (has links)
A forest harvester operator is today facing a stressful work environment with a high demand on coordination skills and effectiveness to run the operation with positive economical outcome. The learning phase is very long compared to similar work.The vision for this project was to transform the machine, through intuitive and innovative interface design, into an extension of the operator’s body. In this way it provides higher productivity as well as user friendliness, shorter learning phase and a healthier work situation.This was realized through the use of prior but yet not market available related research. Through market studies, applicable technology already available in other industries was found. The result is a complete seat with controls for a conceptual Gremo harvester realizable in the year 2023.
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Development of a Sensory Feedback System for Lower-limb Amputees using Vibrotactile HapticsSharma, Aman 28 November 2013 (has links)
Following lower-limb amputation, patients suffer from sensory loss within the prosthesis/residuum complex leading to diminished proprioception and balance. Artificial sensory systems have the potential to improve rehabilitation outcomes including better functional usage of lower-limb prostheses to achieve a higher quality of life for the prosthetic users.
The purpose of this work was to develop and test the e fficacy of a vibrotactile feedback
system for lower-limb amputees that may augment feedback during complex balance and
movement tasks. Responses to different vibrotactile stimuli frequencies, locations, and physical conditions were assessed. Key outcome measures for this work were the response time and response accuracy of the subjects to the different stimulator configurations. Frequencies closer to 250 Hz applied to the anterior portion of the thigh resulted in the quickest reaction times. When multitasking, reaction times increased. These preliminary results indicate that vibrotactile sensory feedback may be viable to use by lower-limb amputees.
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Development of a Sensory Feedback System for Lower-limb Amputees using Vibrotactile HapticsSharma, Aman 28 November 2013 (has links)
Following lower-limb amputation, patients suffer from sensory loss within the prosthesis/residuum complex leading to diminished proprioception and balance. Artificial sensory systems have the potential to improve rehabilitation outcomes including better functional usage of lower-limb prostheses to achieve a higher quality of life for the prosthetic users.
The purpose of this work was to develop and test the e fficacy of a vibrotactile feedback
system for lower-limb amputees that may augment feedback during complex balance and
movement tasks. Responses to different vibrotactile stimuli frequencies, locations, and physical conditions were assessed. Key outcome measures for this work were the response time and response accuracy of the subjects to the different stimulator configurations. Frequencies closer to 250 Hz applied to the anterior portion of the thigh resulted in the quickest reaction times. When multitasking, reaction times increased. These preliminary results indicate that vibrotactile sensory feedback may be viable to use by lower-limb amputees.
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Smart Clothes as a Tangible User Interface to Affect Human Emotions using Haptic ActuatorsArafsha, Faisal 20 January 2012 (has links)
Affective haptic research is a rapidly growing field. Today, more smart haptic clothes are being studied and implemented which are aimed to effect its users emotionally. However, they have some limitations. This research intends to improve the existing literature and contribute by involving consumers directly in the design of a smart haptic jacket by adding heat, vibration actuators, and by enhancing portability. In this thesis, we are interested in six basic emotions: love, joy, surprise, anger, sadness, and fear. An online survey was designed and conducted on 92 respondents that gave feedback of what it is expected from an affective haptic jacket. The results of this survey assisted in the general design, and the feedback helped to build a prototype. 86% of the respondents expressed interest in the system and are willing to try it when it is ready. A detailed design architecture is provided along with details on the hardware and software used for the implementation. Finally, the prototype was evaluated on 14 participants using the actual prototype haptic jacket based on a QoE comparison between the absence and the presence of haptic actuation. The proposed system showed improvement over a similar system that is designed for the same purpose.
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