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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
41

使用穿戴裝置實現即時相對方向定位 / Real-time relative directional positioning using wearable devices

蔡育銓, Tsai,Yua Chan Unknown Date (has links)
近年來穿戴相關發展越來越蓬勃,特別是在虛擬-實境的綜合藝術表 演中,例如: 電影「猩球崛起」。然而大部分虛擬實境的綜合內容是 基於腳本預先錄製好的,而且演員需要大量的練習,使表演能夠完美 演出。此外,如果我們想要在兩人的相對方向定位上有特殊效果,那 麼預先錄製的的方法是不合適的。解決這個問題的一個方法是,使用 高品質的相機偵測身體的姿勢或位置。但是精准度常會受限於光線或 是障礙物。 本篇論文中,我們提出一個即時相對方向定位方法,這方法使用無線 可穿戴式設備解決這個問題。我們結合BLE 所發送的Received Signal Strength Indicator (RSSI)與IMU 感測器資訊,來追蹤兩個表演者的相對方向定位的位置。但是RSSI 資料有波動與不穩定性、IMU 會引起 累積的誤差。我們發明了「可靠程度」的RSSI 量測概念,並且把這 概念運用在IMU 定期校正上。我們實驗的情況是,兩個人的舞蹈來 驗證準確性,結果是令人滿意的。我們還使用Unity 來實踐人體骨架, 以便與兩個舞者動作做比較。在未來,我們開發的方案可以用於藝術 表演,使內容更豐富,更具互動性。 / In recent years, wearable-related applications are flourishing, especially in virtual-real integrated art performance, such as “Rise of the Planet of the Apes”. However, most of the virtual-real integrated contents are pre-recorded based on the script, and the performer needs a lot of practice to make the integration perfect. Moreover, if we want to make special effect based on the relative directional positions of two performers, the pre-recorded approach is not suitable. One way to tackle this problem is to use the high-quality camera to detect the body posture or position.But the accuracy is usually limited in light intensity or obstacles. In this thesis, we propose a real-time relative directional positioning approach using wireless wearable devices to solve this problem. We use Received Signal Strength Indicator (RSSI) of BLE, combined with IMU sensors to track two performers’ relative directional positions. The RSSI fluctuates and the IMU causes accumulated errors. We invent the concept of “reliable level” of RSSI measures to periodically correct the IMU errors. We experiment the scenario of two-person dance to validate the accuracy, and the result is satisfactory. We also use Unity to real-time render the human skeleton for comparison with the two dancers’ motion.In the future, our developed scheme can be used in the art performance to make the content richer and more interactive.
42

[en] PROPOSING TWO NEW HANDLING INTERACTION TECHNIQUES FOR 3D VIRTUAL OBJECTS USING THE MYO ARMBAND / [pt] PROPOSTA DE DUAS NOVAS TÉCNICAS DE MANIPULAÇÃO PARA OBJETOS VIRTUAIS 3D USANDO O BRACELETE MYO

YADIRA GARNICA BONOME 28 July 2017 (has links)
[pt] Flexibilidade e liberdade são sempre desejados em ambientes de realidade virtual. Dispositivos de entrada tradicionais, como mouse ou teclado, dificultam as interações entre o usuário e o ambiente virtual. Para melhorar a interação em termos qualitativos em um ambiente virtual, a interação deve ser tão natural quanto possível, por isso, gestos com a mão se tornaram um meio popular para a interação humanocomputador. O desenvolvimento de dispositivos de imersão como os capacetes trouxeram a necessidade de uma nova forma de interação e um desafio para os desenvolvedores. O reconhecimento de gestos da mão usando sinais eletromiográficos (EMG) tem chamado a atenção devido ao surgimento de dispositivos mais baratos que conseguem gravar dados EMG precisos. Um dos dispositivos mais destacados nessa área é o bracelete Myo, equipado com oito sensores EMG e uma unidade de medição inercial (IMU). O objetivo deste trabalho é avaliar a usabilidade do bracelete Myo como um dispositivo de seleção e manipulação de objetos 3D em ambientes de realidade virtual, visando melhorar a experiência do usuário, aproveitando a possibilidade de medir a força aplicada a um gesto assim como de usar as vibrações do Myo como sistema de feedback. Este estudo pretende responder à seguinte pergunta: O bracelete Myo tem alto grau de usabilidade para a seleção/manipulação de objetos 3D em Ambientes de Realidade Virtual? Para atingir esse objetivo, foram propostas quatro subquestões para orientar essa pesquisa: I) Quais recursos do Myo podem ser usadas em Ambientes de Realidade Virtual (VRE)? II) Quais são as limitações do bracelete Myo? III) É possível realizar tarefas de seleção e manipulação usando o bracelete Myo? IV) Como o uso do bracelete Myo pode enriquecer as tarefas de seleção e manipulação? Para responder às duas primeiras subquestões foi realizada uma revisão da literatura que compreende a tecnologia do Myo, vantagens e limitações, e os trabalhos relacionados. Além disso, inclui conceitos básicos sobre Interações em VRE. Para responder às duas últimas subquestões foram propostas duas técnicas de seleção/manipulação usando o Myo e foram testadas com os usuários e os resultados foram comparados, avaliando sua usabilidade. / [en] Flexibility and freedom are always desired in virtual reality environments. Traditional inputs, like mouse or keyboard, hamper the interactions between the user and the virtual environment. To improve the interaction in qualitative terms in a virtual environment, the interaction must be as natural as possible, and because of that, hand gestures have become a popular means to the human-computer interaction. The development of immersion devices like head-mounted displays brought the need for a new way of interaction and a challenge to developers. Hand gestures recognition using electromyography signals (EMG) has increased the attention because the rise of cheaper wearable devices that can record accurate EMG data. One of the outstanding devices in this area is Myo armband, equipped with eight EMG sensors and a nineaxis inertial measurement unit (IMU). The objective of this work is to evaluate the usability of the Myo armband as a device for selection and manipulation of 3D objects in virtual reality environments, aiming to improve the user experience, taking advantage of the possibility to measure the force applied to a gesture and to use Myo vibrations as a feedback system. This study aims to answer the following question: Has Myo armband high grade of usability for selection/manipulation of 3D objects in Virtual Reality Environments? And to achieve that purpose, four sub-questions were proposed to guide this research: I) Which resources of Myo can be used in Virtual Reality Environments (VRE)? II) What are the limitations of the Myo armband? III) Can selection and manipulation tasks be performed using Myo armband? IV) How can Myo armband enrich the selection and manipulation tasks? To answer to the first two sub-questions, we conducted a literature review that covers Myo technology, its advantages and limitations, and related works. Also, it includes basic concepts about Interactions in VRE. To answer to the last two sub-questions, we proposed two selection/manipulation techniques using Myo, which were tested with users and the results were compared, evaluating their usability.
43

Aktuální trendy v bezkontaktním placení, přínos Apple a analýza trhu ČR včetně preferencí spotřebitelů / Actual trends in contactless payment, contribution of Apple and analysis of market in the Czech Republic including consumer preferences

Novák, Vladimír January 2016 (has links)
The main objective of this work is to analyze current trends in contactless payments and consequently implement it on the Czech market. On this base this thesis deals with several wearable devices. Furthermore on this base is also working in the application part, where is one of the secondary objectives of the work to determine consumer preferences on the market of the Czech Republic. One of the secondary objectives is create a brief summary of the history of payment cards and within the sociological aspect to find a certain analogy in introducing innovations in the field of payments towards current trends in contactless methods. Within the secondary objectives there are simultaneously defined key assumptions forms of payment for success on the market. The following section focuses on electronic payments. Specifically, it deals with trends in electronic payment services, where for its implementation aren´t required the physical presence of the card or chip. Furthermore there are analyzed alternative paths in the current payment methods, namely peer-to-peer platforms. On these platforms is based shared economy, which also represents an interesting potential for the possible development of payment field. Chapter with alternative methods for cashless is finished by analyzing digital currencies. The hypothesis of this thesis is whether Apple can have an impact on the area of contactless payments and how it can affect the entire sector. Part of the hypothesis is the claim that Apple manages to change the area of contactless payments, such as happenede in the music industry with iTunes and then in the telecommunications industry with a revolutionary iPhone. Potential benefit of Apple is defined by the method of description. Potential contribution of Apple Pay is characterized by logical deduction base on previous relationships. Conclusion is by quantitative research method, namely through the consumer research, assessed consumer preferences in the Czech Repulic and is also evaluated the hypothesis of potential benefits of Apple contactless payments.
44

Digital Signal Processing Architecture Design for Closed-Loop Electrical Nerve Stimulation Systems

Jui-wei Tsai (9356939) 14 September 2020 (has links)
<div>Electrical nerve stimulation (ENS) is an emerging therapy for many neurological disorders. Compared with conventional one-way stimulations, closed-loop ENS approaches increase the stimulation efficacy and minimize patient's discomfort by constantly adjusting the stimulation parameters according to the feedback biomarkers from patients. Wireless neurostimulation devices capable of both stimulation and telemetry of recorded physiological signals are welcome for closed-loop ENS systems to improve the quality and reduce the costs of treatments, and real-time digital signal processing (DSP) engines processing and extracting features from recorded signals can reduce the data transmission rate and the resulting power consumption of wireless devices. Electrically-evoked compound action potential (ECAP) is an objective measure of nerve activity and has been used as the feedback biomarker in closed-loop ENS systems including neural response telemetry (NRT) systems and a newly proposed autonomous nerve control (ANC) platform. It's desirable to design a DSP engine for real-time processing of ECAP in closed-loop ENS systems. </div><div><br></div><div>This thesis focuses on developing the DSP architecture for real-time processing of ECAP, including stimulus artifact rejection (SAR), denoising, and extraction of nerve fiber responses as biomedical features, and its VLSI implementation for optimal hardware costs. The first part presents the DSP architecture for real-time SAR and denoising of ECAP in NRT systems. A bidirectional-filtered coherent averaging (BFCA) method is proposed, which enables the configurable linear-phase filter to be realized hardware efficiently for distortion-free filtering of ECAPs and can be easily combined with the alternating-polarity (AP) stimulation method for SAR. Design techniques including folded-IIR filter and division-free averaging are incorporated to reduce the computation cost. The second part presents the fiber-response extraction engine (FREE), a dedicated DSP engine for nerve activation control in the ANC platform. FREE employs the DSP architecture of the BFCA method combined with the AP stimulation, and the architecture of computationally efficient peak detection and classification algorithms for fiber response extraction from ECAP. FREE is mapped onto a custom-made and battery-powered wearable wireless device incorporating a low-power FPGA, a Bluetooth transceiver, a stimulation and recording analog front-end and a power-management unit. In comparison with previous software-based signal processing, FREE not only reduces the data rate of wireless devices but also improves the precision of fiber response classification in noisy environments, which contributes to the construction of high-accuracy nerve activation profile in the ANC platform. An application-specific integrated circuit (ASIC) version of FREE is implemented in 180-nm CMOS technology, with total chip area and core power consumption of 19.98 mm<sup>2</sup> and 1.95 mW, respectively. </div><div><br></div>
45

NONDESTRUCTIVE PROCESSING OF PRINTED BIMODAL MATREIALS FOR FABRICATION OF MULTI-FUNCTIONAL FLEXIBLE DEVICES

Amin Zareei (15339034) 24 April 2023 (has links)
<p>  </p> <p>Printed electronics (PE) is one of the fastest growing technologies in the 21<sup>st</sup> century. Recent reports have shown that PE market will reach 4.9 billion by 2032. PE refers to additive deposition of materials to fabricate electrical circuits, interconnects, and devices. </p> <p>The quest for developing nondestructive processes that enables additive manufacturing of low-cost PEs on heat-sensitive substrates with novel functionalities has resulted in several recent developments in the field which includes investigation of selective and optical sintering processes such as photonic sintering and laser sintering, to name a few. Broadly, this dissertation is an effort to study these sintering technologies for additive manufacturing of bimodal (metal/metal, metal/inorganic, and metal/organic) printed material compositions.  </p> <p>In the first section, nondestructive sintering technologies is combined with chemical sintering to develop bimodal metallic conductive pastes for the fabrication of biodegradable and non-biodegradable printed devices for applications in food packaging and wireless smart drug delivery.</p> <p>Next, a process is developed via near-infrared (NIR) technology to enable soldering and mounting electrical components onto printed materials using low-temperature bimodal metal/organic solder pastes. The developed optimized process is used to fabricate a flexible printed hybrid device for remote assessment of the wound exudate absorption in dressings.</p> <p>Lastly, laser processing is used to fabricate an antibacterial bimodal silver containing glass ceramics coating directly on temperature-sensitive polymeric surgical meshes. The integrated bioceramic coating on the mesh exhibits long-lasting antibacterial properties against Gram-positive and Gram-negative strains of bacteria. </p> <p>The results of this dissertation will open a new route of research to fabricate low-cost devices with bimodal materials with applications in medical device, healthcare, and packaging industries. </p> <p><br></p>
46

Low-Power Policies Based on DVFS for the MUSEIC v2 System-on-Chip

Mallangi, Siva Sai Reddy January 2017 (has links)
Multi functional health monitoring wearable devices are quite prominent these days. Usually these devices are battery-operated and consequently are limited by their battery life (from few hours to a few weeks depending on the application). Of late, it was realized that these devices, which are currently being operated at fixed voltage and frequency, are capable of operating at multiple voltages and frequencies. By switching these voltages and frequencies to lower values based upon power requirements, these devices can achieve tremendous benefits in the form of energy savings. Dynamic Voltage and Frequency Scaling (DVFS) techniques have proven to be handy in this situation for an efficient trade-off between energy and timely behavior. Within imec, wearable devices make use of the indigenously developed MUSEIC v2 (Multi Sensor Integrated circuit version 2.0). This system is optimized for efficient and accurate collection, processing, and transfer of data from multiple (health) sensors. MUSEIC v2 has limited means in controlling the voltage and frequency dynamically. In this thesis we explore how traditional DVFS techniques can be applied to the MUSEIC v2. Experiments were conducted to find out the optimum power modes to efficiently operate and also to scale up-down the supply voltage and frequency. Considering the overhead caused when switching voltage and frequency, transition analysis was also done. Real-time and non real-time benchmarks were implemented based on these techniques and their performance results were obtained and analyzed. In this process, several state of the art scheduling algorithms and scaling techniques were reviewed in identifying a suitable technique. Using our proposed scaling technique implementation, we have achieved 86.95% power reduction in average, in contrast to the conventional way of the MUSEIC v2 chip’s processor operating at a fixed voltage and frequency. Techniques that include light sleep and deep sleep mode were also studied and implemented, which tested the system’s capability in accommodating Dynamic Power Management (DPM) techniques that can achieve greater benefits. A novel approach for implementing the deep sleep mechanism was also proposed and found that it can obtain up to 71.54% power savings, when compared to a traditional way of executing deep sleep mode. / Nuförtiden så har multifunktionella bärbara hälsoenheter fått en betydande roll. Dessa enheter drivs vanligtvis av batterier och är därför begränsade av batteritiden (från ett par timmar till ett par veckor beroende på tillämpningen). På senaste tiden har det framkommit att dessa enheter som används vid en fast spänning och frekvens kan användas vid flera spänningar och frekvenser. Genom att byta till lägre spänning och frekvens på grund av effektbehov så kan enheterna få enorma fördelar när det kommer till energibesparing. Dynamisk skalning av spänning och frekvens-tekniker (såkallad Dynamic Voltage and Frequency Scaling, DVFS) har visat sig vara användbara i detta sammanhang för en effektiv avvägning mellan energi och beteende. Hos Imec så använder sig bärbara enheter av den internt utvecklade MUSEIC v2 (Multi Sensor Integrated circuit version 2.0). Systemet är optimerat för effektiv och korrekt insamling, bearbetning och överföring av data från flera (hälso) sensorer. MUSEIC v2 har begränsad möjlighet att styra spänningen och frekvensen dynamiskt. I detta examensarbete undersöker vi hur traditionella DVFS-tekniker kan appliceras på MUSEIC v2. Experiment utfördes för att ta reda på de optimala effektlägena och för att effektivt kunna styra och även skala upp matningsspänningen och frekvensen. Eftersom att ”overhead” skapades vid växling av spänning och frekvens gjordes också en övergångsanalys. Realtidsoch icke-realtidskalkyler genomfördes baserat på dessa tekniker och resultaten sammanställdes och analyserades. I denna process granskades flera toppmoderna schemaläggningsalgoritmer och skalningstekniker för att hitta en lämplig teknik. Genom att använda vår föreslagna skalningsteknikimplementering har vi uppnått 86,95% effektreduktion i jämförelse med det konventionella sättet att MUSEIC v2-chipets processor arbetar med en fast spänning och frekvens. Tekniker som inkluderar lätt sömn och djupt sömnläge studerades och implementerades, vilket testade systemets förmåga att tillgodose DPM-tekniker (Dynamic Power Management) som kan uppnå ännu större fördelar. En ny metod för att genomföra den djupa sömnmekanismen föreslogs också och enligt erhållna resultat så kan den ge upp till 71,54% lägre energiförbrukning jämfört med det traditionella sättet att implementera djupt sömnläge.
47

Beyond the electronic connection : the technologically manufactured cyber-human and its physical human counterpart in performance : a theory related to convergence identities

Sharir, Yacov January 2013 (has links)
This thesis is an investigation of the complex processes and relationships between the physical human performer and the technologically manufactured cyber-human counterpart. I acted as both researcher and the physical human performer, deeply engaged in the moment-to-moment creation of events unfolding within a shared virtual reality environment. As the primary instigator and activator of the cyber-human partner, I maintained a balance between the live and technological performance elements, prioritizing the production of content and meaning. By way of using practice as research, this thesis argues that in considering interactions between cyber-human and human performers, it is crucial to move beyond discussions of technology when considering interactions between cyber-humans and human performers to an analysis of emotional content, the powers of poetic imagery, the trust that is developed through sensory perception and the evocation of complex relationships. A theoretical model is constructed to describe the relationship between a cyber-human and a human performer in the five works created specifically for this thesis, which is not substantially different from that between human performers. Technological exploration allows for the observation and analysis of various relationships, furthering an expanded understanding of ‘movement as content’ beyond the electronic connection. Each of the works created for this research used new and innovative technologies, including virtual reality, multiple interactive systems, six generations of wearable computers, motion capture technology, high-end digital lighting projectors, various projection screens, smart electronically charged fabrics, multiple sensory sensitive devices and intelligent sensory charged alternative performance spaces. They were most often collaboratively created in order to augment all aspects of the performance and create the sense of community found in digital live dance performances/events. These works are identified as one continuous line of energy and discovery, each representing a slight variation on the premise that a working, caring, visceral and poetic content occurs beyond the technological tools. Consequently, a shift in the physical human’s psyche overwhelms the act of performance. Scholarship and reflection on the works have been integral to my creative process throughout. The goals of this thesis, the works created and the resulting methodologies are to investigate performance to heighten the multiple ways we experience and interact with the world. This maximizes connection and results in a highly interactive, improvisational, dynamic, non-linear, immediate, accessible, agential, reciprocal, emotional, visceral and transformative experience without boundaries between the virtual and physical for physical humans, cyborgs and cyber-humans alike.

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