Sample records for motion sensor games

  1. Using Motion-Sensor Games to Encourage Physical Activity for Adults with Intellectual Disability.

    PubMed

    Taylor, Michael J; Taylor, David; Gamboa, Patricia; Vlaev, Ivo; Darzi, Ara

    2016-01-01

    Adults with Intellectual Disability (ID) are at high risk of being in poor health as a result of exercising infrequently; recent evidence indicates this is often due to there being a lack of opportunities to exercise. This pilot study involved an investigation of the use of motion-sensor game technology to enable and encourage exercise for this population. Five adults (two female; 3 male, aged 34-74 [M = 55.20, SD = 16.71] with ID used motion-sensor games to conduct exercise at weekly sessions at a day-centre. Session attendees reported to have enjoyed using the games, and that they would like to use the games in future. Interviews were conducted with six (four female; two male, aged 27-51 [M = 40.20, SD = 11.28]) day-centre staff, which indicated ways in which the motion-sensor games could be improved for use by adults with ID, and barriers to consider in relation to their possible future implementation. Findings indicate motion-sensor games provide a useful, enjoyable and accessible way for adults with ID to exercise. Future research could investigate implementation of motion-sensor games as a method for exercise promotion for this population on a larger scale.

  2. The Effects of Applying Game-Based Learning to Webcam Motion Sensor Games for Autistic Students' Sensory Integration Training

    ERIC Educational Resources Information Center

    Li, Kun-Hsien; Lou, Shi-Jer; Tsai, Huei-Yin; Shih, Ru-Chu

    2012-01-01

    This study aims to explore the effects of applying game-based learning to webcam motion sensor games for autistic students' sensory integration training for autistic students. The research participants were three autistic students aged from six to ten. Webcam camera as the research tool wad connected internet games to engage in motion sensor…

  3. Microsoft Kinect Sensor Evaluation

    NASA Technical Reports Server (NTRS)

    Billie, Glennoah

    2011-01-01

    My summer project evaluates the Kinect game sensor input/output and its suitability to perform as part of a human interface for a spacecraft application. The primary objective is to evaluate, understand, and communicate the Kinect system's ability to sense and track fine (human) position and motion. The project will analyze the performance characteristics and capabilities of this game system hardware and its applicability for gross and fine motion tracking. The software development kit for the Kinect was also investigated and some experimentation has begun to understand its development environment. To better understand the software development of the Kinect game sensor, research in hacking communities has brought a better understanding of the potential for a wide range of personal computer (PC) application development. The project also entails the disassembly of the Kinect game sensor. This analysis would involve disassembling a sensor, photographing it, and identifying components and describing its operation.

  4. Development of real-time motion capture system for 3D on-line games linked with virtual character

    NASA Astrophysics Data System (ADS)

    Kim, Jong Hyeong; Ryu, Young Kee; Cho, Hyung Suck

    2004-10-01

    Motion tracking method is being issued as essential part of the entertainment, medical, sports, education and industry with the development of 3-D virtual reality. Virtual human character in the digital animation and game application has been controlled by interfacing devices; mouse, joysticks, midi-slider, and so on. Those devices could not enable virtual human character to move smoothly and naturally. Furthermore, high-end human motion capture systems in commercial market are expensive and complicated. In this paper, we proposed a practical and fast motion capturing system consisting of optic sensors, and linked the data with 3-D game character with real time. The prototype experiment setup is successfully applied to a boxing game which requires very fast movement of human character.

  5. An orbital emulator for pursuit-evasion game theoretic sensor management

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Wang, Tao; Wang, Gang; Jia, Bin; Wang, Zhonghai; Chen, Genshe; Blasch, Erik; Pham, Khanh

    2017-05-01

    This paper develops and evaluates an orbital emulator (OE) for space situational awareness (SSA). The OE can produce 3D satellite movements using capabilities generated from omni-wheeled robot and robotic arm motion methods. The 3D motion of a satellite is partitioned into the movements in the equatorial plane and the up-down motions in the vertical plane. The 3D actions are emulated by omni-wheeled robot models while the up-down motions are performed by a stepped-motor-controlled-ball along a rod (robotic arm), which is attached to the robot. For multiple satellites, a fast map-merging algorithm is integrated into the robot operating system (ROS) and simultaneous localization and mapping (SLAM) routines to locate the multiple robots in the scene. The OE is used to demonstrate a pursuit-evasion (PE) game theoretic sensor management algorithm, which models conflicts between a space-based-visible (SBV) satellite (as pursuer) and a geosynchronous (GEO) satellite (as evader). The cost function of the PE game is based on the informational entropy of the SBV-tracking-GEO scenario. GEO can maneuver using a continuous and low thruster. The hard-in-loop space emulator visually illustrates the SSA problem solution based PE game.

  6. On the correlation between motion data captured from low-cost gaming controllers and high precision encoders.

    PubMed

    Purkayastha, Sagar N; Byrne, Michael D; O'Malley, Marcia K

    2012-01-01

    Gaming controllers are attractive devices for research due to their onboard sensing capabilities and low-cost. However, a proper quantitative analysis regarding their suitability for use in motion capture, rehabilitation and as input devices for teleoperation and gesture recognition has yet to be conducted. In this paper, a detailed analysis of the sensors of two of these controllers, the Nintendo Wiimote and the Sony Playstation 3 Sixaxis, is presented. The acceleration and angular velocity data from the sensors of these controllers were compared and correlated with computed acceleration and angular velocity data derived from a high resolution encoder. The results show high correlation between the sensor data from the controllers and the computed data derived from the position data of the encoder. From these results, it can be inferred that the Wiimote is more consistent and better suited for motion capture applications and as an input device than the Sixaxis. The applications of the findings are discussed with respect to potential research ventures.

  7. Method and System for Physiologically Modulating Videogames and Simulations which Use Gesture and Body Image Sensing Control Input Devices

    NASA Technical Reports Server (NTRS)

    Pope, Alan T. (Inventor); Stephens, Chad L. (Inventor); Habowski, Tyler (Inventor)

    2017-01-01

    Method for physiologically modulating videogames and simulations includes utilizing input from a motion-sensing video game system and input from a physiological signal acquisition device. The inputs from the physiological signal sensors are utilized to change the response of a user's avatar to inputs from the motion-sensing sensors. The motion-sensing system comprises a 3D sensor system having full-body 3D motion capture of a user's body. This arrangement encourages health-enhancing physiological self-regulation skills or therapeutic amplification of healthful physiological characteristics. The system provides increased motivation for users to utilize biofeedback as may be desired for treatment of various conditions.

  8. A low cost PSD-based monocular motion capture system

    NASA Astrophysics Data System (ADS)

    Ryu, Young Kee; Oh, Choonsuk

    2007-10-01

    This paper describes a monocular PSD-based motion capture sensor to employ with commercial video game systems such as Microsoft's XBOX and Sony's Playstation II. The system is compact, low-cost, and only requires a one-time calibration at the factory. The system includes a PSD(Position Sensitive Detector) and active infrared (IR) LED markers that are placed on the object to be tracked. The PSD sensor is placed in the focal plane of a wide-angle lens. The micro-controller calculates the 3D position of the markers using only the measured intensity and the 2D position on the PSD. A series of experiments were performed to evaluate the performance of our prototype system. From the experimental results we see that the proposed system has the advantages of the compact size, the low cost, the easy installation, and the high frame rates to be suitable for high speed motion tracking in games.

  9. Data fusion of multiple kinect sensors for a rehabilitation system.

    PubMed

    Huibin Du; Yiwen Zhao; Jianda Han; Zheng Wang; Guoli Song

    2016-08-01

    Kinect-like depth sensors have been widely used in rehabilitation systems. However, single depth sensor processes limb-blocking, data loss or data error poorly, making it less reliable. This paper focus on using two Kinect sensors and data fusion method to solve these problems. First, two Kinect sensors capture the motion data of the healthy arm of the hemiplegic patient; Second, merge the data using the method of Set-Membership-Filter (SMF); Then, mirror this motion data by the Middle-Plane; In the end, control the wearable robotic arm driving the patient's paralytic arm so that the patient can interactively and initiatively complete a variety of recovery actions prompted by computer with 3D animation games.

  10. Using the Xbox Kinect sensor for positional data acquisition

    NASA Astrophysics Data System (ADS)

    Ballester, Jorge; Pheatt, Chuck

    2013-01-01

    The Kinect sensor was introduced in November 2010 by Microsoft for the Xbox 360 video game system. It is designed to be positioned above or below a video display to track player body and hand movements in three dimensions (3D). The sensor contains a red, green, and blue (RGB) camera, a depth sensor, an infrared (IR) light source, a three-axis accelerometer, and a multi-array microphone, as well as hardware required to transmit sensor information to an external receiver. In this article, we evaluate the capabilities of the Kinect sensor as a 3D data-acquisition platform for use in physics experiments. Data obtained for a simple pendulum, a spherical pendulum, projectile motion, and a bouncing basketball are presented. Overall, the Kinect sensor is found to be a useful data-acquisition tool for motion studies in the physics laboratory.

  11. Wiimote Experiments: Circular Motion

    ERIC Educational Resources Information Center

    Kouh, Minjoon; Holz, Danielle; Kawam, Alae; Lamont, Mary

    2013-01-01

    The advent of new sensor technologies can provide new ways of exploring fundamental physics. In this paper, we show how a Wiimote, which is a handheld remote controller for the Nintendo Wii video game system with an accelerometer, can be used to study the dynamics of circular motion with a very simple setup such as an old record player or a…

  12. Wiimote Experiments: Circular Motion

    NASA Astrophysics Data System (ADS)

    Kouh, Minjoon; Holz, Danielle; Kawam, Alae; Lamont, Mary

    2013-03-01

    The advent of new sensor technologies can provide new ways of exploring fundamental physics. In this paper, we show how a Wiimote, which is a handheld remote controller for the Nintendo Wii video game system with an accelerometer, can be used to study the dynamics of circular motion with a very simple setup such as an old record player or a bicycle wheel.

  13. Unreal Interactive Puppet Game Development Using Leap Motion

    NASA Astrophysics Data System (ADS)

    Huang, An-Pin; Huang, Fay; Jhu, Jing-Siang

    2018-04-01

    This paper proposed a novel puppet play method utilizing recent technology. An interactive puppet game has been developed based on the theme of a famous Chinese classical novel. This project was implemented using Unreal Engine, which is a leading software of integrated tools for developers to design and build games. On the other hand, Leap Motion Controller is a sensor device for recognizing hand movements and gestures. It is commonly used in systems which require close-range finger-based user interaction. In order to manipulate puppets’ movements, the developed program employs the Leap Motion SDK, which provides a friendly way to add motion-controlled 3D hands to an Unreal game. The novelty of our project is to replace 3D model of rigged hands by two 3D humanoid rigged characters. The challenges of this task are two folds. First, the skeleton structure of a human hand and a humanoid character (i.e., puppets) are totally different. Making the puppets to follow the hand poses of the user and yet ensuring reasonable puppets’ movements has not been discussed in the literatures nor in the developer forums. Second, there are only a limited number of built-in recognizable hand gestures. More recognizable hand gestures need to be created for the interactive game. This paper reports the proposed solutions to these challenges.

  14. Development of a Kinect Software Tool to Classify Movements during Active Video Gaming.

    PubMed

    Rosenberg, Michael; Thornton, Ashleigh L; Lay, Brendan S; Ward, Brodie; Nathan, David; Hunt, Daniel; Braham, Rebecca

    2016-01-01

    While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills. The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise fundamental movement skills (FMS), during active video game play. Two human assessors rated jumping and side-stepping and these assessments were compared to the Kinect Action Recognition Tool (KART), to establish a level of agreement and determine the number of movements completed during five minutes of active video game play, for 43 children (m = 12 years 7 months ± 1 year 6 months). During five minutes of active video game play, inter-rater reliability, when examining the two human raters, was found to be higher for the jump (r = 0.94, p < .01) than the sidestep (r = 0.87, p < .01), although both were excellent. Excellent reliability was also found between human raters and the KART system for the jump (r = 0.84, p, .01) and moderate reliability for sidestep (r = 0.6983, p < .01) during game play, demonstrating that both humans and KART had higher agreement for jumps than sidesteps in the game play condition. The results of the study provide confidence that the Kinect sensor can be used to count the number of jumps and sidestep during five minutes of active video game play with a similar level of accuracy as human raters. However, in contrast to humans, the KART system required a fraction of the time to analyse and tabulate the results.

  15. Development of a Kinect Software Tool to Classify Movements during Active Video Gaming

    PubMed Central

    Rosenberg, Michael; Lay, Brendan S.; Ward, Brodie; Nathan, David; Hunt, Daniel; Braham, Rebecca

    2016-01-01

    While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills. The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise fundamental movement skills (FMS), during active video game play. Two human assessors rated jumping and side-stepping and these assessments were compared to the Kinect Action Recognition Tool (KART), to establish a level of agreement and determine the number of movements completed during five minutes of active video game play, for 43 children (m = 12 years 7 months ± 1 year 6 months). During five minutes of active video game play, inter-rater reliability, when examining the two human raters, was found to be higher for the jump (r = 0.94, p < .01) than the sidestep (r = 0.87, p < .01), although both were excellent. Excellent reliability was also found between human raters and the KART system for the jump (r = 0.84, p, .01) and moderate reliability for sidestep (r = 0.6983, p < .01) during game play, demonstrating that both humans and KART had higher agreement for jumps than sidesteps in the game play condition. The results of the study provide confidence that the Kinect sensor can be used to count the number of jumps and sidestep during five minutes of active video game play with a similar level of accuracy as human raters. However, in contrast to humans, the KART system required a fraction of the time to analyse and tabulate the results. PMID:27442437

  16. Estimating Physical Activity Energy Expenditure with the Kinect Sensor in an Exergaming Environment

    PubMed Central

    Nathan, David; Huynh, Du Q.; Rubenson, Jonas; Rosenberg, Michael

    2015-01-01

    Active video games that require physical exertion during game play have been shown to confer health benefits. Typically, energy expended during game play is measured using devices attached to players, such as accelerometers, or portable gas analyzers. Since 2010, active video gaming technology incorporates marker-less motion capture devices to simulate human movement into game play. Using the Kinect Sensor and Microsoft SDK this research aimed to estimate the mechanical work performed by the human body and estimate subsequent metabolic energy using predictive algorithmic models. Nineteen University students participated in a repeated measures experiment performing four fundamental movements (arm swings, standing jumps, body-weight squats, and jumping jacks). Metabolic energy was captured using a Cortex Metamax 3B automated gas analysis system with mechanical movement captured by the combined motion data from two Kinect cameras. Estimations of the body segment properties, such as segment mass, length, centre of mass position, and radius of gyration, were calculated from the Zatsiorsky-Seluyanov's equations of de Leva, with adjustment made for posture cost. GPML toolbox implementation of the Gaussian Process Regression, a locally weighted k-Nearest Neighbour Regression, and a linear regression technique were evaluated for their performance on predicting the metabolic cost from new feature vectors. The experimental results show that Gaussian Process Regression outperformed the other two techniques by a small margin. This study demonstrated that physical activity energy expenditure during exercise, using the Kinect camera as a motion capture system, can be estimated from segmental mechanical work. Estimates for high-energy activities, such as standing jumps and jumping jacks, can be made accurately, but for low-energy activities, such as squatting, the posture of static poses should be considered as a contributing factor. When translated into the active video gaming environment, the results could be incorporated into game play to more accurately control the energy expenditure requirements. PMID:26000460

  17. A New Multi-Sensor Fusion Scheme to Improve the Accuracy of Knee Flexion Kinematics for Functional Rehabilitation Movements.

    PubMed

    Tannous, Halim; Istrate, Dan; Benlarbi-Delai, Aziz; Sarrazin, Julien; Gamet, Didier; Ho Ba Tho, Marie Christine; Dao, Tien Tuan

    2016-11-15

    Exergames have been proposed as a potential tool to improve the current practice of musculoskeletal rehabilitation. Inertial or optical motion capture sensors are commonly used to track the subject's movements. However, the use of these motion capture tools suffers from the lack of accuracy in estimating joint angles, which could lead to wrong data interpretation. In this study, we proposed a real time quaternion-based fusion scheme, based on the extended Kalman filter, between inertial and visual motion capture sensors, to improve the estimation accuracy of joint angles. The fusion outcome was compared to angles measured using a goniometer. The fusion output shows a better estimation, when compared to inertial measurement units and Kinect outputs. We noted a smaller error (3.96°) compared to the one obtained using inertial sensors (5.04°). The proposed multi-sensor fusion system is therefore accurate enough to be applied, in future works, to our serious game for musculoskeletal rehabilitation.

  18. Design and Implementation of Foot-Mounted Inertial Sensor Based Wearable Electronic Device for Game Play Application.

    PubMed

    Zhou, Qifan; Zhang, Hai; Lari, Zahra; Liu, Zhenbo; El-Sheimy, Naser

    2016-10-21

    Wearable electronic devices have experienced increasing development with the advances in the semiconductor industry and have received more attention during the last decades. This paper presents the development and implementation of a novel inertial sensor-based foot-mounted wearable electronic device for a brand new application: game playing. The main objective of the introduced system is to monitor and identify the human foot stepping direction in real time, and coordinate these motions to control the player operation in games. This proposed system extends the utilized field of currently available wearable devices and introduces a convenient and portable medium to perform exercise in a more compelling way in the near future. This paper provides an overview of the previously-developed system platforms, introduces the main idea behind this novel application, and describes the implemented human foot moving direction identification algorithm. Practical experiment results demonstrate that the proposed system is capable of recognizing five foot motions, jump, step left, step right, step forward, and step backward, and has achieved an over 97% accuracy performance for different users. The functionality of the system for real-time application has also been verified through the practical experiments.

  19. Design and Implementation of Foot-Mounted Inertial Sensor Based Wearable Electronic Device for Game Play Application

    PubMed Central

    Zhou, Qifan; Zhang, Hai; Lari, Zahra; Liu, Zhenbo; El-Sheimy, Naser

    2016-01-01

    Wearable electronic devices have experienced increasing development with the advances in the semiconductor industry and have received more attention during the last decades. This paper presents the development and implementation of a novel inertial sensor-based foot-mounted wearable electronic device for a brand new application: game playing. The main objective of the introduced system is to monitor and identify the human foot stepping direction in real time, and coordinate these motions to control the player operation in games. This proposed system extends the utilized field of currently available wearable devices and introduces a convenient and portable medium to perform exercise in a more compelling way in the near future. This paper provides an overview of the previously-developed system platforms, introduces the main idea behind this novel application, and describes the implemented human foot moving direction identification algorithm. Practical experiment results demonstrate that the proposed system is capable of recognizing five foot motions, jump, step left, step right, step forward, and step backward, and has achieved an over 97% accuracy performance for different users. The functionality of the system for real-time application has also been verified through the practical experiments. PMID:27775673

  20. Cardiopulmonary Response to Videogaming: Slaying Monsters Using Motion Sensor Versus Joystick Devices.

    PubMed

    Sherman, Jeffrey D; Sherman, Michael S; Heiman-Patterson, Terry

    2014-10-01

    Replacing physical activity with videogaming has been implicated in causing obesity. Studies have shown that using motion-sensing controllers with activity-promoting videogames expends energy comparable to aerobic exercise; however, effects of motion-sensing controllers have not been examined with traditional (non-exercise-promoting) videogames. We measured indirect calorimetry and heart rate in 14 subjects during rest and traditional videogaming using motion sensor and joystick controllers. Energy expenditure was higher while subjects were playing with the motion sensor (1.30±0.32 kcal/kg/hour) than with the joystick (1.07±0.26 kcal/kg/hour; P<0.01) or resting (0.91±0.24 kcal/kg/hour; P<0.01). Oxygen consumption during videogaming averaged 15.7 percent of predicted maximum for the motion sensor and 11.8 percent of maximum for the joystick. Minute ventilation was higher playing with the motion sensor (10.7±3.5 L/minute) than with the joystick (8.6±1.8 L/minute; P<0.02) or resting (6.7±1.4 L/minute; P<0.001), predominantly because of higher respiratory rates (15.2±4.3 versus 20.3±2.8 versus 20.4±4.2 beats/minute for resting, the joystick, and the motion sensor, respectively; P<0.001); tidal volume did not change significantly. Peak heart rate during gaming was 16.4 percent higher than resting (78.0±12.0) for joystick (90.1±15.0; P=0.002) and 17.4 percent higher for the motion sensor (91.6±14.1; P=0.002); mean heart rate did not differ significantly. Playing with a motion sensor burned significantly more calories than with a joystick, but the energy expended was modest. With both consoles, the increased respiratory rate without increasing tidal volume and the increased peak heart rate without increasing mean heart rate are consistent with psychological stimulation from videogaming, rather than a result of exercise. We conclude that using a motion sensor with traditional videogames does not provide adequate energy expenditure to provide cardiovascular conditioning.

  1. Effectiveness of Serious Games for Leap Motion on the Functionality of the Upper Limb in Parkinson's Disease: A Feasibility Study.

    PubMed

    Oña, Edwin Daniel; Balaguer, Carlos; Cano-de la Cuerda, Roberto; Collado-Vázquez, Susana; Jardón, Alberto

    2018-01-01

    The design and application of Serious Games (SG) based on the Leap Motion sensor are presented as a tool to support the rehabilitation therapies for upper limbs. Initially, the design principles and their implementation are described, focusing on improving both unilateral and bilateral manual dexterity and coordination. The design of the games has been supervised by specialized therapists. To assess the therapeutic effectiveness of the proposed system, a protocol of trials with Parkinson's patients has been defined. Evaluations of the physical condition of the participants in the study, at the beginning and at the end of the treatment, are carried out using standard tests. The specific measurements of each game give the therapist more detailed information about the patients' evolution after finishing the planned protocol. The obtained results support the fact that the set of developed video games can be combined to define different therapy protocols and that the information obtained is richer than the one obtained through current clinical metrics, serving as method of motor function assessment.

  2. Effectiveness of Serious Games for Leap Motion on the Functionality of the Upper Limb in Parkinson's Disease: A Feasibility Study

    PubMed Central

    Balaguer, Carlos; Collado-Vázquez, Susana; Jardón, Alberto

    2018-01-01

    The design and application of Serious Games (SG) based on the Leap Motion sensor are presented as a tool to support the rehabilitation therapies for upper limbs. Initially, the design principles and their implementation are described, focusing on improving both unilateral and bilateral manual dexterity and coordination. The design of the games has been supervised by specialized therapists. To assess the therapeutic effectiveness of the proposed system, a protocol of trials with Parkinson's patients has been defined. Evaluations of the physical condition of the participants in the study, at the beginning and at the end of the treatment, are carried out using standard tests. The specific measurements of each game give the therapist more detailed information about the patients' evolution after finishing the planned protocol. The obtained results support the fact that the set of developed video games can be combined to define different therapy protocols and that the information obtained is richer than the one obtained through current clinical metrics, serving as method of motor function assessment. PMID:29849550

  3. Open Source Virtual Worlds and Low Cost Sensors for Physical Rehab of Patients with Chronic Diseases

    NASA Astrophysics Data System (ADS)

    Romero, Salvador J.; Fernandez-Luque, Luis; Sevillano, José L.; Vognild, Lars

    For patients with chronic diseases, exercise is a key part of rehab to deal better with their illness. Some of them do rehabilitation at home with telemedicine systems. However, keeping to their exercising program is challenging and many abandon the rehabilitation. We postulate that information technologies for socializing and serious games can encourage patients to keep doing physical exercise and rehab. In this paper we present Virtual Valley, a low cost telemedicine system for home exercising, based on open source virtual worlds and utilizing popular low cost motion controllers (e.g. Wii Remote) and medical sensors. Virtual Valley allows patient to socialize, learn, and play group based serious games while exercising.

  4. Virtual reality balance training for elderly: Similar skiing games elicit different challenges in balance training.

    PubMed

    de Vries, Aijse W; Faber, Gert; Jonkers, Ilse; Van Dieen, Jaap H; Verschueren, Sabine M P

    2018-01-01

    Virtual Reality (VR) balance training may have advantages over regular exercise training in older adults. However, results so far are conflicting potentially due to the lack of challenge imposed by the movements in those games. Therefore, the aim of this study was to assess to which extent two similar skiing games challenge balance, as reflected in center of mass (COM) movements relative to their Functional Limits of Stability (FLOS). Thirty young and elderly participants performed two skiing games, one on the Wii Balance board (Wiiski), which uses a force plate, and one with the Kinect sensor (Kinski), which performs motion tracking. During gameplay, kinematics were captured using seven opto-electronical cameras. FLOS were obtained for eight directions. The influence of games and trials on COM displacement in each of the eight directions, and maximal COM speed, were tested with Generalized Estimated Equations. In all directions with anterior and medio-lateral, but not with a posterior component, subjects showed significantly larger maximal %FLOS displacements during the Kinski game than during the Wiiski game. Furthermore, maximal COM displacement, and COM speed in Kinski remained similar or increased over trials, whereas for Wiiski it decreased. Our results show the importance of assessing the movement challenge in games used for balance training. Similar games impose different challenges, with the control sensors and their gain settings playing an important role. Furthermore, adaptations led to a decrease in challenge in Wiiski, which might limit the effectiveness of the game as a balance-training tool. Copyright © 2017 Elsevier B.V. All rights reserved.

  5. Two-Time Scale Virtual Sensor Design for Vibration Observation of a Translational Flexible-Link Manipulator Based on Singular Perturbation and Differential Games

    PubMed Central

    Ju, Jinyong; Li, Wei; Wang, Yuqiao; Fan, Mengbao; Yang, Xuefeng

    2016-01-01

    Effective feedback control requires all state variable information of the system. However, in the translational flexible-link manipulator (TFM) system, it is unrealistic to measure the vibration signals and their time derivative of any points of the TFM by infinite sensors. With the rigid-flexible coupling between the global motion of the rigid base and the elastic vibration of the flexible-link manipulator considered, a two-time scale virtual sensor, which includes the speed observer and the vibration observer, is designed to achieve the estimation for the vibration signals and their time derivative of the TFM, as well as the speed observer and the vibration observer are separately designed for the slow and fast subsystems, which are decomposed from the dynamic model of the TFM by the singular perturbation. Additionally, based on the linear-quadratic differential games, the observer gains of the two-time scale virtual sensor are optimized, which aims to minimize the estimation error while keeping the observer stable. Finally, the numerical calculation and experiment verify the efficiency of the designed two-time scale virtual sensor. PMID:27801840

  6. Inertial and time-of-arrival ranging sensor fusion.

    PubMed

    Vasilyev, Paul; Pearson, Sean; El-Gohary, Mahmoud; Aboy, Mateo; McNames, James

    2017-05-01

    Wearable devices with embedded kinematic sensors including triaxial accelerometers, gyroscopes, and magnetometers are becoming widely used in applications for tracking human movement in domains that include sports, motion gaming, medicine, and wellness. The kinematic sensors can be used to estimate orientation, but can only estimate changes in position over short periods of time. We developed a prototype sensor that includes ultra wideband ranging sensors and kinematic sensors to determine the feasibility of fusing the two sensor technologies to estimate both orientation and position. We used a state space model and applied the unscented Kalman filter to fuse the sensor information. Our results demonstrate that it is possible to estimate orientation and position with less error than is possible with either sensor technology alone. In our experiment we obtained a position root mean square error of 5.2cm and orientation error of 4.8° over a 15min recording. Copyright © 2017 Elsevier B.V. All rights reserved.

  7. The validity of the first and second generation Microsoft Kinect™ for identifying joint center locations during static postures.

    PubMed

    Xu, Xu; McGorry, Raymond W

    2015-07-01

    The Kinect™ sensor released by Microsoft is a low-cost, portable, and marker-less motion tracking system for the video game industry. Since the first generation Kinect sensor was released in 2010, many studies have been conducted to examine the validity of this sensor when used to measure body movement in different research areas. In 2014, Microsoft released the computer-used second generation Kinect sensor with a better resolution for the depth sensor. However, very few studies have performed a direct comparison between all the Kinect sensor-identified joint center locations and their corresponding motion tracking system-identified counterparts, the result of which may provide some insight into the error of the Kinect-identified segment length, joint angles, as well as the feasibility of adapting inverse dynamics to Kinect-identified joint centers. The purpose of the current study is to first propose a method to align the coordinate system of the Kinect sensor with respect to the global coordinate system of a motion tracking system, and then to examine the accuracy of the Kinect sensor-identified coordinates of joint locations during 8 standing and 8 sitting postures of daily activities. The results indicate the proposed alignment method can effectively align the Kinect sensor with respect to the motion tracking system. The accuracy level of the Kinect-identified joint center location is posture-dependent and joint-dependent. For upright standing posture, the average error across all the participants and all Kinect-identified joint centers is 76 mm and 87 mm for the first and second generation Kinect sensor, respectively. In general, standing postures can be identified with better accuracy than sitting postures, and the identification accuracy of the joints of the upper extremities is better than for the lower extremities. This result may provide some information regarding the feasibility of using the Kinect sensor in future studies. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  8. Action Video Games Improve Direction Discrimination of Parafoveal Translational Global Motion but Not Reaction Times.

    PubMed

    Pavan, Andrea; Boyce, Matthew; Ghin, Filippo

    2016-10-01

    Playing action video games enhances visual motion perception. However, there is psychophysical evidence that action video games do not improve motion sensitivity for translational global moving patterns presented in fovea. This study investigates global motion perception in action video game players and compares their performance to that of non-action video game players and non-video game players. Stimuli were random dot kinematograms presented in the parafovea. Observers discriminated the motion direction of a target random dot kinematogram presented in one of the four visual quadrants. Action video game players showed lower motion coherence thresholds than the other groups. However, when the task was performed at threshold, we did not find differences between groups in terms of distributions of reaction times. These results suggest that action video games improve visual motion sensitivity in the near periphery of the visual field, rather than speed response. © The Author(s) 2016.

  9. Motion sickness, console video games, and head-mounted displays.

    PubMed

    Merhi, Omar; Faugloire, Elise; Flanagan, Moira; Stoffregen, Thomas A

    2007-10-01

    We evaluated the nauseogenic properties of commercial console video games (i.e., games that are sold to the public) when presented through a head-mounted display. Anecdotal reports suggest that motion sickness may occur among players of contemporary commercial console video games. Participants played standard console video games using an Xbox game system. We varied the participants' posture (standing vs. sitting) and the game (two Xbox games). Participants played for up to 50 min and were asked to discontinue if they experienced any symptoms of motion sickness. Sickness occurred in all conditions, but it was more common during standing. During seated play there were significant differences in head motion between sick and well participants before the onset of motion sickness. The results indicate that commercial console video game systems can induce motion sickness when presented via a head-mounted display and support the hypothesis that motion sickness is preceded by instability in the control of seated posture. Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.

  10. Motion sickness and postural sway in console video games.

    PubMed

    Stoffregen, Thomas A; Faugloire, Elise; Yoshida, Ken; Flanagan, Moira B; Merhi, Omar

    2008-04-01

    We tested the hypotheses that (a) participants might develop motion sickness while playing "off-the-shelf" console video games and (b) postural motion would differ between sick and well participants, prior to the onset of motion sickness. There have been many anecdotal reports of motion sickness among people who play console video games (e.g., Xbox, PlayStation). Participants (40 undergraduate students) played a game continuously for up to 50 min while standing or sitting. We varied the distance to the display screen (and, consequently, the visual angle of the display). Across conditions, the incidence of motion sickness ranged from 42% to 56%; incidence did not differ across conditions. During game play, head and torso motion differed between sick and well participants prior to the onset of subjective symptoms of motion sickness. The results indicate that console video games carry a significant risk of motion sickness. Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.

  11. Guest editorial: Introduction to the special issue on modern control for computer games.

    PubMed

    Argyriou, Vasileios; Kotsia, Irene; Zafeiriou, Stefanos; Petrou, Maria

    2013-12-01

    A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent technological advances and new sensors (for example, low cost commodity depth cameras) have enabled the introduction of more elaborated approaches in which the player is now able to interact with the game using his body pose, facial expressions, actions, and even his physiological signals. A new era of games has already started, employing computer vision techniques, brain-computer interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent enough not only to extract the player's commands provided by his speech and gestures but also his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in order to ensure more realistic and satisfactory gameplay experience. This special issue on modern control for computer games discusses several interdisciplinary factors that influence a user's input to a game, something directly linked to the gaming experience. These include, but are not limited to, the following: behavioral affective gaming, user satisfaction and perception, motion capture and scene modeling, and complete software frameworks that address several challenges risen in such scenarios.

  12. Do motion controllers make action video games less sedentary? A randomized experiment.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Ribisl, Kurt M; Bowling, J Michael; Kalyanaraman, Sriram

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal · kg(-1) · hr(-1)) produced 0.10 kcal · kg(-1) · hr(-1) (95% confidence interval 0.03 to 0.17) greater energy expenditure than traditional control (0.86 [0.17] kcal · kg(-1) · hr(-1), P = .048). All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior.

  13. Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Ribisl, Kurt M.; Bowling, J. Michael; Kalyanaraman, Sriram

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal · kg−1 · hr−1) produced 0.10 kcal · kg−1 · hr−1 (95% confidence interval 0.03 to 0.17) greater energy expenditure than traditional control (0.86 [0.17] kcal · kg−1 · hr−1, P = .048). All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior. PMID:22028959

  14. Experimenting with Educational Games using the Xbox, PC, and iPad

    NASA Astrophysics Data System (ADS)

    Rohrlick, D.; Kilb, D. L.; Peach, C. L.; Simms, E.; Yang, A.; Layman, C.; Deutscher, R.

    2012-12-01

    Daniel Rohrlick, Alan Yang, Eric Simms, Debi Kilb, Cheryl Peach, Charina Layman, Rebecca Deutscher 1. Scripps Institution of Oceanography, La Jolla, CA, USA 2. Harvard University Center for the Environment, Cambridge, MA, USA 3. Birch Aquarium at Scripps, La Jolla, CA, USA 4. The Lawrence Hall of Science, University of California Berkeley, Berkeley, CA, USA As videogames continue to grow in popularity, especially with today's youth, it is becoming clear that gaming can be a potent learning tool. But what is the best way to engage a player in learning from a videogame? Based on our five years of developing and testing our own educational games, we experimented with various forms of gaming techniques and player interaction. Our first game, "Deep-sea Extreme Environment Pilot (DEEP)", is an Xbox 360 game where players learn about deep-sea environments while controlling a Remotely Operated Vehicle (ROV). DEEP is a "traditional" videogame where players interact with a controller and a TV screen. The second game we developed for the PC is called the "Quake Catcher Network (QCN)" game. With the gameplay focused on earth sciences, players must quickly deploy seismic sensors to record aftershocks from a large earthquake. Instead of using a game controller to play the QCN game, we instead incorporate the Microsoft Kinect motion sensor for the game input. Finally, the "Glider Game" is our third and most recent game designed for use on the mobile device platform such as iPods and iPads. In this game players control ocean gliders and must complete missions while battling ocean currents, power consumption, and other unanticipated problems. Here, the gameplay is aimed toward the casual gamer using touch-screen based controls in the hope that players can easily pick up and play this game with little gaming experience. After testing our games numerous times in museums, informal science learning centers, and classrooms we have been able to track qualitatively which educational gaming techniques work and which do not. We have discovered how simple concepts such as audio queues and voice-overs play a powerful role in obtaining and holding a player's attention. We have also found having the learning goals built into the gameplay is often more effective than directly quizzing the player's knowledge. By adding surprises to the gameplay, a game does a better job keeping the player's attention. Also, presenting non-traditional physical interactions with the game through motion controls or touch-screens help spur the player's interest. The duration of the game is another important factor. Depending on how much interactivity there is available to the player, the game's duration can either lead to overwhelming frustration if too short, or repetitive boredom if the game is too long. Overall, we find one of the most important parts of the learning gaming experience is making sure players are having fun while learning. After creating our games on various formats and software suites, we are working toward understanding the efficacy of our gaming approaches in not only holding players interest, but also in achieving specific learning goals related to the science behind the gameplay. We hope to encourage educators to view educational games as a useful addition to the range of approaches they use to engage students in science. Perhaps this can even motivate some educators to create their own games.

  15. Game theoretic sensor management for target tracking

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Chen, Genshe; Blasch, Erik; Pham, Khanh; Douville, Philip; Yang, Chun; Kadar, Ivan

    2010-04-01

    This paper develops and evaluates a game-theoretic approach to distributed sensor-network management for target tracking via sensor-based negotiation. We present a distributed sensor-based negotiation game model for sensor management for multi-sensor multi-target tacking situations. In our negotiation framework, each negotiation agent represents a sensor and each sensor maximizes their utility using a game approach. The greediness of each sensor is limited by the fact that the sensor-to-target assignment efficiency will decrease if too many sensor resources are assigned to a same target. It is similar to the market concept in real world, such as agreements between buyers and sellers in an auction market. Sensors are willing to switch targets so that they can obtain their highest utility and the most efficient way of applying their resources. Our sub-game perfect equilibrium-based negotiation strategies dynamically and distributedly assign sensors to targets. Numerical simulations are performed to demonstrate our sensor-based negotiation approach for distributed sensor management.

  16. Motion interactive video games in home training for children with cerebral palsy: parents' perceptions.

    PubMed

    Sandlund, Marlene; Dock, Katarina; Häger, Charlotte K; Waterworth, Eva Lindh

    2012-01-01

    To explore parents' perceptions of using low-cost motion interactive video games as home training for their children with mild/moderate cerebral palsy. Semi-structured interviews were carried out with parents from 15 families after participation in an intervention where motion interactive games were used daily in home training for their child. A qualitative content analysis approach was applied. The parents' perception of the training was very positive. They expressed the view that motion interactive video games may promote positive experiences of physical training in rehabilitation, where the social aspects of gaming were especially valued. Further, the parents experienced less need to take on coaching while gaming stimulated independent training. However, there was a desire for more controlled and individualized games to better challenge the specific rehabilitative need of each child. Low-cost motion interactive games may provide increased motivation and social interaction to home training and promote independent training with reduced coaching efforts for the parents. In future designs of interactive games for rehabilitation purposes, it is important to preserve the motivational and social features of games while optimizing the individualized physical exercise.

  17. Development and evaluation of low cost game-based balance rehabilitation tool using the Microsoft Kinect sensor.

    PubMed

    Lange, Belinda; Chang, Chien-Yen; Suma, Evan; Newman, Bradley; Rizzo, Albert Skip; Bolas, Mark

    2011-01-01

    The use of the commercial video games as rehabilitation tools, such as the Nintendo WiiFit, has recently gained much interest in the physical therapy arena. Motion tracking controllers such as the Nintendo Wiimote are not sensitive enough to accurately measure performance in all components of balance. Additionally, users can figure out how to "cheat" inaccurate trackers by performing minimal movement (e.g. wrist twisting a Wiimote instead of a full arm swing). Physical rehabilitation requires accurate and appropriate tracking and feedback of performance. To this end, we are developing applications that leverage recent advances in commercial video game technology to provide full-body control of animated virtual characters. A key component of our approach is the use of newly available low cost depth sensing camera technology that provides markerless full-body tracking on a conventional PC. The aim of this research was to develop and assess an interactive game-based rehabilitation tool for balance training of adults with neurological injury.

  18. Non-verbal communication through sensor fusion

    NASA Astrophysics Data System (ADS)

    Tairych, Andreas; Xu, Daniel; O'Brien, Benjamin M.; Anderson, Iain A.

    2016-04-01

    When we communicate face to face, we subconsciously engage our whole body to convey our message. In telecommunication, e.g. during phone calls, this powerful information channel cannot be used. Capturing nonverbal information from body motion and transmitting it to the receiver parallel to speech would make these conversations feel much more natural. This requires a sensing device that is capable of capturing different types of movements, such as the flexion and extension of joints, and the rotation of limbs. In a first embodiment, we developed a sensing glove that is used to control a computer game. Capacitive dielectric elastomer (DE) sensors measure finger positions, and an inertial measurement unit (IMU) detects hand roll. These two sensor technologies complement each other, with the IMU allowing the player to move an avatar through a three-dimensional maze, and the DE sensors detecting finger flexion to fire weapons or open doors. After demonstrating the potential of sensor fusion in human-computer interaction, we take this concept to the next level and apply it in nonverbal communication between humans. The current fingerspelling glove prototype uses capacitive DE sensors to detect finger gestures performed by the sending person. These gestures are mapped to corresponding messages and transmitted wirelessly to another person. A concept for integrating an IMU into this system is presented. The fusion of the DE sensor and the IMU combines the strengths of both sensor types, and therefore enables very comprehensive body motion sensing, which makes a large repertoire of gestures available to nonverbal communication over distances.

  19. 78 FR 23786 - Settlement Conference

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-04-22

    ... convening a settlement conference between GameFly, Inc. and the Postal Service. This notice informs the.... GameFly Motion, Postal Service Reply, and GameFly Response IV. Analysis V. Settlement Procedures I..., 2013, GameFly, Inc. (GameFly) filed a motion requesting the Commission to establish standards and...

  20. Feedback Control for a Smart Wheelchair Trainer Based on the Kinect Sensor

    NASA Astrophysics Data System (ADS)

    Darling, Aurelia McLaughlin

    This thesis describes a Microsoft Kinect-based feedback controller for a robot-assisted powered wheelchair trainer for children with a severe motor and/or cognitive disability. In one training mode, "computer gaming" mode, the wheelchair is allowed to rotate left and right while the children use a joystick to play video games shown on a screen in front of them. This enables them to learn the use of the joystick in a motivating environment, while experiencing the sensation and dynamics of turning in a safe setting. During initial pilot testing of the device, it was found that the wheelchair would creep forward while children were playing the games. This thesis presents a mathematical model of the wheelchair dynamics that explains the origin of the creep as a center of gravity offset from the wheel axis or a mismatch of the torques applied to the chair. Given these possible random perturbations, a feedback controller was developed to cancel these effects, correcting the system creep. The controller uses a Microsoft Kinect sensor to detect the distance to the screen displaying the computer game, as well as the left-right position (parallel parking concept) with respect to the screen, and then adjusts the wheel torque commands based on this measurement. We show through experimental testing that this controller effectively stops the creep. An added benefit of the feedback controller is that it approximates a washout filter, such as those used in aircraft simulators, to convey a more realistic sense of forward/backward motion during game play.

  1. Suitability of functional evaluation embedded in serious game rehabilitation exercises to assess motor development across lifespan.

    PubMed

    Bonnechère, B; Sholukha, V; Omelina, L; Van Vooren, M; Jansen, B; Van Sint Jan, S

    2017-09-01

    The aim of this study was to determine if the results of activities performed using specially developed serious games for physical rehabilitation could be used as an indicator of the natural maturation and decline of motor control in healthy participants. Eighty-one participants (19 children (5-15 years old), 40 adults (18-65 years old) and 22 aged subjects (60-88 years old) participated in this study. Motions performed were recorded using the Kinect sensor. Three different exercises embedded in the games were used to assess upper limb, trunk and lower limb control. The trial duration and accuracy, measures of gross motor function and fine motor control, respectively, were computed for each participant. ANOVA tests shows statistically significant differences between the three groups for duration (53±15, 27±10 and 119±30s for children, adults and elderly subjects respectively) and accuracy (87±5, 89±10 and 70±8% for children, adults and elderly subjects respectively). The slopes of the curves that approximated the evolution of the performance over various ages are coherent with previous studies about motor control development and physiological decline. The proposed solution, i.e. serious games rehabilitation exercises coupled to motion analysis, seems to be an interesting tool to assess global motor function. Further studies are needed to study the influence of pathologies on the studied parameters. Copyright © 2017. Published by Elsevier B.V.

  2. Activity-based exploitation of Full Motion Video (FMV)

    NASA Astrophysics Data System (ADS)

    Kant, Shashi

    2012-06-01

    Video has been a game-changer in how US forces are able to find, track and defeat its adversaries. With millions of minutes of video being generated from an increasing number of sensor platforms, the DOD has stated that the rapid increase in video is overwhelming their analysts. The manpower required to view and garner useable information from the flood of video is unaffordable, especially in light of current fiscal restraints. "Search" within full-motion video has traditionally relied on human tagging of content, and video metadata, to provision filtering and locate segments of interest, in the context of analyst query. Our approach utilizes a novel machine-vision based approach to index FMV, using object recognition & tracking, events and activities detection. This approach enables FMV exploitation in real-time, as well as a forensic look-back within archives. This approach can help get the most information out of video sensor collection, help focus the attention of overburdened analysts form connections in activity over time and conserve national fiscal resources in exploiting FMV.

  3. Ubiquitous human upper-limb motion estimation using wearable sensors.

    PubMed

    Zhang, Zhi-Qiang; Wong, Wai-Choong; Wu, Jian-Kang

    2011-07-01

    Human motion capture technologies have been widely used in a wide spectrum of applications, including interactive game and learning, animation, film special effects, health care, navigation, and so on. The existing human motion capture techniques, which use structured multiple high-resolution cameras in a dedicated studio, are complicated and expensive. With the rapid development of microsensors-on-chip, human motion capture using wearable microsensors has become an active research topic. Because of the agility in movement, upper-limb motion estimation has been regarded as the most difficult problem in human motion capture. In this paper, we take the upper limb as our research subject and propose a novel ubiquitous upper-limb motion estimation algorithm, which concentrates on modeling the relationship between upper-arm movement and forearm movement. A link structure with 5 degrees of freedom (DOF) is proposed to model the human upper-limb skeleton structure. Parameters are defined according to Denavit-Hartenberg convention, forward kinematics equations are derived, and an unscented Kalman filter is deployed to estimate the defined parameters. The experimental results have shown that the proposed upper-limb motion capture and analysis algorithm outperforms other fusion methods and provides accurate results in comparison to the BTS optical motion tracker.

  4. Calculation for simulation of archery goal value using a web camera and ultrasonic sensor

    NASA Astrophysics Data System (ADS)

    Rusjdi, Darma; Abdurrasyid, Wulandari, Dewi Arianti

    2017-08-01

    Development of the device simulator digital indoor archery-based embedded systems as a solution to the limitations of the field or open space is adequate, especially in big cities. Development of the device requires simulations to calculate the value of achieving the target based on the approach defined by the parabolic motion variable initial velocity and direction of motion of the arrow reaches the target. The simulator device should be complemented with an initial velocity measuring device using ultrasonic sensors and measuring direction of the target using a digital camera. The methodology uses research and development of application software from modeling and simulation approach. The research objective to create simulation applications calculating the value of the achievement of the target arrows. Benefits as a preliminary stage for the development of the simulator device of archery. Implementation of calculating the value of the target arrows into the application program generates a simulation game of archery that can be used as a reference development of the digital archery simulator in a room with embedded systems using ultrasonic sensors and web cameras. Applications developed with the simulation calculation comparing the outer radius of the circle produced a camera from a distance of three meters.

  5. The 3D Human Motion Control Through Refined Video Gesture Annotation

    NASA Astrophysics Data System (ADS)

    Jin, Yohan; Suk, Myunghoon; Prabhakaran, B.

    In the beginning of computer and video game industry, simple game controllers consisting of buttons and joysticks were employed, but recently game consoles are replacing joystick buttons with novel interfaces such as the remote controllers with motion sensing technology on the Nintendo Wii [1] Especially video-based human computer interaction (HCI) technique has been applied to games, and the representative game is 'Eyetoy' on the Sony PlayStation 2. Video-based HCI technique has great benefit to release players from the intractable game controller. Moreover, in order to communicate between humans and computers, video-based HCI is very crucial since it is intuitive, easy to get, and inexpensive. On the one hand, extracting semantic low-level features from video human motion data is still a major challenge. The level of accuracy is really dependent on each subject's characteristic and environmental noises. Of late, people have been using 3D motion-capture data for visualizing real human motions in 3D space (e.g, 'Tiger Woods' in EA Sports, 'Angelina Jolie' in Bear-Wolf movie) and analyzing motions for specific performance (e.g, 'golf swing' and 'walking'). 3D motion-capture system ('VICON') generates a matrix for each motion clip. Here, a column is corresponding to a human's sub-body part and row represents time frames of data capture. Thus, we can extract sub-body part's motion only by selecting specific columns. Different from low-level feature values of video human motion, 3D human motion-capture data matrix are not pixel values, but is closer to human level of semantics.

  6. Introductory Physics Experiments Using the Wiimote

    NASA Astrophysics Data System (ADS)

    Somers, William; Rooney, Frank; Ochoa, Romulo

    2009-03-01

    The Wii, a video game console, is a very popular device with millions of units sold worldwide over the past two years. Although computationally it is not a powerful machine, to a physics educator its most important components can be its controllers. The Wiimote (or remote) controller contains three accelerometers, an infrared detector, and Bluetooth connectivity at a relatively low price. Thanks to available open source code, any PC with Bluetooth capability can detect the information sent out by the Wiimote. We have designed several experiments for introductory physics courses that make use of the accelerometers and Bluetooth connectivity. We have adapted the Wiimote to measure the: variable acceleration in simple harmonic motion, centripetal and tangential accelerations in circular motion, and the accelerations generated when students lift weights. We present the results of our experiments and compare them with those obtained when using motion and/or force sensors.

  7. Determination of repeatability of kinect sensor.

    PubMed

    Bonnechère, Bruno; Sholukha, Victor; Jansen, Bart; Omelina, Lubos; Rooze, Marcel; Van Sint Jan, Serge

    2014-05-01

    The Kinect™ (Microsoft™, Redmond, WA) sensor, originally developed for gaming purposes, may have interesting possibilities for other fields such as posture and motion assessment. The ability of the Kinect sensor to perform biomechanical measurements has previously been studied and shows promising results. However, interday repeatability of the device is still not known. This study assessed the intra- and interday repeatability of the Kinect sensor compared with a standard stereophotogrammetric device during posture assessment for measuring segment lengths. Forty subjects took part in the study. Five motionless captures were performed in one session to assess posture. Data were simultaneously recorded with both devices. Similar intraclass correlations coefficient (ICC) values were found for intraday (ICC=0.94 for the Kinect device and 0.98 for the stereophotogrammetric device) and interday (ICC=0.88 and 0.87, respectively) repeatability. Results of this study suggest that a cost-effective, easy-to-use, and portable single markerless camera offers the same repeatability during posture assessment as an expensive, time-consuming, and nontransportable marker-based device.

  8. Kinect Fusion improvement using depth camera calibration

    NASA Astrophysics Data System (ADS)

    Pagliari, D.; Menna, F.; Roncella, R.; Remondino, F.; Pinto, L.

    2014-06-01

    Scene's 3D modelling, gesture recognition and motion tracking are fields in rapid and continuous development which have caused growing demand on interactivity in video-game and e-entertainment market. Starting from the idea of creating a sensor that allows users to play without having to hold any remote controller, the Microsoft Kinect device was created. The Kinect has always attract researchers in different fields, from robotics to Computer Vision (CV) and biomedical engineering as well as third-party communities that have released several Software Development Kit (SDK) versions for Kinect in order to use it not only as a game device but as measurement system. Microsoft Kinect Fusion control libraries (firstly released in March 2013) allow using the device as a 3D scanning and produce meshed polygonal of a static scene just moving the Kinect around. A drawback of this sensor is the geometric quality of the delivered data and the low repeatability. For this reason the authors carried out some investigation in order to evaluate the accuracy and repeatability of the depth measured delivered by the Kinect. The paper will present a throughout calibration analysis of the Kinect imaging sensor, with the aim of establishing the accuracy and precision of the delivered information: a straightforward calibration of the depth sensor in presented and then the 3D data are correct accordingly. Integrating the depth correction algorithm and correcting the IR camera interior and exterior orientation parameters, the Fusion Libraries are corrected and a new reconstruction software is created to produce more accurate models.

  9. Learning Projectile Motion with the Computer Game ``Scorched 3D``

    NASA Astrophysics Data System (ADS)

    Jurcevic, John S.

    2008-01-01

    For most of our students, video games are a normal part of their lives. We should take advantage of this medium to teach physics in a manner that is engrossing for our students. In particular, modern video games incorporate accurate physics in their game engines, and they allow us to visualize the physics through flashy and captivating graphics. I recently used the game "Scorched 3D" to help my students understand projectile motion.

  10. Interface of Augmented Reality Game Using Face Tracking and Its Application to Advertising

    NASA Astrophysics Data System (ADS)

    Lee, Young Jae; Lee, Yong Jae

    This paper proposes the face interface method which can be used in recognizing gamer's movements in the real world for application in the cyber space so that we could make three-dimensional space recognition motion-based game. The proposed algorithm is the new face recognition technology which incorporates the strengths of two existing algorithms, CBCH and CAMSHIFT and its validity has been proved through a series of experiments. Moreover, for the purpose of the interdisciplinary studies, concepts of advertising have been introduced into the three-dimensional motion-based game to look into the possible new beneficiary models for the game industry. This kind of attempt may be significant in that it tried to see if the advertising brand when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing motion-based game development.

  11. Advancing Adventure Education Using Digital Motion-Sensing Games

    ERIC Educational Resources Information Center

    Shih, Ju-Ling; Hsu, Yu-Jen

    2016-01-01

    This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…

  12. A Game Theoretic Approach for Balancing Energy Consumption in Clustered Wireless Sensor Networks.

    PubMed

    Yang, Liu; Lu, Yinzhi; Xiong, Lian; Tao, Yang; Zhong, Yuanchang

    2017-11-17

    Clustering is an effective topology control method in wireless sensor networks (WSNs), since it can enhance the network lifetime and scalability. To prolong the network lifetime in clustered WSNs, an efficient cluster head (CH) optimization policy is essential to distribute the energy among sensor nodes. Recently, game theory has been introduced to model clustering. Each sensor node is considered as a rational and selfish player which will play a clustering game with an equilibrium strategy. Then it decides whether to act as the CH according to this strategy for a tradeoff between providing required services and energy conservation. However, how to get the equilibrium strategy while maximizing the payoff of sensor nodes has rarely been addressed to date. In this paper, we present a game theoretic approach for balancing energy consumption in clustered WSNs. With our novel payoff function, realistic sensor behaviors can be captured well. The energy heterogeneity of nodes is considered by incorporating a penalty mechanism in the payoff function, so the nodes with more energy will compete for CHs more actively. We have obtained the Nash equilibrium (NE) strategy of the clustering game through convex optimization. Specifically, each sensor node can achieve its own maximal payoff when it makes the decision according to this strategy. Through plenty of simulations, our proposed game theoretic clustering is proved to have a good energy balancing performance and consequently the network lifetime is greatly enhanced.

  13. Calibration of Kinect for Xbox One and Comparison between the Two Generations of Microsoft Sensors

    PubMed Central

    Pagliari, Diana; Pinto, Livio

    2015-01-01

    In recent years, the videogame industry has been characterized by a great boost in gesture recognition and motion tracking, following the increasing request of creating immersive game experiences. The Microsoft Kinect sensor allows acquiring RGB, IR and depth images with a high frame rate. Because of the complementary nature of the information provided, it has proved an attractive resource for researchers with very different backgrounds. In summer 2014, Microsoft launched a new generation of Kinect on the market, based on time-of-flight technology. This paper proposes a calibration of Kinect for Xbox One imaging sensors, focusing on the depth camera. The mathematical model that describes the error committed by the sensor as a function of the distance between the sensor itself and the object has been estimated. All the analyses presented here have been conducted for both generations of Kinect, in order to quantify the improvements that characterize every single imaging sensor. Experimental results show that the quality of the delivered model improved applying the proposed calibration procedure, which is applicable to both point clouds and the mesh model created with the Microsoft Fusion Libraries. PMID:26528979

  14. Calibration of Kinect for Xbox One and Comparison between the Two Generations of Microsoft Sensors.

    PubMed

    Pagliari, Diana; Pinto, Livio

    2015-10-30

    In recent years, the videogame industry has been characterized by a great boost in gesture recognition and motion tracking, following the increasing request of creating immersive game experiences. The Microsoft Kinect sensor allows acquiring RGB, IR and depth images with a high frame rate. Because of the complementary nature of the information provided, it has proved an attractive resource for researchers with very different backgrounds. In summer 2014, Microsoft launched a new generation of Kinect on the market, based on time-of-flight technology. This paper proposes a calibration of Kinect for Xbox One imaging sensors, focusing on the depth camera. The mathematical model that describes the error committed by the sensor as a function of the distance between the sensor itself and the object has been estimated. All the analyses presented here have been conducted for both generations of Kinect, in order to quantify the improvements that characterize every single imaging sensor. Experimental results show that the quality of the delivered model improved applying the proposed calibration procedure, which is applicable to both point clouds and the mesh model created with the Microsoft Fusion Libraries.

  15. Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation.

    PubMed

    Parry, Ingrid; Carbullido, Clarissa; Kawada, Jason; Bagley, Anita; Sen, Soman; Greenhalgh, David; Palmieri, Tina

    2014-08-01

    Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect™ (Kinect) and Sony PlayStation 3 Move™ (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p≤0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (p<0.05). The physical demands for shoulder and elbow range of motion while playing the Kinect, and to a lesser extent PS Move, are comparable to functional motion needed for daily tasks such as eating with a utensil and hair combing. Therefore, these more recently released commercially available video games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy. Copyright © 2013 Elsevier Ltd and ISBI. All rights reserved.

  16. Can mobile phones used in strong motion seismology?

    NASA Astrophysics Data System (ADS)

    D'Alessandro, Antonino; D'Anna, Giuseppe

    2013-04-01

    Micro Electro-Mechanical Systems (MEMS) accelerometers are electromechanical devices able to measure static or dynamic accelerations. In the 1990s MEMS accelerometers revolutionized the automotive-airbag system industry and are currently widely used in laptops, game controllers and mobile phones. Nowadays MEMS accelerometers seems provide adequate sensitivity, noise level and dynamic range to be applicable to earthquake strong motion acquisition. The current use of 3 axes MEMS accelerometers in mobile phone maybe provide a new means to easy increase the number of observations when a strong earthquake occurs. However, before utilize the signals recorded by a mobile phone equipped with a 3 axes MEMS accelerometer for any scientific porpoise, it is fundamental to verify that the signal collected provide reliable records of ground motion. For this reason we have investigated the suitability of the iPhone 5 mobile phone (one of the most popular mobile phone in the world) for strong motion acquisition. It is provided by several MEMS devise like a three-axis gyroscope, a three-axis electronic compass and a the LIS331DLH three-axis accelerometer. The LIS331DLH sensor is a low-cost high performance three axes linear accelerometer, with 16 bit digital output, produced by STMicroelectronics Inc. We have tested the LIS331DLH MEMS accelerometer using a vibrating table and the EpiSensor FBA ES-T as reference sensor. In our experiments the reference sensor was rigidly co-mounted with the LIS331DHL MEMS sensor on the vibrating table. We assessment the MEMS accelerometer in the frequency range 0.2-20 Hz, typical range of interesting in strong motion seismology and earthquake engineering. We generate both constant and damped sine waves with central frequency starting from 0.2 Hz until 20 Hz with step of 0.2 Hz. For each frequency analyzed we generate sine waves with mean amplitude 50, 100, 200, 400, 800 and 1600 mg0. For damped sine waves we generate waveforms with initial amplitude of 2 g0. Our tests show as, in the frequency and amplitude range analyzed (0.2-20 Hz, 10-2000 mg0), the LIS331DLH MEMS accelerometer have excellent frequency and phase response, comparable with that of some standard FBA accelerometer used in strong motion seismology. However, we found that the signal recorded by the LIS331DLH MEMS accelerometer slightly underestimates the real acceleration (of about 2.5%). This suggests that may be important to calibrate a MEMS sensor before using it in scientific applications. A drawback of the LIS331DLH MEMS accelerometer is its low sensitivity. This is an important limitation of all the low cost MEMS accelerometers; therefore nowadays they are desirable to use only in strong motion seismology. However, the rapid development of this technology will lead in the coming years to the development of high sensitivity and low noise digital MEMS sensors that may be replace the current seismic accelerometer used in seismology. Actually, the real main advantage of these sensors is their common use in the mobile phones.

  17. Kinect Technology Game Play to Mimic Quake Catcher Network (QCN) Sensor Deployment During a Rapid Aftershock Mobilization Program (RAMP)

    NASA Astrophysics Data System (ADS)

    Kilb, D. L.; Yang, A.; Rohrlick, D.; Cochran, E. S.; Lawrence, J.; Chung, A. I.; Neighbors, C.; Choo, Y.

    2011-12-01

    The Kinect technology allows for hands-free game play, greatly increasing the accessibility of gaming for those uncomfortable using controllers. How it works is the Kinect camera transmits invisible near-infrared light and measures its "time of flight" to reflect off an object, allowing it to distinguish objects within 1 centimeter in depth and 3 mm in height and width. The middleware can also respond to body gestures and voice commands. Here, we use the Kinect Windows SDK software to create a game that mimics how scientists deploy seismic instruments following a large earthquake. The educational goal of the game is to allow the players to explore 3D space as they learn about the Quake Catcher Network's (QCN) Rapid Aftershock Mobilization Program (RAMP). Many of the scenarios within the game are taken from factual RAMP experiences. To date, only the PC platform (or a Mac running PC emulator software) is available for use, but we hope to move to other platforms (e.g., Xbox 360, iPad, iPhone) as they become available. The game is written in programming language C# using Microsoft XNA and Visual Studio 2010, graphic shading is added using High Level Shader Language (HLSL), and rendering is produced using XNA's graphics libraries. Key elements of the game include selecting sensor locations, adequately installing the sensor, and monitoring the incoming data. During game play aftershocks can occur unexpectedly, as can other problems that require attention (e.g., power outages, equipment failure, and theft). The player accrues points for quickly deploying the first sensor (recording as many initial aftershocks as possible), correctly installing the sensors (orientation with respect to north, properly securing, and testing), distributing the sensors adequately in the region, and troubleshooting problems. One can also net points for efficient use of game play time. Setting up for game play in your local environment requires: (1) the Kinect hardware ( $145); (2) a computer with a Windows operating system (Mac users can use a Windows emulator); and (3) our free QCN game software (available from http://quakeinfo.ucsd.edu/ dkilb/WEB/QCN/Downloads.html).

  18. 3DUI assisted lower and upper member therapy.

    PubMed

    Uribe-Quevedo, Alvaro; Perez-Gutierrez, Byron

    2012-01-01

    3DUIs are becoming very popular among researchers, developers and users as they allow more immersive and interactive experiences by taking advantage of the human dexterity. The features offered by these interfaces outside the gaming environment, have allowed the development of applications in the medical area by enhancing the user experience and aiding the therapy process in controlled and monitored environments. Using mainstream videogame 3DUIs based on inertial and image sensors available in the market, this work presents the development of a virtual environment and its navigation through lower member captured gestures for assisting motion during therapy.

  19. Tongue motor training support system.

    PubMed

    Sasaki, Makoto; Onishi, Kohei; Nakayama, Atsushi; Kamata, Katsuhiro; Stefanov, Dimitar; Yamaguchi, Masaki

    2014-01-01

    In this paper, we introduce a new tongue-training system that can be used for improvement of the tongue's range of motion and muscle strength after dysphagia. The training process is organized in game-like manner. Initially, we analyzed surface electromyography (EMG) signals of the suprahyoid muscles of five subjects during tongue-training motions. This test revealed that four types tongue training motions and a swallowing motion could be classified with 93.5% accuracy. Recognized EMG signals during tongue motions were designed to allow control of a mouse cursor via intentional tongue motions. Results demonstrated that simple PC games could be played by tongue motions, achieving in this way efficient, enjoyable and pleasant tongue training. Using the proposed method, dysphagia patients can choose games that suit their preferences and/or state of mind. It is expected that the proposed system will be an efficient tool for long-term tongue motor training and maintaining patients' motivation.

  20. A Game Theoretic Approach for Balancing Energy Consumption in Clustered Wireless Sensor Networks

    PubMed Central

    Lu, Yinzhi; Xiong, Lian; Tao, Yang; Zhong, Yuanchang

    2017-01-01

    Clustering is an effective topology control method in wireless sensor networks (WSNs), since it can enhance the network lifetime and scalability. To prolong the network lifetime in clustered WSNs, an efficient cluster head (CH) optimization policy is essential to distribute the energy among sensor nodes. Recently, game theory has been introduced to model clustering. Each sensor node is considered as a rational and selfish player which will play a clustering game with an equilibrium strategy. Then it decides whether to act as the CH according to this strategy for a tradeoff between providing required services and energy conservation. However, how to get the equilibrium strategy while maximizing the payoff of sensor nodes has rarely been addressed to date. In this paper, we present a game theoretic approach for balancing energy consumption in clustered WSNs. With our novel payoff function, realistic sensor behaviors can be captured well. The energy heterogeneity of nodes is considered by incorporating a penalty mechanism in the payoff function, so the nodes with more energy will compete for CHs more actively. We have obtained the Nash equilibrium (NE) strategy of the clustering game through convex optimization. Specifically, each sensor node can achieve its own maximal payoff when it makes the decision according to this strategy. Through plenty of simulations, our proposed game theoretic clustering is proved to have a good energy balancing performance and consequently the network lifetime is greatly enhanced. PMID:29149075

  1. Motion Adaptation, its Role in Motion Detection Under Natural Image Conditions and Target Detection

    DTIC Science & Technology

    2005-06-02

    Ibbotson, M.R. & Goodman, L.J. (1990) “Response characteristics of four wide-field motion sensitive descending interneurons in Apis mellifera ,” J. Exp...libraries (in particular a module, PyGame, original designed as an API for computer games applications). Andrew’s contribution to this effort was a

  2. Pulse-driven magnetoimpedance sensor detection of cardiac magnetic activity.

    PubMed

    Nakayama, Shinsuke; Sawamura, Kenta; Mohri, Kaneo; Uchiyama, Tsuyoshi

    2011-01-01

    This study sought to establish a convenient method for detecting biomagnetic activity in the heart. Electrical activity of the heart simultaneously induces a magnetic field. Detection of this magnetic activity will enable non-contact, noninvasive evaluation to be made. We improved the sensitivity of a pulse-driven magnetoimpedance (PMI) sensor, which is used as an electric compass in mobile phones and as a motion sensor of the operation handle in computer games, toward a pico-Tesla (pT) level, and measured magnetic fields on the surface of the thoracic wall in humans. The changes in magnetic field detected by this sensor synchronized with the electric activity of the electrocardiogram (ECG). The shape of the magnetic wave was largely altered by shifting the sensor position within 20 mm in parallel and/or perpendicular to the thoracic wall. The magnetic activity was maximal in the 4th intercostals near the center of the sterna. Furthermore, averaging the magnetic activity at 15 mm in the distance between the thoracic wall and the sensor demonstrated magnetic waves mimicking the P wave and QRS complex. The present study shows the application of PMI sensor in detecting cardiac magnetic activity in several healthy subjects, and suggests future applications of this technology in medicine and biology.

  3. Usability evaluation of low-cost virtual reality hand and arm rehabilitation games.

    PubMed

    Seo, Na Jin; Arun Kumar, Jayashree; Hur, Pilwon; Crocher, Vincent; Motawar, Binal; Lakshminarayanan, Kishor

    2016-01-01

    The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients' expectations for virtual reality rehabilitation is available. This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lower-cost virtual reality rehabilitation games using a survey and House of Quality analysis. The games (kitchen, archery, and puzzle) were developed in the laboratory to encourage coordinated finger and arm movements. Lower-cost motion tracking devices, the P5 Glove and Microsoft Kinect, were used to record the movements. People with stroke were found to desire motivating and easy-to-use games with clinical insights and encouragement from therapists. The House of Quality analysis revealed that the games should be improved by obtaining evidence for clinical effectiveness, including clinical feedback regarding improving functional abilities, adapting the games to the user's changing functional ability, and improving usability of the motion-tracking devices. This study reports the expectations of people with stroke for rehabilitation games and usability analysis that can help guide development of future games.

  4. Wireless Networks under a Backoff Attack: A Game Theoretical Perspective.

    PubMed

    Parras, Juan; Zazo, Santiago

    2018-01-30

    We study a wireless sensor network using CSMA/CA in the MAC layer under a backoff attack: some of the sensors of the network are malicious and deviate from the defined contention mechanism. We use Bianchi's network model to study the impact of the malicious sensors on the total network throughput, showing that it causes the throughput to be unfairly distributed among sensors. We model this conflict using game theory tools, where each sensor is a player. We obtain analytical solutions and propose an algorithm, based on Regret Matching, to learn the equilibrium of the game with an arbitrary number of players. Our approach is validated via simulations, showing that our theoretical predictions adjust to reality.

  5. Two terminal micropower radar sensor

    DOEpatents

    McEwan, Thomas E.

    1995-01-01

    A simple, low power ultra-wideband radar motion sensor/switch configuration connects a power source and load to ground. The switch is connected to and controlled by the signal output of a radar motion sensor. The power input of the motion sensor is connected to the load through a diode which conducts power to the motion sensor when the switch is open. A storage capacitor or rechargeable battery is connected to the power input of the motion sensor. The storage capacitor or battery is charged when the switch is open and powers the motion sensor when the switch is closed. The motion sensor and switch are connected between the same two terminals between the source/load and ground.

  6. Two terminal micropower radar sensor

    DOEpatents

    McEwan, T.E.

    1995-11-07

    A simple, low power ultra-wideband radar motion sensor/switch configuration connects a power source and load to ground. The switch is connected to and controlled by the signal output of a radar motion sensor. The power input of the motion sensor is connected to the load through a diode which conducts power to the motion sensor when the switch is open. A storage capacitor or rechargeable battery is connected to the power input of the motion sensor. The storage capacitor or battery is charged when the switch is open and powers the motion sensor when the switch is closed. The motion sensor and switch are connected between the same two terminals between the source/load and ground. 3 figs.

  7. Wrist range of motion and motion frequency during toy and game play with a joint-specific controller specially designed to provide neuromuscular therapy: A proof of concept study in typically developing children.

    PubMed

    Crisco, Joseph J; Schwartz, Joel B; Wilcox, Bethany; Brideau, Holly; Basseches, Benjamin; Kerman, Karen

    2015-08-20

    Upper extremities affected by hemiplegic cerebral palsy (CP) and other neuromuscular disorders have been demonstrated to benefit from therapy, and the greater the duration of the therapy, the greater the benefit. A great motivator for participating in and extending the duration of therapy with children is play. Our focus is on active motion therapy of the wrist and forearm. In this study we examine the wrist motions associated with playing with two toys and three computer games controlled by a specially-designed play controller. Twenty children (ages 5-11) with no diagnosis of a muscular disorder were recruited. The play controller was fitted to the wrist and forearm of each child and used to measure and log wrist flexion and extension. Play activity and enjoyment were quantified by average wrist range of motion (ROM), motion frequency measures, and a discrete visual scale. We found significant differences in the average wrist ROM and motion frequency among the toys and games, yet there were no differences in the level of enjoyment across all toys and games, which was high. These findings indicate which toys and games may elicit the greater number of goal-directed movements, and lay the foundation for our long-term goal to develop and evaluate innovative motion-specific play controllers that are engaging rehabilitative devices for enhancing therapy and promoting neural plasticity and functional recovery in children with CP. Copyright © 2015 Elsevier Ltd. All rights reserved.

  8. MaLT - Combined Motor and Language Therapy Tool for Brain Injury Patients Using Kinect.

    PubMed

    Wairagkar, Maitreyee; McCrindle, Rachel; Robson, Holly; Meteyard, Lotte; Sperrin, Malcom; Smith, Andy; Pugh, Moyra

    2017-03-23

    The functional connectivity and structural proximity of elements of the language and motor systems result in frequent co-morbidity post brain injury. Although rehabilitation services are becoming increasingly multidisciplinary and "integrated", treatment for language and motor functions often occurs in isolation. Thus, behavioural therapies which promote neural reorganisation do not reflect the high intersystem connectivity of the neurologically intact brain. As such, there is a pressing need for rehabilitation tools which better reflect and target the impaired cognitive networks. The objective of this research is to develop a combined high dosage therapy tool for language and motor rehabilitation. The rehabilitation therapy tool developed, MaLT (Motor and Language Therapy), comprises a suite of computer games targeting both language and motor therapy that use the Kinect sensor as an interaction device. The games developed are intended for use in the home environment over prolonged periods of time. In order to track patients' engagement with the games and their rehabilitation progress, the game records patient performance data for the therapist to interrogate. MaLT incorporates Kinect-based games, a database of objects and language parameters, and a reporting tool for therapists. Games have been developed that target four major language therapy tasks involving single word comprehension, initial phoneme identification, rhyme identification and a naming task. These tasks have 8 levels each increasing in difficulty. A database of 750 objects is used to programmatically generate appropriate questions for the game, providing both targeted therapy and unique gameplay every time. The design of the games has been informed by therapists and by discussions with a Public Patient Involvement (PPI) group. Pilot MaLT trials have been conducted with three stroke survivors for the duration of 6 to 8 weeks. Patients' performance is monitored through MaLT's reporting facility presented as graphs plotted from patient game data. Performance indicators include reaction time, accuracy, number of incorrect responses and hand use. The resultant games have also been tested by the PPI with a positive response and further suggestions for future modifications made. MaLT provides a tool that innovatively combines motor and language therapy for high dosage rehabilitation in the home. It has demonstrated that motion sensor technology can be successfully combined with a language therapy task to target both upper limb and linguistic impairment in patients following brain injury. The initial studies on stroke survivors have demonstrated that the combined therapy approach is viable and the outputs of this study will inform planned larger scale future trials.

  9. A Coalitional Game for Distributed Inference in Sensor Networks With Dependent Observations

    NASA Astrophysics Data System (ADS)

    He, Hao; Varshney, Pramod K.

    2016-04-01

    We consider the problem of collaborative inference in a sensor network with heterogeneous and statistically dependent sensor observations. Each sensor aims to maximize its inference performance by forming a coalition with other sensors and sharing information within the coalition. It is proved that the inference performance is a nondecreasing function of the coalition size. However, in an energy constrained network, the energy consumption of inter-sensor communication also increases with increasing coalition size, which discourages the formation of the grand coalition (the set of all sensors). In this paper, the formation of non-overlapping coalitions with statistically dependent sensors is investigated under a specific communication constraint. We apply a game theoretical approach to fully explore and utilize the information contained in the spatial dependence among sensors to maximize individual sensor performance. Before formulating the distributed inference problem as a coalition formation game, we first quantify the gain and loss in forming a coalition by introducing the concepts of diversity gain and redundancy loss for both estimation and detection problems. These definitions, enabled by the statistical theory of copulas, allow us to characterize the influence of statistical dependence among sensor observations on inference performance. An iterative algorithm based on merge-and-split operations is proposed for the solution and the stability of the proposed algorithm is analyzed. Numerical results are provided to demonstrate the superiority of our proposed game theoretical approach.

  10. Store-and-feedforward adaptive gaming system for hand-finger motion tracking in telerehabilitation.

    PubMed

    Lockery, Daniel; Peters, James F; Ramanna, Sheela; Shay, Barbara L; Szturm, Tony

    2011-05-01

    This paper presents a telerehabilitation system that encompasses a webcam and store-and-feedforward adaptive gaming system for tracking finger-hand movement of patients during local and remote therapy sessions. Gaming-event signals and webcam images are recorded as part of a gaming session and then forwarded to an online healthcare content management system (CMS) that separates incoming information into individual patient records. The CMS makes it possible for clinicians to log in remotely and review gathered data using online reports that are provided to help with signal and image analysis using various numerical measures and plotting functions. Signals from a 6 degree-of-freedom magnetic motion tracking system provide a basis for video-game sprite control. The MMT provides a path for motion signals between common objects manipulated by a patient and a computer game. During a therapy session, a webcam that captures images of the hand together with a number of performance metrics provides insight into the quality, efficiency, and skill of a patient.

  11. Zero-Sum Matrix Game with Payoffs of Dempster-Shafer Belief Structures and Its Applications on Sensors

    PubMed Central

    Deng, Xinyang; Jiang, Wen; Zhang, Jiandong

    2017-01-01

    The zero-sum matrix game is one of the most classic game models, and it is widely used in many scientific and engineering fields. In the real world, due to the complexity of the decision-making environment, sometimes the payoffs received by players may be inexact or uncertain, which requires that the model of matrix games has the ability to represent and deal with imprecise payoffs. To meet such a requirement, this paper develops a zero-sum matrix game model with Dempster–Shafer belief structure payoffs, which effectively represents the ambiguity involved in payoffs of a game. Then, a decomposition method is proposed to calculate the value of such a game, which is also expressed with belief structures. Moreover, for the possible computation-intensive issue in the proposed decomposition method, as an alternative solution, a Monte Carlo simulation approach is presented, as well. Finally, the proposed zero-sum matrix games with payoffs of Dempster–Shafer belief structures is illustratively applied to the sensor selection and intrusion detection of sensor networks, which shows its effectiveness and application process. PMID:28430156

  12. Novel Virtual Environment for Alternative Treatment of Children with Cerebral Palsy

    PubMed Central

    de Oliveira, Juliana M.; Fernandes, Rafael Carneiro G.; Pinto, Cristtiano S.; Pinheiro, Plácido R.; Ribeiro, Sidarta

    2016-01-01

    Cerebral palsy is a severe condition usually caused by decreased brain oxygenation during pregnancy, at birth or soon after birth. Conventional treatments for cerebral palsy are often tiresome and expensive, leading patients to quit treatment. In this paper, we describe a virtual environment for patients to engage in a playful therapeutic game for neuropsychomotor rehabilitation, based on the experience of the occupational therapy program of the Nucleus for Integrated Medical Assistance (NAMI) at the University of Fortaleza, Brazil. Integration between patient and virtual environment occurs through the hand motion sensor “Leap Motion,” plus the electroencephalographic sensor “MindWave,” responsible for measuring attention levels during task execution. To evaluate the virtual environment, eight clinical experts on cerebral palsy were subjected to a questionnaire regarding the potential of the experimental virtual environment to promote cognitive and motor rehabilitation, as well as the potential of the treatment to enhance risks and/or negatively influence the patient's development. Based on the very positive appraisal of the experts, we propose that the experimental virtual environment is a promising alternative tool for the rehabilitation of children with cerebral palsy. PMID:27403154

  13. Body-Machine Interface Enables People With Cervical Spinal Cord Injury to Control Devices With Available Body Movements: Proof of Concept.

    PubMed

    Abdollahi, Farnaz; Farshchiansadegh, Ali; Pierella, Camilla; Seáñez-González, Ismael; Thorp, Elias; Lee, Mei-Hua; Ranganathan, Rajiv; Pedersen, Jessica; Chen, David; Roth, Elliot; Casadio, Maura; Mussa-Ivaldi, Ferdinando

    2017-05-01

    This study tested the use of a customized body-machine interface (BoMI) for enhancing functional capabilities in persons with cervical spinal cord injury (cSCI). The interface allows people with cSCI to operate external devices by reorganizing their residual movements. This was a proof-of-concept phase 0 interventional nonrandomized clinical trial. Eight cSCI participants wore a custom-made garment with motion sensors placed on the shoulders. Signals derived from the sensors controlled a computer cursor. A standard algorithm extracted the combinations of sensor signals that best captured each participant's capacity for controlling a computer cursor. Participants practiced with the BoMI for 24 sessions over 12 weeks performing 3 tasks: reaching, typing, and game playing. Learning and performance were evaluated by the evolution of movement time, errors, smoothness, and performance metrics specific to each task. Through practice, participants were able to reduce the movement time and the distance from the target at the 1-second mark in the reaching task. They also made straighter and smoother movements while reaching to different targets. All participants became faster in the typing task and more skilled in game playing, as the pong hit rate increased significantly with practice. The results provide proof-of-concept for the customized BoMI as a means for people with absent or severely impaired hand movements to control assistive devices that otherwise would be manually operated.

  14. Tendon rupture associated with excessive smartphone gaming.

    PubMed

    Gilman, Luke; Cage, Dori N; Horn, Adam; Bishop, Frank; Klam, Warren P; Doan, Andrew P

    2015-06-01

    Excessive use of smartphones has been associated with injuries. A 29-year-old, right hand-dominant man presented with chronic left thumb pain and loss of active motion from playing a Match-3 puzzle video game on his smartphone all day for 6 to 8 weeks. On physical examination, the left extensor pollicis longus tendon was not palpable, and no tendon motion was noted with wrist tenodesis. The thumb metacarpophalangeal range of motion was 10° to 80°, and thumb interphalangeal range of motion was 30° to 70°. The clinical diagnosis was rupture of the left extensor pollicis longus tendon. The patient subsequently underwent an extensor indicis proprius (1 of 2 tendons that extend the index finger) to extensor pollicis longus tendon transfer. During surgery, rupture of the extensor pollicis longus tendon was seen between the metacarpophalangeal and wrist joints. The potential for video games to reduce pain perception raises clinical and social considerations about excessive use, abuse, and addiction. Future research should consider whether pain reduction is a reason some individuals play video games excessively, manifest addiction, or sustain injuries associated with video gaming.

  15. Wireless Networks under a Backoff Attack: A Game Theoretical Perspective

    PubMed Central

    Zazo, Santiago

    2018-01-01

    We study a wireless sensor network using CSMA/CA in the MAC layer under a backoff attack: some of the sensors of the network are malicious and deviate from the defined contention mechanism. We use Bianchi’s network model to study the impact of the malicious sensors on the total network throughput, showing that it causes the throughput to be unfairly distributed among sensors. We model this conflict using game theory tools, where each sensor is a player. We obtain analytical solutions and propose an algorithm, based on Regret Matching, to learn the equilibrium of the game with an arbitrary number of players. Our approach is validated via simulations, showing that our theoretical predictions adjust to reality. PMID:29385752

  16. Game Design to Measure Reflexes and Attention Based on Biofeedback Multi-Sensor Interaction

    PubMed Central

    Ortiz-Vigon Uriarte, Inigo de Loyola; Garcia-Zapirain, Begonya; Garcia-Chimeno, Yolanda

    2015-01-01

    This paper presents a multi-sensor system for implementing biofeedback as a human-computer interaction technique in a game involving driving cars in risky situations. The sensors used are: Eye Tracker, Kinect, pulsometer, respirometer, electromiography (EMG) and galvanic skin resistance (GSR). An algorithm has been designed which gives rise to an interaction logic with the game according to the set of physiological constants obtained from the sensors. The results reflect a 72.333 response to the System Usability Scale (SUS), a significant difference of p = 0.026 in GSR values in terms of the difference between the start and end of the game, and an r = 0.659 and p = 0.008 correlation while playing with the Kinect between the breathing level and the energy and joy factor. All the sensors used had an impact on the end results, whereby none of them should be disregarded in future lines of research, even though it would be interesting to obtain separate breathing values from that of the cardio. PMID:25789493

  17. Distributed sensor management for space situational awareness via a negotiation game

    NASA Astrophysics Data System (ADS)

    Jia, Bin; Shen, Dan; Pham, Khanh; Blasch, Erik; Chen, Genshe

    2015-05-01

    Space situational awareness (SSA) is critical to many space missions serving weather analysis, communications, and navigation. However, the number of sensors used in space situational awareness is limited which hinders collision avoidance prediction, debris assessment, and efficient routing. Hence, it is critical to use such sensor resources efficiently. In addition, it is desired to develop the SSA sensor management algorithm in a distributed manner. In this paper, a distributed sensor management approach using the negotiation game (NG-DSM) is proposed for the SSA. Specifically, the proposed negotiation game is played by each sensor and its neighboring sensors. The bargaining strategies are developed for each sensor based on negotiating for accurately tracking desired targets (e.g., satellite, debris, etc.) . The proposed NG-DSM method is tested in a scenario which includes eight space objects and three different sensor modalities which include a space based optical sensor, a ground radar, or a ground Electro-Optic sensor. The geometric relation between the sensor, the Sun, and the space object is also considered. The simulation results demonstrate the effectiveness of the proposed NG-DSM sensor management methods, which facilitates an application of multiple-sensor multiple-target tracking for space situational awareness.

  18. Economic Feasibility of Wireless Sensor Network-Based Service Provision in a Duopoly Setting with a Monopolist Operator.

    PubMed

    Sanchis-Cano, Angel; Romero, Julián; Sacoto-Cabrera, Erwin J; Guijarro, Luis

    2017-11-25

    We analyze the feasibility of providing Wireless Sensor Network-data-based services in an Internet of Things scenario from an economical point of view. The scenario has two competing service providers with their own private sensor networks, a network operator and final users. The scenario is analyzed as two games using game theory. In the first game, sensors decide to subscribe or not to the network operator to upload the collected sensing-data, based on a utility function related to the mean service time and the price charged by the operator. In the second game, users decide to subscribe or not to the sensor-data-based service of the service providers based on a Logit discrete choice model related to the quality of the data collected and the subscription price. The sinks and users subscription stages are analyzed using population games and discrete choice models, while network operator and service providers pricing stages are analyzed using optimization and Nash equilibrium concepts respectively. The model is shown feasible from an economic point of view for all the actors if there are enough interested final users and opens the possibility of developing more efficient models with different types of services.

  19. Marketing Violent Entertainment to Children: A Twenty-One Month Follow-Up Review of Industry Practices in the Motion Picture, Music Recording and Electronic Game Industries. A Report to Congress.

    ERIC Educational Resources Information Center

    Federal Trade Commission, Washington, DC.

    In a report issued in September 2000, the Federal Trade Commission contended that the motion picture, music recording, and electronic game industries had engaged in widespread marketing of violent movies, music, and games to children inconsistent with their own parental advisories and undermining parents attempts to make informed decisions about…

  20. Game-theoretic homological sensor resource management for SSA

    NASA Astrophysics Data System (ADS)

    Chin, Sang Peter

    2009-05-01

    We present a game-theoretic approach to Level 2/3/4 fusion for the purpose of Space Situational Awareness (SSA) along with prototypical SW implementation of this approach to demonstrate its effectiveness for possible future space operations. Our approach is based upon innovative techniques that we are developing to solve dynamic games and Nperson cooperative/non-cooperative games, as well as a new emerging homological sensing algorithms which we apply to control disparate network of space sensors in order to gain better SSA.

  1. Being in the zone: physiological markers of togetherness in joint improvisation

    PubMed Central

    Noy, Lior; Levit-Binun, Nava; Golland, Yulia

    2015-01-01

    Performers improvising together describe special moments of ‘being in the zone’ – periods of high performance, synchrony, and enhanced sense of togetherness. Existing evidence suggests a possible route for attaining togetherness – interpersonal synchrony, the fine-grained sensory-motor coordination that promotes social connectedness. Here, we investigated the physiological characteristics of togetherness using a practice from theater and dance, the mirror game. Pairs of expert improvisers jointly improvised synchronized linear motion, while their motion tracks and cardiovascular activity were continuously monitored. Players also provided dynamic ratings of togetherness while watching video recordings of their games. We identified periods of togetherness using kinematic and subjective markers and assessed their physiological characteristics. The kinematic and the subjective measures of togetherness showed some agreement, with more extensive game periods being marked by the subjective than the kinematic one. Game rounds with high rates of togetherness were characterized by increased players’ cardiovascular activity, increased correlation of players’ heart rates (HRs), and increased motion intensity. By comparing motion segments with similar motion intensity, we showed that moments of togetherness in the mirror game were marked by increased players’ HRs, regardless of motion intensity. This pattern was robust for the subjectively defined periods of togetherness, while showing a marginal effect for the kinematically defined togetherness. Building upon similar findings in flow research we suggest that the observed increase of players’ HRs during togetherness periods in the mirror game might indicate the enhanced engagement and enjoyment reported by performers going into ‘the zone.’ The suggested approach, combining temporal measurements of kinematic, physiological and subjective responses, demonstrates how the dynamics of spontaneously emerging dyadic states can be studied empirically. PMID:25999832

  2. Being in the zone: physiological markers of togetherness in joint improvisation.

    PubMed

    Noy, Lior; Levit-Binun, Nava; Golland, Yulia

    2015-01-01

    Performers improvising together describe special moments of 'being in the zone' - periods of high performance, synchrony, and enhanced sense of togetherness. Existing evidence suggests a possible route for attaining togetherness - interpersonal synchrony, the fine-grained sensory-motor coordination that promotes social connectedness. Here, we investigated the physiological characteristics of togetherness using a practice from theater and dance, the mirror game. Pairs of expert improvisers jointly improvised synchronized linear motion, while their motion tracks and cardiovascular activity were continuously monitored. Players also provided dynamic ratings of togetherness while watching video recordings of their games. We identified periods of togetherness using kinematic and subjective markers and assessed their physiological characteristics. The kinematic and the subjective measures of togetherness showed some agreement, with more extensive game periods being marked by the subjective than the kinematic one. Game rounds with high rates of togetherness were characterized by increased players' cardiovascular activity, increased correlation of players' heart rates (HRs), and increased motion intensity. By comparing motion segments with similar motion intensity, we showed that moments of togetherness in the mirror game were marked by increased players' HRs, regardless of motion intensity. This pattern was robust for the subjectively defined periods of togetherness, while showing a marginal effect for the kinematically defined togetherness. Building upon similar findings in flow research we suggest that the observed increase of players' HRs during togetherness periods in the mirror game might indicate the enhanced engagement and enjoyment reported by performers going into 'the zone.' The suggested approach, combining temporal measurements of kinematic, physiological and subjective responses, demonstrates how the dynamics of spontaneously emerging dyadic states can be studied empirically.

  3. "Alien Health Game": An Embodied Exergame to Instruct in Nutrition and MyPlate.

    PubMed

    Johnson-Glenberg, Mina C; Hekler, Eric B

    2013-12-01

    A feasibility study was run on an immersive, embodied exergame ("Alien Health Game") designed to teach 4th-12th-grade students about nutrition and several U.S. Department of Agriculture MyPlate guidelines. This study assessed acceptability and limited efficacy. Students learned about the amount of nutrients and optimizers in common food items and practiced making rapid food choices while engaging in short cardiovascular activities. Nineteen 4th graders played a "mixed reality" game that included both digital components (projected graphics on the floor) and tangible, physical components (hand-held motion-tracking wands). Players made food choices and experienced immediate feedback on how each item affected the Alien avatar's alertness/health state. One member of the playing dyad had to run short distances to make the game work. The final level included a digital projection of the MyPlate icon, and each food item filled the appropriate quadrant dynamically. All students remained engaged with the game after approximately 1 hour of play. Significant learning gains were seen on a pretest and posttest that assessed nutrition knowledge (paired t18=4.13, P<0.001). In addition, significant learning gains were also seen in knowledge regarding MyPlate (paired t18=3.29, P<0.004). Results suggest preliminary feasibility via demonstrated acceptability and improved within-group content knowledge. Future research should explore improved measures of knowledge gains, alternative mechanisms for supporting the game mechanics to increase the scalability of the system (i.e., via Kinect(®) [Microsoft(®), Redmond, WA] sensors), and the formal evaluation of the system via a randomized controlled trial.

  4. Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey.

    PubMed

    Abdalzaher, Mohamed S; Seddik, Karim; Elsabrouty, Maha; Muta, Osamu; Furukawa, Hiroshi; Abdel-Rahman, Adel

    2016-06-29

    We present a study of using game theory for protecting wireless sensor networks (WSNs) from selfish behavior or malicious nodes. Due to scalability, low complexity and disseminated nature of WSNs, malicious attacks can be modeled effectively using game theory. In this study, we survey the different game-theoretic defense strategies for WSNs. We present a taxonomy of the game theory approaches based on the nature of the attack, whether it is caused by an external attacker or it is the result of an internal node acting selfishly or maliciously. We also present a general trust model using game theory for decision making. We, finally, identify the significant role of evolutionary games for WSNs security against intelligent attacks; then, we list several prospect applications of game theory to enhance the data trustworthiness and node cooperation in different WSNs.

  5. Game Theory-Based Cooperation for Underwater Acoustic Sensor Networks: Taxonomy, Review, Research Challenges and Directions

    PubMed Central

    Muhammed, Dalhatu; Anisi, Mohammad Hossein; Vargas-Rosales, Cesar; Khan, Anwar

    2018-01-01

    Exploring and monitoring the underwater world using underwater sensors is drawing a lot of attention these days. In this field cooperation between acoustic sensor nodes has been a critical problem due to the challenging features such as acoustic channel failure (sound signal), long propagation delay of acoustic signal, limited bandwidth and loss of connectivity. There are several proposed methods to improve cooperation between the nodes by incorporating information/game theory in the node’s cooperation. However, there is a need to classify the existing works and demonstrate their performance in addressing the cooperation issue. In this paper, we have conducted a review to investigate various factors affecting cooperation in underwater acoustic sensor networks. We study various cooperation techniques used for underwater acoustic sensor networks from different perspectives, with a concentration on communication reliability, energy consumption, and security and present a taxonomy for underwater cooperation. Moreover, we further review how the game theory can be applied to make the nodes cooperate with each other. We further analyze different cooperative game methods, where their performance on different metrics is compared. Finally, open issues and future research direction in underwater acoustic sensor networks are highlighted. PMID:29389874

  6. Game Theory-Based Cooperation for Underwater Acoustic Sensor Networks: Taxonomy, Review, Research Challenges and Directions.

    PubMed

    Muhammed, Dalhatu; Anisi, Mohammad Hossein; Zareei, Mahdi; Vargas-Rosales, Cesar; Khan, Anwar

    2018-02-01

    Exploring and monitoring the underwater world using underwater sensors is drawing a lot of attention these days. In this field cooperation between acoustic sensor nodes has been a critical problem due to the challenging features such as acoustic channel failure (sound signal), long propagation delay of acoustic signal, limited bandwidth and loss of connectivity. There are several proposed methods to improve cooperation between the nodes by incorporating information/game theory in the node's cooperation. However, there is a need to classify the existing works and demonstrate their performance in addressing the cooperation issue. In this paper, we have conducted a review to investigate various factors affecting cooperation in underwater acoustic sensor networks. We study various cooperation techniques used for underwater acoustic sensor networks from different perspectives, with a concentration on communication reliability, energy consumption, and security and present a taxonomy for underwater cooperation. Moreover, we further review how the game theory can be applied to make the nodes cooperate with each other. We further analyze different cooperative game methods, where their performance on different metrics is compared. Finally, open issues and future research direction in underwater acoustic sensor networks are highlighted.

  7. Economic Feasibility of Wireless Sensor Network-Based Service Provision in a Duopoly Setting with a Monopolist Operator

    PubMed Central

    Romero, Julián; Sacoto-Cabrera, Erwin J.

    2017-01-01

    We analyze the feasibility of providing Wireless Sensor Network-data-based services in an Internet of Things scenario from an economical point of view. The scenario has two competing service providers with their own private sensor networks, a network operator and final users. The scenario is analyzed as two games using game theory. In the first game, sensors decide to subscribe or not to the network operator to upload the collected sensing-data, based on a utility function related to the mean service time and the price charged by the operator. In the second game, users decide to subscribe or not to the sensor-data-based service of the service providers based on a Logit discrete choice model related to the quality of the data collected and the subscription price. The sinks and users subscription stages are analyzed using population games and discrete choice models, while network operator and service providers pricing stages are analyzed using optimization and Nash equilibrium concepts respectively. The model is shown feasible from an economic point of view for all the actors if there are enough interested final users and opens the possibility of developing more efficient models with different types of services. PMID:29186847

  8. Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments

    NASA Astrophysics Data System (ADS)

    Reuderink, Boris; Nijholt, Anton; Poel, Mannes

    We present the design and development of Affective Pacman, a game that induces frustration to study the effect of user state changes on the EEG signal. Affective Pacman is designed to induce frustration for short periods, and allows the synchronous recording of a wide range of sensors, such as physiological sensors and EEG in addition to the game state. A self-assessment is integrated in the game to track changes in user state. Preliminary results indicate a significant effect of the frustration induction on the EEG.

  9. Orbital Evasive Target Tracking and Sensor Management

    DTIC Science & Technology

    2012-03-30

    maximize the total information gain in the observer-to-target assignment. We compare the information based approach to the game theoretic criterion where...tracking with multiple space borne observers. The results indicate that the game theoretic approach is more effective than the information based approach in...sensor management is to maximize the total information gain in the observer-to-target assignment. We compare the information based approach to the game

  10. An Energy-Efficient Game-Theory-Based Spectrum Decision Scheme for Cognitive Radio Sensor Networks

    PubMed Central

    Salim, Shelly; Moh, Sangman

    2016-01-01

    A cognitive radio sensor network (CRSN) is a wireless sensor network in which sensor nodes are equipped with cognitive radio. In this paper, we propose an energy-efficient game-theory-based spectrum decision (EGSD) scheme for CRSNs to prolong the network lifetime. Note that energy efficiency is the most important design consideration in CRSNs because it determines the network lifetime. The central part of the EGSD scheme consists of two spectrum selection algorithms: random selection and game-theory-based selection. The EGSD scheme also includes a clustering algorithm, spectrum characterization with a Markov chain, and cluster member coordination. Our performance study shows that EGSD outperforms the existing popular framework in terms of network lifetime and coordination overhead. PMID:27376290

  11. An Energy-Efficient Game-Theory-Based Spectrum Decision Scheme for Cognitive Radio Sensor Networks.

    PubMed

    Salim, Shelly; Moh, Sangman

    2016-06-30

    A cognitive radio sensor network (CRSN) is a wireless sensor network in which sensor nodes are equipped with cognitive radio. In this paper, we propose an energy-efficient game-theory-based spectrum decision (EGSD) scheme for CRSNs to prolong the network lifetime. Note that energy efficiency is the most important design consideration in CRSNs because it determines the network lifetime. The central part of the EGSD scheme consists of two spectrum selection algorithms: random selection and game-theory-based selection. The EGSD scheme also includes a clustering algorithm, spectrum characterization with a Markov chain, and cluster member coordination. Our performance study shows that EGSD outperforms the existing popular framework in terms of network lifetime and coordination overhead.

  12. Design and pilot evaluation of competitive and cooperative exercise games for arm rehabilitation at home.

    PubMed

    Gorsic, Maja; Novak, Domen

    2016-08-01

    People with chronic arm impairment should exercise intensely at home after completing their clinical rehabilitation program, but frequently lack motivation. To address this issue, we present a home rehabilitation system that motivates patients by allowing them to perform arm exercises together with friends or relatives in competitive and cooperative games. Inertial sensors are used to track the patient's arm and control the game. The system was tested with seven adults with arm impairment as well as their friends or spouses. They tested four exercise games (single-player, competitive and two different cooperative games) for 3 minutes each. Of the 7 participants, 4 preferred the competitive game, 2 preferred a cooperative game, and 1 preferred to exercise alone. Competition also increased exercise intensity (measured using inertial sensors) compared to exercising alone. Though preliminary, these results indicate that competitive exercise games could improve arm rehabilitation at home for survivors of neurological and orthopedic injuries.

  13. Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey

    PubMed Central

    Abdalzaher, Mohamed S.; Seddik, Karim; Elsabrouty, Maha; Muta, Osamu; Furukawa, Hiroshi; Abdel-Rahman, Adel

    2016-01-01

    We present a study of using game theory for protecting wireless sensor networks (WSNs) from selfish behavior or malicious nodes. Due to scalability, low complexity and disseminated nature of WSNs, malicious attacks can be modeled effectively using game theory. In this study, we survey the different game-theoretic defense strategies for WSNs. We present a taxonomy of the game theory approaches based on the nature of the attack, whether it is caused by an external attacker or it is the result of an internal node acting selfishly or maliciously. We also present a general trust model using game theory for decision making. We, finally, identify the significant role of evolutionary games for WSNs security against intelligent attacks; then, we list several prospect applications of game theory to enhance the data trustworthiness and node cooperation in different WSNs. PMID:27367700

  14. Hand-writing motion tracking with vision-inertial sensor fusion: calibration and error correction.

    PubMed

    Zhou, Shengli; Fei, Fei; Zhang, Guanglie; Liu, Yunhui; Li, Wen J

    2014-08-25

    The purpose of this study was to improve the accuracy of real-time ego-motion tracking through inertial sensor and vision sensor fusion. Due to low sampling rates supported by web-based vision sensor and accumulation of errors in inertial sensors, ego-motion tracking with vision sensors is commonly afflicted by slow updating rates, while motion tracking with inertial sensor suffers from rapid deterioration in accuracy with time. This paper starts with a discussion of developed algorithms for calibrating two relative rotations of the system using only one reference image. Next, stochastic noises associated with the inertial sensor are identified using Allan Variance analysis, and modeled according to their characteristics. Finally, the proposed models are incorporated into an extended Kalman filter for inertial sensor and vision sensor fusion. Compared with results from conventional sensor fusion models, we have shown that ego-motion tracking can be greatly enhanced using the proposed error correction model.

  15. Spatio-Temporal Constrained Human Trajectory Generation from the PIR Motion Detector Sensor Network Data: A Geometric Algebra Approach

    PubMed Central

    Yu, Zhaoyuan; Yuan, Linwang; Luo, Wen; Feng, Linyao; Lv, Guonian

    2015-01-01

    Passive infrared (PIR) motion detectors, which can support long-term continuous observation, are widely used for human motion analysis. Extracting all possible trajectories from the PIR sensor networks is important. Because the PIR sensor does not log location and individual information, none of the existing methods can generate all possible human motion trajectories that satisfy various spatio-temporal constraints from the sensor activation log data. In this paper, a geometric algebra (GA)-based approach is developed to generate all possible human trajectories from the PIR sensor network data. Firstly, the representation of the geographical network, sensor activation response sequences and the human motion are represented as algebraic elements using GA. The human motion status of each sensor activation are labeled using the GA-based trajectory tracking. Then, a matrix multiplication approach is developed to dynamically generate the human trajectories according to the sensor activation log and the spatio-temporal constraints. The method is tested with the MERL motion database. Experiments show that our method can flexibly extract the major statistical pattern of the human motion. Compared with direct statistical analysis and tracklet graph method, our method can effectively extract all possible trajectories of the human motion, which makes it more accurate. Our method is also likely to provides a new way to filter other passive sensor log data in sensor networks. PMID:26729123

  16. Spatio-Temporal Constrained Human Trajectory Generation from the PIR Motion Detector Sensor Network Data: A Geometric Algebra Approach.

    PubMed

    Yu, Zhaoyuan; Yuan, Linwang; Luo, Wen; Feng, Linyao; Lv, Guonian

    2015-12-30

    Passive infrared (PIR) motion detectors, which can support long-term continuous observation, are widely used for human motion analysis. Extracting all possible trajectories from the PIR sensor networks is important. Because the PIR sensor does not log location and individual information, none of the existing methods can generate all possible human motion trajectories that satisfy various spatio-temporal constraints from the sensor activation log data. In this paper, a geometric algebra (GA)-based approach is developed to generate all possible human trajectories from the PIR sensor network data. Firstly, the representation of the geographical network, sensor activation response sequences and the human motion are represented as algebraic elements using GA. The human motion status of each sensor activation are labeled using the GA-based trajectory tracking. Then, a matrix multiplication approach is developed to dynamically generate the human trajectories according to the sensor activation log and the spatio-temporal constraints. The method is tested with the MERL motion database. Experiments show that our method can flexibly extract the major statistical pattern of the human motion. Compared with direct statistical analysis and tracklet graph method, our method can effectively extract all possible trajectories of the human motion, which makes it more accurate. Our method is also likely to provides a new way to filter other passive sensor log data in sensor networks.

  17. Active Games: An Examination of User Engagement to Define Design Recommendations

    ERIC Educational Resources Information Center

    Martinez, Pamela N.

    2017-01-01

    Active gaming is a form of video gaming that requires full body motion or varying degrees of physical activity to play a game. While active gaming has gained momentum, there is a lack of studies that provide insight on how they should be designed, specifically components of active games make them engaging. This study identifies, analyzes and…

  18. Teaching physics with Angry Birds: exploring the kinematics and dynamics of the game

    NASA Astrophysics Data System (ADS)

    Rodrigues, M.; Simeão Carvalho, P.

    2013-07-01

    In this paper, we present classroom strategies for teaching kinematics at middle and high school levels, using Rovio’s famous game Angry Birds and the video analyser software Tracker. We show how to take advantage of this entertaining video game, by recording appropriate motions of birds that students can explore by manipulating data, characterizing the red bird’s motion and fitting results to physical models. A dynamic approach is also addressed to link gravitational force to projectile trajectories.

  19. The effect of action video game playing on sensorimotor learning: Evidence from a movement tracking task.

    PubMed

    Gozli, Davood G; Bavelier, Daphne; Pratt, Jay

    2014-10-12

    Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure. Copyright © 2014. Published by Elsevier B.V.

  20. Rapid cross platform healthcare gaming design and implementation: The cost effective methodology.

    PubMed

    Zhang, Melvyn W B; Ho, Roger C M

    2016-11-14

    There have been massive advances in E-Health and M-Health technology, with recent interest in the utility of games for healthcare and the promotion of well-being and recovery as well as patient empowerment. There has been various review demonstrating the clinical effectiveness and efficacy of games for healthcare. It is the aim of this technical note to illustrate how appropriate gaming engines could be used by non-expert clinicians to program games that could run across various platforms, as well as games that could integrate well with existing mechanical sensors. This would address the limitations with regards to the evidence base of games, as well as the limitations in the deployment of games to various participants. More importantly, games designed are also more likely to be cost-effective and lower in cost. The ability of integration with existing mechanical sensors would value-add existing games and enable recovery and remediation in various domains of health. This would further expand the potential of games as an adjunctive treatment for patients, or at least, to maintain the gains that they have made in their recovery process.

  1. Concurrent Bursty Behavior of Social Sensors in Sporting Events.

    PubMed

    Takeichi, Yuki; Sasahara, Kazutoshi; Suzuki, Reiji; Arita, Takaya

    2015-01-01

    The advent of social media expands our ability to transmit information and connect with others instantly, which enables us to behave as "social sensors." Here, we studied concurrent bursty behavior of Twitter users during major sporting events to determine their function as social sensors. We show that the degree of concurrent bursts in tweets (posts) and retweets (re-posts) works as a strong indicator of winning or losing a game. More specifically, our simple tweet analysis of Japanese professional baseball games in 2013 revealed that social sensors can immediately react to positive and negative events through bursts of tweets, but that positive events are more likely to induce a subsequent burst of retweets. We confirm that these findings also hold true for tweets related to Major League Baseball games in 2015. Furthermore, we demonstrate active interactions among social sensors by constructing retweet networks during a baseball game. The resulting networks commonly exhibited user clusters depending on the baseball team, with a scale-free connectedness that is indicative of a substantial difference in user popularity as an information source. While previous studies have mainly focused on bursts of tweets as a simple indicator of a real-world event, the temporal correlation between tweets and retweets implies unique aspects of social sensors, offering new insights into human behavior in a highly connected world.

  2. Understanding Air Pollution and Energy Choices Through ...

    EPA Pesticide Factsheets

    This is a joint presentation on two outreach activities - the PM sensor kit and the Generate game - at the National Science Teacher Association annual conference. This is a joint presentation on two outreach activities - the PM sensor kit and the Generate game - at the National Science Teacher Association annual conference.

  3. Hand-Writing Motion Tracking with Vision-Inertial Sensor Fusion: Calibration and Error Correction

    PubMed Central

    Zhou, Shengli; Fei, Fei; Zhang, Guanglie; Liu, Yunhui; Li, Wen J.

    2014-01-01

    The purpose of this study was to improve the accuracy of real-time ego-motion tracking through inertial sensor and vision sensor fusion. Due to low sampling rates supported by web-based vision sensor and accumulation of errors in inertial sensors, ego-motion tracking with vision sensors is commonly afflicted by slow updating rates, while motion tracking with inertial sensor suffers from rapid deterioration in accuracy with time. This paper starts with a discussion of developed algorithms for calibrating two relative rotations of the system using only one reference image. Next, stochastic noises associated with the inertial sensor are identified using Allan Variance analysis, and modeled according to their characteristics. Finally, the proposed models are incorporated into an extended Kalman filter for inertial sensor and vision sensor fusion. Compared with results from conventional sensor fusion models, we have shown that ego-motion tracking can be greatly enhanced using the proposed error correction model. PMID:25157546

  4. Dominant region: a basic feature for group motion analysis and its application to teamwork evaluation in soccer games

    NASA Astrophysics Data System (ADS)

    Taki, Tsuyoshi; Hasegawa, Jun-ichi

    1998-12-01

    This paper proposes a basic feature for quantitative measurement and evaluation of group behavior of persons. This feature called 'dominant region' is a kind of sphere of influence for each person in the group. The dominant region is defined as a region in where the person can arrive earlier than any other persons and can be formulated as Voronoi region modified by replacing the distance function with a time function. This time function is calculated based on a computational model of moving ability of the person. As an application of the dominant region, we present a motion analysis system of soccer games. The purpose of this system is to evaluate the teamwork quantitatively based on movement of all the players in the game. From experiments using motion pictures of actual games, it is suggested that the proposed feature is useful for measurement and evaluation of group behavior in team sports. This basic feature may be applied to other team ball games, such as American football, basketball, handball and water polo.

  5. Pattern formation, social forces, and diffusion instability in games with success-driven motion

    NASA Astrophysics Data System (ADS)

    Helbing, Dirk

    2009-02-01

    A local agglomeration of cooperators can support the survival or spreading of cooperation, even when cooperation is predicted to die out according to the replicator equation, which is often used in evolutionary game theory to study the spreading and disappearance of strategies. In this paper, it is shown that success-driven motion can trigger such local agglomeration and may, therefore, be used to supplement other mechanisms supporting cooperation, like reputation or punishment. Success-driven motion is formulated here as a function of the game-theoretical payoffs. It can change the outcome and dynamics of spatial games dramatically, in particular as it causes attractive or repulsive interaction forces. These forces act when the spatial distributions of strategies are inhomogeneous. However, even when starting with homogeneous initial conditions, small perturbations can trigger large inhomogeneities by a pattern-formation instability, when certain conditions are fulfilled. Here, these instability conditions are studied for the prisoner’s dilemma and the snowdrift game. Furthermore, it is demonstrated that asymmetrical diffusion can drive social, economic, and biological systems into the unstable regime, if these would be stable without diffusion.

  6. Activity recognition with wearable sensors on loose clothing

    PubMed Central

    Howard, Matthew

    2017-01-01

    Observing human motion in natural everyday environments (such as the home), has evoked a growing interest in the development of on-body wearable sensing technology. However, wearable sensors suffer from motion artefacts introduced by the non-rigid attachment of sensors to the body, and the prevailing view is that it is necessary to eliminate these artefacts. This paper presents findings that suggest that these artefacts can, in fact, be used to distinguish between similar motions, by exploiting additional information provided by the fabric motion. An experimental study is presented whereby factors of both the motion and the properties of the fabric are analysed in the context of motion similarity. It is seen that while standard rigidly attached sensors have difficultly in distinguishing between similar motions, sensors mounted onto fabric exhibit significant differences (p < 0.01). An evaluation of the physical properties of the fabric shows that the stiffness of the material plays a role in this, with a trade-off between additional information and extraneous motion. This effect is evaluated in an online motion classification task, and the use of fabric-mounted sensors demonstrates an increase in prediction accuracy over rigidly attached sensors. PMID:28976978

  7. Activity recognition with wearable sensors on loose clothing.

    PubMed

    Michael, Brendan; Howard, Matthew

    2017-01-01

    Observing human motion in natural everyday environments (such as the home), has evoked a growing interest in the development of on-body wearable sensing technology. However, wearable sensors suffer from motion artefacts introduced by the non-rigid attachment of sensors to the body, and the prevailing view is that it is necessary to eliminate these artefacts. This paper presents findings that suggest that these artefacts can, in fact, be used to distinguish between similar motions, by exploiting additional information provided by the fabric motion. An experimental study is presented whereby factors of both the motion and the properties of the fabric are analysed in the context of motion similarity. It is seen that while standard rigidly attached sensors have difficultly in distinguishing between similar motions, sensors mounted onto fabric exhibit significant differences (p < 0.01). An evaluation of the physical properties of the fabric shows that the stiffness of the material plays a role in this, with a trade-off between additional information and extraneous motion. This effect is evaluated in an online motion classification task, and the use of fabric-mounted sensors demonstrates an increase in prediction accuracy over rigidly attached sensors.

  8. Non-Native Chinese Language Learners' Attitudes towards Online Vision-Based Motion Games

    ERIC Educational Resources Information Center

    Hao, Yungwei; Hong, Jon-Chao; Jong, Jyh-Tsorng; Hwang, Ming-Yueh; Su, Chao-Ya; Yang, Jin-Shin

    2010-01-01

    Learning to write Chinese characters is often thought to be a very challenging and laborious task. However, new learning tools are being designed that might reduce learners' tedium. This study explores one such tool, an online program in which learners can learn Chinese characters through vision-based motion games. The learner's gestures are…

  9. Motion Artifact Quantification and Sensor Fusion for Unobtrusive Health Monitoring.

    PubMed

    Hoog Antink, Christoph; Schulz, Florian; Leonhardt, Steffen; Walter, Marian

    2017-12-25

    Sensors integrated into objects of everyday life potentially allow unobtrusive health monitoring at home. However, since the coupling of sensors and subject is not as well-defined as compared to a clinical setting, the signal quality is much more variable and can be disturbed significantly by motion artifacts. One way of tackling this challenge is the combined evaluation of multiple channels via sensor fusion. For robust and accurate sensor fusion, analyzing the influence of motion on different modalities is crucial. In this work, a multimodal sensor setup integrated into an armchair is presented that combines capacitively coupled electrocardiography, reflective photoplethysmography, two high-frequency impedance sensors and two types of ballistocardiography sensors. To quantify motion artifacts, a motion protocol performed by healthy volunteers is recorded with a motion capture system, and reference sensors perform cardiorespiratory monitoring. The shape-based signal-to-noise ratio SNR S is introduced and used to quantify the effect on motion on different sensing modalities. Based on this analysis, an optimal combination of sensors and fusion methodology is developed and evaluated. Using the proposed approach, beat-to-beat heart-rate is estimated with a coverage of 99.5% and a mean absolute error of 7.9 ms on 425 min of data from seven volunteers in a proof-of-concept measurement scenario.

  10. Compliant finger sensor for sensorimotor studies in MEG and MR environment

    NASA Astrophysics Data System (ADS)

    Li, Y.; Yong, X.; Cheung, T. P. L.; Menon, C.

    2016-07-01

    Magnetoencephalography (MEG) and functional magnetic resonance imaging (fMRI) are widely used for functional brain imaging. The correlations between the sensorimotor functions of the hand and brain activities have been investigated in MEG/fMRI studies. Currently, limited information can be drawn from these studies due to the limitations of existing motion sensors that are used to detect hand movements. One major challenge in designing these motion sensors is to limit the signal interference between the motion sensors and the MEG/fMRI. In this work, a novel finger motion sensor, which contains low-ferromagnetic and non-conductive materials, is introduced. The finger sensor consists of four air-filled chambers. When compressed by finger(s), the pressure change in the chambers can be detected by the electronics of the finger sensor. Our study has validated that the interference between the finger sensor and an MEG is negligible. Also, by applying a support vector machine algorithm to the data obtained from the finger sensor, at least 11 finger patterns can be discriminated. Comparing to the use of traditional electromyography (EMG) in detecting finger motion, our proposed finger motion sensor is not only MEG/fMRI compatible, it is also easy to use. As the signals acquired from the sensor have a higher SNR than that of the EMG, no complex algorithms are required to detect different finger movement patterns. Future studies can utilize this motion sensor to investigate brain activations during different finger motions and correlate the activations with the sensory and motor functions respectively.

  11. Motion Rehab AVE 3D: A VR-based exergame for post-stroke rehabilitation.

    PubMed

    Trombetta, Mateus; Bazzanello Henrique, Patrícia Paula; Brum, Manoela Rogofski; Colussi, Eliane Lucia; De Marchi, Ana Carolina Bertoletti; Rieder, Rafael

    2017-11-01

    Recent researches about games for post-stroke rehabilitation have been increasing, focusing in upper limb, lower limb and balance situations, and showing good experiences and results. With this in mind, this paper presents Motion Rehab AVE 3D, a serious game for post-stroke rehabilitation of patients with mild stroke. The aim is offer a new technology in order to assist the traditional therapy and motivate the patient to execute his/her rehabilitation program, under health professional supervision. The game was developed with Unity game engine, supporting Kinect motion sensing input device and display devices like Smart TV 3D and Oculus Rift. It contemplates six activities considering exercises in a tridimensional space: flexion, abduction, shoulder adduction, horizontal shoulder adduction and abduction, elbow extension, wrist extension, knee flexion, and hip flexion and abduction. Motion Rehab AVE 3D also report about hits and errors to the physiotherapist evaluate the patient's progress. A pilot study with 10 healthy participants (61-75 years old) tested one of the game levels. They experienced the 3D user interface in third-person. Our initial goal was to map a basic and comfortable setup of equipment in order to adopt later. All the participants (100%) classified the interaction process as interesting and amazing for the age, presenting a good acceptance. Our evaluation showed that the game could be used as a useful tool to motivate the patients during rehabilitation sessions. Next step is to evaluate its effectiveness for stroke patients, in order to verify if the interface and game exercises contribute into the motor rehabilitation treatment progress. Copyright © 2017 Elsevier B.V. All rights reserved.

  12. Optimal Power Control in Wireless Powered Sensor Networks: A Dynamic Game-Based Approach

    PubMed Central

    Xu, Haitao; Guo, Chao; Zhang, Long

    2017-01-01

    In wireless powered sensor networks (WPSN), it is essential to research uplink transmit power control in order to achieve throughput performance balancing and energy scheduling. Each sensor should have an optimal transmit power level for revenue maximization. In this paper, we discuss a dynamic game-based algorithm for optimal power control in WPSN. The main idea is to use the non-cooperative differential game to control the uplink transmit power of wireless sensors in WPSN, to extend their working hours and to meet QoS (Quality of Services) requirements. Subsequently, the Nash equilibrium solutions are obtained through Bellman dynamic programming. At the same time, an uplink power control algorithm is proposed in a distributed manner. Through numerical simulations, we demonstrate that our algorithm can obtain optimal power control and reach convergence for an infinite horizon. PMID:28282945

  13. Synchrony in Joint Action Is Directed by Each Participant’s Motor Control System

    PubMed Central

    Noy, Lior; Weiser, Netta; Friedman, Jason

    2017-01-01

    In this work, we ask how the probability of achieving synchrony in joint action is affected by the choice of motion parameters of each individual. We use the mirror game paradigm to study how changes in leader’s motion parameters, specifically frequency and peak velocity, affect the probability of entering the state of co-confidence (CC) motion: a dyadic state of synchronized, smooth and co-predictive motions. In order to systematically study this question, we used a one-person version of the mirror game, where the participant mirrored piece-wise rhythmic movements produced by a computer on a graphics tablet. We systematically varied the frequency and peak velocity of the movements to determine how these parameters affect the likelihood of synchronized joint action. To assess synchrony in the mirror game we used the previously developed marker of co-confident (CC) motions: smooth, jitter-less and synchronized motions indicative of co-predicative control. We found that when mirroring movements with low frequencies (i.e., long duration movements), the participants never showed CC, and as the frequency of the stimuli increased, the probability of observing CC also increased. This finding is discussed in the framework of motor control studies showing an upper limit on the duration of smooth motion. We confirmed the relationship between motion parameters and the probability to perform CC with three sets of data of open-ended two-player mirror games. These findings demonstrate that when performing movements together, there are optimal movement frequencies to use in order to maximize the possibility of entering a state of synchronized joint action. It also shows that the ability to perform synchronized joint action is constrained by the properties of our motor control systems. PMID:28443047

  14. Wearable Stretch Sensors for Motion Measurement of the Wrist Joint Based on Dielectric Elastomers.

    PubMed

    Huang, Bo; Li, Mingyu; Mei, Tao; McCoul, David; Qin, Shihao; Zhao, Zhanfeng; Zhao, Jianwen

    2017-11-23

    Motion capture of the human body potentially holds great significance for exoskeleton robots, human-computer interaction, sports analysis, rehabilitation research, and many other areas. Dielectric elastomer sensors (DESs) are excellent candidates for wearable human motion capture systems because of their intrinsic characteristics of softness, light weight, and compliance. In this paper, DESs were applied to measure all component motions of the wrist joints. Five sensors were mounted to different positions on the wrist, and each one is for one component motion. To find the best position to mount the sensors, the distribution of the muscles is analyzed. Even so, the component motions and the deformation of the sensors are coupled; therefore, a decoupling method was developed. By the decoupling algorithm, all component motions can be measured with a precision of 5°, which meets the requirements of general motion capture systems.

  15. Elite Youth Soccer Players' Physiological Responses, Time-Motion Characteristics, and Game Performance in 4 vs. 4 Small-Sided Games: The Influence of Coach Feedback.

    PubMed

    Brandes, Mirko; Elvers, Sebastian

    2017-10-01

    The purpose of this study was to determine the impact of mild vs. strongly pushed coach feedback on the physiological response, ratio of perceived exertion (RPE), and time-motion characteristics in soccer training with small-sided games (SSGs). Sixteen elite youth soccer players (aged 17.2 ± 0.7 years, V[Combining Dot Above]O2max 62.1 ± 3.8 ml·kg·min) played two 4 vs. 4 small-sided games each. In random order, the coach provided a mild, unobtrusive, or a strongly pushed feedback throughout the game. Physiological measurements included heart rate expressed in mean values and intensity zones, blood lactate concentration, and RPE. The distance traveled, number of sprints, and work:rest ratio were captured by global positioning systems at 5 Hz. Game performance, such as volume of play and efficacy index, was estimated using the Team Sports Assessment Procedure. No differences were found for the physiological response and time-motion characteristics, but effect sizes demonstrated an increase in RPE (+0.4, p = 0.27) and a decrease in game performance (e.g., volume of play, -2.5, p = 0.08) under pushed feedback. Although a pushed feedback raises RPE, it negatively affected the players' game performance, without necessarily provoking higher physiological responses. These results should help coaches to understand that modifying the type of feedback provided during SSG does not impact the physiological response if SSG are already played with high intensity but that the feedback affects RPE and game performance. To keep a better game performance, soccer coaches are encouraged to provide smooth feedback during SSG.

  16. Multi-Sensor Methods for Mobile Radar Motion Capture and Compensation

    NASA Astrophysics Data System (ADS)

    Nakata, Robert

    Remote sensing has many applications, including surveying and mapping, geophysics exploration, military surveillance, search and rescue and counter-terrorism operations. Remote sensor systems typically use visible image, infrared or radar sensors. Camera based image sensors can provide high spatial resolution but are limited to line-of-sight capture during daylight. Infrared sensors have lower resolution but can operate during darkness. Radar sensors can provide high resolution motion measurements, even when obscured by weather, clouds and smoke and can penetrate walls and collapsed structures constructed with non-metallic materials up to 1 m to 2 m in depth depending on the wavelength and transmitter power level. However, any platform motion will degrade the target signal of interest. In this dissertation, we investigate alternative methodologies to capture platform motion, including a Body Area Network (BAN) that doesn't require external fixed location sensors, allowing full mobility of the user. We also investigated platform stabilization and motion compensation techniques to reduce and remove the signal distortion introduced by the platform motion. We evaluated secondary ultrasonic and radar sensors to stabilize the platform resulting in an average 5 dB of Signal to Interference Ratio (SIR) improvement. We also implemented a Digital Signal Processing (DSP) motion compensation algorithm that improved the SIR by 18 dB on average. These techniques could be deployed on a quadcopter platform and enable the detection of respiratory motion using an onboard radar sensor.

  17. Response of Seismometer with Symmetric Triaxial Sensor Configuration to Complex Ground Motion

    NASA Astrophysics Data System (ADS)

    Graizer, V.

    2007-12-01

    Most instruments used in seismological practice to record ground motion in all directions use three sensors oriented toward North, East and upward. In this standard configuration horizontal and vertical sensors differ in their construction because of gravity acceleration always applied to a vertical sensor. An alternative way of symmetric sensor configuration was first introduced by Galperin (1955) for petroleum exploration. In this arrangement three identical sensors are also positioned orthogonally to each other but are tilted at the same angle of 54.7 degrees to the vertical axis (triaxial system of coordinate balanced on its corner). Records obtained using symmetric configuration must be rotated into an earth referenced X, Y, Z coordinate system. A number of recent seismological instruments (e.g., broadband seismometers Streckeisen STS-2, Trillium of Nanometrics and Cronos of Kinemetrics) are using symmetric sensor configuration. In most of seismological studies it is assumed that rotational (rocking and torsion) components of earthquake ground motion are small enough to be neglected. However, recently examples were shown when rotational components are significant relative to translational components of motions. Response of pendulums installed in standard configuration (vertical and two horizontals) to complex input motion that includes rotations has been studied in a number of publications. We consider the response of pendulums in a symmetric sensor configuration to complex input motions including rotations, and the resultant triaxial system response. Possible implications of using symmetric sensor configuration in strong motion studies are discussed. Considering benefits of equal design of all three sensors in symmetric configuration, and as a result potentially lower cost of the three-component accelerograph, it may be useful for strong motion measurements not requiring high resolution post signal processing. The disadvantage of this configuration is that if one of the sensors is not working properly or there is a misalignment of sensors, it results in degradation of all three components. Symmetric sensor configuration requires identical processing of each channel putting a number of limitations on further processing of strong motion records.

  18. Concurrent Bursty Behavior of Social Sensors in Sporting Events

    PubMed Central

    Takeichi, Yuki; Sasahara, Kazutoshi; Suzuki, Reiji; Arita, Takaya

    2015-01-01

    The advent of social media expands our ability to transmit information and connect with others instantly, which enables us to behave as “social sensors.” Here, we studied concurrent bursty behavior of Twitter users during major sporting events to determine their function as social sensors. We show that the degree of concurrent bursts in tweets (posts) and retweets (re-posts) works as a strong indicator of winning or losing a game. More specifically, our simple tweet analysis of Japanese professional baseball games in 2013 revealed that social sensors can immediately react to positive and negative events through bursts of tweets, but that positive events are more likely to induce a subsequent burst of retweets. We confirm that these findings also hold true for tweets related to Major League Baseball games in 2015. Furthermore, we demonstrate active interactions among social sensors by constructing retweet networks during a baseball game. The resulting networks commonly exhibited user clusters depending on the baseball team, with a scale-free connectedness that is indicative of a substantial difference in user popularity as an information source. While previous studies have mainly focused on bursts of tweets as a simple indicator of a real-world event, the temporal correlation between tweets and retweets implies unique aspects of social sensors, offering new insights into human behavior in a highly connected world. PMID:26659028

  19. Teaching classical mechanics using smartphones

    NASA Astrophysics Data System (ADS)

    Chevrier, Joel; Madani, Laya; Ledenmat, Simon; Bsiesy, Ahmad

    2013-09-01

    A number of articles published in this column have dealt with topics in classical mechanics. This note describes some additional examples employing a smartphone and the new software iMecaProf.4 Steve Jobs presented the iPhone as "perfect for gaming."5 Thanks to its microsensors connected in real time to the numerical world, physics teachers could add that smartphones are "perfect for teaching science." The software iMecaProf displays in real time the measured data on a screen. The visual representation is built upon the formalism of classical mechanics. iMecaProf receives data 100 times a second from iPhone sensors through a Wi-Fi connection using the application Sensor Data.6 Data are the three components of the acceleration vector in the smartphone frame and smartphone's orientation through three angles (yaw, pitch, and roll). For circular motion (uniform or not), iMecaProf uses independent measurements of the rotation angle θ, the angular speed dθ/dt, and the angular acceleration d2θ/dt2.

  20. Oscillatory motion based measurement method and sensor for measuring wall shear stress due to fluid flow

    DOEpatents

    Armstrong, William D [Laramie, WY; Naughton, Jonathan [Laramie, WY; Lindberg, William R [Laramie, WY

    2008-09-02

    A shear stress sensor for measuring fluid wall shear stress on a test surface is provided. The wall shear stress sensor is comprised of an active sensing surface and a sensor body. An elastic mechanism mounted between the active sensing surface and the sensor body allows movement between the active sensing surface and the sensor body. A driving mechanism forces the shear stress sensor to oscillate. A measuring mechanism measures displacement of the active sensing surface relative to the sensor body. The sensor may be operated under periodic excitation where changes in the nature of the fluid properties or the fluid flow over the sensor measurably changes the amplitude or phase of the motion of the active sensing surface, or changes the force and power required from a control system in order to maintain constant motion. The device may be operated under non-periodic excitation where changes in the nature of the fluid properties or the fluid flow over the sensor change the transient motion of the active sensor surface or change the force and power required from a control system to maintain a specified transient motion of the active sensor surface.

  1. Validity of an Interactive Functional Reach Test.

    PubMed

    Galen, Sujay S; Pardo, Vicky; Wyatt, Douglas; Diamond, Andrew; Brodith, Victor; Pavlov, Alex

    2015-08-01

    Videogaming platforms such as the Microsoft (Redmond, WA) Kinect(®) are increasingly being used in rehabilitation to improve balance performance and mobility. These gaming platforms do not have built-in clinical measures that offer clinically meaningful data. We have now developed software that will enable the Kinect sensor to assess a patient's balance using an interactive functional reach test (I-FRT). The aim of the study was to test the concurrent validity of the I-FRT and to establish the feasibility of implementing the I-FRT in a clinical setting. The concurrent validity of the I-FRT was tested among 20 healthy adults (mean age, 25.8±3.4 years; 14 women). The Functional Reach Test (FRT) was measured simultaneously by both the Kinect sensor using the I-FRT software and the Optotrak Certus(®) 3D motion-capture system (Northern Digital Inc., Waterloo, ON, Canada). The feasibility of implementing the I-FRT in a clinical setting was assessed by performing the I-FRT in 10 participants with mild balance impairments recruited from the outpatient physical therapy clinic (mean age, 55.8±13.5 years; four women) and obtaining their feedback using a NASA Task Load Index (NASA-TLX) questionnaire. There was moderate to good agreement between FRT measures made by the two measurement systems. The greatest agreement between the two measurement system was found with the Kinect sensor placed at a distance of 2.5 m [intraclass correlation coefficient (2,k)=0.786; P<0.001] from the participant. Participants with mild balance impairments whose balance was assessed using the I-FRT software scored their experience favorably by assigning lower scores for the Frustration, Mental Demand, and Temporal Demand subscales on the NASA/TLX questionnaire. FRT measures made using the Kinect sensor I-FRT software provides a valid clinical measure that can be used with the gaming platforms.

  2. Virtual immersive gaming to optimize recovery (VIGOR) in low back pain: A phase II randomized controlled trial.

    PubMed

    France, Christopher R; Thomas, James S

    2018-06-01

    The virtual immersive gaming to optimize recovery (VIGOR) study is a randomized controlled trial of the effects of virtual reality games to encourage lumbar spine flexion among individuals with chronic low back pain and fear of movement. Whereas traditional graded activity or graded exposure therapies for chronic low back pain have high attrition and poor long-term efficacy, we believe that virtual reality games have distinct advantages that can enhance adherence and clinical outcomes. First, they are engaging and enjoyable activities that can distract from pain and fear of harm. In addition, because they gradually reinforce increases in lumbar spine flexion to achieve game objectives, continued engagement over time is expected to promote recovery through restoration of normal spinal motion. The study design includes two treatment groups which differ in the amount of lumbar flexion required to achieve the game objectives. All participants will play the games for nine weeks, and pre-treatment to 1-week post-treatment changes in pain and disability will serve as the co-primary clinical outcomes. In addition, changes in lumbar flexion and expectations of pain/harm will be examined as potential treatment outcome mediators. Maintenance of treatment outcomes will also be assessed for up to 48-weeks post-treatment. In brief, we hypothesize that the virtual reality games will reduce pain and disability by promoting spinal motion and allowing participants to develop an implicit understanding that they are capable of engaging in significant lumbar spine motion in their daily lives without a risk of injury to their back. Copyright © 2018 Elsevier Inc. All rights reserved.

  3. The better the story, the bigger the serving: narrative transportation increases snacking during screen time in a randomized trial

    PubMed Central

    2013-01-01

    Background Watching television and playing video games increase energy intake, likely due to distraction from satiety cues. A study comparing one hour of watching TV, playing typical video games, or playing motion-controlled video games found a difference across groups in energy intake, but the reasons for this difference are not clear. As a secondary analysis, we investigated several types of distraction to determine potential psychosocial mechanisms which may account for greater energy intake observed during sedentary screen time as compared to motion-controlled video gaming. Methods Feelings of enjoyment, engagement (mental immersion), spatial presence (the feeling of being in the game), and transportation (immersion in a narrative) were investigated in 120 young adults aged 18 – 35 (60 female). Results Only narrative transportation was associated with total caloric intake (ρ = .205, P = .025). Transportation was also higher in the TV group than in the gaming groups (P = .002) and higher in males than in females (P = .003). Transportation mediated the relationship between motion-controlled gaming (as compared to TV watching) and square root transformed energy intake (indirect effect = −1.34, 95% confidence interval −3.57, −0.13). No other distraction-related variables were associated with intake. Conclusions These results suggest that different forms of distraction may differentially affect eating behavior during screen time, and that narrative appears to be a particularly strong distractor. Future studies should further investigate the effects of narrative on eating behavior. PMID:23680389

  4. Augmented Virtual Reality Laboratory

    NASA Technical Reports Server (NTRS)

    Tully-Hanson, Benjamin

    2015-01-01

    Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

  5. Open architecture CMM motion controller

    NASA Astrophysics Data System (ADS)

    Chang, David; Spence, Allan D.; Bigg, Steve; Heslip, Joe; Peterson, John

    2001-12-01

    Although initially the only Coordinate Measuring Machine (CMM) sensor available was a touch trigger probe, technological advances in sensors and computing have greatly increased the variety of available inspection sensors. Non-contact laser digitizers and analog scanning touch probes require very well tuned CMM motion control, as well as an extensible, open architecture interface. This paper describes the implementation of a retrofit CMM motion controller designed for open architecture interface to a variety of sensors. The controller is based on an Intel Pentium microcomputer and a Servo To Go motion interface electronics card. Motor amplifiers, safety, and additional interface electronics are housed in a separate enclosure. Host Signal Processing (HSP) is used for the motion control algorithm. Compared to the usual host plus DSP architecture, single CPU HSP simplifies integration with the various sensors, and implementation of software geometric error compensation. Motion control tuning is accomplished using a remote computer via 100BaseTX Ethernet. A Graphical User Interface (GUI) is used to enter geometric error compensation data, and to optimize the motion control tuning parameters. It is shown that this architecture achieves the required real time motion control response, yet is much easier to extend to additional sensors.

  6. Inertial Sensor-Based Touch and Shake Metaphor for Expressive Control of 3D Virtual Avatars

    PubMed Central

    Patil, Shashidhar; Chintalapalli, Harinadha Reddy; Kim, Dubeom; Chai, Youngho

    2015-01-01

    In this paper, we present an inertial sensor-based touch and shake metaphor for expressive control of a 3D virtual avatar in a virtual environment. An intuitive six degrees-of-freedom wireless inertial motion sensor is used as a gesture and motion control input device with a sensor fusion algorithm. The algorithm enables user hand motions to be tracked in 3D space via magnetic, angular rate, and gravity sensors. A quaternion-based complementary filter is implemented to reduce noise and drift. An algorithm based on dynamic time-warping is developed for efficient recognition of dynamic hand gestures with real-time automatic hand gesture segmentation. Our approach enables the recognition of gestures and estimates gesture variations for continuous interaction. We demonstrate the gesture expressivity using an interactive flexible gesture mapping interface for authoring and controlling a 3D virtual avatar and its motion by tracking user dynamic hand gestures. This synthesizes stylistic variations in a 3D virtual avatar, producing motions that are not present in the motion database using hand gesture sequences from a single inertial motion sensor. PMID:26094629

  7. The possible therapeutic benefits of utilizing motion gaming systems on pediatric patients presenting autism.

    PubMed

    Crowder, Stephen A; Merritte, Kristin

    2013-09-01

    Autism is a pervasive developmental disorder that affects a growing number of children in the United States each year. It is characterized by substantive differences in brain structure and function that lead to long-term cognitive and social deficits. These differences, combined with the increasing prevalence of autism in children, warrant the need for development of innovative, cost-effective and widely available alternative and complementary therapies. Motion gaming has the potential to be highly efficacious as a therapeutic technique to aid in developing memory, facial recognition, motor skills and social integration in the pediatric autistic population. This paper outlines the major deficits in the brains of individuals with autism and describes how the use of motion gaming could capitalize on the individual strengths of each patient, leading to improvements in a variety of deficits.

  8. 1 kHz 2D Visual Motion Sensor Using 20 × 20 Silicon Retina Optical Sensor and DSP Microcontroller.

    PubMed

    Liu, Shih-Chii; Yang, MinHao; Steiner, Andreas; Moeckel, Rico; Delbruck, Tobi

    2015-04-01

    Optical flow sensors have been a long running theme in neuromorphic vision sensors which include circuits that implement the local background intensity adaptation mechanism seen in biological retinas. This paper reports a bio-inspired optical motion sensor aimed towards miniature robotic and aerial platforms. It combines a 20 × 20 continuous-time CMOS silicon retina vision sensor with a DSP microcontroller. The retina sensor has pixels that have local gain control and adapt to background lighting. The system allows the user to validate various motion algorithms without building dedicated custom solutions. Measurements are presented to show that the system can compute global 2D translational motion from complex natural scenes using one particular algorithm: the image interpolation algorithm (I2A). With this algorithm, the system can compute global translational motion vectors at a sample rate of 1 kHz, for speeds up to ±1000 pixels/s, using less than 5 k instruction cycles (12 instructions per pixel) per frame. At 1 kHz sample rate the DSP is 12% occupied with motion computation. The sensor is implemented as a 6 g PCB consuming 170 mW of power.

  9. A Scaffolding Strategy to Develop Handheld Sensor-Based Vocabulary Games for Improving Students' Learning Motivation and Performance

    ERIC Educational Resources Information Center

    Huang, Yong-Ming; Huang, Yueh-Min

    2015-01-01

    Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…

  10. A triboelectric motion sensor in wearable body sensor network for human activity recognition.

    PubMed

    Hui Huang; Xian Li; Ye Sun

    2016-08-01

    The goal of this study is to design a novel triboelectric motion sensor in wearable body sensor network for human activity recognition. Physical activity recognition is widely used in well-being management, medical diagnosis and rehabilitation. Other than traditional accelerometers, we design a novel wearable sensor system based on triboelectrification. The triboelectric motion sensor can be easily attached to human body and collect motion signals caused by physical activities. The experiments are conducted to collect five common activity data: sitting and standing, walking, climbing upstairs, downstairs, and running. The k-Nearest Neighbor (kNN) clustering algorithm is adopted to recognize these activities and validate the feasibility of this new approach. The results show that our system can perform physical activity recognition with a successful rate over 80% for walking, sitting and standing. The triboelectric structure can also be used as an energy harvester for motion harvesting due to its high output voltage in random low-frequency motion.

  11. Learning Projectile Motion with the Computer Game "Scorched 3D"

    ERIC Educational Resources Information Center

    Jurcevic, John S.

    2008-01-01

    For most of our students, video games are a normal part of their lives. We should take advantage of this medium to teach physics in a manner that is engrossing for our students. In particular, modern video games incorporate accurate physics in their game engines, and they allow us to visualize the physics through flashy and captivating graphics. I…

  12. Omni-Purpose Stretchable Strain Sensor Based on a Highly Dense Nanocracking Structure for Whole-Body Motion Monitoring.

    PubMed

    Jeon, Hyungkook; Hong, Seong Kyung; Kim, Min Seo; Cho, Seong J; Lim, Geunbae

    2017-12-06

    Here, we report an omni-purpose stretchable strain sensor (OPSS sensor) based on a nanocracking structure for monitoring whole-body motions including both joint-level and skin-level motions. By controlling and optimizing the nanocracking structure, inspired by the spider sensory system, the OPSS sensor is endowed with both high sensitivity (gauge factor ≈ 30) and a wide working range (strain up to 150%) under great linearity (R 2 = 0.9814) and fast response time (<30 ms). Furthermore, the fabrication process of the OPSS sensor has advantages of being extremely simple, patternable, integrated circuit-compatible, and reliable in terms of reproducibility. Using the OPSS sensor, we detected various human body motions including both moving of joints and subtle deforming of skin such as pulsation. As specific medical applications of the sensor, we also successfully developed a glove-type hand motion detector and a real-time Morse code communication system for patients with general paralysis. Therefore, considering the outstanding sensing performances, great advantages of the fabrication process, and successful results from a variety of practical applications, we believe that the OPSS sensor is a highly suitable strain sensor for whole-body motion monitoring and has potential for a wide range of applications, such as medical robotics and wearable healthcare devices.

  13. Marketing Violent Entertainment to Children: A One-Year Follow-Up Review of Industry Practices in the Motion Picture, Music Recording and Electronic Game Industries. A Report to Congress.

    ERIC Educational Resources Information Center

    Federal Trade Commission, Washington, DC.

    In a report issued in September 2000, the Federal Trade Commission reported that the motion picture, music recording, and electronic game segments of the entertainment industry intentionally promoted products to children that warranted parent cautions. This report responds to the request of the Senate Commerce Committee by focusing on advertising…

  14. Video Analysis Verification of Head Impact Events Measured by Wearable Sensors.

    PubMed

    Cortes, Nelson; Lincoln, Andrew E; Myer, Gregory D; Hepburn, Lisa; Higgins, Michael; Putukian, Margot; Caswell, Shane V

    2017-08-01

    Wearable sensors are increasingly used to quantify the frequency and magnitude of head impact events in multiple sports. There is a paucity of evidence that verifies head impact events recorded by wearable sensors. To utilize video analysis to verify head impact events recorded by wearable sensors and describe the respective frequency and magnitude. Cohort study (diagnosis); Level of evidence, 2. Thirty male (mean age, 16.6 ± 1.2 years; mean height, 1.77 ± 0.06 m; mean weight, 73.4 ± 12.2 kg) and 35 female (mean age, 16.2 ± 1.3 years; mean height, 1.66 ± 0.05 m; mean weight, 61.2 ± 6.4 kg) players volunteered to participate in this study during the 2014 and 2015 lacrosse seasons. Participants were instrumented with GForceTracker (GFT; boys) and X-Patch sensors (girls). Simultaneous game video was recorded by a trained videographer using a single camera located at the highest midfield location. One-third of the field was framed and panned to follow the ball during games. Videographic and accelerometer data were time synchronized. Head impact counts were compared with video recordings and were deemed valid if (1) the linear acceleration was ≥20 g, (2) the player was identified on the field, (3) the player was in camera view, and (4) the head impact mechanism could be clearly identified. Descriptive statistics of peak linear acceleration (PLA) and peak rotational velocity (PRV) for all verified head impacts ≥20 g were calculated. For the boys, a total recorded 1063 impacts (2014: n = 545; 2015: n = 518) were logged by the GFT between game start and end times (mean PLA, 46 ± 31 g; mean PRV, 1093 ± 661 deg/s) during 368 player-games. Of these impacts, 690 were verified via video analysis (65%; mean PLA, 48 ± 34 g; mean PRV, 1242 ± 617 deg/s). The X-Patch sensors, worn by the girls, recorded a total 180 impacts during the course of the games, and 58 (2014: n = 33; 2015: n = 25) were verified via video analysis (32%; mean PLA, 39 ± 21 g; mean PRV, 1664 ± 619 rad/s). The current data indicate that existing wearable sensor technologies may substantially overestimate head impact events. Further, while the wearable sensors always estimated a head impact location, only 48% of the impacts were a result of direct contact to the head as characterized on video. Using wearable sensors and video to verify head impacts may decrease the inclusion of false-positive impacts during game activity in the analysis.

  15. Triboelectrification based motion sensor for human-machine interfacing.

    PubMed

    Yang, Weiqing; Chen, Jun; Wen, Xiaonan; Jing, Qingshen; Yang, Jin; Su, Yuanjie; Zhu, Guang; Wu, Wenzuo; Wang, Zhong Lin

    2014-05-28

    We present triboelectrification based, flexible, reusable, and skin-friendly dry biopotential electrode arrays as motion sensors for tracking muscle motion and human-machine interfacing (HMI). The independently addressable, self-powered sensor arrays have been utilized to record the electric output signals as a mapping figure to accurately identify the degrees of freedom as well as directions and magnitude of muscle motions. A fast Fourier transform (FFT) technique was employed to analyse the frequency spectra of the obtained electric signals and thus to determine the motion angular velocities. Moreover, the motion sensor arrays produced a short-circuit current density up to 10.71 mA/m(2), and an open-circuit voltage as high as 42.6 V with a remarkable signal-to-noise ratio up to 1000, which enables the devices as sensors to accurately record and transform the motions of the human joints, such as elbow, knee, heel, and even fingers, and thus renders it a superior and unique invention in the field of HMI.

  16. A novel sensor for two-degree-of-freedom motion measurement of linear nanopositioning stage using knife edge displacement sensing technique

    NASA Astrophysics Data System (ADS)

    Zolfaghari, Abolfazl; Jeon, Seongkyul; Stepanick, Christopher K.; Lee, ChaBum

    2017-06-01

    This paper presents a novel method for measuring two-degree-of-freedom (DOF) motion of flexure-based nanopositioning systems based on optical knife-edge sensing (OKES) technology, which utilizes the interference of two superimposed waves: a geometrical wave from the primary source of light and a boundary diffraction wave from the secondary source. This technique allows for two-DOF motion measurement of the linear and pitch motions of nanopositioning systems. Two capacitive sensors (CSs) are used for a baseline comparison with the proposed sensor by simultaneously measuring the motions of the nanopositioning system. The experimental results show that the proposed sensor closely agrees with the fundamental linear motion of the CS. However, the two-DOF OKES technology was shown to be approximately three times more sensitive to the pitch motion than the CS. The discrepancy in the two sensor outputs is discussed in terms of measuring principle, linearity, bandwidth, control effectiveness, and resolution.

  17. Clinical feasibility of interactive motion-controlled games for stroke rehabilitation.

    PubMed

    Bower, Kelly J; Louie, Julie; Landesrocha, Yoseph; Seedy, Paul; Gorelik, Alexandra; Bernhardt, Julie

    2015-08-02

    Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become increasingly popular for use in stroke rehabilitation. However, these systems are not specifically designed for this purpose and have limitations. The aim of this study was to investigate the feasibility of using a suite of motion-controlled games in individuals with stroke undergoing rehabilitation. Four games, which utilised a depth-sensing camera (PrimeSense), were developed and tested. The games could be played in a seated or standing position. Three games were controlled by movement of the torso and one by upper limb movement. Phase 1 involved consecutive recruitment of 40 individuals with stroke who were able to sit unsupported. Participants were randomly assigned to trial one game during a single session. Sixteen individuals from Phase 1 were recruited to Phase 2. These participants were randomly assigned to an intervention or control group. Intervention participants performed an additional eight sessions over four weeks using all four game activities. Feasibility was assessed by examining recruitment, adherence, acceptability and safety in both phases of the study. Forty individuals (mean age 63 years) completed Phase 1, with an average session time of 34 min. The majority of Phase 1 participants reported the session to be enjoyable (93 %), helpful (80 %) and something they would like to include in their therapy (88 %). Sixteen individuals (mean age 61 years) took part in Phase 2, with an average of seven 26-min sessions over four weeks. Reported acceptability was high for the intervention group and improvements over time were seen in several functional outcome measures. There were no serious adverse safety events reported in either phase of the study; however, a number of participants reported minor increases in pain. A post-stroke intervention using interactive motion-controlled games shows promise as a feasible and potentially effective treatment approach. This paper presents important recommendations for future game development and research to further explore long-term adherence, acceptability, safety and efficacy. Australian and New Zealand Clinical Trials Registry ( ACTRN12613000220763 ).

  18. Development of esMOCA Biomechanic, Motion Capture Instrumentation for Biomechanics Analysis

    NASA Astrophysics Data System (ADS)

    Arendra, A.; Akhmad, S.

    2018-01-01

    This study aims to build motion capture instruments using inertial measurement unit sensors to assist in the analysis of biomechanics. Sensors used are accelerometer and gyroscope. Estimation of orientation sensors is done by digital motion processing in each sensor nodes. There are nine sensor nodes attached to the upper limbs. This sensor is connected to the pc via a wireless sensor network. The development of kinematics and inverse dynamamic models of the upper limb is done in simulink simmechanic. The kinematic model receives streaming data of sensor nodes mounted on the limbs. The output of the kinematic model is the pose of each limbs and visualized on display. The dynamic inverse model outputs the reaction force and reaction moment of each joint based on the limb motion input. Model validation in simulink with mathematical model of mechanical analysis showed results that did not differ significantly

  19. Informed Decision Making for In-Home Use of Motion Sensor-Based Monitoring Technologies

    ERIC Educational Resources Information Center

    Bruce, Courtenay R.

    2012-01-01

    Motion sensor-based monitoring technologies are designed to maintain independence and safety of older individuals living alone. These technologies use motion sensors that are placed throughout older individuals' homes in order to derive information about eating, sleeping, and leaving/returning home habits. Deviations from normal behavioral…

  20. Cell Selection Game for Densely-Deployed Sensor and Mobile Devices In 5G Networks Integrating Heterogeneous Cells and the Internet of Things.

    PubMed

    Wang, Lusheng; Wang, Yamei; Ding, Zhizhong; Wang, Xiumin

    2015-09-18

    With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs) tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS) game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI). In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG), forming a congestion game with ICI (CGI) and a congestion game with capacity (CGC). For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE). Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell) is profoundly revealed, and the collapse points are identified.

  1. Cell Selection Game for Densely-Deployed Sensor and Mobile Devices In 5G Networks Integrating Heterogeneous Cells and the Internet of Things

    PubMed Central

    Wang, Lusheng; Wang, Yamei; Ding, Zhizhong; Wang, Xiumin

    2015-01-01

    With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs) tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS) game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI). In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG), forming a congestion game with ICI (CGI) and a congestion game with capacity (CGC). For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE). Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell) is profoundly revealed, and the collapse points are identified. PMID:26393617

  2. Feasibility of modified remotely monitored in-home gaming technology for improving hand function in adolescents with cerebral palsy.

    PubMed

    Huber, Meghan; Rabin, Bryan; Docan, Ciprian; Burdea, Grigore C; AbdelBaky, Moustafa; Golomb, Meredith R

    2010-03-01

    The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.

  3. Motion Sickness

    MedlinePlus

    ... sickness from certain visual activities, such as playing video games or watching spinning objects. Symptoms can strike without ... of your body. For example, when playing a video game, your eyes may sense that you are moving ...

  4. User-Centered Design of a Controller-Free Game for Hand Rehabilitation.

    PubMed

    Proffitt, Rachel; Sevick, Marisa; Chang, Chien-Yen; Lange, Belinda

    2015-08-01

    The purpose of this study was to develop and test a hand therapy game using the Microsoft (Redmond, WA) Kinect(®) sensor with a customized videogame. Using the Microsoft Kinect sensor as an input device, a customized game for hand rehabilitation was developed that required players to perform various gestures to accomplish a virtual cooking task. Over the course of two iterative sessions, 11 participants with different levels of wrist, hand, and finger injuries interacted with the game in a single session, and user perspectives and feedback were obtained via a questionnaire and semistructured interviews. Participants reported high levels of enjoyment, specifically related to the challenging nature of the game and the visuals. Participant feedback from the first iterative round of testing was incorporated to produce a second prototype for the second round of testing. Additionally, participants expressed the desire to have the game adapt and be customized to their unique hand therapy needs. The game tested in this study has the potential to be a unique and cutting edge method for the delivery of hand rehabilitation for a diverse population.

  5. Training of goal directed arm movements with motion interactive video games in children with cerebral palsy - a kinematic evaluation.

    PubMed

    Sandlund, Marlene; Domellöf, Erik; Grip, Helena; Rönnqvist, Louise; Häger, Charlotte K

    2014-10-01

    The main aim of this study was to evaluate the quality of goal-directed arm movements in 15 children with cerebral palsy (CP) following four weeks of home-based training with motion interactive video games. A further aim was to investigate the applicability and characteristics of kinematic parameters in a virtual context in comparison to a physical context. Kinematics and kinetics were captured while the children performed arm movements directed towards both virtual and physical targets. The children's movement precision improved, their centre of pressure paths decreased, as did the variability in maximal shoulder angles when reaching for virtual objects. Transfer to a situation with physical targets was mainly indicated by increased movement smoothness. Training with motion interactive games seems to improve arm motor control in children with CP. The results highlight the importance of considering both the context and the task itself when investigating kinematic parameters.

  6. A Game Theoretic Optimization Method for Energy Efficient Global Connectivity in Hybrid Wireless Sensor Networks

    PubMed Central

    Lee, JongHyup; Pak, Dohyun

    2016-01-01

    For practical deployment of wireless sensor networks (WSN), WSNs construct clusters, where a sensor node communicates with other nodes in its cluster, and a cluster head support connectivity between the sensor nodes and a sink node. In hybrid WSNs, cluster heads have cellular network interfaces for global connectivity. However, when WSNs are active and the load of cellular networks is high, the optimal assignment of cluster heads to base stations becomes critical. Therefore, in this paper, we propose a game theoretic model to find the optimal assignment of base stations for hybrid WSNs. Since the communication and energy cost is different according to cellular systems, we devise two game models for TDMA/FDMA and CDMA systems employing power prices to adapt to the varying efficiency of recent wireless technologies. The proposed model is defined on the assumptions of the ideal sensing field, but our evaluation shows that the proposed model is more adaptive and energy efficient than local selections. PMID:27589743

  7. Using a wireless motion controller for 3D medical image catheter interactions

    NASA Astrophysics Data System (ADS)

    Vitanovski, Dime; Hahn, Dieter; Daum, Volker; Hornegger, Joachim

    2009-02-01

    State-of-the-art morphological imaging techniques usually provide high resolution 3D images with a huge number of slices. In clinical practice, however, 2D slice-based examinations are still the method of choice even for these large amounts of data. Providing intuitive interaction methods for specific 3D medical visualization applications is therefore a critical feature for clinical imaging applications. For the domain of catheter navigation and surgery planning, it is crucial to assist the physician with appropriate visualization techniques, such as 3D segmentation maps, fly-through cameras or virtual interaction approaches. There has been an ongoing development and improvement for controllers that help to interact with 3D environments in the domain of computer games. These controllers are based on both motion and infrared sensors and are typically used to detect 3D position and orientation. We have investigated how a state-of-the-art wireless motion sensor controller (Wiimote), developed by Nintendo, can be used for catheter navigation and planning purposes. By default the Wiimote controller only measure rough acceleration over a range of +/- 3g with 10% sensitivity and orientation. Therefore, a pose estimation algorithm was developed for computing accurate position and orientation in 3D space regarding 4 Infrared LEDs. Current results show that for the translation it is possible to obtain a mean error of (0.38cm, 0.41cm, 4.94cm) and for the rotation (0.16, 0.28) respectively. Within this paper we introduce a clinical prototype that allows steering of a virtual fly-through camera attached to the catheter tip by the Wii controller on basis of a segmented vessel tree.

  8. Game and Information Theory Analysis of Electronic Counter Measures in Pursuit-Evasion Games

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Griffin, Christopher H

    Two-player Pursuit-Evasion games in the literature typically either assume both players have perfect knowledge of the opponent s positions or use primitive sensing models. This unrealistically skews the problem in favor of the pursuer who need only maintain a faster velocity at all turning radii. In real life, an evader usually escapes when the pursuer no longer knows the evader s position. In our previous work, we modeled pursuit-evasion without perfect information as a two-player bi-matrix game by using a realistic sensor model and information theory to compute game theoretic payoff matrices. That game has a saddle point when themore » evader uses strategies that exploit sensor limitations, while the pursuer relies on strategies that ignore the sensing limitations. In this paper, we consider for the first time the effect of many types of electronic counter measures (ECM) on pursuit evasion games. The evader s decision to initiate its ECM is modeled as a function of the distance between the players. Simulations show how to find optimal strategies for ECM use when initial conditions are known. We also discuss the effectiveness of different ECM technologies in pursuit-evasion games.« less

  9. Miniature low-power inertial sensors: promising technology for implantable motion capture systems.

    PubMed

    Lambrecht, Joris M; Kirsch, Robert F

    2014-11-01

    Inertial and magnetic sensors are valuable for untethered, self-contained human movement analysis. Very recently, complete integration of inertial sensors, magnetic sensors, and processing into single packages, has resulted in miniature, low power devices that could feasibly be employed in an implantable motion capture system. We developed a wearable sensor system based on a commercially available system-in-package inertial and magnetic sensor. We characterized the accuracy of the system in measuring 3-D orientation-with and without magnetometer-based heading compensation-relative to a research grade optical motion capture system. The root mean square error was less than 4° in dynamic and static conditions about all axes. Using four sensors, recording from seven degrees-of-freedom of the upper limb (shoulder, elbow, wrist) was demonstrated in one subject during reaching motions. Very high correlation and low error was found across all joints relative to the optical motion capture system. Findings were similar to previous publications using inertial sensors, but at a fraction of the power consumption and size of the sensors. Such ultra-small, low power sensors provide exciting new avenues for movement monitoring for various movement disorders, movement-based command interfaces for assistive devices, and implementation of kinematic feedback systems for assistive interventions like functional electrical stimulation.

  10. The Use of Wearable Inertial Motion Sensors in Human Lower Limb Biomechanics Studies: A Systematic Review

    PubMed Central

    Fong, Daniel Tik-Pui; Chan, Yue-Yan

    2010-01-01

    Wearable motion sensors consisting of accelerometers, gyroscopes and magnetic sensors are readily available nowadays. The small size and low production costs of motion sensors make them a very good tool for human motions analysis. However, data processing and accuracy of the collected data are important issues for research purposes. In this paper, we aim to review the literature related to usage of inertial sensors in human lower limb biomechanics studies. A systematic search was done in the following search engines: ISI Web of Knowledge, Medline, SportDiscus and IEEE Xplore. Thirty nine full papers and conference abstracts with related topics were included in this review. The type of sensor involved, data collection methods, study design, validation methods and its applications were reviewed. PMID:22163542

  11. The use of wearable inertial motion sensors in human lower limb biomechanics studies: a systematic review.

    PubMed

    Fong, Daniel Tik-Pui; Chan, Yue-Yan

    2010-01-01

    Wearable motion sensors consisting of accelerometers, gyroscopes and magnetic sensors are readily available nowadays. The small size and low production costs of motion sensors make them a very good tool for human motions analysis. However, data processing and accuracy of the collected data are important issues for research purposes. In this paper, we aim to review the literature related to usage of inertial sensors in human lower limb biomechanics studies. A systematic search was done in the following search engines: ISI Web of Knowledge, Medline, SportDiscus and IEEE Xplore. Thirty nine full papers and conference abstracts with related topics were included in this review. The type of sensor involved, data collection methods, study design, validation methods and its applications were reviewed.

  12. Balance rehabilitation: promoting the role of virtual reality in patients with diabetic peripheral neuropathy.

    PubMed

    Grewal, Gurtej S; Sayeed, Rashad; Schwenk, Michael; Bharara, Manish; Menzies, Robert; Talal, Talal K; Armstrong, David G; Najafi, Bijan

    2013-01-01

    Individuals with diabetic peripheral neuropathy frequently experience concomitant impaired proprioception and postural instability. Conventional exercise training has been demonstrated to be effective in improving balance but does not incorporate visual feedback targeting joint perception, which is an integral mechanism that helps compensate for impaired proprioception in diabetic peripheral neuropathy. This prospective cohort study recruited 29 participants (mean ± SD: age, 57 ± 10 years; body mass index [calculated as weight in kilograms divided by height in meters squared], 26.9 ± 3.1). Participants satisfying the inclusion criteria performed predefined ankle exercises through reaching tasks, with visual feedback from the ankle joint projected on a screen. Ankle motion in the mediolateral and anteroposterior directions was captured using wearable sensors attached to the participant's shank. Improvements in postural stability were quantified by measuring center of mass sway area and the reciprocal compensatory index before and after training using validated body-worn sensor technology. Findings revealed a significant reduction in center of mass sway after training (mean, 22%; P = .02). A higher postural stability deficit (high body sway) at baseline was associated with higher training gains in postural balance (reduction in center of mass sway) (r = -0.52, P < .05). In addition, significant improvement was observed in postural coordination between the ankle and hip joints (mean, 10.4%; P = .04). The present research implemented a novel balance rehabilitation strategy based on virtual reality technology. The method included wearable sensors and an interactive user interface for real-time visual feedback based on ankle joint motion, similar to a video gaming environment, for compensating impaired joint proprioception. These findings support that visual feedback generated from the ankle joint coupled with motor learning may be effective in improving postural stability in patients with diabetic peripheral neuropathy.

  13. 77 FR 58834 - Agency Information Collection Activities; Proposed Collection; Comment Request

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-09-24

    ...-16 years, who watch movies, listen to music, and/or play game applications (``apps'') on smartphones... Motion Picture, Music Recording & Electronic Game Industries.\\1\\ The 2000 Report examined the structure... 2007.\\6\\ Those reports found less marketing of violent R-rated films \\7\\ and M-rated video games \\8\\ to...

  14. Brownian motion and gambling: from ratchets to paradoxical games

    NASA Astrophysics Data System (ADS)

    Parrondo, J. M. R.; Dinís, Luis

    2004-02-01

    Two losing gambling games, when alternated in a periodic or random fashion, can produce a winning game. This paradox has been inspired by certain physical systems capable of rectifying fluctuations: the so-called Brownian ratchets. In this paper we review this paradox, from Brownian ratchets to the most recent studies on collective games, providing some intuitive explanations of the unexpected phenomena that we will find along the way.

  15. The lucky image-motion prediction for simple scene observation based soft-sensor technology

    NASA Astrophysics Data System (ADS)

    Li, Yan; Su, Yun; Hu, Bin

    2015-08-01

    High resolution is important to earth remote sensors, while the vibration of the platforms of the remote sensors is a major factor restricting high resolution imaging. The image-motion prediction and real-time compensation are key technologies to solve this problem. For the reason that the traditional autocorrelation image algorithm cannot meet the demand for the simple scene image stabilization, this paper proposes to utilize soft-sensor technology in image-motion prediction, and focus on the research of algorithm optimization in imaging image-motion prediction. Simulations results indicate that the improving lucky image-motion stabilization algorithm combining the Back Propagation Network (BP NN) and support vector machine (SVM) is the most suitable for the simple scene image stabilization. The relative error of the image-motion prediction based the soft-sensor technology is below 5%, the training computing speed of the mathematical predication model is as fast as the real-time image stabilization in aerial photography.

  16. Motion and ranging sensor system for through-the-wall surveillance system

    NASA Astrophysics Data System (ADS)

    Black, Jeffrey D.

    2002-08-01

    A portable Through-the-Wall Surveillance System is being developed for law enforcement, counter-terrorism, and military use. The Motion and Ranging Sensor is a radar that operates in a frequency band that allows for surveillance penetration of most non-metallic walls. Changes in the sensed radar returns are analyzed to detect the human motion that would typically be present during a hostage or barricaded suspect scenario. The system consists of a Sensor Unit, a handheld Remote Display Unit, and an optional laptop computer Command Display Console. All units are battery powered and a wireless link provides command and data communication between units. The Sensor Unit is deployed close to the wall or door through which the surveillance is to occur. After deploying the sensor the operator may move freely as required by the scenario. Up to five Sensor Units may be deployed at a single location. A software upgrade to the Command Display Console is also being developed. This software upgrade will combine the motion detected by multiple Sensor Units and determine and track the location of detected motion in two dimensions.

  17. A wearable strain sensor based on a carbonized nano-sponge/silicone composite for human motion detection.

    PubMed

    Yu, Xiao-Guang; Li, Yuan-Qing; Zhu, Wei-Bin; Huang, Pei; Wang, Tong-Tong; Hu, Ning; Fu, Shao-Yun

    2017-05-25

    Melamine sponge, also known as nano-sponge, is widely used as an abrasive cleaner in our daily life. In this work, the fabrication of a wearable strain sensor for human motion detection is first demonstrated with a commercially available nano-sponge as a starting material. The key resistance sensitive material in the wearable strain sensor is obtained by the encapsulation of a carbonized nano-sponge (CNS) with silicone resin. The as-fabricated CNS/silicone sensor is highly sensitive to strain with a maximum gauge factor of 18.42. In addition, the CNS/silicone sensor exhibits a fast and reliable response to various cyclic loading within a strain range of 0-15% and a loading frequency range of 0.01-1 Hz. Finally, the CNS/silicone sensor as a wearable device for human motion detection including joint motion, eye blinking, blood pulse and breathing is demonstrated by attaching the sensor to the corresponding parts of the human body. In consideration of the simple fabrication technique, low material cost and excellent strain sensing performance, the CNS/silicone sensor is believed to have great potential in the next-generation of wearable devices for human motion detection.

  18. Energy-Aware Computation Offloading of IoT Sensors in Cloudlet-Based Mobile Edge Computing.

    PubMed

    Ma, Xiao; Lin, Chuang; Zhang, Han; Liu, Jianwei

    2018-06-15

    Mobile edge computing is proposed as a promising computing paradigm to relieve the excessive burden of data centers and mobile networks, which is induced by the rapid growth of Internet of Things (IoT). This work introduces the cloud-assisted multi-cloudlet framework to provision scalable services in cloudlet-based mobile edge computing. Due to the constrained computation resources of cloudlets and limited communication resources of wireless access points (APs), IoT sensors with identical computation offloading decisions interact with each other. To optimize the processing delay and energy consumption of computation tasks, theoretic analysis of the computation offloading decision problem of IoT sensors is presented in this paper. In more detail, the computation offloading decision problem of IoT sensors is formulated as a computation offloading game and the condition of Nash equilibrium is derived by introducing the tool of a potential game. By exploiting the finite improvement property of the game, the Computation Offloading Decision (COD) algorithm is designed to provide decentralized computation offloading strategies for IoT sensors. Simulation results demonstrate that the COD algorithm can significantly reduce the system cost compared with the random-selection algorithm and the cloud-first algorithm. Furthermore, the COD algorithm can scale well with increasing IoT sensors.

  19. Study of Submicron Particle Size Distributions by Laser Doppler Measurement of Brownian Motion.

    DTIC Science & Technology

    1984-10-29

    o ..... . 5-1 A.S *6NEW DISCOVERIES OR INVENTIONS .. o......... ......... 6-1 APPENDIX: COMPUTER SIMULATION OF THE BROWNIAN MOTION SENSOR SIGNALS...scattering regime by analysis of the scattered light intensity and particle mass (size) obtained using the Brownian motion sensor . 9 Task V - By application...of the Brownian motion sensor in a flat-flame burner, the contractor shall assess the application of this technique for In-situ sizing of submicron

  20. The flashing Brownian ratchet and Parrondo's paradox.

    PubMed

    Ethier, S N; Lee, Jiyeon

    2018-01-01

    A Brownian ratchet is a one-dimensional diffusion process that drifts towards a minimum of a periodic asymmetric sawtooth potential. A flashing Brownian ratchet is a process that alternates between two regimes, a one-dimensional Brownian motion and a Brownian ratchet, producing directed motion. These processes have been of interest to physicists and biologists for nearly 25 years. The flashing Brownian ratchet is the process that motivated Parrondo's paradox, in which two fair games of chance, when alternated, produce a winning game. Parrondo's games are relatively simple, being discrete in time and space. The flashing Brownian ratchet is rather more complicated. We show how one can study the latter process numerically using a random walk approximation.

  1. On-Line Detection and Segmentation of Sports Motions Using a Wearable Sensor.

    PubMed

    Kim, Woosuk; Kim, Myunggyu

    2018-03-19

    In sports motion analysis, observation is a prerequisite for understanding the quality of motions. This paper introduces a novel approach to detect and segment sports motions using a wearable sensor for supporting systematic observation. The main goal is, for convenient analysis, to automatically provide motion data, which are temporally classified according to the phase definition. For explicit segmentation, a motion model is defined as a sequence of sub-motions with boundary states. A sequence classifier based on deep neural networks is designed to detect sports motions from continuous sensor inputs. The evaluation on two types of motions (soccer kicking and two-handed ball throwing) verifies that the proposed method is successful for the accurate detection and segmentation of sports motions. By developing a sports motion analysis system using the motion model and the sequence classifier, we show that the proposed method is useful for observation of sports motions by automatically providing relevant motion data for analysis.

  2. A simple integrative method for presenting head-contingent motion parallax and disparity cues on intel x86 processor-based machines.

    PubMed

    Szatmary, J; Hadani, I; Julesz, B

    1997-01-01

    Rogers and Graham (1979) developed a system to show that head-movement-contingent motion parallax produces monocular depth perception in random dot patterns. Their display system comprised an oscilloscope driven by function generators or a special graphics board that triggered the X and Y deflection of the raster scan signal. Replication of this system required costly hardware that is no longer on the market. In this paper the Rogers-Graham method is reproduced with an Intel processor based IBM PC compatible machine with no additional hardware cost. An adapted joystick sampled through the standard game-port can serve as a provisional head-movement sensor. Monitor resolution for displaying motion is effectively enhanced 16 times by the use of anti-aliasing, enabling the display of thousands of random dots in real-time with a refresh rate of 60 Hz or above. A color monitor enables the use of the anaglyph method, thus combining stereoscopic and monocular parallax on a single display without the loss of speed. The power of this system is demonstrated by a psychophysical measurement in which subjects nulled head-movement-contingent illusory parallax, evoked by a static stereogram, with real parallax. The amount of real parallax required to null the illusory stereoscopic parallax monotonically increased with disparity.

  3. Vital sign monitoring for elderly at home: development of a compound sensor for pulse rate and motion.

    PubMed

    Sum, K W; Zheng, Y P; Mak, A F T

    2005-01-01

    This paper describes the development of a miniaturized wearable vital sign monitor which is aimed for use by elderly at home. The development of a compound sensor for pulse rate, motion, and skin temperature is reported. A pair of infrared sensor working in reflection mode was used to detect the pulse rate from various sites over the body including the wrist and finger. Meanwhile, a motion sensor was used to detect the motion of the body. In addition, the temperature on the skin surface was sensed by a semiconductor temperature sensor. A prototype has been built into a box with a dimension of 2 x 2.5 x 4 cm3. The device includes the sensors, microprocessor, circuits, battery, and a wireless transceiver for communicating data with a data terminal.

  4. Sensitive and Flexible Polymeric Strain Sensor for Accurate Human Motion Monitoring

    PubMed Central

    Khan, Hassan; Kottapalli, Ajay; Asadnia, Mohsen

    2018-01-01

    Flexible electronic devices offer the capability to integrate and adapt with human body. These devices are mountable on surfaces with various shapes, which allow us to attach them to clothes or directly onto the body. This paper suggests a facile fabrication strategy via electrospinning to develop a stretchable, and sensitive poly (vinylidene fluoride) nanofibrous strain sensor for human motion monitoring. A complete characterization on the single PVDF nano fiber has been performed. The charge generated by PVDF electrospun strain sensor changes was employed as a parameter to control the finger motion of the robotic arm. As a proof of concept, we developed a smart glove with five sensors integrated into it to detect the fingers motion and transfer it to a robotic hand. Our results shows that the proposed strain sensors are able to detect tiny motion of fingers and successfully run the robotic hand. PMID:29389851

  5. Real-time weigh-in-motion measurement using fiber Bragg grating sensors

    NASA Astrophysics Data System (ADS)

    Huang, Ying; Palek, Leonard; Strommen, Robert; Worel, Ben; Chen, Genda

    2014-03-01

    Overloading truck loads have long been one of the key reasons for accelerating road damage, especially in rural regions where the design loads are expected to be small and in the cold regions where the wet-and-dry cycle places a significant role. To control the designed traffic loads and further guide the road design in future, periodical weight stations have been implemented for double check of the truck loads. The weight stations give chances for missing measurement of overloaded vehicles, slow down the traffic, and require additional labors. Infrastructure weight-in-motion sensors, on the other hand, keep consistent traffic flow and monitor all types of vehicles on roads. However, traditional electrical weight-in-motion sensors showed high electromagnetic interference (EMI), high dependence on environmental conditions such as moisture, and relatively short life cycle, which are unreliable for long-term weigh-inmotion measurements. Fiber Bragg grating (FBG) sensors, with unique advantages of compactness, immune to EMI and moisture, capability of quasi-distributed sensing, and long life cycle, will be a perfect candidate for long-term weigh-in-motion measurements. However, the FBG sensors also surfer from their frangible nature of glass materials for a good survive rate during sensor installation. In this study, the FBG based weight-in-motion sensors were packaged by fiber reinforced polymer (FRP) materials and further validated at MnROAD facility, Minnesota DOT (MnDOT). The design and layout of the FRP-FBG weight-in-motion sensors, their field test setup, data acquisition, and data analysis will be presented. Upon validation, the FRP-FBG sensors can be applied weigh-in-motion measurement to assistant road managements.

  6. DexterNet: An Open Platform for Heterogeneous Body Sensor Networks and Its Applications

    DTIC Science & Technology

    2008-12-19

    motion, ECG PC, PDA 802.15.4 No No ALARM-NET pulse oximetry STARGATE Bluetooth No Yes [19] motion, ECG PDA, PC 802.11 (temperature, light, PIR) DexterNet...motion, ECG PDA 802.15.4 Yes Possible via SPINE EIP, GPS PC (e.g., air pollution sensor) MICAz, SHIMMER uses MICAz sensors and STARGATE to relay the

  7. Motion camera based on a custom vision sensor and an FPGA architecture

    NASA Astrophysics Data System (ADS)

    Arias-Estrada, Miguel

    1998-09-01

    A digital camera for custom focal plane arrays was developed. The camera allows the test and development of analog or mixed-mode arrays for focal plane processing. The camera is used with a custom sensor for motion detection to implement a motion computation system. The custom focal plane sensor detects moving edges at the pixel level using analog VLSI techniques. The sensor communicates motion events using the event-address protocol associated to a temporal reference. In a second stage, a coprocessing architecture based on a field programmable gate array (FPGA) computes the time-of-travel between adjacent pixels. The FPGA allows rapid prototyping and flexible architecture development. Furthermore, the FPGA interfaces the sensor to a compact PC computer which is used for high level control and data communication to the local network. The camera could be used in applications such as self-guided vehicles, mobile robotics and smart surveillance systems. The programmability of the FPGA allows the exploration of further signal processing like spatial edge detection or image segmentation tasks. The article details the motion algorithm, the sensor architecture, the use of the event- address protocol for velocity vector computation and the FPGA architecture used in the motion camera system.

  8. Game Theory for Wireless Sensor Networks: A Survey

    PubMed Central

    Shi, Hai-Yan; Wang, Wan-Liang; Kwok, Ngai-Ming; Chen, Sheng-Yong

    2012-01-01

    Game theory (GT) is a mathematical method that describes the phenomenon of conflict and cooperation between intelligent rational decision-makers. In particular, the theory has been proven very useful in the design of wireless sensor networks (WSNs). This article surveys the recent developments and findings of GT, its applications in WSNs, and provides the community a general view of this vibrant research area. We first introduce the typical formulation of GT in the WSN application domain. The roles of GT are described that include routing protocol design, topology control, power control and energy saving, packet forwarding, data collection, spectrum allocation, bandwidth allocation, quality of service control, coverage optimization, WSN security, and other sensor management tasks. Then, three variations of game theory are described, namely, the cooperative, non-cooperative, and repeated schemes. Finally, existing problems and future trends are identified for researchers and engineers in the field. PMID:23012533

  9. Ferroelectric Zinc Oxide Nanowire Embedded Flexible Sensor for Motion and Temperature Sensing.

    PubMed

    Shin, Sung-Ho; Park, Dae Hoon; Jung, Joo-Yun; Lee, Min Hyung; Nah, Junghyo

    2017-03-22

    We report a simple method to realize multifunctional flexible motion sensor using ferroelectric lithium-doped ZnO-PDMS. The ferroelectric layer enables piezoelectric dynamic sensing and provides additional motion information to more precisely discriminate different motions. The PEDOT:PSS-functionalized AgNWs, working as electrode layers for the piezoelectric sensing layer, resistively detect a change of both movement or temperature. Thus, through the optimal integration of both elements, the sensing limit, accuracy, and functionality can be further expanded. The method introduced here is a simple and effective route to realize a high-performance flexible motion sensor with integrated multifunctionalities.

  10. Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.

    PubMed

    Lyons, Elizabeth Jane; Hatkevich, Claire

    2013-05-07

    Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a greater number of strategies than those for the handheld motion controller console (mean 10.00, SD 2.74, P=.04). Behavioral strategies for increasing self-efficacy and self-regulation are common in home console fitness video games. Social support and reinforcement occurred in approximately half of the studied games. Strategy prevalence varies by console type, partially due to greater feedback afforded by camera-based controllers. Experimental studies are required to test the effects of these strategies when delivered as interactive tools, as this medium may represent an innovative platform for disseminating evidence-based behavioral weight loss intervention components.

  11. Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

    PubMed Central

    Hatkevich, Claire

    2013-01-01

    Background Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. Objective The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Methods Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. Results The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a greater number of strategies than those for the handheld motion controller console (mean 10.00, SD 2.74, P=.04). Conclusions Behavioral strategies for increasing self-efficacy and self-regulation are common in home console fitness video games. Social support and reinforcement occurred in approximately half of the studied games. Strategy prevalence varies by console type, partially due to greater feedback afforded by camera-based controllers. Experimental studies are required to test the effects of these strategies when delivered as interactive tools, as this medium may represent an innovative platform for disseminating evidence-based behavioral weight loss intervention components. PMID:23651701

  12. A Game-Theoretic Response Strategy for Coordinator Attack in Wireless Sensor Networks

    PubMed Central

    Liu, Jianhua; Yue, Guangxue; Shang, Huiliang; Li, Hongjie

    2014-01-01

    The coordinator is a specific node that controls the whole network and has a significant impact on the performance in cooperative multihop ZigBee wireless sensor networks (ZWSNs). However, the malicious node attacks coordinator nodes in an effort to waste the resources and disrupt the operation of the network. Attacking leads to a failure of one round of communication between the source nodes and destination nodes. Coordinator selection is a technique that can considerably defend against attack and reduce the data delivery delay, and increase network performance of cooperative communications. In this paper, we propose an adaptive coordinator selection algorithm using game and fuzzy logic aiming at both minimizing the average number of hops and maximizing network lifetime. The proposed game model consists of two interrelated formulations: a stochastic game for dynamic defense and a best response policy using evolutionary game formulation for coordinator selection. The stable equilibrium best policy to response defense is obtained from this game model. It is shown that the proposed scheme can improve reliability and save energy during the network lifetime with respect to security. PMID:25105171

  13. A Markov game theoretic data fusion approach for cyber situational awareness

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Chen, Genshe; Cruz, Jose B., Jr.; Haynes, Leonard; Kruger, Martin; Blasch, Erik

    2007-04-01

    This paper proposes an innovative data-fusion/ data-mining game theoretic situation awareness and impact assessment approach for cyber network defense. Alerts generated by Intrusion Detection Sensors (IDSs) or Intrusion Prevention Sensors (IPSs) are fed into the data refinement (Level 0) and object assessment (L1) data fusion components. High-level situation/threat assessment (L2/L3) data fusion based on Markov game model and Hierarchical Entity Aggregation (HEA) are proposed to refine the primitive prediction generated by adaptive feature/pattern recognition and capture new unknown features. A Markov (Stochastic) game method is used to estimate the belief of each possible cyber attack pattern. Game theory captures the nature of cyber conflicts: determination of the attacking-force strategies is tightly coupled to determination of the defense-force strategies and vice versa. Also, Markov game theory deals with uncertainty and incompleteness of available information. A software tool is developed to demonstrate the performance of the high level information fusion for cyber network defense situation and a simulation example shows the enhanced understating of cyber-network defense.

  14. A game-theoretic response strategy for coordinator attack in wireless sensor networks.

    PubMed

    Liu, Jianhua; Yue, Guangxue; Shen, Shigen; Shang, Huiliang; Li, Hongjie

    2014-01-01

    The coordinator is a specific node that controls the whole network and has a significant impact on the performance in cooperative multihop ZigBee wireless sensor networks (ZWSNs). However, the malicious node attacks coordinator nodes in an effort to waste the resources and disrupt the operation of the network. Attacking leads to a failure of one round of communication between the source nodes and destination nodes. Coordinator selection is a technique that can considerably defend against attack and reduce the data delivery delay, and increase network performance of cooperative communications. In this paper, we propose an adaptive coordinator selection algorithm using game and fuzzy logic aiming at both minimizing the average number of hops and maximizing network lifetime. The proposed game model consists of two interrelated formulations: a stochastic game for dynamic defense and a best response policy using evolutionary game formulation for coordinator selection. The stable equilibrium best policy to response defense is obtained from this game model. It is shown that the proposed scheme can improve reliability and save energy during the network lifetime with respect to security.

  15. A Soft Sensor-Based Three-Dimensional (3-D) Finger Motion Measurement System

    PubMed Central

    Park, Wookeun; Ro, Kyongkwan; Kim, Suin; Bae, Joonbum

    2017-01-01

    In this study, a soft sensor-based three-dimensional (3-D) finger motion measurement system is proposed. The sensors, made of the soft material Ecoflex, comprise embedded microchannels filled with a conductive liquid metal (EGaln). The superior elasticity, light weight, and sensitivity of soft sensors allows them to be embedded in environments in which conventional sensors cannot. Complicated finger joints, such as the carpometacarpal (CMC) joint of the thumb are modeled to specify the location of the sensors. Algorithms to decouple the signals from soft sensors are proposed to extract the pure flexion, extension, abduction, and adduction joint angles. The performance of the proposed system and algorithms are verified by comparison with a camera-based motion capture system. PMID:28241414

  16. Tactical swimming activity and heart rate aspects of youth water polo game.

    PubMed

    Lupo, Corrado; Capranica, Laura; Cugliari, Giovanni; Gomez, Miguel A; Tessitore, Antonio

    2016-09-01

    Although physical demands could differently occur during particular phases of the youth water polo game, at present, literature lacks of time-motion and heart rate data referred to specific tactical situation. Therefore, the present study aimed to analyze a youth water polo game, specifying heart rate, and swimming activity aspects in relation to game situations. Twenty-six youth male players (15.6±0.5 years old) voluntary played a friendly game, which was tactically analyzed (offensive and defensive Even and Counterattack situation, and Power-play, Inferiority and Game Breaks) using notational analysis procedures. Successively, the heart rate (aerobic, anaerobic) and time motion (horizontal, vertical, and duel swimming patterns, with and without ball possession, backstroke) analyses were applied only to six (3 for team) players because they performed at list half of the total game duration. The tactical scenarios were mainly characterized by offensive (33%) and defensive (33%) even possessions, and game breaks (23%). No effect emerged between situations in terms of heart rate distribution, because it principally resulted as aerobic (range: 58-97%). The swimming activity analysis mainly showed differences (P≤0.05) between offensive counterattack and power-play in terms of distance (1 min of game, single pattern), time duration (1 min of game), and speed (single pattern) related to the horizontal activity. Repeated high intensity activities were performed 3.0±2.8 (range: 1-7) during the game. The findings of the present study provide important information for the planning of youth water polo training, with specific reference to playing situations.

  17. Parent-Child Talk about Motion: Links to Children's Development of Motion Event Language

    ERIC Educational Resources Information Center

    Hohenstein, Jill

    2013-01-01

    This study investigated the motion event language children and their parents engaged in while playing a board game. Children are sensitive to differences in manner and path at infancy, yet adult-like motion event expression appears relatively late in development. While multiple studies have examined how exposure to parent speech generally relates…

  18. Motion-Matching: A Challenge Game to Generate Motion Concepts

    ERIC Educational Resources Information Center

    Schuster, David; Adams, Betty; Brookes, David; Milner-Bolotin, Marina; Undreiu, Adriana

    2009-01-01

    Motion is a topic that is taught from elementary grades through to university at various levels of sophistication. It is an area that can be challenging for learning in a conceptually meaningful way, and formal kinematics instruction can sometimes seem dry and boring. Thus, the nature of students' initial introduction to motion is important in…

  19. The Vestibular System and Human Dynamic Space Orientation

    NASA Technical Reports Server (NTRS)

    Meiry, J. L.

    1966-01-01

    The motion sensors of the vestibular system are studied to determine their role in human dynamic space orientation and manual vehicle control. The investigation yielded control models for the sensors, descriptions of the subsystems for eye stabilization, and demonstrations of the effects of motion cues on closed loop manual control. Experiments on the abilities of subjects to perceive a variety of linear motions provided data on the dynamic characteristics of the otoliths, the linear motion sensors. Angular acceleration threshold measurements supplemented knowledge of the semicircular canals, the angular motion sensors. Mathematical models are presented to describe the known control characteristics of the vestibular sensors, relating subjective perception of motion to objective motion of a vehicle. The vestibular system, the neck rotation proprioceptors and the visual system form part of the control system which maintains the eye stationary relative to a target or a reference. The contribution of each of these systems was identified through experiments involving head and body rotations about a vertical axis. Compensatory eye movements in response to neck rotation were demonstrated and their dynamic characteristics described by a lag-lead model. The eye motions attributable to neck rotations and vestibular stimulation obey superposition when both systems are active. Human operator compensatory tracking is investigated in simple vehicle orientation control system with stable and unstable controlled elements. Control of vehicle orientation to a reference is simulated in three modes: visual, motion and combined. Motion cues sensed by the vestibular system through tactile sensation enable the operator to generate more lead compensation than in fixed base simulation with only visual input. The tracking performance of the human in an unstable control system near the limits of controllability is shown to depend heavily upon the rate information provided by the vestibular sensors.

  20. Thermal Property Analysis of Axle Load Sensors for Weighing Vehicles in Weigh-in-Motion System

    PubMed Central

    Burnos, Piotr; Gajda, Janusz

    2016-01-01

    Systems which permit the weighing of vehicles in motion are called dynamic Weigh-in-Motion scales. In such systems, axle load sensors are embedded in the pavement. Among the influencing factors that negatively affect weighing accuracy is the pavement temperature. This paper presents a detailed analysis of this phenomenon and describes the properties of polymer, quartz and bending plate load sensors. The studies were conducted in two ways: at roadside Weigh-in-Motion sites and at a laboratory using a climate chamber. For accuracy assessment of roadside systems, the reference vehicle method was used. The pavement temperature influence on the weighing error was experimentally investigated as well as a non-uniform temperature distribution along and across the Weigh-in-Motion site. Tests carried out in the climatic chamber allowed the influence of temperature on the sensor intrinsic error to be determined. The results presented clearly show that all kinds of sensors are temperature sensitive. This is a new finding, as up to now the quartz and bending plate sensors were considered insensitive to this factor. PMID:27983704

  1. Self-adapted and tunable graphene strain sensors for detecting both subtle and large human motions.

    PubMed

    Tao, Lu-Qi; Wang, Dan-Yang; Tian, He; Ju, Zhen-Yi; Liu, Ying; Pang, Yu; Chen, Yuan-Quan; Yang, Yi; Ren, Tian-Ling

    2017-06-22

    Conventional strain sensors rarely have both a high gauge factor and a large strain range simultaneously, so they can only be used in specific situations where only a high sensitivity or a large strain range is required. However, for detecting human motions that include both subtle and large motions, these strain sensors can't meet the diverse demands simultaneously. Here, we come up with laser patterned graphene strain sensors with self-adapted and tunable performance for the first time. A series of strain sensors with either an ultrahigh gauge factor or a preferable strain range can be fabricated simultaneously via one-step laser patterning, and are suitable for detecting all human motions. The strain sensors have a GF of up to 457 with a strain range of 35%, or have a strain range of up to 100% with a GF of 268. Most importantly, the performance of the strain sensors can be easily tuned by adjusting the patterns of the graphene, so that the sensors can meet diverse demands in both subtle and large motion situations. The graphene strain sensors show significant potential in applications such as wearable electronics, health monitoring and intelligent robots. Furthermore, the facile, fast and low-cost fabrication method will make them possible and practical to be used for commercial applications in the future.

  2. Skills-O-Mat: Computer Supported Interactive Motion- and Game-Based Training in Mixing Alginate in Dental Education

    ERIC Educational Resources Information Center

    Hannig, Andreas; Lemos, Martin; Spreckelsen, Cord; Ohnesorge-Radtke, Ulla; Rafai, Nicole

    2013-01-01

    The training of motor skills is a crucial aspect of medical education today. Serious games and haptic virtual simulations have been used in the training of surgical procedures. Otherwise, however, a combination of serious games and motor skills training is rarely used in medical education. This article presents Skills-O-Mat, an interactive serious…

  3. Biomechanics of the Sensor–Tissue Interface—Effects of Motion, Pressure, and Design on Sensor Performance and Foreign Body Response—Part II: Examples and Application

    PubMed Central

    Helton, Kristen L; Ratner, Buddy D; Wisniewski, Natalie A

    2011-01-01

    This article is the second part of a two-part review in which we explore the biomechanics of the sensor–tissue interface as an important aspect of continuous glucose sensor biocompatibility. Part I, featured in this issue of Journal of Diabetes Science and Technology, describes a theoretical framework of how biomechanical factors such as motion and pressure (typically micromotion and micropressure) affect tissue physiology around a sensor and in turn, impact sensor performance. Here in Part II, a literature review is presented that summarizes examples of motion or pressure affecting sensor performance. Data are presented that show how both acute and chronic forces can impact continuous glucose monitor signals. Also presented are potential strategies for countering the ill effects of motion and pressure on glucose sensors. Improved engineering and optimized chemical biocompatibility have advanced sensor design and function, but we believe that mechanical biocompatibility, a rarely considered factor, must also be optimized in order to achieve an accurate, long-term, implantable sensor. PMID:21722579

  4. The flashing Brownian ratchet and Parrondo’s paradox

    PubMed Central

    Ethier, S. N.

    2018-01-01

    A Brownian ratchet is a one-dimensional diffusion process that drifts towards a minimum of a periodic asymmetric sawtooth potential. A flashing Brownian ratchet is a process that alternates between two regimes, a one-dimensional Brownian motion and a Brownian ratchet, producing directed motion. These processes have been of interest to physicists and biologists for nearly 25 years. The flashing Brownian ratchet is the process that motivated Parrondo’s paradox, in which two fair games of chance, when alternated, produce a winning game. Parrondo’s games are relatively simple, being discrete in time and space. The flashing Brownian ratchet is rather more complicated. We show how one can study the latter process numerically using a random walk approximation. PMID:29410868

  5. Ultra-wideband radar motion sensor

    DOEpatents

    McEwan, Thomas E.

    1994-01-01

    A motion sensor is based on ultra-wideband (UWB) radar. UWB radar range is determined by a pulse-echo interval. For motion detection, the sensors operate by staring at a fixed range and then sensing any change in the averaged radar reflectivity at that range. A sampling gate is opened at a fixed delay after the emission of a transmit pulse. The resultant sampling gate output is averaged over repeated pulses. Changes in the averaged sampling gate output represent changes in the radar reflectivity at a particular range, and thus motion.

  6. Ultra-wideband radar motion sensor

    DOEpatents

    McEwan, T.E.

    1994-11-01

    A motion sensor is based on ultra-wideband (UWB) radar. UWB radar range is determined by a pulse-echo interval. For motion detection, the sensors operate by staring at a fixed range and then sensing any change in the averaged radar reflectivity at that range. A sampling gate is opened at a fixed delay after the emission of a transmit pulse. The resultant sampling gate output is averaged over repeated pulses. Changes in the averaged sampling gate output represent changes in the radar reflectivity at a particular range, and thus motion. 15 figs.

  7. Ultra-wideband radar sensors and networks

    DOEpatents

    Leach, Jr., Richard R; Nekoogar, Faranak; Haugen, Peter C

    2013-08-06

    Ultra wideband radar motion sensors strategically placed in an area of interest communicate with a wireless ad hoc network to provide remote area surveillance. Swept range impulse radar and a heart and respiration monitor combined with the motion sensor further improves discrimination.

  8. Non-contact and noise tolerant heart rate monitoring using microwave doppler sensor and range imagery.

    PubMed

    Matsunag, Daichi; Izumi, Shintaro; Okuno, Keisuke; Kawaguchi, Hiroshi; Yoshimoto, Masahiko

    2015-01-01

    This paper describes a non-contact and noise-tolerant heart beat monitoring system. The proposed system comprises a microwave Doppler sensor and range imagery using Microsoft Kinect™. The possible application of the proposed system is a driver health monitoring. We introduce the sensor fusion approach to minimize the heart beat detection error. The proposed algorithm can subtract a body motion artifact from Doppler sensor output using time-frequency analysis. The body motion artifact is a crucially important problem for biosignal monitoring using microwave Doppler sensor. The body motion speed is obtainable from range imagery, which has 5-mm resolution at 30-cm distance. Measurement results show that the success rate of the heart beat detection is improved about 75% on average when the Doppler wave is degraded by the body motion artifact.

  9. Artifact Noise Removal Techniques on Seismocardiogram Using Two Tri-Axial Accelerometers

    PubMed Central

    Luu, Loc; Dinh, Anh

    2018-01-01

    The aim of this study is on the investigation of motion noise removal techniques using two-accelerometer sensor system and various placements of the sensors on gentle movement and walking of the patients. A Wi-Fi based data acquisition system and a framework on Matlab are developed to collect and process data while the subjects are in motion. The tests include eight volunteers who have no record of heart disease. The walking and running data on the subjects are analyzed to find the minimal-noise bandwidth of the SCG signal. This bandwidth is used to design filters in the motion noise removal techniques and peak signal detection. There are two main techniques of combining signals from the two sensors to mitigate the motion artifact: analog processing and digital processing. The analog processing comprises analog circuits performing adding or subtracting functions and bandpass filter to remove artifact noises before entering the data acquisition system. The digital processing processes all the data using combinations of total acceleration and z-axis only acceleration. The two techniques are tested on three placements of accelerometer sensors including horizontal, vertical, and diagonal on gentle motion and walking. In general, the total acceleration and z-axis acceleration are the best techniques to deal with gentle motion on all sensor placements which improve average systolic signal-noise-ratio (SNR) around 2 times and average diastolic SNR around 3 times comparing to traditional methods using only one accelerometer. With walking motion, ADDER and z-axis acceleration are the best techniques on all placements of the sensors on the body which enhance about 7 times of average systolic SNR and about 11 times of average diastolic SNR comparing to only one accelerometer method. Among the sensor placements, the performance of horizontal placement of the sensors is outstanding comparing with other positions on all motions. PMID:29614821

  10. Avoiding space robot collisions utilizing the NASA/GSFC tri-mode skin sensor

    NASA Technical Reports Server (NTRS)

    Prinz, F. B. S.; Mahalingam, S.

    1992-01-01

    A capacitance based proximity sensor, the 'Capaciflector' (Vranish 92), has been developed at the Goddard Space Flight Center of NASA. We had investigated the use of this sensor for avoiding and maneuvering around unexpected objects (Mahalingam 92). The approach developed there would help in executing collision-free gross motions. Another important aspect of robot motion planning is fine motion planning. Let us classify manipulator robot motion planning into two groups at the task level: gross motion planning and fine motion planning. We use the term 'gross planning' where the major degrees of freedom of the robot execute large motions, for example, the motion of a robot in a pick and place type operation. We use the term 'fine motion' to indicate motions of the robot where the large dofs do not move much, and move far less than the mirror dofs, such as in inserting a peg in a hole. In this report we describe our experiments and experiences in this area.

  11. Motion perception: behavior and neural substrate.

    PubMed

    Mather, George

    2011-05-01

    Visual motion perception is vital for survival. Single-unit recordings in primate primary visual cortex (V1) have revealed the existence of specialized motion sensing neurons; perceptual effects such as the motion after-effect demonstrate their importance for motion perception. Human psychophysical data on motion detection can be explained by a computational model of cortical motion sensors. Both psychophysical and physiological data reveal at least two classes of motion sensor capable of sensing motion in luminance-defined and texture-defined patterns, respectively. Psychophysical experiments also reveal that motion can be seen independently of motion sensor output, based on attentive tracking of visual features. Sensor outputs are inherently ambiguous, due to the problem of univariance in neural responses. In order to compute stimulus direction and speed, the visual system must compare the responses of many different sensors sensitive to different directions and speeds. Physiological data show that this computation occurs in the visual middle temporal (MT) area. Recent psychophysical studies indicate that information about spatial form may also play a role in motion computations. Adaptation studies show that the human visual system is selectively sensitive to large-scale optic flow patterns, and physiological studies indicate that cells in the middle superior temporal (MST) area derive this sensitivity from the combined responses of many MT cells. Extraretinal signals used to control eye movements are an important source of signals to cancel out the retinal motion responses generated by eye movements, though visual information also plays a role. A number of issues remain to be resolved at all levels of the motion-processing hierarchy. WIREs Cogni Sci 2011 2 305-314 DOI: 10.1002/wcs.110 For further resources related to this article, please visit the WIREs website Additional Supporting Information may be found in http://www.lifesci.sussex.ac.uk/home/George_Mather/Motion/index.html. Copyright © 2010 John Wiley & Sons, Ltd.

  12. A Study on the Performance of Low Cost MEMS Sensors in Strong Motion Studies

    NASA Astrophysics Data System (ADS)

    Tanırcan, Gulum; Alçık, Hakan; Kaya, Yavuz; Beyen, Kemal

    2017-04-01

    Recent advances in sensors have helped the growth of local networks. In recent years, many Micro Electro Mechanical System (MEMS)-based accelerometers have been successfully used in seismology and earthquake engineering projects. This is basically due to the increased precision obtained in these downsized instruments. Moreover, they are cheaper alternatives to force-balance type accelerometers. In Turkey, though MEMS-based accelerometers have been used in various individual applications such as magnitude and location determination of earthquakes, structural health monitoring, earthquake early warning systems, MEMS-based strong motion networks are not currently available in other populated areas of the country. Motivation of this study comes from the fact that, if MEMS sensors are qualified to record strong motion parameters of large earthquakes, a dense network can be formed in an affordable price at highly populated areas. The goals of this study are 1) to test the performance of MEMS sensors, which are available in the inventory of the Institute through shake table tests, and 2) to setup a small scale network for observing online data transfer speed to a trusted in-house routine. In order to evaluate the suitability of sensors in strong motion related studies, MEMS sensors and a reference sensor are tested under excitations of sweeping waves as well as scaled earthquake recordings. Amplitude response and correlation coefficients versus frequencies are compared. As for earthquake recordings, comparisons are carried out in terms of strong motion(SM) parameters (PGA, PGV, AI, CAV) and elastic response of structures (Sa). Furthermore, this paper also focuses on sensitivity and selectivity for sensor performances in time-frequency domain to compare different sensing characteristics and analyzes the basic strong motion parameters that influence the design majors. Results show that the cheapest MEMS sensors under investigation are able to record the mid-frequency dominant SM parameters PGV and CAV with high correlation. PGA and AI, the high frequency components of the ground motion, are underestimated. Such a difference, on the other hand, does not manifest itself on intensity estimations. PGV and CAV values from the reference and MEMS sensors converge to the same seismic intensity level. Hence a strong motion network with MEMS sensors could be a modest option to produce PGV-based damage impact of an urban area under large magnitude earthquake threats in the immediate vicinity.

  13. Kinect-based posture tracking for correcting positions during exercise.

    PubMed

    Guerrero, Cesar; Uribe-Quevedo, Alvaro

    2013-01-01

    The Kinect sensor has opened the path for developing numerous applications in several different areas. Medical and health applications are benefiting from the Kinect as it allows non-invasive body motion capture that can be used in motor rehabilitation and phobia treatment. A major advantage of the Kinect is that allows developing solutions that can be used at home or even the office thus, expanding the user freedom for interacting with complementary solutions to its physical activities without requiring any traveling. This paper present a Kinect-based posture tracking software for assisting the user in successfully match postures required in some exercises for strengthen body muscles. Unlike several video games available, this tool offers a user interface for customizing posture parameters, so it can be enhanced by healthcare professionals or by their guidance through the user.

  14. Video games and rehabilitation: using design principles to enhance engagement in physical therapy.

    PubMed

    Lohse, Keith; Shirzad, Navid; Verster, Alida; Hodges, Nicola; Van der Loos, H F Machiel

    2013-12-01

    Patient nonadherence with therapy is a major barrier to rehabilitation. Recovery is often limited and requires prolonged, intensive rehabilitation that is time-consuming, expensive, and difficult. We review evidence for the potential use of video games in rehabilitation with respect to the behavioral, physiological, and motivational effects of gameplay. In this Special Interest article, we offer a method to evaluate effects of video game play on motor learning and their potential to increase patient engagement with therapy, particularly commercial games that can be interfaced with adapted control systems. We take the novel approach of integrating research across game design, motor learning, neurophysiology changes, and rehabilitation science to provide criteria by which therapists can assist patients in choosing games appropriate for rehabilitation. Research suggests that video games are beneficial for cognitive and motor skill learning in both rehabilitation science and experimental studies with healthy subjects. Physiological data suggest that gameplay can induce neuroplastic reorganization that leads to long-term retention and transfer of skill; however, more clinical research in this area is needed. There is interdisciplinary evidence suggesting that key factors in game design, including choice, reward, and goals, lead to increased motivation and engagement. We maintain that video game play could be an effective supplement to traditional therapy. Motion controllers can be used to practice rehabilitation-relevant movements, and well-designed game mechanics can augment patient engagement and motivation in rehabilitation. We recommend future research and development exploring rehabilitation-relevant motions to control games and increase time in therapy through gameplay.Video Abstract available (see Video, Supplemental Digital Content 1, http://links.lww.com/JNPT/A61) for more insights from the authors.

  15. Electro-Optic Segment-Segment Sensors for Radio and Optical Telescopes

    NASA Technical Reports Server (NTRS)

    Abramovici, Alex

    2012-01-01

    A document discusses an electro-optic sensor that consists of a collimator, attached to one segment, and a quad diode, attached to an adjacent segment. Relative segment-segment motion causes the beam from the collimator to move across the quad diode, thus generating a measureable electric signal. This sensor type, which is relatively inexpensive, can be configured as an edge sensor, or as a remote segment-segment motion sensor.

  16. Virtual Sensors for Advanced Controllers in Rehabilitation Robotics.

    PubMed

    Mancisidor, Aitziber; Zubizarreta, Asier; Cabanes, Itziar; Portillo, Eva; Jung, Je Hyung

    2018-03-05

    In order to properly control rehabilitation robotic devices, the measurement of interaction force and motion between patient and robot is an essential part. Usually, however, this is a complex task that requires the use of accurate sensors which increase the cost and the complexity of the robotic device. In this work, we address the development of virtual sensors that can be used as an alternative of actual force and motion sensors for the Universal Haptic Pantograph (UHP) rehabilitation robot for upper limbs training. These virtual sensors estimate the force and motion at the contact point where the patient interacts with the robot using the mathematical model of the robotic device and measurement through low cost position sensors. To demonstrate the performance of the proposed virtual sensors, they have been implemented in an advanced position/force controller of the UHP rehabilitation robot and experimentally evaluated. The experimental results reveal that the controller based on the virtual sensors has similar performance to the one using direct measurement (less than 0.005 m and 1.5 N difference in mean error). Hence, the developed virtual sensors to estimate interaction force and motion can be adopted to replace actual precise but normally high-priced sensors which are fundamental components for advanced control of rehabilitation robotic devices.

  17. 3D Measurement of Forearm and Upper Arm during Throwing Motion using Body Mounted Sensor

    NASA Astrophysics Data System (ADS)

    Koda, Hideharu; Sagawa, Koichi; Kuroshima, Kouta; Tsukamoto, Toshiaki; Urita, Kazutaka; Ishibashi, Yasuyuki

    The aim of this study is to propose the measurement method of three-dimensional (3D) movement of forearm and upper arm during pitching motion of baseball using inertial sensors without serious consideration of sensor installation. Although high accuracy measurement of sports motion is achieved by using optical motion capture system at present, it has some disadvantages such as the calibration of cameras and limitation of measurement place. Whereas the proposed method for 3D measurement of pitching motion using body mounted sensors provides trajectory and orientation of upper arm by the integration of acceleration and angular velocity measured on upper limb. The trajectory of forearm is derived so that the elbow joint axis of forearm corresponds to that of upper arm. Spatial relation between upper limb and sensor system is obtained by performing predetermined movements of upper limb and utilizing angular velocity and gravitational acceleration. The integration error is modified so that the estimated final position, velocity and posture of upper limb agree with the actual ones. The experimental results of the measurement of pitching motion show that trajectories of shoulder, elbow and wrist estimated by the proposed method are highly correlated to those from the motion capture system within the estimation error of about 10 [%].

  18. Movement Behaviour of Traditionally Managed Cattle in the Eastern Province of Zambia Captured Using Two-Dimensional Motion Sensors.

    PubMed

    Lubaba, Caesar H; Hidano, Arata; Welburn, Susan C; Revie, Crawford W; Eisler, Mark C

    2015-01-01

    Two-dimensional motion sensors use electronic accelerometers to record the lying, standing and walking activity of cattle. Movement behaviour data collected automatically using these sensors over prolonged periods of time could be of use to stakeholders making management and disease control decisions in rural sub-Saharan Africa leading to potential improvements in animal health and production. Motion sensors were used in this study with the aim of monitoring and quantifying the movement behaviour of traditionally managed Angoni cattle in Petauke District in the Eastern Province of Zambia. This study was designed to assess whether motion sensors were suitable for use on traditionally managed cattle in two veterinary camps in Petauke District in the Eastern Province of Zambia. In each veterinary camp, twenty cattle were selected for study. Each animal had a motion sensor placed on its hind leg to continuously measure and record its movement behaviour over a two week period. Analysing the sensor data using principal components analysis (PCA) revealed that the majority of variability in behaviour among studied cattle could be attributed to their behaviour at night and in the morning. The behaviour at night was markedly different between veterinary camps; while differences in the morning appeared to reflect varying behaviour across all animals. The study results validate the use of such motion sensors in the chosen setting and highlight the importance of appropriate data summarisation techniques to adequately describe and compare animal movement behaviours if association to other factors, such as location, breed or health status are to be assessed.

  19. Estimation of heart rate variability using a compact radiofrequency motion sensor.

    PubMed

    Sugita, Norihiro; Matsuoka, Narumi; Yoshizawa, Makoto; Abe, Makoto; Homma, Noriyasu; Otake, Hideharu; Kim, Junghyun; Ohtaki, Yukio

    2015-12-01

    Physiological indices that reflect autonomic nervous activity are considered useful for monitoring peoples' health on a daily basis. A number of such indices are derived from heart rate variability, which is obtained by a radiofrequency (RF) motion sensor without making physical contact with the user's body. However, the bulkiness of RF motion sensors used in previous studies makes them unsuitable for home use. In this study, a new method to measure heart rate variability using a compact RF motion sensor that is sufficiently small to fit in a user's shirt pocket is proposed. To extract a heart rate related component from the sensor signal, an algorithm that optimizes a digital filter based on the power spectral density of the signal is proposed. The signals of the RF motion sensor were measured for 29 subjects during the resting state and their heart rate variability was estimated from the measured signals using the proposed method and a conventional method. A correlation coefficient between true heart rate and heart rate estimated from the proposed method was 0.69. Further, the experimental results showed the viability of the RF sensor for monitoring autonomic nervous activity. However, some improvements such as controlling the direction of sensing were necessary for stable measurement. Copyright © 2015 IPEM. Published by Elsevier Ltd. All rights reserved.

  20. Highly stretchable and wearable graphene strain sensors with controllable sensitivity for human motion monitoring.

    PubMed

    Park, Jung Jin; Hyun, Woo Jin; Mun, Sung Cik; Park, Yong Tae; Park, O Ok

    2015-03-25

    Because of their outstanding electrical and mechanical properties, graphene strain sensors have attracted extensive attention for electronic applications in virtual reality, robotics, medical diagnostics, and healthcare. Although several strain sensors based on graphene have been reported, the stretchability and sensitivity of these sensors remain limited, and also there is a pressing need to develop a practical fabrication process. This paper reports the fabrication and characterization of new types of graphene strain sensors based on stretchable yarns. Highly stretchable, sensitive, and wearable sensors are realized by a layer-by-layer assembly method that is simple, low-cost, scalable, and solution-processable. Because of the yarn structures, these sensors exhibit high stretchability (up to 150%) and versatility, and can detect both large- and small-scale human motions. For this study, wearable electronics are fabricated with implanted sensors that can monitor diverse human motions, including joint movement, phonation, swallowing, and breathing.

  1. Physiologically Modulating Videogames or Simulations which use Motion-Sensing Input Devices

    NASA Technical Reports Server (NTRS)

    Pope, Alan T. (Inventor); Stephens, Chad L. (Inventor); Blanson, Nina Marie (Inventor)

    2014-01-01

    New types of controllers allow players to make inputs to a video game or simulation by moving the entire controller itself. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and an infrared LED tracking camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.

  2. A Motion Tracking and Sensor Fusion Module for Medical Simulation.

    PubMed

    Shen, Yunhe; Wu, Fan; Tseng, Kuo-Shih; Ye, Ding; Raymond, John; Konety, Badrinath; Sweet, Robert

    2016-01-01

    Here we introduce a motion tracking or navigation module for medical simulation systems. Our main contribution is a sensor fusion method for proximity or distance sensors integrated with inertial measurement unit (IMU). Since IMU rotation tracking has been widely studied, we focus on the position or trajectory tracking of the instrument moving freely within a given boundary. In our experiments, we have found that this module reliably tracks instrument motion.

  3. Scalable sensing electronics towards a motion capture suit

    NASA Astrophysics Data System (ADS)

    Xu, Daniel; Gisby, Todd A.; Xie, Shane; Anderson, Iain A.

    2013-04-01

    Being able to accurately record body motion allows complex movements to be characterised and studied. This is especially important in the film or sport coaching industry. Unfortunately, the human body has over 600 skeletal muscles, giving rise to multiple degrees of freedom. In order to accurately capture motion such as hand gestures, elbow or knee flexion and extension, vast numbers of sensors are required. Dielectric elastomer (DE) sensors are an emerging class of electroactive polymer (EAP) that is soft, lightweight and compliant. These characteristics are ideal for a motion capture suit. One challenge is to design sensing electronics that can simultaneously measure multiple sensors. This paper describes a scalable capacitive sensing device that can measure up to 8 different sensors with an update rate of 20Hz.

  4. Second Interim Report on the Installation and Evaluation of Weigh-In-Motion Utilizing Quartz-Piezo Sensor Technology

    DOT National Transportation Integrated Search

    1999-11-01

    The objective of this study is to determine the sensor survivability, accuracy and reliability of quartz-piezoelectric weigh-in-motion (WIM) sensors under actual traffic conditions in Connecticut's environment. This second interim report provides a s...

  5. Validation of cardiac accelerometer sensor measurements.

    PubMed

    Remme, Espen W; Hoff, Lars; Halvorsen, Per Steinar; Naerum, Edvard; Skulstad, Helge; Fleischer, Lars A; Elle, Ole Jakob; Fosse, Erik

    2009-12-01

    In this study we have investigated the accuracy of an accelerometer sensor designed for the measurement of cardiac motion and automatic detection of motion abnormalities caused by myocardial ischaemia. The accelerometer, attached to the left ventricular wall, changed its orientation relative to the direction of gravity during the cardiac cycle. This caused a varying gravity component in the measured acceleration signal that introduced an error in the calculation of myocardial motion. Circumferential displacement, velocity and rotation of the left ventricular apical region were calculated from the measured acceleration signal. We developed a mathematical method to separate translational and gravitational acceleration components based on a priori assumptions of myocardial motion. The accuracy of the measured motion was investigated by comparison with known motion of a robot arm programmed to move like the heart wall. The accuracy was also investigated in an animal study. The sensor measurements were compared with simultaneously recorded motion from a robot arm attached next to the sensor on the heart and with measured motion by echocardiography and a video camera. The developed compensation method for the varying gravity component improved the accuracy of the calculated velocity and displacement traces, giving very good agreement with the reference methods.

  6. Extraction and Analysis of Respiratory Motion Using Wearable Inertial Sensor System during Trunk Motion

    PubMed Central

    Gaidhani, Apoorva; Moon, Kee S.; Ozturk, Yusuf; Lee, Sung Q.; Youm, Woosub

    2017-01-01

    Respiratory activity is an essential vital sign of life that can indicate changes in typical breathing patterns and irregular body functions such as asthma and panic attacks. Many times, there is a need to monitor breathing activity while performing day-to-day functions such as standing, bending, trunk stretching or during yoga exercises. A single IMU (inertial measurement unit) can be used in measuring respiratory motion; however, breathing motion data may be influenced by a body trunk movement that occurs while recording respiratory activity. This research employs a pair of wireless, wearable IMU sensors custom-made by the Department of Electrical Engineering at San Diego State University. After appropriate sensor placement for data collection, this research applies principles of robotics, using the Denavit-Hartenberg convention, to extract relative angular motion between the two sensors. One of the obtained relative joint angles in the “Sagittal” plane predominantly yields respiratory activity. An improvised version of the proposed method and wearable, wireless sensors can be suitable to extract respiratory information while performing sports or exercises, as they do not restrict body motion or the choice of location to gather data. PMID:29258214

  7. Inertial navigation sensor integrated motion analysis for autonomous vehicle navigation

    NASA Technical Reports Server (NTRS)

    Roberts, Barry; Bhanu, Bir

    1992-01-01

    Recent work on INS integrated motion analysis is described. Results were obtained with a maximally passive system of obstacle detection (OD) for ground-based vehicles and rotorcraft. The OD approach involves motion analysis of imagery acquired by a passive sensor in the course of vehicle travel to generate range measurements to world points within the sensor FOV. INS data and scene analysis results are used to enhance interest point selection, the matching of the interest points, and the subsequent motion-based computations, tracking, and OD. The most important lesson learned from the research described here is that the incorporation of inertial data into the motion analysis program greatly improves the analysis and makes the process more robust.

  8. Validation of enhanced kinect sensor based motion capturing for gait assessment

    PubMed Central

    Müller, Björn; Ilg, Winfried; Giese, Martin A.

    2017-01-01

    Optical motion capturing systems are expensive and require substantial dedicated space to be set up. On the other hand, they provide unsurpassed accuracy and reliability. In many situations however flexibility is required and the motion capturing system can only temporarily be placed. The Microsoft Kinect v2 sensor is comparatively cheap and with respect to gait analysis promising results have been published. We here present a motion capturing system that is easy to set up, flexible with respect to the sensor locations and delivers high accuracy in gait parameters comparable to a gold standard motion capturing system (VICON). Further, we demonstrate that sensor setups which track the person only from one-side are less accurate and should be replaced by two-sided setups. With respect to commonly analyzed gait parameters, especially step width, our system shows higher agreement with the VICON system than previous reports. PMID:28410413

  9. Using the Scroll Wheel on a Wireless Mouse as a Motion Sensor

    NASA Astrophysics Data System (ADS)

    Taylor, Richard S.; Wilson, William R.

    2010-12-01

    Since its inception in the mid-80s, the computer mouse has undergone several design changes. As the mouse has evolved, physicists have found new ways to utilize it as a motion sensor. For example, the rollers in a mechanical mouse have been used as pulleys to study the motion of a magnet moving through a copper tube as a quantitative demonstration of Lenz's law and to study mechanical oscillators (e.g., mass-spring system and compound pendulum).1-3 Additionally, the optical system in an optical mouse has been used to study a mechanical oscillator (e.g., mass-spring system).4 The argument for using a mouse as a motion sensor has been and continues to be availability and cost. This paper continues this tradition by detailing the use of the scroll wheel on a wireless mouse as a motion sensor.

  10. A Serious Exergame for Patients Suffering from Chronic Musculoskeletal Back and Neck Pain: A Pilot Study

    PubMed Central

    Huis in ’t Veld, Rianne M.H.A.; Schönauer, Christian; Kaufmann, Hannes; Hermens, Hermie J.; Vollenbroek-Hutten, Miriam M.R.

    2013-01-01

    Abstract Introduction Over recent years, the popularity of videogames has gone beyond youth and gamers and is slowly entering the field of professional healthcare. Exergames are an attractive alternative to physical therapy. The primary aim of this pilot study was to explore the user experience (usability, satisfaction, level of motivation, and game experience) of the patient with the “PlayMancer” exergame. The secondary aim was to explore the progression of the performed motor skills (walking velocity, overhead reach ability, and cervical range of motion) and the clinical changes (to physical condition, disability, and pain intensity) in a group of patients with chronic musculoskeletal pain using an exergame for 4 weeks. Materials and Methods In the European PlayMancer project, an exergame for physical rehabilitation of chronic pain patients was developed. This exergame is controlled by relevant motions of the patient's body captured by a motion suit and several infrared cameras. In three different integrated minigames, the patient can train the following motor skills: Walking velocity, overhead reaching, and neck mobility. Results Ten patients participated in this study and completed the 4 weeks of gaming. Patients rated the usability of the exergames as good (score of 78.5 [standard deviation 9.7; range, 60.0–97.5]) on the System Usability Scale, and the game motivated all patients to perform their exercises. Patients enjoyed playing and were pleased with both the game environment and the game play. Overall, the patients made a progression in the examined motor skills during the minigames over the 4 weeks of gaming. Conclusions The “PlayMancer” exergame is a potential tool for achieving physical rehabilitation because it motivates patients to perform their exercises and as a result increases their motor skills and physical condition. PMID:24761327

  11. Design and preliminary evaluation of the FINGER rehabilitation robot: controlling challenge and quantifying finger individuation during musical computer game play.

    PubMed

    Taheri, Hossein; Rowe, Justin B; Gardner, David; Chan, Vicki; Gray, Kyle; Bower, Curtis; Reinkensmeyer, David J; Wolbrecht, Eric T

    2014-02-04

    This paper describes the design and preliminary testing of FINGER (Finger Individuating Grasp Exercise Robot), a device for assisting in finger rehabilitation after neurologic injury. We developed FINGER to assist stroke patients in moving their fingers individually in a naturalistic curling motion while playing a game similar to Guitar Hero. The goal was to make FINGER capable of assisting with motions where precise timing is important. FINGER consists of a pair of stacked single degree-of-freedom 8-bar mechanisms, one for the index and one for the middle finger. Each 8-bar mechanism was designed to control the angle and position of the proximal phalanx and the position of the middle phalanx. Target positions for the mechanism optimization were determined from trajectory data collected from 7 healthy subjects using color-based motion capture. The resulting robotic device was built to accommodate multiple finger sizes and finger-to-finger widths. For initial evaluation, we asked individuals with a stroke (n = 16) and without impairment (n = 4) to play a game similar to Guitar Hero while connected to FINGER. Precision design, low friction bearings, and separate high speed linear actuators allowed FINGER to individually actuate the fingers with a high bandwidth of control (-3 dB at approximately 8 Hz). During the tests, we were able to modulate the subject's success rate at the game by automatically adjusting the controller gains of FINGER. We also used FINGER to measure subjects' effort and finger individuation while playing the game. Test results demonstrate the ability of FINGER to motivate subjects with an engaging game environment that challenges individuated control of the fingers, automatically control assistance levels, and quantify finger individuation after stroke.

  12. A Serious Exergame for Patients Suffering from Chronic Musculoskeletal Back and Neck Pain: A Pilot Study.

    PubMed

    Jansen-Kosterink, Stephanie M; Huis In 't Veld, Rianne M H A; Schönauer, Christian; Kaufmann, Hannes; Hermens, Hermie J; Vollenbroek-Hutten, Miriam M R

    2013-10-01

    Over recent years, the popularity of videogames has gone beyond youth and gamers and is slowly entering the field of professional healthcare. Exergames are an attractive alternative to physical therapy. The primary aim of this pilot study was to explore the user experience (usability, satisfaction, level of motivation, and game experience) of the patient with the "PlayMancer" exergame. The secondary aim was to explore the progression of the performed motor skills (walking velocity, overhead reach ability, and cervical range of motion) and the clinical changes (to physical condition, disability, and pain intensity) in a group of patients with chronic musculoskeletal pain using an exergame for 4 weeks. In the European PlayMancer project, an exergame for physical rehabilitation of chronic pain patients was developed. This exergame is controlled by relevant motions of the patient's body captured by a motion suit and several infrared cameras. In three different integrated minigames, the patient can train the following motor skills: Walking velocity, overhead reaching, and neck mobility. Ten patients participated in this study and completed the 4 weeks of gaming. Patients rated the usability of the exergames as good (score of 78.5 [standard deviation 9.7; range, 60.0-97.5]) on the System Usability Scale, and the game motivated all patients to perform their exercises. Patients enjoyed playing and were pleased with both the game environment and the game play. Overall, the patients made a progression in the examined motor skills during the minigames over the 4 weeks of gaming. The "PlayMancer" exergame is a potential tool for achieving physical rehabilitation because it motivates patients to perform their exercises and as a result increases their motor skills and physical condition.

  13. Highly Sensitive Flexible Human Motion Sensor Based on ZnSnO3/PVDF Composite

    NASA Astrophysics Data System (ADS)

    Yang, Young Jin; Aziz, Shahid; Mehdi, Syed Murtuza; Sajid, Memoon; Jagadeesan, Srikanth; Choi, Kyung Hyun

    2017-07-01

    A highly sensitive body motion sensor has been fabricated based on a composite active layer of zinc stannate (ZnSnO3) nano-cubes and poly(vinylidene fluoride) (PVDF) polymer. The thin film-based active layer was deposited on polyethylene terephthalate flexible substrate through D-bar coating technique. Electrical and morphological characterizations of the films and sensors were carried out to discover the physical characteristics and the output response of the devices. The synergistic effect between piezoelectric ZnSnO3 nanocubes and β phase PVDF provides the composite with a desirable electrical conductivity, remarkable bend sensitivity, and excellent stability, ideal for the fabrication of a motion sensor. The recorded resistance of the sensor towards the bending angles of -150° to 0° to 150° changed from 20 MΩ to 55 MΩ to 100 MΩ, respectively, showing the composite to be a very good candidate for motion sensing applications.

  14. Effect of tilt on strong motion data processing

    USGS Publications Warehouse

    Graizer, V.M.

    2005-01-01

    In the near-field of an earthquake the effects of the rotational components of ground motion may not be negligible compared to the effects of translational motions. Analyses of the equations of motion of horizontal and vertical pendulums show that horizontal sensors are sensitive not only to translational motion but also to tilts. Ignoring this tilt sensitivity may produce unreliable results, especially in calculations of permanent displacements and long-period calculations. In contrast to horizontal sensors, vertical sensors do not have these limitations, since they are less sensitive to tilts. In general, only six-component systems measuring rotations and accelerations, or three-component systems similar to systems used in inertial navigation assuring purely translational motion of accelerometers can be used to calculate residual displacements. ?? 2004 Elsevier Ltd. All rights reserved.

  15. Self-evaluation on Motion Adaptation for Service Robots

    NASA Astrophysics Data System (ADS)

    Funabora, Yuki; Yano, Yoshikazu; Doki, Shinji; Okuma, Shigeru

    We suggest self motion evaluation method to adapt to environmental changes for service robots. Several motions such as walking, dancing, demonstration and so on are described with time series patterns. These motions are optimized with the architecture of the robot and under certain surrounding environment. Under unknown operating environment, robots cannot accomplish their tasks. We propose autonomous motion generation techniques based on heuristic search with histories of internal sensor values. New motion patterns are explored under unknown operating environment based on self-evaluation. Robot has some prepared motions which realize the tasks under the designed environment. Internal sensor values observed under the designed environment with prepared motions show the interaction results with the environment. Self-evaluation is composed of difference of internal sensor values between designed environment and unknown operating environment. Proposed method modifies the motions to synchronize the interaction results on both environment. New motion patterns are generated to maximize self-evaluation function without external information, such as run length, global position of robot, human observation and so on. Experimental results show that the possibility to adapt autonomously patterned motions to environmental changes.

  16. Energy Efficiency in Public Buildings through Context-Aware Social Computing.

    PubMed

    García, Óscar; Alonso, Ricardo S; Prieto, Javier; Corchado, Juan M

    2017-04-11

    The challenge of promoting behavioral changes in users that leads to energy savings in public buildings has become a complex task requiring the involvement of multiple technologies. Wireless sensor networks have a great potential for the development of tools, such as serious games, that encourage acquiring good energy and healthy habits among users in the workplace. This paper presents the development of a serious game using CAFCLA, a framework that allows for integrating multiple technologies, which provide both context-awareness and social computing. Game development has shown that the data provided by sensor networks encourage users to reduce energy consumption in their workplace and that social interactions and competitiveness allow for accelerating the achievement of good results and behavioral changes that favor energy savings.

  17. Adaptive Motor Resistance Video Game Exercise Apparatus and Method of Use Thereof

    NASA Technical Reports Server (NTRS)

    Reich, Alton (Inventor); Shaw, James (Inventor)

    2015-01-01

    The invention comprises a method and/or an apparatus using computer configured exercise equipment and an electric motor provided physical resistance in conjunction with a game system, such as a video game system, where the exercise system provides real physical resistance to a user interface. Results of user interaction with the user interface are integrated into a video game, such as running on a game console. The resistance system comprises: a subject interface, software control, a controller, an electric servo assist/resist motor, an actuator, and/or a subject sensor. The system provides actual physical interaction with a resistance device as input to the game console and game run thereon.

  18. A market-based optimization approach to sensor and resource management

    NASA Astrophysics Data System (ADS)

    Schrage, Dan; Farnham, Christopher; Gonsalves, Paul G.

    2006-05-01

    Dynamic resource allocation for sensor management is a problem that demands solutions beyond traditional approaches to optimization. Market-based optimization applies solutions from economic theory, particularly game theory, to the resource allocation problem by creating an artificial market for sensor information and computational resources. Intelligent agents are the buyers and sellers in this market, and they represent all the elements of the sensor network, from sensors to sensor platforms to computational resources. These agents interact based on a negotiation mechanism that determines their bidding strategies. This negotiation mechanism and the agents' bidding strategies are based on game theory, and they are designed so that the aggregate result of the multi-agent negotiation process is a market in competitive equilibrium, which guarantees an optimal allocation of resources throughout the sensor network. This paper makes two contributions to the field of market-based optimization: First, we develop a market protocol to handle heterogeneous goods in a dynamic setting. Second, we develop arbitrage agents to improve the efficiency in the market in light of its dynamic nature.

  19. Modeling Behavior and Variation for Crowd Animation

    DTIC Science & Technology

    2009-08-01

    Understanding Motion Capture for Computer Animation and Video Games . Morgan Kaufmann Publishers Inc., 1999. ISBN 0124906303. 2.2 [69] Mark Mizuguchi, John...simulation of crowds of virtual characters is needed for applications such as films, games , and virtual reality environments. These simulations are...Discussion and Future Work 95 Bibliography 99 viii List of Figures 1.1 Films and games are applications that motivate our work. Left: A scene from

  20. Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors.

    PubMed

    Belkacem, Abdelkader Nasreddine; Saetia, Supat; Zintus-art, Kalanyu; Shin, Duk; Kambara, Hiroyuki; Yoshimura, Natsue; Berrached, Nasreddine; Koike, Yasuharu

    2015-01-01

    EEG-controlled gaming applications range widely from strictly medical to completely nonmedical applications. Games can provide not only entertainment but also strong motivation for practicing, thereby achieving better control with rehabilitation system. In this paper we present real-time control of video game with eye movements for asynchronous and noninvasive communication system using two temporal EEG sensors. We used wavelets to detect the instance of eye movement and time-series characteristics to distinguish between six classes of eye movement. A control interface was developed to test the proposed algorithm in real-time experiments with opened and closed eyes. Using visual feedback, a mean classification accuracy of 77.3% was obtained for control with six commands. And a mean classification accuracy of 80.2% was obtained using auditory feedback for control with five commands. The algorithm was then applied for controlling direction and speed of character movement in two-dimensional video game. Results showed that the proposed algorithm had an efficient response speed and timing with a bit rate of 30 bits/min, demonstrating its efficacy and robustness in real-time control.

  1. Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors

    PubMed Central

    Saetia, Supat; Zintus-art, Kalanyu; Shin, Duk; Kambara, Hiroyuki; Yoshimura, Natsue; Berrached, Nasreddine; Koike, Yasuharu

    2015-01-01

    EEG-controlled gaming applications range widely from strictly medical to completely nonmedical applications. Games can provide not only entertainment but also strong motivation for practicing, thereby achieving better control with rehabilitation system. In this paper we present real-time control of video game with eye movements for asynchronous and noninvasive communication system using two temporal EEG sensors. We used wavelets to detect the instance of eye movement and time-series characteristics to distinguish between six classes of eye movement. A control interface was developed to test the proposed algorithm in real-time experiments with opened and closed eyes. Using visual feedback, a mean classification accuracy of 77.3% was obtained for control with six commands. And a mean classification accuracy of 80.2% was obtained using auditory feedback for control with five commands. The algorithm was then applied for controlling direction and speed of character movement in two-dimensional video game. Results showed that the proposed algorithm had an efficient response speed and timing with a bit rate of 30 bits/min, demonstrating its efficacy and robustness in real-time control. PMID:26690500

  2. ShakeMapple : tapping laptop motion sensors to map the felt extents of an earthquake

    NASA Astrophysics Data System (ADS)

    Bossu, Remy; McGilvary, Gary; Kamb, Linus

    2010-05-01

    There is a significant pool of untapped sensor resources available in portable computer embedded motion sensors. Included primarily to detect sudden strong motion in order to park the disk heads to prevent damage to the disks in the event of a fall or other severe motion, these sensors may also be tapped for other uses as well. We have developed a system that takes advantage of the Apple Macintosh laptops' embedded Sudden Motion Sensors to record earthquake strong motion data to rapidly build maps of where and to what extent an earthquake has been felt. After an earthquake, it is vital to understand the damage caused especially in urban environments as this is often the scene for large amounts of damage caused by earthquakes. Gathering as much information from these impacts to determine where the areas that are likely to be most effected, can aid in distributing emergency services effectively. The ShakeMapple system operates in the background, continuously saving the most recent data from the motion sensors. After an earthquake has occurred, the ShakeMapple system calculates the peak acceleration within a time window around the expected arrival and sends that to servers at the EMSC. A map plotting the felt responses is then generated and presented on the web. Because large-scale testing of such an application is inherently difficult, we propose to organize a broadly distributed "simulated event" test. The software will be available for download in April, after which we plan to organize a large-scale test by the summer. At a specified time, participating testers will be asked to create their own strong motion to be registered and submitted by the ShakeMapple client. From these responses, a felt map will be produced representing the broadly-felt effects of the simulated event.

  3. Using Passive Sensing to Estimate Relative Energy Expenditure for Eldercare Monitoring

    PubMed Central

    2012-01-01

    This paper describes ongoing work in analyzing sensor data logged in the homes of seniors. An estimation of relative energy expenditure is computed using motion density from passive infrared motion sensors mounted in the environment. We introduce a new algorithm for detecting visitors in the home using motion sensor data and a set of fuzzy rules. The visitor algorithm, as well as a previous algorithm for identifying time-away-from-home (TAFH), are used to filter the logged motion sensor data. Thus, the energy expenditure estimate uses data collected only when the resident is home alone. Case studies are included from TigerPlace, an Aging in Place community, to illustrate how the relative energy expenditure estimate can be used to track health conditions over time. PMID:25266777

  4. In vitro validation and reliability study of electromagnetic skin sensors for evaluation of end range of motion positions of the hip.

    PubMed

    Audenaert, E A; Vigneron, L; Van Hoof, T; D'Herde, K; van Maele, G; Oosterlinck, D; Pattyn, C

    2011-12-01

    There is growing evidence that femoroacetabular impingement (FAI) is a probable risk factor for the development of early osteoarthritis in the nondysplastic hip. As FAI arises with end range of motion activities, measurement errors related to skin movement might be higher than anticipated when using previously reported methods for kinematic evaluation of the hip. We performed an in vitro validation and reliability study of a noninvasive method to define pelvic and femur positions in end range of motion activities of the hip using an electromagnetic tracking device. Motion data, collected from sensors attached to the bone and skin of 11 cadaver hips, were simultaneously obtained and compared in a global reference frame. Motion data were then transposed in the hip joint local coordinate systems. Observer-related variability in locating the anatomical landmarks required to define the local coordinate system and variability of determining the hip joint center was evaluated. Angular root mean square (RMS) differences between the bony and skin sensors averaged 3.2° (SD 3.5°) and 1.8° (SD 2.3°) in the global reference frame for the femur and pelvic sensors, respectively. Angular RMS differences between the bony and skin sensors in the hip joint local coordinate systems ranged at end range of motion and dependent on the motion under investigation from 1.91 to 5.81°. The presented protocol for evaluation of hip motion seems to be suited for the 3-D description of motion relevant to the experimental and clinical evaluation of femoroacetabular impingement.

  5. Gaming control using a wearable and wireless EEG-based brain-computer interface device with novel dry foam-based sensors

    PubMed Central

    2012-01-01

    A brain-computer interface (BCI) is a communication system that can help users interact with the outside environment by translating brain signals into machine commands. The use of electroencephalographic (EEG) signals has become the most common approach for a BCI because of their usability and strong reliability. Many EEG-based BCI devices have been developed with traditional wet- or micro-electro-mechanical-system (MEMS)-type EEG sensors. However, those traditional sensors have uncomfortable disadvantage and require conductive gel and skin preparation on the part of the user. Therefore, acquiring the EEG signals in a comfortable and convenient manner is an important factor that should be incorporated into a novel BCI device. In the present study, a wearable, wireless and portable EEG-based BCI device with dry foam-based EEG sensors was developed and was demonstrated using a gaming control application. The dry EEG sensors operated without conductive gel; however, they were able to provide good conductivity and were able to acquire EEG signals effectively by adapting to irregular skin surfaces and by maintaining proper skin-sensor impedance on the forehead site. We have also demonstrated a real-time cognitive stage detection application of gaming control using the proposed portable device. The results of the present study indicate that using this portable EEG-based BCI device to conveniently and effectively control the outside world provides an approach for researching rehabilitation engineering. PMID:22284235

  6. A game-theoretic approach for calibration of low-cost magnetometers under noise uncertainty

    NASA Astrophysics Data System (ADS)

    Siddharth, S.; Ali, A. S.; El-Sheimy, N.; Goodall, C. L.; Syed, Z. F.

    2012-02-01

    Pedestrian heading estimation is a fundamental challenge in Global Navigation Satellite System (GNSS)-denied environments. Additionally, the heading observability considerably degrades in low-speed mode of operation (e.g. walking), making this problem even more challenging. The goal of this work is to improve the heading solution when hand-held personal/portable devices, such as cell phones, are used for positioning and to improve the heading estimation in GNSS-denied signal environments. Most smart phones are now equipped with self-contained, low cost, small size and power-efficient sensors, such as magnetometers, gyroscopes and accelerometers. A magnetometer needs calibration before it can be properly employed for navigation purposes. Magnetometers play an important role in absolute heading estimation and are embedded in many smart phones. Before the users navigate with the phone, a calibration is invoked to ensure an improved signal quality. This signal is used later in the heading estimation. In most of the magnetometer-calibration approaches, the motion modes are seldom described to achieve a robust calibration. Also, suitable calibration approaches fail to discuss the stopping criteria for calibration. In this paper, the following three topics are discussed in detail that are important to achieve proper magnetometer-calibration results and in turn the most robust heading solution for the user while taking care of the device misalignment with respect to the user: (a) game-theoretic concepts to attain better filter parameter tuning and robustness in noise uncertainty, (b) best maneuvers with focus on 3D and 2D motion modes and related challenges and (c) investigation of the calibration termination criteria leveraging the calibration robustness and efficiency.

  7. Technical Assessment: Autonomy

    DTIC Science & Technology

    2015-02-23

    low-cost sensors for automotive applications, mobile devices, and video games . If DoD develops CONOPS for lower- performance systems, there is an...advancement in this area is Microsoft’s Kinect technology. While originally designed for the Xbox video game platform, it is now being used or developed for...One area worthy of consideration is applied game theory, which may allow systems to effectively respond to adversary actions. Recommendation 4

  8. Development of a wearable motion capture suit and virtual reality biofeedback system for the instruction and analysis of sports rehabilitation exercises.

    PubMed

    Fitzgerald, Diarmaid; Foody, John; Kelly, Dan; Ward, Tomas; Markham, Charles; McDonald, John; Caulfield, Brian

    2007-01-01

    This paper describes the design and development of a computer game for instructing an athlete through a series of prescribed rehabilitation exercises. In an attempt to prevent or treat musculoskeletal type injuries along with trying to improve physical performance, athletes are prescribed exercise programmes by appropriately trained specialists. Typically athletes are shown how to perform each exercise in the clinic following examination but they often have no way of knowing if their technique is correct while they are performing their home exercise programme. We describe a system that allows an automatic audit of this activity. Our system utilises ten inertial motion tracking sensors incorporated in a wearable body suit which allows a bluetooth connection from a root hub to a laptop/computer. Using our specifically designed software programme, the athlete can be instructed and analysed as he/she performs the individually tailored exercise programme and a log is recorded of the time and performance level of each exercise completed. We describe a case study that illustrates how a clinician can at a later date review the athletes progress and subsequently alter the exercise programme as they see fit.

  9. Does the new rugby union scrum sequence positively influence the hooker's in situ spinal kinematics?

    PubMed

    Swaminathan, Ramesh; Williams, Jonathan M; Jones, Michael D; Theobald, Peter S

    2016-01-01

    Scrummaging is unique to rugby union and involves 2 'packs' of 8 players competing to regain ball possession. Intending to serve as a quick and safe method to restart the game, injury prevalence during scrummaging necessitates further evaluation of this environment. The aim of this study was to determine the effect of scrummage engagement sequences on spinal kinematics of the hooker. The conditions investigated were: (1) live competitive scrummaging using the new 'crouch, bind, set' sequence; (2) live competitive scrummaging using the old 'crouch touch pause engage' sequence and (3) training scrummaging using a scrum machine. Inertial sensors provided three-dimensional kinematic data across 5 spinal regions. Participants (n=29) were adult, male community club and university-level hookers. Engagement sequence had no effect on resultant kinematics of any spinal region. Machine scrummaging resulted in lesser magnitudes of motion in the upper spinal regions. Around two-thirds of the total available cervical motion was utilised during live scrummaging. This study indicates that the most recent laws do not influence the spinal kinematics of the hooker during live scrummaging; however, there may be other benefits from these law changes that fall outside the scope of this investigation.

  10. Smart Braid Feedback for the Closed-Loop Control of Soft Robotic Systems.

    PubMed

    Felt, Wyatt; Chin, Khai Yi; Remy, C David

    2017-09-01

    This article experimentally investigates the potential of using flexible, inductance-based contraction sensors in the closed-loop motion control of soft robots. Accurate motion control remains a highly challenging task for soft robotic systems. Precise models of the actuation dynamics and environmental interactions are often unavailable. This renders open-loop control impossible, while closed-loop control suffers from a lack of suitable feedback. Conventional motion sensors, such as linear or rotary encoders, are difficult to adapt to robots that lack discrete mechanical joints. The rigid nature of these sensors runs contrary to the aspirational benefits of soft systems. As truly soft sensor solutions are still in their infancy, motion control of soft robots has so far relied on laboratory-based sensing systems such as motion capture, electromagnetic (EM) tracking, or Fiber Bragg Gratings. In this article, we used embedded flexible sensors known as Smart Braids to sense the contraction of McKibben muscles through changes in inductance. We evaluated closed-loop control on two systems: a revolute joint and a planar, one degree of freedom continuum manipulator. In the revolute joint, our proposed controller compensated for elasticity in the actuator connections. The Smart Braid feedback allowed motion control with a steady-state root-mean-square (RMS) error of [1.5]°. In the continuum manipulator, Smart Braid feedback enabled tracking of the desired tip angle with a steady-state RMS error of [1.25]°. This work demonstrates that Smart Braid sensors can provide accurate position feedback in closed-loop motion control suitable for field applications of soft robotic systems.

  11. A sensor fusion method for tracking vertical velocity and height based on inertial and barometric altimeter measurements.

    PubMed

    Sabatini, Angelo Maria; Genovese, Vincenzo

    2014-07-24

    A sensor fusion method was developed for vertical channel stabilization by fusing inertial measurements from an Inertial Measurement Unit (IMU) and pressure altitude measurements from a barometric altimeter integrated in the same device (baro-IMU). An Extended Kalman Filter (EKF) estimated the quaternion from the sensor frame to the navigation frame; the sensed specific force was rotated into the navigation frame and compensated for gravity, yielding the vertical linear acceleration; finally, a complementary filter driven by the vertical linear acceleration and the measured pressure altitude produced estimates of height and vertical velocity. A method was also developed to condition the measured pressure altitude using a whitening filter, which helped to remove the short-term correlation due to environment-dependent pressure changes from raw pressure altitude. The sensor fusion method was implemented to work on-line using data from a wireless baro-IMU and tested for the capability of tracking low-frequency small-amplitude vertical human-like motions that can be critical for stand-alone inertial sensor measurements. Validation tests were performed in different experimental conditions, namely no motion, free-fall motion, forced circular motion and squatting. Accurate on-line tracking of height and vertical velocity was achieved, giving confidence to the use of the sensor fusion method for tracking typical vertical human motions: velocity Root Mean Square Error (RMSE) was in the range 0.04-0.24 m/s; height RMSE was in the range 5-68 cm, with statistically significant performance gains when the whitening filter was used by the sensor fusion method to track relatively high-frequency vertical motions.

  12. Individuality and togetherness in joint improvised motion.

    PubMed

    Hart, Yuval; Noy, Lior; Feniger-Schaal, Rinat; Mayo, Avraham E; Alon, Uri

    2014-01-01

    Actors, dancers and musicians that improvise together report special moments of togetherness: high performance and synchrony, seemingly without a leader and a follower. Togetherness seems to conflict with individuality- the idiosyncratic character of each person's performance. To understand the relation of individuality and togetherness, we employed the mirror game paradigm in which two players are asked to mirror each other and create interesting synchronized motion, with and without a designated leader. The mirror game enables quantitative characterization of moments of togetherness in which complex motion is generated with high synchrony. We find that each person as a leader does basic strokes of motion with a characteristic signature, in terms of the shape of their velocity profile between two stopping events. In moments of togetherness both players change their signature to a universal stroke shape. This universal velocity profile resembles a half-period of a sine wave, and is therefore symmetric and maximally smooth. Thus, instead of converging to an intermediate motion signature, or having one player dominate, players seem to shift their basic motion signatures to a shape that is altogether different from their individually preferred shapes; the resulting motion may be easier to predict and to agree on. The players then build complex motion by using such smooth elementary strokes.

  13. Individuality and Togetherness in Joint Improvised Motion

    PubMed Central

    Feniger-Schaal, Rinat; Mayo, Avraham E.; Alon, Uri

    2014-01-01

    Actors, dancers and musicians that improvise together report special moments of togetherness: high performance and synchrony, seemingly without a leader and a follower. Togetherness seems to conflict with individuality- the idiosyncratic character of each person's performance. To understand the relation of individuality and togetherness, we employed the mirror game paradigm in which two players are asked to mirror each other and create interesting synchronized motion, with and without a designated leader. The mirror game enables quantitative characterization of moments of togetherness in which complex motion is generated with high synchrony. We find that each person as a leader does basic strokes of motion with a characteristic signature, in terms of the shape of their velocity profile between two stopping events. In moments of togetherness both players change their signature to a universal stroke shape. This universal velocity profile resembles a half-period of a sine wave, and is therefore symmetric and maximally smooth. Thus, instead of converging to an intermediate motion signature, or having one player dominate, players seem to shift their basic motion signatures to a shape that is altogether different from their individually preferred shapes; the resulting motion may be easier to predict and to agree on. The players then build complex motion by using such smooth elementary strokes. PMID:24533054

  14. A trust-based sensor allocation algorithm in cooperative space search problems

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Chen, Genshe; Pham, Khanh; Blasch, Erik

    2011-06-01

    Sensor allocation is an important and challenging problem within the field of multi-agent systems. The sensor allocation problem involves deciding how to assign a number of targets or cells to a set of agents according to some allocation protocol. Generally, in order to make efficient allocations, we need to design mechanisms that consider both the task performers' costs for the service and the associated probability of success (POS). In our problem, the costs are the used sensor resource, and the POS is the target tracking performance. Usually, POS may be perceived differently by different agents because they typically have different standards or means of evaluating the performance of their counterparts (other sensors in the search and tracking problem). Given this, we turn to the notion of trust to capture such subjective perceptions. In our approach, we develop a trust model to construct a novel mechanism that motivates sensor agents to limit their greediness or selfishness. Then we model the sensor allocation optimization problem with trust-in-loop negotiation game and solve it using a sub-game perfect equilibrium. Numerical simulations are performed to demonstrate the trust-based sensor allocation algorithm in cooperative space situation awareness (SSA) search problems.

  15. Analysing Harmonic Motions with an iPhone's Magnetometer

    ERIC Educational Resources Information Center

    Yavuz, Ahmet; Temiz, Burak Kagan

    2016-01-01

    In this paper, we propose an experiment for analysing harmonic motion using an iPhone's (or iPad's) magnetometer. This experiment consists of the detection of magnetic field variations obtained from an iPhone's magnetometer sensor. A graph of harmonic motion is directly displayed on the iPhone's screen using the "Sensor Kinetics"…

  16. Drift-Free Position Estimation of Periodic or Quasi-Periodic Motion Using Inertial Sensors

    PubMed Central

    Latt, Win Tun; Veluvolu, Kalyana Chakravarthy; Ang, Wei Tech

    2011-01-01

    Position sensing with inertial sensors such as accelerometers and gyroscopes usually requires other aided sensors or prior knowledge of motion characteristics to remove position drift resulting from integration of acceleration or velocity so as to obtain accurate position estimation. A method based on analytical integration has previously been developed to obtain accurate position estimate of periodic or quasi-periodic motion from inertial sensors using prior knowledge of the motion but without using aided sensors. In this paper, a new method is proposed which employs linear filtering stage coupled with adaptive filtering stage to remove drift and attenuation. The prior knowledge of the motion the proposed method requires is only approximate band of frequencies of the motion. Existing adaptive filtering methods based on Fourier series such as weighted-frequency Fourier linear combiner (WFLC), and band-limited multiple Fourier linear combiner (BMFLC) are modified to combine with the proposed method. To validate and compare the performance of the proposed method with the method based on analytical integration, simulation study is performed using periodic signals as well as real physiological tremor data, and real-time experiments are conducted using an ADXL-203 accelerometer. Results demonstrate that the performance of the proposed method outperforms the existing analytical integration method. PMID:22163935

  17. Commercially available interactive video games in burn rehabilitation: therapeutic potential.

    PubMed

    Parry, Ingrid S; Bagley, Anita; Kawada, Jason; Sen, Soman; Greenhalgh, David G; Palmieri, Tina L

    2012-06-01

    Commercially available interactive video games (IVG) like the Nintendo Wii™ (NW) and PlayStation™II Eye Toy (PE) are increasingly used in the rehabilitation of patients with burn. Such games have gained popularity in burn rehabilitation because they encourage range of motion (ROM) while distracting from pain. However, IVGs were not originally designed for rehabilitation purposes but rather for entertainment and may lack specificity for achieving rehabilitative goals. Objectively evaluating the specific demands of IVGs in relation to common burn therapy goals will determine their true therapeutic benefit and guide their use in burn rehabilitation. Upper extremity (UE) motion of 24 normal children was measured using 3D motion analysis during play with the two types of IVGs most commonly described for use after burn: NW and PE. Data was analyzed using t-tests and One-way Analysis of Variance. Active range of motion for shoulder flexion and abduction during play with both PE and NW was within functional range, thus supporting the idea that IVGs offer activities with therapeutic potential to improve ROM. PE resulted in higher demands and longer duration of UE motion than NW, and therefore may be the preferred tool when UE ROM or muscular endurance are the goals of rehabilitation. When choosing a suitable IVG for application in rehabilitation, the user's impairment together with the therapeutic attributes of the IVG should be considered to optimize outcome. Copyright © 2012 Elsevier Ltd and ISBI. All rights reserved.

  18. Implementation of advanced fiber optic and piezoelectric sensors : fabrication and laboratory testing of piezoelectric ceramic-polymer composite sensors for weigh-in-motion systems.

    DOT National Transportation Integrated Search

    1999-02-01

    Weigh-in-motion (WIM) systems might soon replace the conventional techniques used to enforce : weight restrictions for large vehicles on highways. Currently WIM systems use a piezoelectric : polymer sensor that produces a voltage proportional to an a...

  19. Nintendo Wii related Achilles tendon rupture: first reported case and literature review of motion sensing video game injuries.

    PubMed

    Singh, Rohit; Manoharan, Gopikanthan; Moores, Thomas Steven; Patel, Amit

    2014-05-14

    Achilles tendon ruptures tend to occur more commonly in healthy men between the ages of 30 and 50 years who have had no previous injury or problem reported in the affected leg. The injury is usually due to sudden forced plantar flexion of the foot, unexpected dorsiflexion of the foot and violent dorsiflexion of a plantar flexed foot, all of which occur during high impact activities. We present the first reported case of interactive activity with Nintendo Wii games that have resulted in Achilles tendon rupture in a 46-year-old man. There have been no previous reports of Achilles tendon rupture with Nintendo Wii usage; it is a relatively uncommon mode of injury and is rare in terms of epidemiology of motion sensing video game injuries. 2014 BMJ Publishing Group Ltd.

  20. Nintendo Wii related Achilles tendon rupture: first reported case and literature review of motion sensing video game injuries

    PubMed Central

    Singh, Rohit; Manoharan, Gopikanthan; Moores, Thomas Steven; Patel, Amit

    2014-01-01

    Achilles tendon ruptures tend to occur more commonly in healthy men between the ages of 30 and 50 years who have had no previous injury or problem reported in the affected leg. The injury is usually due to sudden forced plantar flexion of the foot, unexpected dorsiflexion of the foot and violent dorsiflexion of a plantar flexed foot, all of which occur during high impact activities. We present the first reported case of interactive activity with Nintendo Wii games that have resulted in Achilles tendon rupture in a 46-year-old man. There have been no previous reports of Achilles tendon rupture with Nintendo Wii usage; it is a relatively uncommon mode of injury and is rare in terms of epidemiology of motion sensing video game injuries. PMID:24827648

  1. Social forces for team coordination in ball possession game

    NASA Astrophysics Data System (ADS)

    Yokoyama, Keiko; Shima, Hiroyuki; Fujii, Keisuke; Tabuchi, Noriyuki; Yamamoto, Yuji

    2018-02-01

    Team coordination is a basic human behavioral trait observed in many real-life communities. To promote teamwork, it is important to cultivate social skills that elicit team coordination. In the present work, we consider which social skills are indispensable for individuals performing a ball possession game in soccer. We develop a simple social force model that describes the synchronized motion of offensive players. Comparing the simulation results with experimental observations, we uncovered that the cooperative social force, a measure of perception skill, has the most important role in reproducing the harmonized collective motion of experienced players in the task. We further developed an experimental tool that facilitates real players' perceptions of interpersonal distance, revealing that the tool improves novice players' motions as if the cooperative social force were imposed.

  2. Inertial Motion Capture Costume Design Study

    PubMed Central

    Szczęsna, Agnieszka; Skurowski, Przemysław; Lach, Ewa; Pruszowski, Przemysław; Pęszor, Damian; Paszkuta, Marcin; Słupik, Janusz; Lebek, Kamil; Janiak, Mateusz; Polański, Andrzej; Wojciechowski, Konrad

    2017-01-01

    The paper describes a scalable, wearable multi-sensor system for motion capture based on inertial measurement units (IMUs). Such a unit is composed of accelerometer, gyroscope and magnetometer. The final quality of an obtained motion arises from all the individual parts of the described system. The proposed system is a sequence of the following stages: sensor data acquisition, sensor orientation estimation, system calibration, pose estimation and data visualisation. The construction of the system’s architecture with the dataflow programming paradigm makes it easy to add, remove and replace the data processing steps. The modular architecture of the system allows an effortless introduction of a new sensor orientation estimation algorithms. The original contribution of the paper is the design study of the individual components used in the motion capture system. The two key steps of the system design are explored in this paper: the evaluation of sensors and algorithms for the orientation estimation. The three chosen algorithms have been implemented and investigated as part of the experiment. Due to the fact that the selection of the sensor has a significant impact on the final result, the sensor evaluation process is also explained and tested. The experimental results confirmed that the choice of sensor and orientation estimation algorithm affect the quality of the final results. PMID:28304337

  3. Exercise intensity levels in children with cerebral palsy while playing with an active video game console.

    PubMed

    Robert, Maxime; Ballaz, Laurent; Hart, Raphael; Lemay, Martin

    2013-08-01

    Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy. The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console. This was a cross-sectional study. Ten children (7-12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games. No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game. A limitation of this study was the relatively small and heterogeneous sample. For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could obtain exercise-related benefits similar to those obtained by children without CP while playing with an active video game console.

  4. A Development Architecture for Serious Games Using BCI (Brain Computer Interface) Sensors

    PubMed Central

    Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun

    2012-01-01

    Games that use brainwaves via brain–computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories. PMID:23202227

  5. A development architecture for serious games using BCI (brain computer interface) sensors.

    PubMed

    Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun

    2012-11-12

    Games that use brainwaves via brain-computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.

  6. New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments.

    PubMed

    Eckert, Martina; Gómez-Martinho, Ignacio; Meneses, Juan; Martínez, José-Fernán

    2017-02-12

    The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players' immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game. Inside the game, different newly proposed mechanisms have been developed to distinguish pure exercise-gestures from other movements used to control the game (e.g., opening a menu). The main contribution is the amplification of weak movements, which allows the physically impaired to have similar gaming experiences as the average population. To test the feasibility of the proposed methods, four mini-games were implemented and tested by a group of 11 volunteers with different disabilities, most of them bound to a wheelchair. Their performance has also been compared to that of a healthy control group. Results are generally positive and motivating, although there is much to do to improve the functionalities. There is a major demand for applications that help to include disabled people in society and to improve their life conditions. This work will contribute towards providing them with more fun during exercise.

  7. New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments

    PubMed Central

    Eckert, Martina; Gómez-Martinho, Ignacio; Meneses, Juan; Martínez, José-Fernán

    2017-01-01

    The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players’ immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game. Inside the game, different newly proposed mechanisms have been developed to distinguish pure exercise-gestures from other movements used to control the game (e.g., opening a menu). The main contribution is the amplification of weak movements, which allows the physically impaired to have similar gaming experiences as the average population. To test the feasibility of the proposed methods, four mini-games were implemented and tested by a group of 11 volunteers with different disabilities, most of them bound to a wheelchair. Their performance has also been compared to that of a healthy control group. Results are generally positive and motivating, although there is much to do to improve the functionalities. There is a major demand for applications that help to include disabled people in society and to improve their life conditions. This work will contribute towards providing them with more fun during exercise. PMID:28208682

  8. Energy Efficiency in Public Buildings through Context-Aware Social Computing

    PubMed Central

    García, Óscar; Alonso, Ricardo S.; Prieto, Javier; Corchado, Juan M.

    2017-01-01

    The challenge of promoting behavioral changes in users that leads to energy savings in public buildings has become a complex task requiring the involvement of multiple technologies. Wireless sensor networks have a great potential for the development of tools, such as serious games, that encourage acquiring good energy and healthy habits among users in the workplace. This paper presents the development of a serious game using CAFCLA, a framework that allows for integrating multiple technologies, which provide both context-awareness and social computing. Game development has shown that the data provided by sensor networks encourage users to reduce energy consumption in their workplace and that social interactions and competitiveness allow for accelerating the achievement of good results and behavioral changes that favor energy savings. PMID:28398237

  9. Electromagnetic tracking of motion in the proximity of computer generated graphical stimuli: a tutorial.

    PubMed

    Schnabel, Ulf H; Hegenloh, Michael; Müller, Hermann J; Zehetleitner, Michael

    2013-09-01

    Electromagnetic motion-tracking systems have the advantage of capturing the tempo-spatial kinematics of movements independently of the visibility of the sensors. However, they are limited in that they cannot be used in the proximity of electromagnetic field sources, such as computer monitors. This prevents exploiting the tracking potential of the sensor system together with that of computer-generated visual stimulation. Here we present a solution for presenting computer-generated visual stimulation that does not distort the electromagnetic field required for precise motion tracking, by means of a back projection medium. In one experiment, we verify that cathode ray tube monitors, as well as thin-film-transistor monitors, distort electro-magnetic sensor signals even at a distance of 18 cm. Our back projection medium, by contrast, leads to no distortion of the motion-tracking signals even when the sensor is touching the medium. This novel solution permits combining the advantages of electromagnetic motion tracking with computer-generated visual stimulation.

  10. An error-based micro-sensor capture system for real-time motion estimation

    NASA Astrophysics Data System (ADS)

    Yang, Lin; Ye, Shiwei; Wang, Zhibo; Huang, Zhipei; Wu, Jiankang; Kong, Yongmei; Zhang, Li

    2017-10-01

    A wearable micro-sensor motion capture system with 16 IMUs and an error-compensatory complementary filter algorithm for real-time motion estimation has been developed to acquire accurate 3D orientation and displacement in real life activities. In the proposed filter algorithm, the gyroscope bias error, orientation error and magnetic disturbance error are estimated and compensated, significantly reducing the orientation estimation error due to sensor noise and drift. Displacement estimation, especially for activities such as jumping, has been the challenge in micro-sensor motion capture. An adaptive gait phase detection algorithm has been developed to accommodate accurate displacement estimation in different types of activities. The performance of this system is benchmarked with respect to the results of VICON optical capture system. The experimental results have demonstrated effectiveness of the system in daily activities tracking, with estimation error 0.16 ± 0.06 m for normal walking and 0.13 ± 0.11 m for jumping motions. Research supported by the National Natural Science Foundation of China (Nos. 61431017, 81272166).

  11. Navigation Aiding by a Hybrid Laser-Camera Motion Estimator for Micro Aerial Vehicles.

    PubMed

    Atman, Jamal; Popp, Manuel; Ruppelt, Jan; Trommer, Gert F

    2016-09-16

    Micro Air Vehicles (MAVs) equipped with various sensors are able to carry out autonomous flights. However, the self-localization of autonomous agents is mostly dependent on Global Navigation Satellite Systems (GNSS). In order to provide an accurate navigation solution in absence of GNSS signals, this article presents a hybrid sensor. The hybrid sensor is a deep integration of a monocular camera and a 2D laser rangefinder so that the motion of the MAV is estimated. This realization is expected to be more flexible in terms of environments compared to laser-scan-matching approaches. The estimated ego-motion is then integrated in the MAV's navigation system. However, first, the knowledge about the pose between both sensors is obtained by proposing an improved calibration method. For both calibration and ego-motion estimation, 3D-to-2D correspondences are used and the Perspective-3-Point (P3P) problem is solved. Moreover, the covariance estimation of the relative motion is presented. The experiments show very accurate calibration and navigation results.

  12. "FIND Technology": investigating the feasibility, efficacy and safety of controller-free interactive digital rehabilitation technology in an inpatient stroke population: study protocol for a randomized controlled trial.

    PubMed

    Bird, M L; Cannell, J; Callisaya, M L; Moles, E; Rathjen, A; Lane, K; Tyson, A; Smith, S

    2016-04-16

    Stroke results in significant disability, which can be reduced by physical rehabilitation. High levels of repetition and activity are required in rehabilitation, but patients are typically sedentary. Using clinically relevant and fun computer games may be one way to achieve increased activity in rehabilitation. A single-blind randomized controlled trial will be conducted to evaluate the feasibility, efficacy and safety of novel stroke-specific rehabilitation software. This software uses controller-free client interaction and inertial motion sensors. Elements of feasibility include recruitment into the trial, ongoing participation (adherence and dropout), perceived benefit, enjoyment and ease of use of the games. Efficacy will be determined by measuring activity and using upper-limb tasks as well as measures of balance and mobility. The hypothesis that the intervention group will have increased levels of physical activity within rehabilitation and improved physical outcomes compared with the control group will be tested. Results from this study will provide a basis for discussion of feasibility of this interactive video technological solution in an inpatient situation. Differences in activity levels between groups will be the primary measure of efficacy. It will also provide data on measures of upper-limb function, balance and mobility. ACTRN12614000427673 . Prospectively registered 17 April 2014.

  13. A game theory approach to target tracking in sensor networks.

    PubMed

    Gu, Dongbing

    2011-02-01

    In this paper, we investigate a moving-target tracking problem with sensor networks. Each sensor node has a sensor to observe the target and a processor to estimate the target position. It also has wireless communication capability but with limited range and can only communicate with neighbors. The moving target is assumed to be an intelligent agent, which is "smart" enough to escape from the detection by maximizing the estimation error. This adversary behavior makes the target tracking problem more difficult. We formulate this target estimation problem as a zero-sum game in this paper and use a minimax filter to estimate the target position. The minimax filter is a robust filter that minimizes the estimation error by considering the worst case noise. Furthermore, we develop a distributed version of the minimax filter for multiple sensor nodes. The distributed computation is implemented via modeling the information received from neighbors as measurements in the minimax filter. The simulation results show that the target tracking algorithm proposed in this paper provides a satisfactory result.

  14. Note: Reliable and non-contact 6D motion tracking system based on 2D laser scanners for cargo transportation.

    PubMed

    Kim, Young-Keun; Kim, Kyung-Soo

    2014-10-01

    Maritime transportation demands an accurate measurement system to track the motion of oscillating container boxes in real time. However, it is a challenge to design a sensor system that can provide both reliable and non-contact methods of 6-DOF motion measurements of a remote object for outdoor applications. In the paper, a sensor system based on two 2D laser scanners is proposed for detecting the relative 6-DOF motion of a crane load in real time. Even without implementing a camera, the proposed system can detect the motion of a remote object using four laser beam points. Because it is a laser-based sensor, the system is expected to be highly robust to sea weather conditions.

  15. Kinematic model for the space-variant image motion of star sensors under dynamical conditions

    NASA Astrophysics Data System (ADS)

    Liu, Chao-Shan; Hu, Lai-Hong; Liu, Guang-Bin; Yang, Bo; Li, Ai-Jun

    2015-06-01

    A kinematic description of a star spot in the focal plane is presented for star sensors under dynamical conditions, which involves all necessary parameters such as the image motion, velocity, and attitude parameters of the vehicle. Stars at different locations of the focal plane correspond to the slightly different orientation and extent of motion blur, which characterize the space-variant point spread function. Finally, the image motion, the energy distribution, and centroid extraction are numerically investigated using the kinematic model under dynamic conditions. A centroid error of eight successive iterations <0.002 pixel is used as the termination criterion for the Richardson-Lucy deconvolution algorithm. The kinematic model of a star sensor is useful for evaluating the compensation algorithms of motion-blurred images.

  16. Note: Reliable and non-contact 6D motion tracking system based on 2D laser scanners for cargo transportation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Kim, Young-Keun, E-mail: ykkim@handong.edu; Kim, Kyung-Soo

    Maritime transportation demands an accurate measurement system to track the motion of oscillating container boxes in real time. However, it is a challenge to design a sensor system that can provide both reliable and non-contact methods of 6-DOF motion measurements of a remote object for outdoor applications. In the paper, a sensor system based on two 2D laser scanners is proposed for detecting the relative 6-DOF motion of a crane load in real time. Even without implementing a camera, the proposed system can detect the motion of a remote object using four laser beam points. Because it is a laser-basedmore » sensor, the system is expected to be highly robust to sea weather conditions.« less

  17. Note: Reliable and non-contact 6D motion tracking system based on 2D laser scanners for cargo transportation

    NASA Astrophysics Data System (ADS)

    Kim, Young-Keun; Kim, Kyung-Soo

    2014-10-01

    Maritime transportation demands an accurate measurement system to track the motion of oscillating container boxes in real time. However, it is a challenge to design a sensor system that can provide both reliable and non-contact methods of 6-DOF motion measurements of a remote object for outdoor applications. In the paper, a sensor system based on two 2D laser scanners is proposed for detecting the relative 6-DOF motion of a crane load in real time. Even without implementing a camera, the proposed system can detect the motion of a remote object using four laser beam points. Because it is a laser-based sensor, the system is expected to be highly robust to sea weather conditions.

  18. Magnetosensitive e-skins with directional perception for augmented reality

    PubMed Central

    Cañón Bermúdez, Gilbert Santiago; Karnaushenko, Dmitriy D.; Karnaushenko, Daniil; Lebanov, Ana; Bischoff, Lothar; Kaltenbrunner, Martin; Fassbender, Jürgen; Schmidt, Oliver G.; Makarov, Denys

    2018-01-01

    Electronic skins equipped with artificial receptors are able to extend our perception beyond the modalities that have naturally evolved. These synthetic receptors offer complimentary information on our surroundings and endow us with novel means of manipulating physical or even virtual objects. We realize highly compliant magnetosensitive skins with directional perception that enable magnetic cognition, body position tracking, and touchless object manipulation. Transfer printing of eight high-performance spin valve sensors arranged into two Wheatstone bridges onto 1.7-μm-thick polyimide foils ensures mechanical imperceptibility. This resembles a new class of interactive devices extracting information from the surroundings through magnetic tags. We demonstrate this concept in augmented reality systems with virtual knob-turning functions and the operation of virtual dialing pads, based on the interaction with magnetic fields. This technology will enable a cornucopia of applications from navigation, motion tracking in robotics, regenerative medicine, and sports and gaming to interaction in supplemented reality. PMID:29376121

  19. Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing

    NASA Astrophysics Data System (ADS)

    Carvalho, Schubert R.; Boulic, Ronan; Thalmann, Daniel

    The growth of motion capture systems have contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the captured motions normally attend specific needs. As an effort for adapting and reusing captured human motions in new tasks and environments and improving the animator's work, we present and discuss a new data-driven constraint-based animation system for interactive human motion editing. This method offers the compelling advantage that it provides faster deformations and more natural-looking motion results compared to goal-directed constraint-based methods found in the literature.

  20. Economy of scale: a motion sensor with variable speed tuning.

    PubMed

    Perrone, John A

    2005-01-26

    We have previously presented a model of how neurons in the primate middle temporal (MT/V5) area can develop selectivity for image speed by using common properties of the V1 neurons that precede them in the visual motion pathway (J. A. Perrone & A. Thiele, 2002). The motion sensor developed in this model is based on two broad classes of V1 complex neurons (sustained and transient). The S-type neuron has low-pass temporal frequency tuning, p(omega), and the T-type has band-pass temporal frequency tuning, m(omega). The outputs from the S and T neurons are combined in a special way (weighted intersection mechanism [WIM]) to generate a sensor tuned to a particular speed, v. Here I go on to show that if the S and T temporal frequency tuning functions have a particular form (i.e., p(omega)/(m(omega) = k/omega), then a motion sensor with variable speed tuning can be generated from just two V1 neurons. A simple scaling of the S- or T-type neuron output before it is incorporated into the WIM model produces a motion sensor that can be tuned to a wide continuous range of optimal speeds.

  1. Development of esMOCA RULA, Motion Capture Instrumentation for RULA Assessment

    NASA Astrophysics Data System (ADS)

    Akhmad, S.; Arendra, A.

    2018-01-01

    The purpose of this research is to build motion capture instrumentation using sensors fusion accelerometer and gyroscope to assist in RULA assessment. Data processing of sensor orientation is done in every sensor node by digital motion processor. Nine sensors are placed in the upper limb of operator subject. Development of kinematics model is done with Simmechanic Simulink. This kinematics model receives streaming data from sensors via wireless sensors network. The output of the kinematics model is the relative angular angle between upper limb members and visualized on the monitor. This angular information is compared to the look-up table of the RULA worksheet and gives the RULA score. The assessment result of the instrument is compared with the result of the assessment by rula assessors. To sum up, there is no significant difference of assessment by the instrument with an assessment by an assessor.

  2. Screen printing of a capacitive cantilever-based motion sensor on fabric using a novel sacrificial layer process for smart fabric applications

    NASA Astrophysics Data System (ADS)

    Wei, Yang; Torah, Russel; Yang, Kai; Beeby, Steve; Tudor, John

    2013-07-01

    Free-standing cantilevers have been fabricated by screen printing sacrificial and structural layers onto a standard polyester cotton fabric. By printing additional conductive layers, a complete capacitive motion sensor on fabric using only screen printing has been fabricated. This type of free-standing structure cannot currently be fabricated using conventional fabric manufacturing processes. In addition, compared to conventional smart fabric fabrication processes (e.g. weaving and knitting), screen printing offers the advantages of geometric design flexibility and the ability to simultaneously print multiple devices of the same or different designs. Furthermore, a range of active inks exists from the printed electronics industry which can potentially be applied to create many types of smart fabric. Four cantilevers with different lengths have been printed on fabric using a five-layer structure with a sacrificial material underneath the cantilever. The sacrificial layer is subsequently removed at 160 °C for 30 min to achieve a freestanding cantilever above the fabric. Two silver electrodes, one on top of the cantilever and the other on top of the fabric, are used to capacitively detect the movement of the cantilever. In this way, an entirely printed motion sensor is produced on a standard fabric. The motion sensor was initially tested on an electromechanical shaker rig at a low frequency range to examine the linearity and the sensitivity of each design. Then, these sensors were individually attached to a moving human forearm to evaluate more representative results. A commercial accelerometer (Microstrain G-link) was mounted alongside for comparison. The printed sensors have a similar motion response to the commercial accelerometer, demonstrating the potential of a printed smart fabric motion sensor for use in intelligent clothing applications.

  3. A Sensor Fusion Method for Tracking Vertical Velocity and Height Based on Inertial and Barometric Altimeter Measurements

    PubMed Central

    Sabatini, Angelo Maria; Genovese, Vincenzo

    2014-01-01

    A sensor fusion method was developed for vertical channel stabilization by fusing inertial measurements from an Inertial Measurement Unit (IMU) and pressure altitude measurements from a barometric altimeter integrated in the same device (baro-IMU). An Extended Kalman Filter (EKF) estimated the quaternion from the sensor frame to the navigation frame; the sensed specific force was rotated into the navigation frame and compensated for gravity, yielding the vertical linear acceleration; finally, a complementary filter driven by the vertical linear acceleration and the measured pressure altitude produced estimates of height and vertical velocity. A method was also developed to condition the measured pressure altitude using a whitening filter, which helped to remove the short-term correlation due to environment-dependent pressure changes from raw pressure altitude. The sensor fusion method was implemented to work on-line using data from a wireless baro-IMU and tested for the capability of tracking low-frequency small-amplitude vertical human-like motions that can be critical for stand-alone inertial sensor measurements. Validation tests were performed in different experimental conditions, namely no motion, free-fall motion, forced circular motion and squatting. Accurate on-line tracking of height and vertical velocity was achieved, giving confidence to the use of the sensor fusion method for tracking typical vertical human motions: velocity Root Mean Square Error (RMSE) was in the range 0.04–0.24 m/s; height RMSE was in the range 5–68 cm, with statistically significant performance gains when the whitening filter was used by the sensor fusion method to track relatively high-frequency vertical motions. PMID:25061835

  4. Energy Optimization on the Battlefield: How Integrating Energy Efficient Technologies at the Tactical Level Can Reduce Fuel Consumption and Lessen the Burden of Fuel Logistics

    DTIC Science & Technology

    2014-06-13

    a kill zone. This also created maintenance issues including diesel soot buildup in the vehicles exhaust systems. Since it took three to four days to...cost savings when summed over the thousands of light fixtures used on bases and FOBs. Changing to LEDs in tents and installing motion sensors could...CFL systems. Motion sensors also aided in turning lights off when the tents 78 are not occupied. Both LEDs and motion sensors produced significant

  5. A stretchable strain sensor based on a metal nanoparticle thin film for human motion detection

    NASA Astrophysics Data System (ADS)

    Lee, Jaehwan; Kim, Sanghyeok; Lee, Jinjae; Yang, Daejong; Park, Byong Chon; Ryu, Seunghwa; Park, Inkyu

    2014-09-01

    Wearable strain sensors for human motion detection are being highlighted in various fields such as medical, entertainment and sports industry. In this paper, we propose a new type of stretchable strain sensor that can detect both tensile and compressive strains and can be fabricated by a very simple process. A silver nanoparticle (Ag NP) thin film patterned on the polydimethylsiloxane (PDMS) stamp by a single-step direct transfer process is used as the strain sensing material. The working principle is the change in the electrical resistance caused by the opening/closure of micro-cracks under mechanical deformation. The fabricated stretchable strain sensor shows highly sensitive and durable sensing performances in various tensile/compressive strains, long-term cyclic loading and relaxation tests. We demonstrate the applications of our stretchable strain sensors such as flexible pressure sensors and wearable human motion detection devices with high sensitivity, response speed and mechanical robustness.Wearable strain sensors for human motion detection are being highlighted in various fields such as medical, entertainment and sports industry. In this paper, we propose a new type of stretchable strain sensor that can detect both tensile and compressive strains and can be fabricated by a very simple process. A silver nanoparticle (Ag NP) thin film patterned on the polydimethylsiloxane (PDMS) stamp by a single-step direct transfer process is used as the strain sensing material. The working principle is the change in the electrical resistance caused by the opening/closure of micro-cracks under mechanical deformation. The fabricated stretchable strain sensor shows highly sensitive and durable sensing performances in various tensile/compressive strains, long-term cyclic loading and relaxation tests. We demonstrate the applications of our stretchable strain sensors such as flexible pressure sensors and wearable human motion detection devices with high sensitivity, response speed and mechanical robustness. Electronic supplementary information (ESI) available. See DOI: 10.1039/c4nr03295k

  6. INS integrated motion analysis for autonomous vehicle navigation

    NASA Technical Reports Server (NTRS)

    Roberts, Barry; Bazakos, Mike

    1991-01-01

    The use of inertial navigation system (INS) measurements to enhance the quality and robustness of motion analysis techniques used for obstacle detection is discussed with particular reference to autonomous vehicle navigation. The approach to obstacle detection used here employs motion analysis of imagery generated by a passive sensor. Motion analysis of imagery obtained during vehicle travel is used to generate range measurements to points within the field of view of the sensor, which can then be used to provide obstacle detection. Results obtained with an INS integrated motion analysis approach are reviewed.

  7. A Game Theory Algorithm for Intra-Cluster Data Aggregation in a Vehicular Ad Hoc Network

    PubMed Central

    Chen, Yuzhong; Weng, Shining; Guo, Wenzhong; Xiong, Naixue

    2016-01-01

    Vehicular ad hoc networks (VANETs) have an important role in urban management and planning. The effective integration of vehicle information in VANETs is critical to traffic analysis, large-scale vehicle route planning and intelligent transportation scheduling. However, given the limitations in the precision of the output information of a single sensor and the difficulty of information sharing among various sensors in a highly dynamic VANET, effectively performing data aggregation in VANETs remains a challenge. Moreover, current studies have mainly focused on data aggregation in large-scale environments but have rarely discussed the issue of intra-cluster data aggregation in VANETs. In this study, we propose a multi-player game theory algorithm for intra-cluster data aggregation in VANETs by analyzing the competitive and cooperative relationships among sensor nodes. Several sensor-centric metrics are proposed to measure the data redundancy and stability of a cluster. We then study the utility function to achieve efficient intra-cluster data aggregation by considering both data redundancy and cluster stability. In particular, we prove the existence of a unique Nash equilibrium in the game model, and conduct extensive experiments to validate the proposed algorithm. Results demonstrate that the proposed algorithm has advantages over typical data aggregation algorithms in both accuracy and efficiency. PMID:26907272

  8. A Game Theory Algorithm for Intra-Cluster Data Aggregation in a Vehicular Ad Hoc Network.

    PubMed

    Chen, Yuzhong; Weng, Shining; Guo, Wenzhong; Xiong, Naixue

    2016-02-19

    Vehicular ad hoc networks (VANETs) have an important role in urban management and planning. The effective integration of vehicle information in VANETs is critical to traffic analysis, large-scale vehicle route planning and intelligent transportation scheduling. However, given the limitations in the precision of the output information of a single sensor and the difficulty of information sharing among various sensors in a highly dynamic VANET, effectively performing data aggregation in VANETs remains a challenge. Moreover, current studies have mainly focused on data aggregation in large-scale environments but have rarely discussed the issue of intra-cluster data aggregation in VANETs. In this study, we propose a multi-player game theory algorithm for intra-cluster data aggregation in VANETs by analyzing the competitive and cooperative relationships among sensor nodes. Several sensor-centric metrics are proposed to measure the data redundancy and stability of a cluster. We then study the utility function to achieve efficient intra-cluster data aggregation by considering both data redundancy and cluster stability. In particular, we prove the existence of a unique Nash equilibrium in the game model, and conduct extensive experiments to validate the proposed algorithm. Results demonstrate that the proposed algorithm has advantages over typical data aggregation algorithms in both accuracy and efficiency.

  9. Designing an Orthotic Insole by Using Kinect® XBOX Gaming Sensor Scanner and Computer Aided Engineering Software

    NASA Astrophysics Data System (ADS)

    Hafiz Burhan, Mohd; Nor, Nik Hisyamudin Muhd; Yarwindran, Mogan; Ibrahim, Mustaffa; Fahrul Hassan, Mohd; Azwir Azlan, Mohd; Turan, Faiz Mohd; Johan, Kartina

    2017-08-01

    Healthcare and medical is one of the most expensive field in the modern world. In order to fulfil medical requirement, this study aimed to design an orthotic insole by using Kinect Xbox Gaming Sensor Scanner and CAE softwares. The accuracy of the Kinect® XBOX 360 gaming sensor is capable of producing 3D reconstructed geometry with the maximum and minimum error of 3.78% (2.78mm) and 1.74% (0.46mm) respectively. The orthotic insole design process had been done by using Autodesk Meshmixer 2.6 and Solidworks 2014 software. Functionality of the orthotic insole designed was capable of reducing foot pressure especially in the metatarsal area. Overall, the proposed method was proved to be highly potential in the design of the insole where it promises low cost, less time consuming, and efficiency in regards that the Kinect® XBOX 360 device promised low price compared to other digital 3D scanner since the software needed to run the device can be downloaded for free.

  10. Quantification of equine sacral and iliac motion during gait: a comparison between motion capture with skin-mounted and bone-fixated sensors.

    PubMed

    Goff, L; Van Weeren, P R; Jeffcott, L; Condie, P; McGowan, C

    2010-11-01

    Information regarding movement at the ilium and sacrum in nonlame horses during normal gait may assist in understanding the biomechanics of the equine sacroiliac joint. To determine the amount and direction of motion at the ilium and sacrum using 3D orientation sensors during walk and trot in sound Thoroughbreds. To compare results from sensors fixed to the skin with results from sensors fixed to bone-implanted pins. Three 3D wireless orientation sensors were mounted to the skin over the tuber sacrale (TS) and sacrum of 6 horses and motion at the ilium and sacrum was recorded for lateral bending (LB) flexion-extension (F-E) and axial rotation (AR) during walk and trot. This process was repeated with the orientation sensors mounted to the same pelvic landmarks via Steinmann pins. Mean walk values were greater than trot values using pin-mounted sensors for all planes of movement (P < 0.05). Walk had 1.64 ± 0.22° (mean ± s.e.) more LB than trot (pin-mounted) yet 0.68 ± 0.22° less than trot when skin-mounted; 3.45 ± 0.15° more F-E (pin- and skin-mounted), and 4.99 ± 0.4° more AR (pin-mounted), but trot had 3.4 ± 0.40° more AR than walk with skin mounting. Using pinned sensors for trot resulted in less LB (2.47 ± 0.22°), F-E (1.12 ± 0.15°) and AR (10.62 ± 0.40°); and for walk less F-E (1.12 ± 0.15°) and AR (2.15 ± 0.40°) compared to skin-mounted. Poor correlation existed between mean values for skin- and pin-mounted data for walk and trot, for all planes of motion. Movements were smaller at trot with bone-fixated sensors compared to walk, suggesting increased muscular control of movement at the trot. The apparent increase in skin motion at the trot and no clear correlation between skin- and bone-mounted sensors indicates inaccuracies when measuring sacral and iliac movement with skin mounting. © 2010 EVJ Ltd.

  11. Assessing Arthroscopic Skills Using Wireless Elbow-Worn Motion Sensors.

    PubMed

    Kirby, Georgina S J; Guyver, Paul; Strickland, Louise; Alvand, Abtin; Yang, Guang-Zhong; Hargrove, Caroline; Lo, Benny P L; Rees, Jonathan L

    2015-07-01

    Assessment of surgical skill is a critical component of surgical training. Approaches to assessment remain predominantly subjective, although more objective measures such as Global Rating Scales are in use. This study aimed to validate the use of elbow-worn, wireless, miniaturized motion sensors to assess the technical skill of trainees performing arthroscopic procedures in a simulated environment. Thirty participants were divided into three groups on the basis of their surgical experience: novices (n = 15), intermediates (n = 10), and experts (n = 5). All participants performed three standardized tasks on an arthroscopic virtual reality simulator while wearing wireless wrist and elbow motion sensors. Video output was recorded and a validated Global Rating Scale was used to assess performance; dexterity metrics were recorded from the simulator. Finally, live motion data were recorded via Bluetooth from the wireless wrist and elbow motion sensors and custom algorithms produced an arthroscopic performance score. Construct validity was demonstrated for all tasks, with Global Rating Scale scores and virtual reality output metrics showing significant differences between novices, intermediates, and experts (p < 0.001). The correlation of the virtual reality path length to the number of hand movements calculated from the wireless sensors was very high (p < 0.001). A comparison of the arthroscopic performance score levels with virtual reality output metrics also showed highly significant differences (p < 0.01). Comparisons of the arthroscopic performance score levels with the Global Rating Scale scores showed strong and highly significant correlations (p < 0.001) for both sensor locations, but those of the elbow-worn sensors were stronger and more significant (p < 0.001) than those of the wrist-worn sensors. A new wireless assessment of surgical performance system for objective assessment of surgical skills has proven valid for assessing arthroscopic skills. The elbow-worn sensors were shown to achieve an accurate assessment of surgical dexterity and performance. The validation of an entirely objective assessment of arthroscopic skill with wireless elbow-worn motion sensors introduces, for the first time, a feasible assessment system for the live operating theater with the added potential to be applied to other surgical and interventional specialties. Copyright © 2015 by The Journal of Bone and Joint Surgery, Incorporated.

  12. Implementation of weigh-in-motion (WIM) systems.

    DOT National Transportation Integrated Search

    2009-02-01

    This research finished the development and implementation of a novel and durable, higher voltage, : and lower temperature dependant weigh-in-motion (WIM) sensor that was begun under an earlier : research project. These better sensors will require few...

  13. Multisensory visual servoing by a neural network.

    PubMed

    Wei, G Q; Hirzinger, G

    1999-01-01

    Conventional computer vision methods for determining a robot's end-effector motion based on sensory data needs sensor calibration (e.g., camera calibration) and sensor-to-hand calibration (e.g., hand-eye calibration). This involves many computations and even some difficulties, especially when different kinds of sensors are involved. In this correspondence, we present a neural network approach to the motion determination problem without any calibration. Two kinds of sensory data, namely, camera images and laser range data, are used as the input to a multilayer feedforward network to associate the direct transformation from the sensory data to the required motions. This provides a practical sensor fusion method. Using a recursive motion strategy and in terms of a network correction, we relax the requirement for the exactness of the learned transformation. Another important feature of our work is that the goal position can be changed without having to do network retraining. Experimental results show the effectiveness of our method.

  14. Vectors in Use in a 3D Juggling Game Simulation

    ERIC Educational Resources Information Center

    Kynigos, Chronis; Latsi, Maria

    2006-01-01

    The new representations enabled by the educational computer game the "Juggler" can place vectors in a central role both for controlling and measuring the behaviours of objects in a virtual environment simulating motion in three-dimensional spaces. The mathematical meanings constructed by 13 year-old students in relation to vectors as…

  15. Stretching Capabilities: Children with Disabilities Playing TV and Computer Games

    ERIC Educational Resources Information Center

    Wasterfors, David

    2011-01-01

    Intervention studies show that if children with disabilities play motion-controlled TV and computer games for training purposes their motivation increases and their training becomes more intensive, but why this happens has not been explained. This article addresses this question with the help of ethnographic material from a public project in…

  16. Social cycling and conditional responses in the Rock-Paper-Scissors game

    PubMed Central

    Wang, Zhijian; Xu, Bin; Zhou, Hai-Jun

    2014-01-01

    How humans make decisions in non-cooperative strategic interactions is a big question. For the fundamental Rock-Paper-Scissors (RPS) model game system, classic Nash equilibrium (NE) theory predicts that players randomize completely their action choices to avoid being exploited, while evolutionary game theory of bounded rationality in general predicts persistent cyclic motions, especially in finite populations. However as empirical studies have been relatively sparse, it is still a controversial issue as to which theoretical framework is more appropriate to describe decision-making of human subjects. Here we observe population-level persistent cyclic motions in a laboratory experiment of the discrete-time iterated RPS game under the traditional random pairwise-matching protocol. This collective behavior contradicts with the NE theory but is quantitatively explained, without any adjustable parameter, by a microscopic model of win-lose-tie conditional response. Theoretical calculations suggest that if all players adopt the same optimized conditional response strategy, their accumulated payoff will be much higher than the reference value of the NE mixed strategy. Our work demonstrates the feasibility of understanding human competition behaviors from the angle of non-equilibrium statistical physics. PMID:25060115

  17. A kickball game for ankle rehabilitation by JAVA, JNI, and VRML

    NASA Astrophysics Data System (ADS)

    Choi, Hyungjeen; Ryu, Jeha; Lee, Chansu

    2004-03-01

    This paper presents development of a virtual environment that can be applied to the ankle rehabilitation procedure. We developed a virtual football stadium to intrigue a patient, where two degree of freedom (DOF) plate-shaped object is oriented to kick a ball falling from the sky in accordance with the data from the ankle's dorisflexion/plantarflexion and inversion/eversion motion on the moving platform of the K-Platform. This Kickball Game is implemented by Virtual Reality Modeling Language (VRML). To control virtual objects, data from the K-Platform are transmitted through the communication module implemented in C++. Java, Java Native Interface (JNI) and VRML plug-in are combined together so as to interface the communication module with the virtual environment by VRML. This game may be applied to the Active Range of Motion (AROM) exercise procedure that is one of the ankle rehabilitation procedures.

  18. Harnessing Students' Interest in Physics with Their Own Video Games

    NASA Astrophysics Data System (ADS)

    Like, Christopher

    2011-04-01

    Many physics teachers assign projects where students are asked to measure real-world motion. One purpose of this student-centered activity is to cultivate the relevance of physics in their lives. Typical project topics may include measuring the speed of a student's fastball and calculating how much reaction time batters are given. Another student may find the trajectory of her dive off the blocks at the pool and its effect on race time. Leaving the experimental design to the student's imagination allows for a variety of proposals ranging from stopwatches to highly technical video analysis. The past few years have shown an increase in students' eagerness to tackle the physics behind the motion of virtual characters and phenomena in their own video games. This paper puts forth a method of analyzing the physics behind bringing the games students are playing for enjoyment into the physics classroom.

  19. Ultrasensitive, passive and wearable sensors for monitoring human muscle motion and physiological signals.

    PubMed

    Cai, Feng; Yi, Changrui; Liu, Shichang; Wang, Yan; Liu, Lacheng; Liu, Xiaoqing; Xu, Xuming; Wang, Li

    2016-03-15

    Flexible sensors have attracted more and more attention as a fundamental part of anthropomorphic robot research, medical diagnosis and physical health monitoring. Here, we constructed an ultrasensitive and passive flexible sensor with the advantages of low cost, lightness and wearability, electric safety and reliability. The fundamental mechanism of the sensor is based on triboelectric effect inducing electrostatic charges on the surfaces between two different materials. Just like a plate capacitor, current will be generated while the distance or size of the parallel capacitors changes caused by the small mechanical disturbance upon it and therefore the output current/voltage will be produced. Typically, the passive sensor unambiguously monitors muscle motions including hand motion from stretch-clench-stretch, mouth motion from open-bite-open, blink and respiration. Moreover, this sensor records the details of the consecutive phases in a cardiac cycle of the apex cardiogram, and identify the peaks including percussion wave, tidal wave and diastolic wave of the radial pulse wave. To record subtle human physiological signals including radial pulsilogram and apex cardiogram with excellent signal/noise ratio, stability and reproducibility, the sensor shows great potential in the applications of medical diagnosis and daily health monitoring. Copyright © 2015 Elsevier B.V. All rights reserved.

  20. Accurate respiration measurement using DC-coupled continuous-wave radar sensor for motion-adaptive cancer radiotherapy.

    PubMed

    Gu, Changzhan; Li, Ruijiang; Zhang, Hualiang; Fung, Albert Y C; Torres, Carlos; Jiang, Steve B; Li, Changzhi

    2012-11-01

    Accurate respiration measurement is crucial in motion-adaptive cancer radiotherapy. Conventional methods for respiration measurement are undesirable because they are either invasive to the patient or do not have sufficient accuracy. In addition, measurement of external respiration signal based on conventional approaches requires close patient contact to the physical device which often causes patient discomfort and undesirable motion during radiation dose delivery. In this paper, a dc-coupled continuous-wave radar sensor was presented to provide a noncontact and noninvasive approach for respiration measurement. The radar sensor was designed with dc-coupled adaptive tuning architectures that include RF coarse-tuning and baseband fine-tuning, which allows the radar sensor to precisely measure movement with stationary moment and always work with the maximum dynamic range. The accuracy of respiration measurement with the proposed radar sensor was experimentally evaluated using a physical phantom, human subject, and moving plate in a radiotherapy environment. It was shown that respiration measurement with radar sensor while the radiation beam is on is feasible and the measurement has a submillimeter accuracy when compared with a commercial respiration monitoring system which requires patient contact. The proposed radar sensor provides accurate, noninvasive, and noncontact respiration measurement and therefore has a great potential in motion-adaptive radiotherapy.

  1. An experimental study to investigate the effects of a motion tracking electromagnetic sensor during EEG data acquisition.

    PubMed

    Bashashati, Ali; Noureddin, Borna; Ward, Rabab K; Lawrence, Peter D; Birch, Gary E

    2006-03-01

    A power spectral analysis study was conducted to investigate the effects of using an electromagnetic motion tracking sensor on an electroencephalogram (EEG) recording system. The results showed that the sensors do not generate any consistent frequency component(s) in the power spectrum of the EEG in the frequencies of interest (0.1-55 Hz).

  2. Complex Human Activity Recognition Using Smartphone and Wrist-Worn Motion Sensors.

    PubMed

    Shoaib, Muhammad; Bosch, Stephan; Incel, Ozlem Durmaz; Scholten, Hans; Havinga, Paul J M

    2016-03-24

    The position of on-body motion sensors plays an important role in human activity recognition. Most often, mobile phone sensors at the trouser pocket or an equivalent position are used for this purpose. However, this position is not suitable for recognizing activities that involve hand gestures, such as smoking, eating, drinking coffee and giving a talk. To recognize such activities, wrist-worn motion sensors are used. However, these two positions are mainly used in isolation. To use richer context information, we evaluate three motion sensors (accelerometer, gyroscope and linear acceleration sensor) at both wrist and pocket positions. Using three classifiers, we show that the combination of these two positions outperforms the wrist position alone, mainly at smaller segmentation windows. Another problem is that less-repetitive activities, such as smoking, eating, giving a talk and drinking coffee, cannot be recognized easily at smaller segmentation windows unlike repetitive activities, like walking, jogging and biking. For this purpose, we evaluate the effect of seven window sizes (2-30 s) on thirteen activities and show how increasing window size affects these various activities in different ways. We also propose various optimizations to further improve the recognition of these activities. For reproducibility, we make our dataset publicly available.

  3. Stretch sensors for human body motion

    NASA Astrophysics Data System (ADS)

    O'Brien, Ben; Gisby, Todd; Anderson, Iain A.

    2014-03-01

    Sensing motion of the human body is a difficult task. From an engineers' perspective people are soft highly mobile objects that move in and out of complex environments. As well as the technical challenge of sensing, concepts such as comfort, social intrusion, usability, and aesthetics are paramount in determining whether someone will adopt a sensing solution or not. At the same time the demands for human body motion sensing are growing fast. Athletes want feedback on posture and technique, consumers need new ways to interact with augmented reality devices, and healthcare providers wish to track recovery of a patient. Dielectric elastomer stretch sensors are ideal for bridging this gap. They are soft, flexible, and precise. They are low power, lightweight, and can be easily mounted on the body or embedded into clothing. From a commercialisation point of view stretch sensing is easier than actuation or generation - such sensors can be low voltage and integrated with conventional microelectronics. This paper takes a birds-eye view of the use of these sensors to measure human body motion. A holistic description of sensor operation and guidelines for sensor design will be presented to help technologists and developers in the space.

  4. Error analysis on spinal motion measurement using skin mounted sensors.

    PubMed

    Yang, Zhengyi; Ma, Heather Ting; Wang, Deming; Lee, Raymond

    2008-01-01

    Measurement errors of skin-mounted sensors in measuring forward bending movement of the lumbar spines are investigated. In this investigation, radiographic images capturing the entire lumbar spines' positions were acquired and used as a 'gold' standard. Seventeen young male volunteers (21 (SD 1) years old) agreed to participate in the study. Light-weight miniature sensors of the electromagnetic tracking systems-Fastrak were attached to the skin overlying the spinous processes of the lumbar spine. With the sensors attached, the subjects were requested to take lateral radiographs in two postures: neutral upright and full flexion. The ranges of motions of lumbar spine were calculated from two sets of digitized data: the bony markers of vertebral bodies and the sensors and compared. The differences between the two sets of results were then analyzed. The relative movement between sensor and vertebrae was decomposed into sensor sliding and titling, from which sliding error and titling error were introduced. Gross motion range of forward bending of lumbar spine measured from bony markers of vertebrae is 67.8 degrees (SD 10.6 degrees ) and that from sensors is 62.8 degrees (SD 12.8 degrees ). The error and absolute error for gross motion range were 5.0 degrees (SD 7.2 degrees ) and 7.7 degrees (SD 3.9 degrees ). The contributions of sensors placed on S1 and L1 to the absolute error were 3.9 degrees (SD 2.9 degrees ) and 4.4 degrees (SD 2.8 degrees ), respectively.

  5. Design and preliminary evaluation of the FINGER rehabilitation robot: controlling challenge and quantifying finger individuation during musical computer game play

    PubMed Central

    2014-01-01

    Background This paper describes the design and preliminary testing of FINGER (Finger Individuating Grasp Exercise Robot), a device for assisting in finger rehabilitation after neurologic injury. We developed FINGER to assist stroke patients in moving their fingers individually in a naturalistic curling motion while playing a game similar to Guitar Hero®a. The goal was to make FINGER capable of assisting with motions where precise timing is important. Methods FINGER consists of a pair of stacked single degree-of-freedom 8-bar mechanisms, one for the index and one for the middle finger. Each 8-bar mechanism was designed to control the angle and position of the proximal phalanx and the position of the middle phalanx. Target positions for the mechanism optimization were determined from trajectory data collected from 7 healthy subjects using color-based motion capture. The resulting robotic device was built to accommodate multiple finger sizes and finger-to-finger widths. For initial evaluation, we asked individuals with a stroke (n = 16) and without impairment (n = 4) to play a game similar to Guitar Hero® while connected to FINGER. Results Precision design, low friction bearings, and separate high speed linear actuators allowed FINGER to individually actuate the fingers with a high bandwidth of control (−3 dB at approximately 8 Hz). During the tests, we were able to modulate the subject’s success rate at the game by automatically adjusting the controller gains of FINGER. We also used FINGER to measure subjects’ effort and finger individuation while playing the game. Conclusions Test results demonstrate the ability of FINGER to motivate subjects with an engaging game environment that challenges individuated control of the fingers, automatically control assistance levels, and quantify finger individuation after stroke. PMID:24495432

  6. Lumbar joint torque estimation based on simplified motion measurement using multiple inertial sensors.

    PubMed

    Miyajima, Saori; Tanaka, Takayuki; Imamura, Yumeko; Kusaka, Takashi

    2015-01-01

    We estimate lumbar torque based on motion measurement using only three inertial sensors. First, human motion is measured by a 6-axis motion tracking device that combines a 3-axis accelerometer and a 3-axis gyroscope placed on the shank, thigh, and back. Next, the lumbar joint torque during the motion is estimated by kinematic musculoskeletal simulation. The conventional method for estimating joint torque uses full body motion data measured by an optical motion capture system. However, in this research, joint torque is estimated by using only three link angles of the body, thigh, and shank. The utility of our method was verified by experiments. We measured motion of bendung knee and waist simultaneously. As the result, we were able to estimate the lumbar joint torque from measured motion.

  7. Physiologically Modulating Videogames or Simulations which Use Motion-Sensing Input Devices

    NASA Technical Reports Server (NTRS)

    Blanson, Nina Marie (Inventor); Stephens, Chad L. (Inventor); Pope, Alan T. (Inventor)

    2017-01-01

    New types of controllers allow a player to make inputs to a video game or simulation by moving the entire controller itself or by gesturing or by moving the player's body in whole or in part. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and a camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.

  8. Dynamic knee joint mechanics after anterior cruciate ligament reconstruction.

    PubMed

    Clarke, Sarah B; Kenny, Ian C; Harrison, Andrew J

    2015-01-01

    There is scarcity of information on the long-term adaptations in lower limb biomechanics during game-specific movements after anterior cruciate ligament (ACL) reconstruction. Particularly, variables such as knee abduction moments and transverse plane knee motion have not been studied during a game-specific landing and cutting task after ACL reconstruction. The purpose of this study was to compare the hip and knee mechanics between the ACL-reconstructed (ACLr) group and a healthy control group. Thirty-eight reconstructed athletes (18 ACLr, 18 control) participated in the study. Three-dimensional hip, knee, and ankle angles were calculated during a maximal drop jump land from a 0.30-m box and unanticipated cutting task at 45°. During the landing phase, ACLr participants had increased hip flexion (P < 0.003) and transverse plane knee range of motion (P = 0.027). During the cutting phase, the ACLr participant's previously injured limb had increased internal knee abduction moment compared with that of the control group (P = 0.032). No significant differences were reported between the previously injured and contralateral uninjured limb. Previously injured participants demonstrated higher knee abduction moment and transverse plane range of motion when compared with those of control participants during a game-specific landing and cutting task.

  9. The Kinect Project: Group motion-based gaming for people living with dementia.

    PubMed

    Dove, Erica; Astell, Arlene

    2017-01-01

    Engaging in enjoyable activities is an essential part of well-being, but people with dementia can find participation increasingly difficult. Motion-based technologies can provide meaningful engagement in a wide range of activities, but for people with dementia to take advantage of these devices requires a good understanding of how best to select and present these activities to this population. The objective of this study was to explore the use of motion-based technology (Xbox Kinect) as a group activity for people with dementia who attend adult day programmes. This qualitative study took place in an adult day programme for older adults with age-related challenges. Participants (n = 23) were observed while playing a digital bowling game presented on Xbox Kinect one hour per week for a period of 20 weeks, to capture naturalistic data. Field notes generated through observations were transcribed and analysed to identify emerging themes. The findings revealed three predominant themes which illustrate the potential of motion-based technology as a group activity for people with dementia who attend adult day programmes: (a) the importance of having a trained trainer, (b) learning versus mastery and (c) playing 'independently together'. People with dementia can learn to play games presented on motion-based technology and enjoy doing so. Furthermore, using the technology in a group setting fostered an encouraging and supportive environment which further contributed to the leisure experience. However, to be used most effectively, staff must be trained to set-up and interact with the technology, as well as introduce, teach and support people with dementia to use it.

  10. Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI.

    PubMed

    Chanpimol, Shane; Seamon, Bryant; Hernandez, Haniel; Harris-Love, Michael; Blackman, Marc R

    2017-01-01

    Motion capture virtual reality-based rehabilitation has become more common. However, therapists face challenges to the implementation of virtual reality (VR) in clinical settings. Use of motion capture technology such as the Xbox Kinect may provide a useful rehabilitation tool for the treatment of postural instability and cardiovascular deconditioning in individuals with chronic severe traumatic brain injury (TBI). The primary purpose of this study was to evaluate the effects of a Kinect-based VR intervention using commercially available motion capture games on balance outcomes for an individual with chronic TBI. The secondary purpose was to assess the feasibility of this intervention for eliciting cardiovascular adaptations. A single system experimental design ( n = 1) was utilized, which included baseline, intervention, and retention phases. Repeated measures were used to evaluate the effects of an 8-week supervised exercise intervention using two Xbox One Kinect games. Balance was characterized using the dynamic gait index (DGI), functional reach test (FRT), and Limits of Stability (LOS) test on the NeuroCom Balance Master. The LOS assesses end-point excursion (EPE), maximal excursion (MXE), and directional control (DCL) during weight-shifting tasks. Cardiovascular and activity measures were characterized by heart rate at the end of exercise (HRe), total gameplay time (TAT), and time spent in a therapeutic heart rate (TTR) during the Kinect intervention. Chi-square and ANOVA testing were used to analyze the data. Dynamic balance, characterized by the DGI, increased during the intervention phase χ 2 (1, N = 12) = 12, p = .001. Static balance, characterized by the FRT showed no significant changes. The EPE increased during the intervention phase in the backward direction χ 2 (1, N = 12) = 5.6, p = .02, and notable improvements of DCL were demonstrated in all directions. HRe ( F (2,174) = 29.65, p = < .001) and time in a TTR ( F (2, 12) = 4.19, p = .04) decreased over the course of the intervention phase. Use of a supervised Kinect-based program that incorporated commercial games improved dynamic balance for an individual post severe TBI. Additionally, moderate cardiovascular activity was achieved through motion capture gaming. Further studies appear warranted to determine the potential therapeutic utility of commercial VR games in this patient population. Clinicaltrial.gov ID - NCT02889289.

  11. The design of the m-health service application using a Nintendo DS game console.

    PubMed

    Lee, Sangjoon; Kim, Jungkuk; Lee, Myoungho

    2011-03-01

    In this article, we developed an m-health monitoring system using a Nintendo DS game console to demonstrate its utility. The proposed system consists of a biosignal acquisition device, wireless sensor network, base-station for signal reception from the sensor network and signal conversion according to Internet protocol, personal computer display program, and the Nintendo DS game console. The system collects three-channel electrocardiogram (ECG) signals for cardiac abnormality detection and three-axis accelerometer signals for fall detection of a person. The collected signals are then transmitted to the base-station through the wireless sensor network, where they are transformed according to the transmission control protocol/Internet protocol (TCP/IP) and sent to the destination IP through Internet network. To test the developed system, the collected signals were displayed on a computer located in different building through wired Internet network and also simultaneously displayed on the Nintendo DS game console connected to Internet network wirelessly. The system was able to collect and transmit signals for more than 24 h without any interruptions or malfunctions, showing the possibility of integrating healthcare monitoring functions into a small handheld-type electronic device developed for different purposes without significant complications. It is expected that the system can be used in an ambulance, nursing home, or general hospital where efficient patient monitoring from long distance is necessary.

  12. Inertial sensor-based smoother for gait analysis.

    PubMed

    Suh, Young Soo

    2014-12-17

    An off-line smoother algorithm is proposed to estimate foot motion using an inertial sensor unit (three-axis gyroscopes and accelerometers) attached to a shoe. The smoother gives more accurate foot motion estimation than filter-based algorithms by using all of the sensor data instead of using the current sensor data. The algorithm consists of two parts. In the first part, a Kalman filter is used to obtain initial foot motion estimation. In the second part, the error in the initial estimation is compensated using a smoother, where the problem is formulated in the quadratic optimization problem. An efficient solution of the quadratic optimization problem is given using the sparse structure. Through experiments, it is shown that the proposed algorithm can estimate foot motion more accurately than a filter-based algorithm with reasonable computation time. In particular, there is significant improvement in the foot motion estimation when the foot is moving off the floor: the z-axis position error squared sum (total time: 3.47 s) when the foot is in the air is 0.0807 m2 (Kalman filter) and 0.0020 m2 (the proposed smoother).

  13. Navigation Aiding by a Hybrid Laser-Camera Motion Estimator for Micro Aerial Vehicles

    PubMed Central

    Atman, Jamal; Popp, Manuel; Ruppelt, Jan; Trommer, Gert F.

    2016-01-01

    Micro Air Vehicles (MAVs) equipped with various sensors are able to carry out autonomous flights. However, the self-localization of autonomous agents is mostly dependent on Global Navigation Satellite Systems (GNSS). In order to provide an accurate navigation solution in absence of GNSS signals, this article presents a hybrid sensor. The hybrid sensor is a deep integration of a monocular camera and a 2D laser rangefinder so that the motion of the MAV is estimated. This realization is expected to be more flexible in terms of environments compared to laser-scan-matching approaches. The estimated ego-motion is then integrated in the MAV’s navigation system. However, first, the knowledge about the pose between both sensors is obtained by proposing an improved calibration method. For both calibration and ego-motion estimation, 3D-to-2D correspondences are used and the Perspective-3-Point (P3P) problem is solved. Moreover, the covariance estimation of the relative motion is presented. The experiments show very accurate calibration and navigation results. PMID:27649203

  14. In-motion optical sensing for assessment of animal well-being

    NASA Astrophysics Data System (ADS)

    Atkins, Colton A.; Pond, Kevin R.; Madsen, Christi K.

    2017-05-01

    The application of in-motion optical sensor measurements was investigated for inspecting livestock soundness as a means of animal well-being. An optical sensor-based platform was used to collect in-motion, weight-related information. Eight steers, weighing between 680 and 1134 kg, were evaluated twice. Six of the 8 steers were used for further evaluation and analysis. Hoof impacts caused plate flexion that was optically sensed. Observed kinetic differences between animals' strides at a walking or running/trotting gait with significant force distributions of animals' hoof impacts allowed for observation of real-time, biometric patterns. Overall, optical sensor-based measurements identified hoof differences between and within animals in motion that may allow for diagnosis of musculoskeletal unsoundness without visual evaluation.

  15. The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial.

    PubMed

    Leiker, Amber M; Miller, Matthew; Brewer, Lauren; Nelson, Monica; Siow, Maria; Lohse, Keith

    2016-04-21

    Video games and virtual environments continue to be the subject of research in health sciences for their capacity to augment practice through user engagement. Creating game mechanics that increase user engagement may have indirect benefits on learning (ie, engaged learners are likely to practice more) and may also have direct benefits on learning (ie, for a fixed amount of practice, engaged learners show superior retention of information or skills). To manipulate engagement through the aesthetic features of a motion-controlled video game and measure engagement's influence on learning. A group of 40 right-handed participants played the game under two different conditions (game condition or sterile condition). The mechanics of the game and the amount of practice were constant. During practice, event-related potentials (ERPs) to task-irrelevant probe tones were recorded during practice as an index of participants' attentional reserve. Participants returned for retention and transfer testing one week later. Although both groups improved in the task, there was no difference in the amount of learning between the game and sterile groups, countering previous research. A new finding was a statistically significant relationship between self-reported engagement and the amplitude of the early-P3a (eP3a) component of the ERP waveform, such that participants who reported higher levels of engagement showed a smaller eP3a (beta=-.08, P=.02). This finding provides physiological data showing that engagement elicits increased information processing (reducing attentional reserve), which yields new insight into engagement and its underlying neurophysiological properties. Future studies may objectively index engagement by quantifying ERPs (specifically the eP3a) to task-irrelevant probes.

  16. The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial

    PubMed Central

    Brewer, Lauren; Nelson, Monica; Siow, Maria

    2016-01-01

    Background Video games and virtual environments continue to be the subject of research in health sciences for their capacity to augment practice through user engagement. Creating game mechanics that increase user engagement may have indirect benefits on learning (ie, engaged learners are likely to practice more) and may also have direct benefits on learning (ie, for a fixed amount of practice, engaged learners show superior retention of information or skills). Objective To manipulate engagement through the aesthetic features of a motion-controlled video game and measure engagement’s influence on learning. Methods A group of 40 right-handed participants played the game under two different conditions (game condition or sterile condition). The mechanics of the game and the amount of practice were constant. During practice, event-related potentials (ERPs) to task-irrelevant probe tones were recorded during practice as an index of participants’ attentional reserve. Participants returned for retention and transfer testing one week later. Results Although both groups improved in the task, there was no difference in the amount of learning between the game and sterile groups, countering previous research. A new finding was a statistically significant relationship between self-reported engagement and the amplitude of the early-P3a (eP3a) component of the ERP waveform, such that participants who reported higher levels of engagement showed a smaller eP3a (beta=−.08, P=.02). Conclusions This finding provides physiological data showing that engagement elicits increased information processing (reducing attentional reserve), which yields new insight into engagement and its underlying neurophysiological properties. Future studies may objectively index engagement by quantifying ERPs (specifically the eP3a) to task-irrelevant probes. PMID:27103052

  17. Monitoring stage fright outside the laboratory: an example in a professional musician using wearable sensors.

    PubMed

    Kusserow, Martin; Candia, Victor; Amft, Oliver; Hildebrandt, Horst; Folkers, Gerd; Tröster, Gerhard

    2012-03-01

    We implemented and tested a wearable sensor system to measure patterns of stress responses in a professional musician under public performance conditions. Using this sensor system, we monitored the cellist's heart activity, the motion of multiple body parts, and their gradual changes during three repeated performances of a skill-demanding piece in front of a professional audience. From the cellist and her teachers, we collected stage fright self-reports and performance ratings that were related to our sensor data analysis results. Concomitant to changes in body motion and heart rate, the cellist perceived a reduction in stage fright. Performance quality was objectively improved, as technical playing errors decreased throughout repeated renditions. In particular, from performance 1 to 3, the wearable sensors measured a significant increase in the cellist's bowing motion dynamics of approximately 6% and a decrease in heart rate. Bowing motion showed a marginal correlation to the observed heart rate patterns during playing. The wearable system did not interfere with the cellist's performance, thereby allowing investigation of stress responses during natural public performances.

  18. In-pavement fiber Bragg grating sensors for high-speed weigh-in-motion measurements

    NASA Astrophysics Data System (ADS)

    Al-Tarawneh, Mu'ath; Huang, Ying

    2017-04-01

    The demand on high-speed weigh-in-motion (WIM) measurement rises significantly in last decade to collect weight information for traffic managements especially after the introduction of weigh-station bypass programs such as Pre-Pass. In this study, a three-dimension glass fiber-reinforced polymer packaged fiber Bragg grating sensor (3D GFRP-FBG) is introduced to be embedded inside flexible pavements for weigh-in-motion (WIM) measurement at high speed. Sensitivity study showed that the developed sensor is very sensitive to the passing weights at high speed. Field tests also validated that the developed sensor was able to detect weights at a vehicle driving speed up to 55mph, which can be applied for WIM measurements at high speed.

  19. An ultrasensitive strain sensor with a wide strain range based on graphene armour scales.

    PubMed

    Yang, Yi-Fan; Tao, Lu-Qi; Pang, Yu; Tian, He; Ju, Zhen-Yi; Wu, Xiao-Ming; Yang, Yi; Ren, Tian-Ling

    2018-06-12

    An ultrasensitive strain sensor with a wide strain range based on graphene armour scales is demonstrated in this paper. The sensor shows an ultra-high gauge factor (GF, up to 1054) and a wide strain range (ε = 26%), both of which present an advantage compared to most other flexible sensors. Moreover, the sensor is developed by a simple fabrication process. Due to the excellent performance, this strain sensor can meet the demands of subtle, large and complex human motion monitoring, which indicates its tremendous application potential in health monitoring, mechanical control, real-time motion monitoring and so on.

  20. Weigh-in-Motion Sensor and Controller Operation and Performance Comparison

    DOT National Transportation Integrated Search

    2018-01-01

    This research project utilized statistical inference and comparison techniques to compare the performance of different Weigh-in-Motion (WIM) sensors. First, we analyzed test-vehicle data to perform an accuracy check of the results reported by the sen...

  1. Biomechanics of the Sensor–Tissue Interface—Effects of Motion, Pressure, and Design on Sensor Performance and the Foreign Body Response—Part I: Theoretical Framework

    PubMed Central

    Helton, Kristen L; Ratner, Buddy D; Wisniewski, Natalie A

    2011-01-01

    The importance of biomechanics in glucose sensor function has been largely overlooked. This article is the first part of a two-part review in which we look beyond commonly recognized chemical biocompatibility to explore the biomechanics of the sensor–tissue interface as an important aspect of continuous glucose sensor biocompatibility. Part I provides a theoretical framework to describe how biomechanical factors such as motion and pressure (typically micromotion and micropressure) give rise to interfacial stresses, which affect tissue physiology around a sensor and, in turn, impact sensor performance. Three main contributors to sensor motion and pressure are explored: applied forces, sensor design, and subject/patient considerations. We describe how acute forces can temporarily impact sensor signal and how chronic forces can alter the foreign body response and inflammation around an implanted sensor, and thus impact sensor performance. The importance of sensor design (e.g., size, shape, modulus, texture) and specific implant location on the tissue response are also explored. In Part II: Examples and Application (a sister publication), examples from the literature are reviewed, and the application of biomechanical concepts to sensor design are described. We believe that adding biomechanical strategies to the arsenal of material compositions, surface modifications, drug elution, and other chemical strategies will lead to improvements in sensor biocompatibility and performance. PMID:21722578

  2. Development of a Plantar Load Estimation Algorithm for Evaluation of Forefoot Load of Diabetic Patients during Daily Walks Using a Foot Motion Sensor

    PubMed Central

    Noguchi, Hiroshi; Sanada, Hiromi

    2017-01-01

    Forefoot load (FL) contributes to callus formation, which is one of the pathways to diabetic foot ulcers (DFU). In this study, we hypothesized that excessive FL, which cannot be detected by plantar load measurements within laboratory settings, occurs in daily walks. To demonstrate this, we created a FL estimation algorithm using foot motion data. Acceleration and angular velocity data were obtained from a motion sensor attached to each shoe of the subjects. The accuracy of the estimated FL was validated by correlation with the FL measured by force sensors on the metatarsal heads, which was assessed using the Pearson correlation coefficient. The mean of correlation coefficients of all the subjects was 0.63 at a level corridor, while it showed an intersubject difference at a slope and stairs. We conducted daily walk measurements in two diabetic patients, and additionally, we verified the safety of daily walk measurement using a wearable motion sensor attached to each shoe. We found that excessive FL occurred during their daily walks for approximately three hours in total, when any adverse event was not observed. This study indicated that FL evaluation method using wearable motion sensors was one of the promising ways to prevent DFUs. PMID:28840130

  3. Development of a Plantar Load Estimation Algorithm for Evaluation of Forefoot Load of Diabetic Patients during Daily Walks Using a Foot Motion Sensor.

    PubMed

    Watanabe, Ayano; Noguchi, Hiroshi; Oe, Makoto; Sanada, Hiromi; Mori, Taketoshi

    2017-01-01

    Forefoot load (FL) contributes to callus formation, which is one of the pathways to diabetic foot ulcers (DFU). In this study, we hypothesized that excessive FL, which cannot be detected by plantar load measurements within laboratory settings, occurs in daily walks. To demonstrate this, we created a FL estimation algorithm using foot motion data. Acceleration and angular velocity data were obtained from a motion sensor attached to each shoe of the subjects. The accuracy of the estimated FL was validated by correlation with the FL measured by force sensors on the metatarsal heads, which was assessed using the Pearson correlation coefficient. The mean of correlation coefficients of all the subjects was 0.63 at a level corridor, while it showed an intersubject difference at a slope and stairs. We conducted daily walk measurements in two diabetic patients, and additionally, we verified the safety of daily walk measurement using a wearable motion sensor attached to each shoe. We found that excessive FL occurred during their daily walks for approximately three hours in total, when any adverse event was not observed. This study indicated that FL evaluation method using wearable motion sensors was one of the promising ways to prevent DFUs.

  4. Thermal noise variance of a receive radiofrequency coil as a respiratory motion sensor.

    PubMed

    Andreychenko, A; Raaijmakers, A J E; Sbrizzi, A; Crijns, S P M; Lagendijk, J J W; Luijten, P R; van den Berg, C A T

    2017-01-01

    Development of a passive respiratory motion sensor based on the noise variance of the receive coil array. Respiratory motion alters the body resistance. The noise variance of an RF coil depends on the body resistance and, thus, is also modulated by respiration. For the noise variance monitoring, the noise samples were acquired without and with MR signal excitation on clinical 1.5/3 T MR scanners. The performance of the noise sensor was compared with the respiratory bellow and with the diaphragm displacement visible on MR images. Several breathing patterns were tested. The noise variance demonstrated a periodic, temporal modulation that was synchronized with the respiratory bellow signal. The modulation depth of the noise variance resulting from the respiration varied between the channels of the array and depended on the channel's location with respect to the body. The noise sensor combined with MR acquisition was able to detect the respiratory motion for every k-space read-out line. Within clinical MR systems, the respiratory motion can be detected by the noise in receive array. The noise sensor does not require careful positioning unlike the bellow, any additional hardware, and/or MR acquisition. Magn Reson Med 77:221-228, 2017. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  5. Using the Scroll Wheel on a Wireless Mouse as a Motion Sensor

    ERIC Educational Resources Information Center

    Taylor, Richard S.; Wilson, William R.

    2010-01-01

    Since its inception in the mid-80s, the computer mouse has undergone several design changes. As the mouse has evolved, physicists have found new ways to utilize it as a motion sensor. For example, the rollers in a mechanical mouse have been used as pulleys to study the motion of a magnet moving through a copper tube as a quantitative demonstration…

  6. Mathematical Modeling Of The Terrain Around A Robot

    NASA Technical Reports Server (NTRS)

    Slack, Marc G.

    1992-01-01

    In conceptual system for modeling of terrain around autonomous mobile robot, representation of terrain used for control separated from representation provided by sensors. Concept takes motion-planning system out from under constraints imposed by discrete spatial intervals of square terrain grid(s). Separation allows sensing and motion-controlling systems to operate asynchronously; facilitating integration of new map and sensor data into planning of motions.

  7. Cognitive training in Parkinson disease: cognition-specific vs nonspecific computer training.

    PubMed

    Zimmermann, Ronan; Gschwandtner, Ute; Benz, Nina; Hatz, Florian; Schindler, Christian; Taub, Ethan; Fuhr, Peter

    2014-04-08

    In this study, we compared a cognition-specific computer-based cognitive training program with a motion-controlled computer sports game that is not cognition-specific for their ability to enhance cognitive performance in various cognitive domains in patients with Parkinson disease (PD). Patients with PD were trained with either a computer program designed to enhance cognition (CogniPlus, 19 patients) or a computer sports game with motion-capturing controllers (Nintendo Wii, 20 patients). The effect of training in 5 cognitive domains was measured by neuropsychological testing at baseline and after training. Group differences over all variables were assessed with multivariate analysis of variance, and group differences in single variables were assessed with 95% confidence intervals of mean difference. The groups were similar regarding age, sex, and educational level. Patients with PD who were trained with Wii for 4 weeks performed better in attention (95% confidence interval: -1.49 to -0.11) than patients trained with CogniPlus. In our study, patients with PD derived at least the same degree of cognitive benefit from non-cognition-specific training involving movement as from cognition-specific computerized training. For patients with PD, game consoles may be a less expensive and more entertaining alternative to computer programs specifically designed for cognitive training. This study provides Class III evidence that, in patients with PD, cognition-specific computer-based training is not superior to a motion-controlled computer game in improving cognitive performance.

  8. Acoustic sensor array extracts physiology during movement

    NASA Astrophysics Data System (ADS)

    Scanlon, Michael V.

    2001-08-01

    An acoustic sensor attached to a person's neck can extract heart and breath sounds, as well as voice and other physiology related to their health and performance. Soldiers, firefighters, law enforcement, and rescue personnel, as well as people at home or in health care facilities, can benefit form being remotely monitored. ARLs acoustic sensor, when worn around a person's neck, picks up the carotid artery and breath sounds very well by matching the sensor's acoustic impedance to that of the body via a gel pad, while airborne noise is minimized by an impedance mismatch. Although the physiological sounds have high SNR, the acoustic sensor also responds to motion-induced artifacts that obscure the meaningful physiology. To exacerbate signal extraction, these interfering signals are usually covariant with the heart sounds, in that as a person walks faster the heart tends to beat faster, and motion noises tend to contain low frequency component similar to the heart sounds. A noise-canceling configuration developed by ARL uses two acoustic sensor on the front sides of the neck as physiology sensors, and two additional acoustic sensor on the back sides of the neck as noise references. Breath and heart sounds, which occur with near symmetry and simultaneously at the two front sensor, will correlate well. The motion noise present on all four sensor will be used to cancel the noise on the two physiology sensors. This report will compare heart rate variability derived from both the acoustic array and from ECG data taken simultaneously on a treadmill test. Acoustically derived breath rate and volume approximations will be introduced as well. A miniature 3- axis accelerometer on the same neckband provides additional noise references to validate footfall and motion activity.

  9. Relativity in a Rock Field: A Study of Physics Learning with a Computer Game

    ERIC Educational Resources Information Center

    Carr, David; Bossomaier, Terry

    2011-01-01

    The "Theory of Special Relativity" is widely regarded as a difficult topic for learners in physics to grasp, as it reformulates fundamental conceptions of space, time and motion, and predominantly deals with situations outside of everyday experience. In this paper, we describe embedding the physics of relativity into a computer game, and…

  10. 77 FR 67832 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-11-14

    ... Initial Determination Granting Complainants' Unopposed Motion for Leave To Amend the Complaint and Notice of Investigation AGENCY: U.S. International Trade Commission. ACTION: Notice. SUMMARY: Notice is...' unopposed motion for leave to amend the complaint and notice of investigation. FOR FURTHER INFORMATION...

  11. Spatial pattern dynamics due to the fitness gradient flux in evolutionary games.

    PubMed

    deForest, Russ; Belmonte, Andrew

    2013-06-01

    We introduce a nondiffusive spatial coupling term into the replicator equation of evolutionary game theory. The spatial flux is based on motion due to local gradients in the relative fitness of each strategy, providing a game-dependent alternative to diffusive coupling. We study numerically the development of patterns in one dimension (1D) for two-strategy games including the coordination game and the prisoner's dilemma, and in two dimensions (2D) for the rock-paper-scissors game. In 1D we observe modified traveling wave solutions in the presence of diffusion, and asymptotic attracting states under a frozen-strategy assumption without diffusion. In 2D we observe spiral formation and breakup in the frozen-strategy rock-paper-scissors game without diffusion. A change of variables appropriate to replicator dynamics is shown to correctly capture the 1D asymptotic steady state via a nonlinear diffusion equation.

  12. Spatial pattern dynamics due to the fitness gradient flux in evolutionary games

    NASA Astrophysics Data System (ADS)

    deForest, Russ; Belmonte, Andrew

    2013-06-01

    We introduce a nondiffusive spatial coupling term into the replicator equation of evolutionary game theory. The spatial flux is based on motion due to local gradients in the relative fitness of each strategy, providing a game-dependent alternative to diffusive coupling. We study numerically the development of patterns in one dimension (1D) for two-strategy games including the coordination game and the prisoner's dilemma, and in two dimensions (2D) for the rock-paper-scissors game. In 1D we observe modified traveling wave solutions in the presence of diffusion, and asymptotic attracting states under a frozen-strategy assumption without diffusion. In 2D we observe spiral formation and breakup in the frozen-strategy rock-paper-scissors game without diffusion. A change of variables appropriate to replicator dynamics is shown to correctly capture the 1D asymptotic steady state via a nonlinear diffusion equation.

  13. Image Processing Occupancy Sensor

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    The Image Processing Occupancy Sensor, or IPOS, is a novel sensor technology developed at the National Renewable Energy Laboratory (NREL). The sensor is based on low-cost embedded microprocessors widely used by the smartphone industry and leverages mature open-source computer vision software libraries. Compared to traditional passive infrared and ultrasonic-based motion sensors currently used for occupancy detection, IPOS has shown the potential for improved accuracy and a richer set of feedback signals for occupant-optimized lighting, daylighting, temperature setback, ventilation control, and other occupancy and location-based uses. Unlike traditional passive infrared (PIR) or ultrasonic occupancy sensors, which infer occupancy based only onmore » motion, IPOS uses digital image-based analysis to detect and classify various aspects of occupancy, including the presence of occupants regardless of motion, their number, location, and activity levels of occupants, as well as the illuminance properties of the monitored space. The IPOS software leverages the recent availability of low-cost embedded computing platforms, computer vision software libraries, and camera elements.« less

  14. Hand Motion Classification Using a Multi-Channel Surface Electromyography Sensor

    PubMed Central

    Tang, Xueyan; Liu, Yunhui; Lv, Congyi; Sun, Dong

    2012-01-01

    The human hand has multiple degrees of freedom (DOF) for achieving high-dexterity motions. Identifying and replicating human hand motions are necessary to perform precise and delicate operations in many applications, such as haptic applications. Surface electromyography (sEMG) sensors are a low-cost method for identifying hand motions, in addition to the conventional methods that use data gloves and vision detection. The identification of multiple hand motions is challenging because the error rate typically increases significantly with the addition of more hand motions. Thus, the current study proposes two new methods for feature extraction to solve the problem above. The first method is the extraction of the energy ratio features in the time-domain, which are robust and invariant to motion forces and speeds for the same gesture. The second method is the extraction of the concordance correlation features that describe the relationship between every two channels of the multi-channel sEMG sensor system. The concordance correlation features of a multi-channel sEMG sensor system were shown to provide a vast amount of useful information for identification. Furthermore, a new cascaded-structure classifier is also proposed, in which 11 types of hand gestures can be identified accurately using the newly defined features. Experimental results show that the success rate for the identification of the 11 gestures is significantly high. PMID:22438703

  15. Hand motion classification using a multi-channel surface electromyography sensor.

    PubMed

    Tang, Xueyan; Liu, Yunhui; Lv, Congyi; Sun, Dong

    2012-01-01

    The human hand has multiple degrees of freedom (DOF) for achieving high-dexterity motions. Identifying and replicating human hand motions are necessary to perform precise and delicate operations in many applications, such as haptic applications. Surface electromyography (sEMG) sensors are a low-cost method for identifying hand motions, in addition to the conventional methods that use data gloves and vision detection. The identification of multiple hand motions is challenging because the error rate typically increases significantly with the addition of more hand motions. Thus, the current study proposes two new methods for feature extraction to solve the problem above. The first method is the extraction of the energy ratio features in the time-domain, which are robust and invariant to motion forces and speeds for the same gesture. The second method is the extraction of the concordance correlation features that describe the relationship between every two channels of the multi-channel sEMG sensor system. The concordance correlation features of a multi-channel sEMG sensor system were shown to provide a vast amount of useful information for identification. Furthermore, a new cascaded-structure classifier is also proposed, in which 11 types of hand gestures can be identified accurately using the newly defined features. Experimental results show that the success rate for the identification of the 11 gestures is significantly high.

  16. The fiber optic gyroscope - a portable rotational ground motion sensor

    NASA Astrophysics Data System (ADS)

    Wassermann, J. M.; Bernauer, F.; Guattari, F.; Igel, H.

    2016-12-01

    It was already shown that a portable broadband rotational ground motion sensor will have large impact on several fields of seismological research such as volcanology, marine geophysics, seismic tomography and planetary seismology. Here, we present results of tests and experiments with one of the first broadband rotational motion sensors available. BlueSeis-3A, is a fiber optic gyroscope (FOG) especially designed for the needs of seismology, developed by iXBlue, France, in close collaboration with researchers financed by the European Research council project ROMY (Rotational motions - a new observable for seismology). We first present the instrument characteristics which were estimated by different standard laboratory tests, e.g. self noise using operational range diagrams or Allan deviation. Next we present the results of a field experiment which was designed to demonstrate the value of a 6C measurement (3 components of translation and 3 components of rotation). This field test took place at Mt. Stromboli volcano, Italy, and is accompanied by seismic array installation to proof the FOG output against more commonly known array derived rotation. As already shown with synthetic data an additional direct measurement of three components of rotation can reduce the ambiguity in source mechanism estimation and can be taken to correct for dynamic tilt of the translational sensors (i.e. seismometers). We can therefore demonstrate that the deployment of a weak motion broadband rotational motion sensor is in fact producing superior results by a reduction of the number of deployed instruments.

  17. A Critical Review of 13 Years of Mobile Game-Based Learning

    ERIC Educational Resources Information Center

    Giannakas, Filippos; Kambourakis, Georgios; Papasalouros, Andreas; Gritzalis, Stefanos

    2018-01-01

    With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus,…

  18. Applying Serious Games to Motor Learning in Sport

    ERIC Educational Resources Information Center

    Wiemeyer, Josef; Schneider, Philipp

    2012-01-01

    Considering the wide use of Serious Games in application fields like cognitive learning, health education and rehabilitation and the recent developments of sensor and interface technology it is surprising that applications to motor learning in sport are rare. The aim of this study is to examine whether a specific learning effect can be elicited by…

  19. Inertial Sensor-Based Motion Analysis of Lower Limbs for Rehabilitation Treatments

    PubMed Central

    Sun, Tongyang; Duan, Lihong; Wang, Yulong

    2017-01-01

    The hemiplegic rehabilitation state diagnosing performed by therapists can be biased due to their subjective experience, which may deteriorate the rehabilitation effect. In order to improve this situation, a quantitative evaluation is proposed. Though many motion analysis systems are available, they are too complicated for practical application by therapists. In this paper, a method for detecting the motion of human lower limbs including all degrees of freedom (DOFs) via the inertial sensors is proposed, which permits analyzing the patient's motion ability. This method is applicable to arbitrary walking directions and tracks of persons under study, and its results are unbiased, as compared to therapist qualitative estimations. Using the simplified mathematical model of a human body, the rotation angles for each lower limb joint are calculated from the input signals acquired by the inertial sensors. Finally, the rotation angle versus joint displacement curves are constructed, and the estimated values of joint motion angle and motion ability are obtained. The experimental verification of the proposed motion detection and analysis method was performed, which proved that it can efficiently detect the differences between motion behaviors of disabled and healthy persons and provide a reliable quantitative evaluation of the rehabilitation state. PMID:29065575

  20. Assessing Impact of Dual Sensor Enhanced Flight Vision Systems on Departure Performance

    NASA Technical Reports Server (NTRS)

    Kramer, Lynda J.; Etherington, Timothy J.; Severance, Kurt; Bailey, Randall E.

    2016-01-01

    Synthetic Vision (SV) and Enhanced Flight Vision Systems (EFVS) may serve as game-changing technologies to meet the challenges of the Next Generation Air Transportation System and the envisioned Equivalent Visual Operations (EVO) concept - that is, the ability to achieve the safety and operational tempos of current-day Visual Flight Rules operations irrespective of the weather and visibility conditions. One significant obstacle lies in the definition of required equipage on the aircraft and on the airport to enable the EVO concept objective. A motion-base simulator experiment was conducted to evaluate the operational feasibility and pilot workload of conducting departures and approaches on runways without centerline lighting in visibility as low as 300 feet runway visual range (RVR) by use of onboard vision system technologies on a Head-Up Display (HUD) without need or reliance on natural vision. Twelve crews evaluated two methods of combining dual sensor (millimeter wave radar and forward looking infrared) EFVS imagery on pilot-flying and pilot-monitoring HUDs. In addition, the impact of adding SV to the dual sensor EFVS imagery on crew flight performance and workload was assessed. Using EFVS concepts during 300 RVR terminal operations on runways without centerline lighting appears feasible as all EFVS concepts had equivalent (or better) departure performance and landing rollout performance, without any workload penalty, than those flown with a conventional HUD to runways having centerline lighting. Adding SV imagery to EFVS concepts provided situation awareness improvements but no discernible improvements in flight path maintenance.

  1. Registration of Large Motion Blurred Images

    DTIC Science & Technology

    2016-05-09

    in handling the dynamics of the capturing system, for example, a drone. CMOS sensors , used in recent times, when employed in these cameras produce...handling the dynamics of the capturing system, for example, a drone. CMOS sensors , used in recent times, when employed in these cameras produce two types...blur in the captured image when there is camera motion during exposure. However, contemporary CMOS sensors employ an electronic rolling shutter (RS

  2. Commercial Motion Sensor Based Low-Cost and Convenient Interactive Treadmill.

    PubMed

    Kim, Jonghyun; Gravunder, Andrew; Park, Hyung-Soon

    2015-09-17

    Interactive treadmills were developed to improve the simulation of overground walking when compared to conventional treadmills. However, currently available interactive treadmills are expensive and inconvenient, which limits their use. We propose a low-cost and convenient version of the interactive treadmill that does not require expensive equipment and a complicated setup. As a substitute for high-cost sensors, such as motion capture systems, a low-cost motion sensor was used to recognize the subject's intention for speed changing. Moreover, the sensor enables the subject to make a convenient and safe stop using gesture recognition. For further cost reduction, the novel interactive treadmill was based on an inexpensive treadmill platform and a novel high-level speed control scheme was applied to maximize performance for simulating overground walking. Pilot tests with ten healthy subjects were conducted and results demonstrated that the proposed treadmill achieves similar performance to a typical, costly, interactive treadmill that contains a motion capture system and an instrumented treadmill, while providing a convenient and safe method for stopping.

  3. Autonomous Landmark Calibration Method for Indoor Localization

    PubMed Central

    Kim, Jae-Hoon; Kim, Byoung-Seop

    2017-01-01

    Machine-generated data expansion is a global phenomenon in recent Internet services. The proliferation of mobile communication and smart devices has increased the utilization of machine-generated data significantly. One of the most promising applications of machine-generated data is the estimation of the location of smart devices. The motion sensors integrated into smart devices generate continuous data that can be used to estimate the location of pedestrians in an indoor environment. We focus on the estimation of the accurate location of smart devices by determining the landmarks appropriately for location error calibration. In the motion sensor-based location estimation, the proposed threshold control method determines valid landmarks in real time to avoid the accumulation of errors. A statistical method analyzes the acquired motion sensor data and proposes a valid landmark for every movement of the smart devices. Motion sensor data used in the testbed are collected from the actual measurements taken throughout a commercial building to demonstrate the practical usefulness of the proposed method. PMID:28837071

  4. Vision Guided Intelligent Robot Design And Experiments

    NASA Astrophysics Data System (ADS)

    Slutzky, G. D.; Hall, E. L.

    1988-02-01

    The concept of an intelligent robot is an important topic combining sensors, manipulators, and artificial intelligence to design a useful machine. Vision systems, tactile sensors, proximity switches and other sensors provide the elements necessary for simple game playing as well as industrial applications. These sensors permit adaption to a changing environment. The AI techniques permit advanced forms of decision making, adaptive responses, and learning while the manipulator provides the ability to perform various tasks. Computer languages such as LISP and OPS5, have been utilized to achieve expert systems approaches in solving real world problems. The purpose of this paper is to describe several examples of visually guided intelligent robots including both stationary and mobile robots. Demonstrations will be presented of a system for constructing and solving a popular peg game, a robot lawn mower, and a box stacking robot. The experience gained from these and other systems provide insight into what may be realistically expected from the next generation of intelligent machines.

  5. Complex Human Activity Recognition Using Smartphone and Wrist-Worn Motion Sensors

    PubMed Central

    Shoaib, Muhammad; Bosch, Stephan; Incel, Ozlem Durmaz; Scholten, Hans; Havinga, Paul J. M.

    2016-01-01

    The position of on-body motion sensors plays an important role in human activity recognition. Most often, mobile phone sensors at the trouser pocket or an equivalent position are used for this purpose. However, this position is not suitable for recognizing activities that involve hand gestures, such as smoking, eating, drinking coffee and giving a talk. To recognize such activities, wrist-worn motion sensors are used. However, these two positions are mainly used in isolation. To use richer context information, we evaluate three motion sensors (accelerometer, gyroscope and linear acceleration sensor) at both wrist and pocket positions. Using three classifiers, we show that the combination of these two positions outperforms the wrist position alone, mainly at smaller segmentation windows. Another problem is that less-repetitive activities, such as smoking, eating, giving a talk and drinking coffee, cannot be recognized easily at smaller segmentation windows unlike repetitive activities, like walking, jogging and biking. For this purpose, we evaluate the effect of seven window sizes (2–30 s) on thirteen activities and show how increasing window size affects these various activities in different ways. We also propose various optimizations to further improve the recognition of these activities. For reproducibility, we make our dataset publicly available. PMID:27023543

  6. Bringing hands-on exploration of air quality technology to the ...

    EPA Pesticide Factsheets

    This is an educational presentation to the OAQPS Teachers Workshop on the PM sensor kit and other related air technology educational activities. This workshop for teachers and other educators includes topics, such as: how EPA manages air quality, the environmental health effects and risks of air pollution, climate change, and sustainability solutions and more. Attendees will also build a DYI Sensor kit and explore energy choices and the environment when they play the interactive board game developed by EPA scientists called Generate! This workshop for teachers and other educators includes topics, such as: how EPA manages air quality, the environmental health effects and risks of air pollution, climate change and sustainability and more. Attendees will also build a DYI Sensor kit and explore energy choices and the environment when they play the interactive board game developed by EPA scientists called Generate!

  7. An automatic fall detection framework using data fusion of Doppler radar and motion sensor network.

    PubMed

    Liu, Liang; Popescu, Mihail; Skubic, Marjorie; Rantz, Marilyn

    2014-01-01

    This paper describes the ongoing work of detecting falls in independent living senior apartments. We have developed a fall detection system with Doppler radar sensor and implemented ceiling radar in real senior apartments. However, the detection accuracy on real world data is affected by false alarms inherent in the real living environment, such as motions from visitors. To solve this issue, this paper proposes an improved framework by fusing the Doppler radar sensor result with a motion sensor network. As a result, performance is significantly improved after the data fusion by discarding the false alarms generated by visitors. The improvement of this new method is tested on one week of continuous data from an actual elderly person who frequently falls while living in her senior home.

  8. Turbulence Measurements from Compliant Moorings. Part II: Motion Correction

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Kilcher, Levi F.; Thomson, Jim; Harding, Samuel

    2017-06-01

    Acoustic Doppler velocimeters (ADVs) are a valuable tool for making highprecision measurements of turbulence, and moorings are a convenient and ubiquitous platform for making many kinds of measurements in the ocean. However—because of concerns that mooring motion can contaminate turbulence measurements and acoustic Doppler profilers are relatively easy to deploy—ADVs are not frequently deployed from moorings. This work details a method for measuring turbulence using moored ADVs that corrects for mooring motion using measurements from inertial motion sensors. Three distinct mooring platforms were deployed in a tidal channel with inertial motion-sensor-equipped ADVs. In each case, the motion correction based onmore » the inertial measurements dramatically reduced contamination from mooring motion. The spectra from these measurements have a shape that is consistent with other measurements in tidal channels, and have a f^(5/3) slope at high frequencies—consistent with Kolmogorov’s theory of isotropic turbulence. Motion correction also improves estimates of cross-spectra and Reynold’s stresses. Comparison of turbulence dissipation with flow speed and turbulence production indicates a bottom boundary layer production-dissipation balance during ebb and flood that is consistent with the strong tidal forcing at the site. These results indicate that inertial-motion-sensor-equipped ADVs are a valuable new tool for measuring turbulence from moorings.« less

  9. Does the new rugby union scrum sequence positively influence the hooker's in situ spinal kinematics?

    PubMed Central

    Williams, Jonathan M; Jones, Michael D; Theobald, Peter S

    2016-01-01

    Background Scrummaging is unique to rugby union and involves 2 ‘packs’ of 8 players competing to regain ball possession. Intending to serve as a quick and safe method to restart the game, injury prevalence during scrummaging necessitates further evaluation of this environment. Aims The aim of this study was to determine the effect of scrummage engagement sequences on spinal kinematics of the hooker. The conditions investigated were: (1) live competitive scrummaging using the new ‘crouch, bind, set’ sequence; (2) live competitive scrummaging using the old ‘crouch touch pause engage’ sequence and (3) training scrummaging using a scrum machine. Methods Inertial sensors provided three-dimensional kinematic data across 5 spinal regions. Participants (n=29) were adult, male community club and university-level hookers. Results Engagement sequence had no effect on resultant kinematics of any spinal region. Machine scrummaging resulted in lesser magnitudes of motion in the upper spinal regions. Around two-thirds of the total available cervical motion was utilised during live scrummaging. Conclusions This study indicates that the most recent laws do not influence the spinal kinematics of the hooker during live scrummaging; however, there may be other benefits from these law changes that fall outside the scope of this investigation. PMID:27900153

  10. Markovian Search Games in Heterogeneous Spaces

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Griffin, Christopher H

    2009-01-01

    We consider how to search for a mobile evader in a large heterogeneous region when sensors are used for detection. Sensors are modeled using probability of detection. Due to environmental effects, this probability will not be constant over the entire region. We map this problem to a graph search problem and, even though deterministic graph search is NP-complete, we derive a tractable, optimal, probabilistic search strategy. We do this by defining the problem as a differential game played on a Markov chain. We prove that this strategy is optimal in the sense of Nash. Simulations of an example problem illustratemore » our approach and verify our claims.« less

  11. Cost-effective (gaming) motion and balance devices for functional assessment: Need or hype?

    PubMed

    Bonnechère, B; Jansen, B; Van Sint Jan, S

    2016-09-06

    In the last decade, technological advances in the gaming industry have allowed the marketing of hardware for motion and balance control that is based on technological concepts similar to scientific and clinical equipment. Such hardware is attractive to researchers and clinicians for specific applications. However, some questions concerning their scientific value and the range of future potential applications have yet to be answered. This article attempts to present an objective analysis about the pros and cons of using such hardware for scientific and clinical purposes and calls for a constructive discussion based on scientific facts and practical clinical requests that are emerging from application fields. Copyright © 2016 Elsevier Ltd. All rights reserved.

  12. Analysing harmonic motions with an iPhone’s magnetometer

    NASA Astrophysics Data System (ADS)

    Yavuz, Ahmet; Kağan Temiz, Burak

    2016-05-01

    In this paper, we propose an experiment for analysing harmonic motion using an iPhone’s (or iPad’s) magnetometer. This experiment consists of the detection of magnetic field variations obtained from an iPhone’s magnetometer sensor. A graph of harmonic motion is directly displayed on the iPhone’s screen using the Sensor Kinetics application. Data from this application was analysed with Eureqa software to establish the equation of the harmonic motion. Analyses show that the use of an iPhone’s magnetometer to analyse harmonic motion is a practical and effective method for small oscillations and frequencies less than 15-20 Hz.

  13. Success and Failure of Parliamentary Motions: A Social Dilemma Approach.

    PubMed

    Popping, Roel; Wittek, Rafael

    2015-01-01

    Parliamentary motions are a vital and frequently used element of political control in democratic regimes. Despite their high incidence and potential impact on the political fate of a government and its policies, we know relatively little about the conditions under which parliamentary motions are likely to be accepted or rejected. Current collective decision-making models use a voting power framework in which power and influence of the involved parties are the main predictors. We propose an alternative, social dilemma approach, according to which a motion's likelihood to be accepted depends on the severity of the social dilemma underlying the decision issue. Actor- and dilemma-centered hypotheses are developed and tested with data from a stratified random sample of 822 motions that have been voted upon in the Dutch Parliament between September 2009 and February 2011. The social dilemma structure of each motion is extracted through content coding, applying a cognitive mapping technique developed by Anthony, Heckathorn and Maser. Logistic regression analyses are in line with both, actor-centered and social-dilemma centered approaches, though the latter show stronger effect sizes. Motions have a lower chance to be accepted if voting potential is low, the proposer is not from the voting party, and if the problem underlying the motion reflects a prisoner's dilemma or a pure competition game as compared to a coordination game. The number of proposing parties or a battle of the sexes structure does not significantly affect the outcome.

  14. OFSETH: smart medical textile for continuous monitoring of respiratory motions under magnetic resonance imaging.

    PubMed

    De Jonckheere, J; Narbonneau, F; Jeanne, M; Kinet, D; Witt, J; Krebber, K; Paquet, B; Depre, A; Logier, R

    2009-01-01

    The potential impact of optical fiber sensors embedded into medical textiles for the continuous monitoring of the patient during Magnetic Resonance Imaging is presented. We report on two pure optical sensing technologies for respiratory movements monitoring - a macro bending sensor and a Bragg grating sensor, designed to measure the elongation due to abdominal and thoracic motions during breathing. We demonstrate that the two sensors can successfully sense textile elongation between, 0% and 3%, while maintaining the stretching properties of the textile substrates for a good comfort of the patient.

  15. The Use of Motion Tracking Technologies in Serious Games to Enhance Rehabilitation in Stroke Patients

    ERIC Educational Resources Information Center

    Burton, Andrew M.; Liu, Hao; Battersby, Steven; Brown, David; Sherkat, Nasser; Standen, Penny; Walker, Marion

    2011-01-01

    Stroke is the main cause of long term disability worldwide. Of those surviving, more than half will fail to regain functional usage of their impaired upper limb. Typically stroke upper limb rehabilitation exercises consist of repeated movements, which when tracked can form the basis of inputs to games. This paper discusses two systems utilizing…

  16. Visualization of Heart Sounds and Motion Using Multichannel Sensor

    NASA Astrophysics Data System (ADS)

    Nogata, Fumio; Yokota, Yasunari; Kawamura, Yoko

    2010-06-01

    As there are various difficulties associated with auscultation techniques, we have devised a technique for visualizing heart motion in order to assist in the understanding of heartbeat for both doctors and patients. Auscultatory sounds were first visualized using FFT and Wavelet analysis to visualize heart sounds. Next, to show global and simultaneous heart motions, a new technique for visualization was established. The visualization system consists of a 64-channel unit (63 acceleration sensors and one ECG sensor) and a signal/image analysis unit. The acceleration sensors were arranged in a square array (8×8) with a 20-mm pitch interval, which was adhered to the chest surface. The heart motion of one cycle was visualized at a sampling frequency of 3 kHz and quantization of 12 bits. The visualized results showed a typical waveform motion of the strong pressure shock due to closing tricuspid valve and mitral valve of the cardiac apex (first sound), and the closing aortic and pulmonic valve (second sound) in sequence. To overcome difficulties in auscultation, the system can be applied to the detection of heart disease and to the digital database management of the auscultation examination in medical areas.

  17. The instantaneous linear motion information measurement method based on inertial sensors for ships

    NASA Astrophysics Data System (ADS)

    Yang, Xu; Huang, Jing; Gao, Chen; Quan, Wei; Li, Ming; Zhang, Yanshun

    2018-05-01

    Ship instantaneous line motion information is the important foundation for ship control, which needs to be measured accurately. For this purpose, an instantaneous line motion measurement method based on inertial sensors is put forward for ships. By introducing a half-fixed coordinate system to realize the separation between instantaneous line motion and ship master movement, the instantaneous line motion acceleration of ships can be obtained with higher accuracy. Then, the digital high-pass filter is applied to suppress the velocity error caused by the low frequency signal such as schuler period. Finally, the instantaneous linear motion displacement of ships can be measured accurately. Simulation experimental results show that the method is reliable and effective, and can realize the precise measurement of velocity and displacement of instantaneous line motion for ships.

  18. The valuable use of Microsoft Kinect™ sensor 3D kinematic in the rehabilitation process in basketball

    NASA Astrophysics Data System (ADS)

    Braidot, Ariel; Favaretto, Guillermo; Frisoli, Melisa; Gemignani, Diego; Gumpel, Gustavo; Massuh, Roberto; Rayan, Josefina; Turin, Matías

    2016-04-01

    Subjects who practice sports either as professionals or amateurs, have a high incidence of knee injuries. There are a few publications that show studies from a kinematic point of view of lateral-structure-knee injuries, including meniscal (meniscal tears or chondral injury), without anterior cruciate ligament rupture. The use of standard motion capture systems for measuring outdoors sport is hard to implement due to many operative reasons. Recently released, the Microsoft Kinect™ is a sensor that was developed to track movements for gaming purposes and has seen an increased use in clinical applications. The fact that this device is a simple and portable tool allows the acquisition of data of sport common movements in the field. The development and testing of a set of protocols for 3D kinematic measurement using the Microsoft Kinect™ system is presented in this paper. The 3D kinematic evaluation algorithms were developed from information available and with the use of Microsoft’s Software Development Kit 1.8 (SDK). Along with this, an algorithm for calculating the lower limb joints angles was implemented. Thirty healthy adult volunteers were measured, using five different recording protocols for sport characteristic gestures which involve high knee injury risk in athletes.

  19. Natural user interface as a supplement of the holographic Raman tweezers

    NASA Astrophysics Data System (ADS)

    Tomori, Zoltan; Kanka, Jan; Kesa, Peter; Jakl, Petr; Sery, Mojmir; Bernatova, Silvie; Antalik, Marian; Zemánek, Pavel

    2014-09-01

    Holographic Raman tweezers (HRT) manipulates with microobjects by controlling the positions of multiple optical traps via the mouse or joystick. Several attempts have appeared recently to exploit touch tablets, 2D cameras or Kinect game console instead. We proposed a multimodal "Natural User Interface" (NUI) approach integrating hands tracking, gestures recognition, eye tracking and speech recognition. For this purpose we exploited "Leap Motion" and "MyGaze" low-cost sensors and a simple speech recognition program "Tazti". We developed own NUI software which processes signals from the sensors and sends the control commands to HRT which subsequently controls the positions of trapping beams, micropositioning stage and the acquisition system of Raman spectra. System allows various modes of operation proper for specific tasks. Virtual tools (called "pin" and "tweezers") serving for the manipulation with particles are displayed on the transparent "overlay" window above the live camera image. Eye tracker identifies the position of the observed particle and uses it for the autofocus. Laser trap manipulation navigated by the dominant hand can be combined with the gestures recognition of the secondary hand. Speech commands recognition is useful if both hands are busy. Proposed methods make manual control of HRT more efficient and they are also a good platform for its future semi-automated and fully automated work.

  20. Computer-Guided Deep Brain Stimulation Programming for Parkinson's Disease.

    PubMed

    Heldman, Dustin A; Pulliam, Christopher L; Urrea Mendoza, Enrique; Gartner, Maureen; Giuffrida, Joseph P; Montgomery, Erwin B; Espay, Alberto J; Revilla, Fredy J

    2016-02-01

    Pilot study to evaluate computer-guided deep brain stimulation (DBS) programming designed to optimize stimulation settings using objective motion sensor-based motor assessments. Seven subjects (five males; 54-71 years) with Parkinson's disease (PD) and recently implanted DBS systems participated in this pilot study. Within two months of lead implantation, the subject returned to the clinic to undergo computer-guided programming and parameter selection. A motion sensor was placed on the index finger of the more affected hand. Software guided a monopolar survey during which monopolar stimulation on each contact was iteratively increased followed by an automated assessment of tremor and bradykinesia. After completing assessments at each setting, a software algorithm determined stimulation settings designed to minimize symptom severities, side effects, and battery usage. Optimal DBS settings were chosen based on average severity of motor symptoms measured by the motion sensor. Settings chosen by the software algorithm identified a therapeutic window and improved tremor and bradykinesia by an average of 35.7% compared with baseline in the "off" state (p < 0.01). Motion sensor-based computer-guided DBS programming identified stimulation parameters that significantly improved tremor and bradykinesia with minimal clinician involvement. Automated motion sensor-based mapping is worthy of further investigation and may one day serve to extend programming to populations without access to specialized DBS centers. © 2015 International Neuromodulation Society.

  1. Feasibility of a Customized, In-Home, Game-Based Stroke Exercise Program Using the Microsoft Kinect® Sensor.

    PubMed

    Proffitt, Rachel; Lange, Belinda

    2015-01-01

    The objective of this study was to determine the feasibility of a 6-week, game-based, in-home telerehabilitation exercise program using the Microsoft Kinect® for individuals with chronic stroke. Four participants with chronic stroke completed the intervention based on games designed with the customized Mystic Isle software. The games were tailored to each participant's specific rehabilitation needs to facilitate the attainment of individualized goals determined through the Canadian Occupational Performance Measure. Likert scale questionnaires assessed the feasibility and utility of the game-based intervention. Supplementary clinical outcome data were collected. All participants played the games with moderately high enjoyment. Participant feedback helped identify barriers to use (especially, limited free time) and possible improvements. An in-home, customized, virtual reality game intervention to provide rehabilitative exercises for persons with chronic stroke is practicable. However, future studies are necessary to determine the intervention's impact on participant function, activity, and involvement.

  2. Relative-Motion Sensors and Actuators for Two Optical Tables

    NASA Technical Reports Server (NTRS)

    Gursel, Yekta; McKenney, Elizabeth

    2004-01-01

    Optoelectronic sensors and magnetic actuators have been developed as parts of a system for controlling the relative position and attitude of two massive optical tables that float on separate standard air suspensions that attenuate ground vibrations. In the specific application for which these sensors and actuators were developed, one of the optical tables holds an optical system that mimics distant stars, while the other optical table holds a test article that simulates a spaceborne stellar interferometer that would be used to observe the stars. The control system is designed to suppress relative motion of the tables or, on demand, to impose controlled relative motion between the tables. The control system includes a sensor system that detects relative motion of the tables in six independent degrees of freedom and a drive system that can apply force to the star-simulator table in the six degrees of freedom. The sensor system includes (1) a set of laser heterodyne gauges and (2) a set of four diode lasers on the star-simulator table, each aimed at one of four quadrant photodiodes at nominal corresponding positions on the test-article table. The heterodyne gauges are used to measure relative displacements along the x axis.

  3. Game Theoretic Approach to Post-Docked Satellite Control

    NASA Technical Reports Server (NTRS)

    Hiramatsu, Takashi; Fitz-Coy, Norman G.

    2007-01-01

    This paper studies the interaction between two satellites after docking. In order to maintain the docked state with uncertainty in the motion of the target vehicle, a game theoretic controller with Stackelberg strategy to minimize the interaction between the satellites is considered. The small perturbation approximation leads to LQ differential game scheme, which is validated to address the docking interactions between a service vehicle and a target vehicle. The open-loop solution are compared with Nash strategy, and it is shown that less control efforts are obtained with Stackelberg strategy.

  4. Mobile user identity sensing using the motion sensor

    NASA Astrophysics Data System (ADS)

    Zhao, Xi; Feng, Tao; Xu, Lei; Shi, Weidong

    2014-05-01

    Employing mobile sensor data to recognize user behavioral activities has been well studied in recent years. However, to adopt the data as a biometric modality has rarely been explored. Existing methods either used the data to recognize gait, which is considered as a distinguished identity feature; or segmented a specific kind of motion for user recognition, such as phone picking-up motion. Since the identity and the motion gesture jointly affect motion data, to fix the gesture (walking or phone picking-up) definitively simplifies the identity sensing problem. However, it meanwhile introduces the complexity from gesture detection or requirement on a higher sample rate from motion sensor readings, which may draw the battery fast and affect the usability of the phone. In general, it is still under investigation that motion based user authentication in a large scale satisfies the accuracy requirement as a stand-alone biometrics modality. In this paper, we propose a novel approach to use the motion sensor readings for user identity sensing. Instead of decoupling the user identity from a gesture, we reasonably assume users have their own distinguishing phone usage habits and extract the identity from fuzzy activity patterns, represented by a combination of body movements whose signals in chains span in relative low frequency spectrum and hand movements whose signals span in relative high frequency spectrum. Then Bayesian Rules are applied to analyze the dependency of different frequency components in the signals. During testing, a posterior probability of user identity given the observed chains can be computed for authentication. Tested on an accelerometer dataset with 347 users, our approach has demonstrated the promising results.

  5. Determining the 3-D structure and motion of objects using a scanning laser range sensor

    NASA Technical Reports Server (NTRS)

    Nandhakumar, N.; Smith, Philip W.

    1993-01-01

    In order for the EVAHR robot to autonomously track and grasp objects, its vision system must be able to determine the 3-D structure and motion of an object from a sequence of sensory images. This task is accomplished by the use of a laser radar range sensor which provides dense range maps of the scene. Unfortunately, the currently available laser radar range cameras use a sequential scanning approach which complicates image analysis. Although many algorithms have been developed for recognizing objects from range images, none are suited for use with single beam, scanning, time-of-flight sensors because all previous algorithms assume instantaneous acquisition of the entire image. This assumption is invalid since the EVAHR robot is equipped with a sequential scanning laser range sensor. If an object is moving while being imaged by the device, the apparent structure of the object can be significantly distorted due to the significant non-zero delay time between sampling each image pixel. If an estimate of the motion of the object can be determined, this distortion can be eliminated; but, this leads to the motion-structure paradox - most existing algorithms for 3-D motion estimation use the structure of objects to parameterize their motions. The goal of this research is to design a rigid-body motion recovery technique which overcomes this limitation. The method being developed is an iterative, linear, feature-based approach which uses the non-zero image acquisition time constraint to accurately recover the motion parameters from the distorted structure of the 3-D range maps. Once the motion parameters are determined, the structural distortion in the range images is corrected.

  6. Effects of online games on student performance in undergraduate physics

    NASA Astrophysics Data System (ADS)

    Sadiq, Irfan

    The present state of physics teaching and learning is a reflection of the difficulty of the subject matter which has resulted in students' low motivation toward physics as well as lack of meaningful and deeper learning experiences. In light of an overall decline in interest in physics, an investigation of alternate teaching and learning methods and tools was appropriate. The research posed the following question: To what extent do online games about kinematics and two-dimensional motion impact student performance in undergraduate general physics as measured by a unit posttest? Two intact classes of 20 students each were randomly assigned to either the experimental group or the control group. Only the experimental group received the treatment of using online games. The duration of topics covered in the game content was identical to the lecture on kinematics and two-dimensional motion. Instructors for the experimental group incorporated online games in their regular classroom teaching, whereas those in the control group continued with their previously used curriculum without games. This study was conducted in three weekly sessions. Although students were not selected using random sampling, existing classes were randomly assigned to either the experimental group or the control group. There were 20 students in the experimental group and 20 students in the control group. The independent samples t test was conducted to compare the means of two independently sampled experimental and control groups. Analysis of covariance (ANCOVA) was used to determine if the two groups were significantly different with regard to their general physics performance on the posttest while controlling for the pretest scores. Analysis of posttest and pretest scores revealed that game-based learning did not significantly impact student performance.

  7. The Building Game: From Enumerative Combinatorics to Conformational Diffusion

    NASA Astrophysics Data System (ADS)

    Johnson-Chyzhykov, Daniel; Menon, Govind

    2016-08-01

    We study a discrete attachment model for the self-assembly of polyhedra called the building game. We investigate two distinct aspects of the model: (i) enumerative combinatorics of the intermediate states and (ii) a notion of Brownian motion for the polyhedral linkage defined by each intermediate that we term conformational diffusion. The combinatorial configuration space of the model is computed for the Platonic, Archimedean, and Catalan solids of up to 30 faces, and several novel enumerative results are generated. These represent the most exhaustive computations of this nature to date. We further extend the building game to include geometric information. The combinatorial structure of each intermediate yields a systems of constraints specifying a polyhedral linkage and its moduli space. We use a random walk to simulate a reflected Brownian motion in each moduli space. Empirical statistics of the random walk may be used to define the rates of transition for a Markov process modeling the process of self-assembly.

  8. Dense and dynamic 3D selection for game-based virtual environments.

    PubMed

    Cashion, Jeffrey; Wingrave, Chadwick; LaViola, Joseph J

    2012-04-01

    3D object selection is more demanding when, 1) objects densly surround the target object, 2) the target object is significantly occluded, and 3) when the target object is dynamically changing location. Most 3D selection techniques and guidelines were developed and tested on static or mostly sparse environments. In contrast, games tend to incorporate densly packed and dynamic objects as part of their typical interaction. With the increasing popularity of 3D selection in games using hand gestures or motion controllers, our current understanding of 3D selection needs revision. We present a study that compared four different selection techniques under five different scenarios based on varying object density and motion dynamics. We utilized two existing techniques, Raycasting and SQUAD, and developed two variations of them, Zoom and Expand, using iterative design. Our results indicate that while Raycasting and SQUAD both have weaknesses in terms of speed and accuracy in dense and dynamic environments, by making small modifications to them (i.e., flavoring), we can achieve significant performance increases.

  9. Wearable Wide-Range Strain Sensors Based on Ionic Liquids and Monitoring of Human Activities

    PubMed Central

    Zhang, Shao-Hui; Wang, Feng-Xia; Li, Jia-Jia; Peng, Hong-Dan; Yan, Jing-Hui; Pan, Ge-Bo

    2017-01-01

    Wearable sensors for detection of human activities have encouraged the development of highly elastic sensors. In particular, to capture subtle and large-scale body motion, stretchable and wide-range strain sensors are highly desired, but still a challenge. Herein, a highly stretchable and transparent stain sensor based on ionic liquids and elastic polymer has been developed. The as-obtained sensor exhibits impressive stretchability with wide-range strain (from 0.1% to 400%), good bending properties and high sensitivity, whose gauge factor can reach 7.9. Importantly, the sensors show excellent biological compatibility and succeed in monitoring the diverse human activities ranging from the complex large-scale multidimensional motions to subtle signals, including wrist, finger and elbow joint bending, finger touch, breath, speech, swallow behavior and pulse wave. PMID:29135928

  10. Highly sensitive strain sensors based on fragmentized carbon nanotube/polydimethylsiloxane composites

    NASA Astrophysics Data System (ADS)

    Gao, Yang; Fang, Xiaoliang; Tan, Jianping; Lu, Ting; Pan, Likun; Xuan, Fuzhen

    2018-06-01

    Wearable strain sensors based on nanomaterial/elastomer composites have potential applications in flexible electronic skin, human motion detection, human–machine interfaces, etc. In this research, a type of high performance strain sensors has been developed using fragmentized carbon nanotube/polydimethylsiloxane (CNT/PDMS) composites. The CNT/PDMS composites were ground into fragments, and a liquid-induced densification method was used to fabricate the strain sensors. The strain sensors showed high sensitivity with gauge factors (GFs) larger than 200 and a broad strain detection range up to 80%, much higher than those strain sensors based on unfragmentized CNT/PDMS composites (GF < 1). The enhanced sensitivity of the strain sensors is ascribed to the sliding of individual fragmentized-CNT/PDMS-composite particles during mechanical deformation, which causes significant resistance change in the strain sensors. The strain sensors can differentiate mechanical stimuli and monitor various human body motions, such as bending of the fingers, human breathing, and blood pulsing.

  11. Highly sensitive strain sensors based on fragmentized carbon nanotube/polydimethylsiloxane composites.

    PubMed

    Gao, Yang; Fang, Xiaoliang; Tan, Jianping; Lu, Ting; Pan, Likun; Xuan, Fuzhen

    2018-06-08

    Wearable strain sensors based on nanomaterial/elastomer composites have potential applications in flexible electronic skin, human motion detection, human-machine interfaces, etc. In this research, a type of high performance strain sensors has been developed using fragmentized carbon nanotube/polydimethylsiloxane (CNT/PDMS) composites. The CNT/PDMS composites were ground into fragments, and a liquid-induced densification method was used to fabricate the strain sensors. The strain sensors showed high sensitivity with gauge factors (GFs) larger than 200 and a broad strain detection range up to 80%, much higher than those strain sensors based on unfragmentized CNT/PDMS composites (GF < 1). The enhanced sensitivity of the strain sensors is ascribed to the sliding of individual fragmentized-CNT/PDMS-composite particles during mechanical deformation, which causes significant resistance change in the strain sensors. The strain sensors can differentiate mechanical stimuli and monitor various human body motions, such as bending of the fingers, human breathing, and blood pulsing.

  12. Analysis of Biosignals During Immersion in Computer Games.

    PubMed

    Yeo, Mina; Lim, Seokbeen; Yoon, Gilwon

    2017-11-17

    The number of computer game users is increasing as computers and various IT devices in connection with the Internet are commonplace in all ages. In this research, in order to find the relevance of behavioral activity and its associated biosignal, biosignal changes before and after as well as during computer games were measured and analyzed for 31 subjects. For this purpose, a device to measure electrocardiogram, photoplethysmogram and skin temperature was developed such that the effect of motion artifacts could be minimized. The device was made wearable for convenient measurement. The game selected for the experiments was League of Legends™. Analysis on the pulse transit time, heart rate variability and skin temperature showed increased sympathetic nerve activities during computer game, while the parasympathetic nerves became less active. Interestingly, the sympathetic predominance group showed less change in the heart rate variability as compared to the normal group. The results can be valuable for studying internet gaming disorder.

  13. Rangku Alu - A Traditional East Nusa Tenggara Game in Android Platform

    NASA Astrophysics Data System (ADS)

    Rahmat, R. F.; Ramadhan, R.; Arisandi, D.; Syahputra, M. F.; Sheta, O.

    2018-03-01

    Rangku Alu is a traditional Indonesian game originated from Manggarai, East Nusa Tenggara, which is played using two pairs of bamboos or sticks in motion until the opponent’s foot is wedged by the bamboos. However, nowadays the game is rarely played, as the rapid development of technology, the game can be played individually by anyone through an online game using media devices such as mobile or PC. Rangku Alu is a game where the moves of a dancer or player varied in each dance. In this research, Fisher-Yates Shuffle algorithm was used as a randomization method to determine the next moves to prevent the tap areas to appear at the same place more than once in a row. From the results, it shows that the tap areas have never been appeared at the same place in succession twice or more.

  14. How to know and choose online games: differences between current and potential players.

    PubMed

    Teng, Ching-I; Lo, Shao-Kang; Wang, Pe-Cheng

    2007-12-01

    This study investigated how different adolescent players acquire game information and the criteria they use in choosing online games and found that (1) current players generally use comprehensive information sources more than potential players do; (2) current players rely on free trials and smooth display of motion graphics as choice criteria more than potential players do; (3) potential players rely on the look of advertisements more than current players do; (4) both current and potential players most likely use word-of-mouth and gaming programs on TV as information sources; and (5) endorser attractiveness is ranked the least important among six choice criteria by both current and potential players.

  15. Foraging swarms as Nash equilibria of dynamic games.

    PubMed

    Özgüler, Arif Bülent; Yildiz, Aykut

    2014-06-01

    The question of whether foraging swarms can form as a result of a noncooperative game played by individuals is shown here to have an affirmative answer. A dynamic game played by N agents in 1-D motion is introduced and models, for instance, a foraging ant colony. Each agent controls its velocity to minimize its total work done in a finite time interval. The game is shown to have a unique Nash equilibrium under two different foraging location specifications, and both equilibria display many features of a foraging swarm behavior observed in biological swarms. Explicit expressions are derived for pairwise distances between individuals of the swarm, swarm size, and swarm center location during foraging.

  16. A study on validating KinectV2 in comparison of Vicon system as a motion capture system for using in Health Engineering in industry

    NASA Astrophysics Data System (ADS)

    Jebeli, Mahvash; Bilesan, Alireza; Arshi, Ahmadreza

    2017-06-01

    The currently available commercial motion capture systems are constrained by space requirement and thus pose difficulties when used in developing kinematic description of human movements within the existing manufacturing and production cells. The Kinect sensor does not share similar limitations but it is not as accurate. The proposition made in this article is to adopt the Kinect sensor in to facilitate implementation of Health Engineering concepts to industrial environments. This article is an evaluation of the Kinect sensor accuracy when providing three dimensional kinematic data. The sensor is thus utilized to assist in modeling and simulation of worker performance within an industrial cell. For this purpose, Kinect 3D data was compared to that of Vicon motion capture system in a gait analysis laboratory. Results indicated that the Kinect sensor exhibited a coefficient of determination of 0.9996 on the depth axis and 0.9849 along the horizontal axis and 0.2767 on vertical axis. The results prove the competency of the Kinect sensor to be used in the industrial environments.

  17. An experimental protocol for the definition of upper limb anatomical frames on children using magneto-inertial sensors.

    PubMed

    Ricci, L; Formica, D; Tamilia, E; Taffoni, F; Sparaci, L; Capirci, O; Guglielmelli, E

    2013-01-01

    Motion capture based on magneto-inertial sensors is a technology enabling data collection in unstructured environments, allowing "out of the lab" motion analysis. This technology is a good candidate for motion analysis of children thanks to the reduced weight and size as well as the use of wireless communication that has improved its wearability and reduced its obtrusivity. A key issue in the application of such technology for motion analysis is its calibration, i.e. a process that allows mapping orientation information from each sensor to a physiological reference frame. To date, even if there are several calibration procedures available for adults, no specific calibration procedures have been developed for children. This work addresses this specific issue presenting a calibration procedure for motion capture of thorax and upper limbs on healthy children. Reported results suggest comparable performance with similar studies on adults and emphasize some critical issues, opening the way to further improvements.

  18. A High-Speed Vision-Based Sensor for Dynamic Vibration Analysis Using Fast Motion Extraction Algorithms.

    PubMed

    Zhang, Dashan; Guo, Jie; Lei, Xiujun; Zhu, Changan

    2016-04-22

    The development of image sensor and optics enables the application of vision-based techniques to the non-contact dynamic vibration analysis of large-scale structures. As an emerging technology, a vision-based approach allows for remote measuring and does not bring any additional mass to the measuring object compared with traditional contact measurements. In this study, a high-speed vision-based sensor system is developed to extract structure vibration signals in real time. A fast motion extraction algorithm is required for this system because the maximum sampling frequency of the charge-coupled device (CCD) sensor can reach up to 1000 Hz. Two efficient subpixel level motion extraction algorithms, namely the modified Taylor approximation refinement algorithm and the localization refinement algorithm, are integrated into the proposed vision sensor. Quantitative analysis shows that both of the two modified algorithms are at least five times faster than conventional upsampled cross-correlation approaches and achieve satisfactory error performance. The practicability of the developed sensor is evaluated by an experiment in a laboratory environment and a field test. Experimental results indicate that the developed high-speed vision-based sensor system can extract accurate dynamic structure vibration signals by tracking either artificial targets or natural features.

  19. Generalized compliant motion primitive

    NASA Technical Reports Server (NTRS)

    Backes, Paul G. (Inventor)

    1994-01-01

    This invention relates to a general primitive for controlling a telerobot with a set of input parameters. The primitive includes a trajectory generator; a teleoperation sensor; a joint limit generator; a force setpoint generator; a dither function generator, which produces telerobot motion inputs in a common coordinate frame for simultaneous combination in sensor summers. Virtual return spring motion input is provided by a restoration spring subsystem. The novel features of this invention include use of a single general motion primitive at a remote site to permit the shared and supervisory control of the robot manipulator to perform tasks via a remotely transferred input parameter set.

  20. Systematic Design and Rapid Development of Motion-Based Touchless Games for Enhancing Students' Thinking Skills

    ERIC Educational Resources Information Center

    Altanis, Ioannis; Retalis, Symeon; Petropoulou, Ourania

    2018-01-01

    During the last few years, there has been a growing interest in students getting engaged in digital game-making activities so as to enhance their thinking skills. The findings of studies that have examined the impact of such initiatives are quite positive, especially concerning the promotion of 21st century skills; however, many students seem to…

  1. Bridging Realty to Virtual Reality: Investigating Gender Effect and Student Engagement on Learning through Video Game Play in an Elementary School Classroom

    ERIC Educational Resources Information Center

    Annetta, Leonard; Mangrum, Jennifer; Holmes, Shawn; Collazo, Kimberly; Cheng, Meng-Tzu

    2009-01-01

    The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey…

  2. Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries [with] Appendices A-K. Report.

    ERIC Educational Resources Information Center

    Federal Trade Commission, Washington, DC.

    In June of 1999, President Clinton empowered the Federal Trade Commission to study whether movie, music recording, and computer and video game industries were advertising products with violent content to youngsters. Specifically he raised two questions: Do these industries promote products they themselves acknowledge warrant parental caution in…

  3. In vivo measurement of the 3D kinematics of the temporomandibular joint using miniaturized electromagnetic trackers: technical report.

    PubMed

    Baeyens, J-P; Gilomen, H; Erdmann, B; Clijsen, R; Cabri, J; Vissers, D

    2013-04-01

    The aim of this study was to evaluate the use of miniaturized electromagnetic trackers (1 × 0.5 × 0.5 cm) fixed on teeth of the maxilla and mandible to analyse in vivo the 3D kinematics of the temporomandibular joint (TMJ). A third sensor was fixed to the forehead, and a fourth sensor was used as a stylus pointer to detect several anatomical landmarks in order to embed a local frame on the cranium. Temporomandibular opening/closing, chewing, laterotrusion and protrusion were examined. The prime objective within this study was to rigidly attach electromagnetic minisensors on teeth. The key for a successful affixation was the kevlar interface. The distances between the two mandibular affixed sensors and between the two maxillar affixed sensors were overall smaller than 0.033 cm for position and 0.2° for attitude throughout the temporomandibular motions. The relative motions between a forehead sensor and the maxilla affixed sensor are too big to suggest a forehead sensor as an alternative for a maxilla affixed sensor. The technique using miniaturized electromagnetic trackers furthers on the methods using electromagnetic trackers on external appliances. The method allows full range of motion of the TMJ and does not disturb normal TMJ function.

  4. Can shoulder range of movement be measured accurately using the Microsoft Kinect sensor plus Medical Interactive Recovery Assistant (MIRA) software?

    PubMed

    Wilson, James D; Khan-Perez, Jennifer; Marley, Dominic; Buttress, Susan; Walton, Michael; Li, Baihua; Roy, Bibhas

    2017-12-01

    This study compared the accuracy of measuring shoulder range of movement (ROM) with a simple laptop-sensor combination vs. trained observers (shoulder physiotherapists and shoulder surgeons) using motion capture (MoCap) laboratory equipment as the gold standard. The Microsoft Kinect sensor (Microsoft Corp., Redmond, WA, USA) tracks 3-dimensional human motion. Ordinarily used with an Xbox (Microsoft Corp.) video game console, Medical Interactive Recovery Assistant (MIRA) software (MIRA Rehab Ltd., London, UK) allows this small sensor to measure shoulder movement with a standard computer. Shoulder movements of 49 healthy volunteers were simultaneously measured by trained observers, MoCap, and the MIRA device. Internal rotation was assessed with the shoulder abducted 90° and external rotation with the shoulder adducted. Visual estimation and MIRA measurements were compared with gold standard MoCap measurements for agreement using Bland-Altman methods. There were 1670 measurements analyzed. The MIRA evaluations of all 4 cardinal shoulder movements were significantly more precise, with narrower limits of agreement, than the measurements of trained observers. MIRA achieved ±11° (95% confidence interval [CI], 8.7°-12.6°) for forward flexion vs. ±16° (95% CI, 14.6°-17.6°) by trained observers. For abduction, MIRA showed ±11° (95% CI, 8.7°-12.8°) against ±15° (95% CI, 13.4°-16.2°) for trained observers. MIRA attained ±10° (95% CI, 8.1°-11.9°) during external rotation measurement, whereas trained observers only reached ±21° (95% CI, 18.7°-22.6°). For internal rotation, MIRA achieved ±9° (95% CI, 7.2°-10.4°), which was again better than TOs at ±18° (95% CI, 16.0°-19.3°). A laptop combined with a Microsoft Kinect sensor and the MIRA software can measure shoulder movements with acceptable levels of accuracy. This technology, which can be easily set up, may also allow precise shoulder ROM measurement outside the clinic setting. Copyright © 2017 Journal of Shoulder and Elbow Surgery Board of Trustees. Published by Elsevier Inc. All rights reserved.

  5. Success and Failure of Parliamentary Motions: A Social Dilemma Approach

    PubMed Central

    Popping, Roel; Wittek, Rafael

    2015-01-01

    Parliamentary motions are a vital and frequently used element of political control in democratic regimes. Despite their high incidence and potential impact on the political fate of a government and its policies, we know relatively little about the conditions under which parliamentary motions are likely to be accepted or rejected. Current collective decision-making models use a voting power framework in which power and influence of the involved parties are the main predictors. We propose an alternative, social dilemma approach, according to which a motion’s likelihood to be accepted depends on the severity of the social dilemma underlying the decision issue. Actor- and dilemma-centered hypotheses are developed and tested with data from a stratified random sample of 822 motions that have been voted upon in the Dutch Parliament between September 2009 and February 2011. The social dilemma structure of each motion is extracted through content coding, applying a cognitive mapping technique developed by Anthony, Heckathorn and Maser. Logistic regression analyses are in line with both, actor-centered and social-dilemma centered approaches, though the latter show stronger effect sizes. Motions have a lower chance to be accepted if voting potential is low, the proposer is not from the voting party, and if the problem underlying the motion reflects a prisoner’s dilemma or a pure competition game as compared to a coordination game. The number of proposing parties or a battle of the sexes structure does not significantly affect the outcome. PMID:26317869

  6. The Effects of Using the Kinect Motion-Sensing Interactive System to Enhance English Learning for Elementary Students

    ERIC Educational Resources Information Center

    Pan, Wen Fu

    2017-01-01

    The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…

  7. Design and Evaluation of an Integrated Online Motion Control Training Package

    ERIC Educational Resources Information Center

    Buiu, C.

    2009-01-01

    The aim of this paper is to present an integrated Internet-based package for teaching the fundamentals of motion control by using a wide range of resources: theory, videos, simulators, games, quizzes, and a remote lab. The package is aimed at automation technicians, pupils at vocational schools and students taking an introductory course in…

  8. Social Studies in Motion: Learning with the Whole Person

    ERIC Educational Resources Information Center

    Schulte, Paige L.

    2005-01-01

    Total Physical Response (TPR), developed by James Asher, is defined as a teaching technique whereby a learner responds to language input with body motions. Performing a chant or the game "Robot" is an example of a TPR activity, where the teacher commands her robots to do some task in the classroom. Acting out stories and giving imperative commands…

  9. Possibilities and Implications of Using a Motion-Tracking System in Physical Education

    ERIC Educational Resources Information Center

    Chow, Jia Yi; Tan, Clara Wee Keat; Lee, Miriam Chang Yi; Button, Chris

    2014-01-01

    Advances in technology have created new opportunities for enhanced delivery of teaching to improve the acquisition of game skills in physical education (PE). The availability of a motion-tracking system (i.e. the A-Eye), which determines positional information of students in a practice context, might offer a suitable technology to support…

  10. Usability of a Battle Management System Under Simulated Vehicular Motion

    DTIC Science & Technology

    2012-10-01

    Figure 2, which is a commercial product designed to replicate racing car motions while playing computer games was used. The D-BOX is capable of three...7 3.2 Design ...standard usability issues such as interface design by using static BMS systems outside of vehicles (i.e. Command HQs or in the laboratory) (for example

  11. Development of an image operation system with a motion sensor in dental radiology.

    PubMed

    Sato, Mitsuru; Ogura, Toshihiro; Yasumoto, Yoshiaki; Kadowaki, Yuta; Hayashi, Norio; Doi, Kunio

    2015-07-01

    During examinations and/or treatment, a dentist in the examination room needs to view images with a proper display system. However, they cannot operate the image display system by hands, because dentists always wear gloves to be kept their hands away from unsanitized materials. Therefore, we developed a new image operating system that uses a motion sensor. We used the Leap motion sensor technique to read the hand movements of a dentist. We programmed the system using C++ to enable various movements of the display system, i.e., click, double click, drag, and drop. Thus, dentists with their gloves on in the examination room can control dental and panoramic images on the image display system intuitively and quickly with movement of their hands only. We investigated the time required with the conventional method using a mouse and with the new method using the finger operation. The average operation time with the finger method was significantly shorter than that with the mouse method. This motion sensor method, with appropriate training for finger movements, can provide a better operating performance than the conventional mouse method.

  12. FPGA-based fused smart sensor for dynamic and vibration parameter extraction in industrial robot links.

    PubMed

    Rodriguez-Donate, Carlos; Morales-Velazquez, Luis; Osornio-Rios, Roque Alfredo; Herrera-Ruiz, Gilberto; de Jesus Romero-Troncoso, Rene

    2010-01-01

    Intelligent robotics demands the integration of smart sensors that allow the controller to efficiently measure physical quantities. Industrial manipulator robots require a constant monitoring of several parameters such as motion dynamics, inclination, and vibration. This work presents a novel smart sensor to estimate motion dynamics, inclination, and vibration parameters on industrial manipulator robot links based on two primary sensors: an encoder and a triaxial accelerometer. The proposed smart sensor implements a new methodology based on an oversampling technique, averaging decimation filters, FIR filters, finite differences and linear interpolation to estimate the interest parameters, which are computed online utilizing digital hardware signal processing based on field programmable gate arrays (FPGA).

  13. FPGA-Based Fused Smart Sensor for Dynamic and Vibration Parameter Extraction in Industrial Robot Links

    PubMed Central

    Rodriguez-Donate, Carlos; Morales-Velazquez, Luis; Osornio-Rios, Roque Alfredo; Herrera-Ruiz, Gilberto; de Jesus Romero-Troncoso, Rene

    2010-01-01

    Intelligent robotics demands the integration of smart sensors that allow the controller to efficiently measure physical quantities. Industrial manipulator robots require a constant monitoring of several parameters such as motion dynamics, inclination, and vibration. This work presents a novel smart sensor to estimate motion dynamics, inclination, and vibration parameters on industrial manipulator robot links based on two primary sensors: an encoder and a triaxial accelerometer. The proposed smart sensor implements a new methodology based on an oversampling technique, averaging decimation filters, FIR filters, finite differences and linear interpolation to estimate the interest parameters, which are computed online utilizing digital hardware signal processing based on field programmable gate arrays (FPGA). PMID:22319345

  14. Exploring children's movement characteristics during virtual reality video game play.

    PubMed

    Levac, Danielle; Pierrynowski, Michael R; Canestraro, Melissa; Gurr, Lindsay; Leonard, Laurean; Neeley, Christyann

    2010-12-01

    There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7-12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (p<.001). Children with previous experience playing Wii Fit games demonstrated greater movement quantity during Wii Fit game play (p<.001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments. Copyright © 2010 Elsevier B.V. All rights reserved.

  15. Feasibility of Using Microsoft Kinect to Assess Upper Limb Movement in Type III Spinal Muscular Atrophy Patients

    PubMed Central

    Siebourg-Polster, Juliane; Wolf, Detlef; Czech, Christian; Bonati, Ulrike; Fischer, Dirk; Khwaja, Omar; Strahm, Martin

    2017-01-01

    Although functional rating scales are being used increasingly as primary outcome measures in spinal muscular atrophy (SMA), sensitive and objective assessment of early-stage disease progression and drug efficacy remains challenging. We have developed a game based on the Microsoft Kinect sensor, specifically designed to measure active upper limb movement. An explorative study was conducted to determine the feasibility of this new tool in 18 ambulant SMA type III patients and 19 age- and gender-matched healthy controls. Upper limb movement was analysed elaborately through derived features such as elbow flexion and extension angles, arm lifting angle, velocity and acceleration. No significant differences were found in the active range of motion between ambulant SMA type III patients and controls. Hand velocity was found to be different but further validation is necessary. This study presents an important step in the process of designing and handling digital biomarkers as complementary outcome measures for clinical trials. PMID:28122039

  16. Feasibility of Using Microsoft Kinect to Assess Upper Limb Movement in Type III Spinal Muscular Atrophy Patients.

    PubMed

    Chen, Xing; Siebourg-Polster, Juliane; Wolf, Detlef; Czech, Christian; Bonati, Ulrike; Fischer, Dirk; Khwaja, Omar; Strahm, Martin

    2017-01-01

    Although functional rating scales are being used increasingly as primary outcome measures in spinal muscular atrophy (SMA), sensitive and objective assessment of early-stage disease progression and drug efficacy remains challenging. We have developed a game based on the Microsoft Kinect sensor, specifically designed to measure active upper limb movement. An explorative study was conducted to determine the feasibility of this new tool in 18 ambulant SMA type III patients and 19 age- and gender-matched healthy controls. Upper limb movement was analysed elaborately through derived features such as elbow flexion and extension angles, arm lifting angle, velocity and acceleration. No significant differences were found in the active range of motion between ambulant SMA type III patients and controls. Hand velocity was found to be different but further validation is necessary. This study presents an important step in the process of designing and handling digital biomarkers as complementary outcome measures for clinical trials.

  17. Consensus in evolving networks of mobile agents

    NASA Astrophysics Data System (ADS)

    Baronchelli, Andrea; Díaz-Guilera, Albert

    2012-02-01

    Populations of mobile and communicating agents describe a vast array of technological and natural systems, ranging from sensor networks to animal groups. Here, we investigate how a group-level agreement may emerge in the continuously evolving networks defined by the local interactions of the moving individuals. We adopt a general scheme of motion in two dimensions and we let the individuals interact through the minimal naming game, a prototypical scheme to investigate social consensus. We distinguish different regimes of convergence determined by the emission range of the agents and by their mobility, and we identify the corresponding scaling behaviors of the consensus time. In the same way, we rationalize also the behavior of the maximum memory used during the convergence process, which determines the minimum cognitive/storage capacity needed by the individuals. Overall, we believe that the simple and general model presented in this talk can represent a helpful reference for a better understanding of the behavior of populations of mobile agents.

  18. Consensus in networks of mobile communicating agents

    NASA Astrophysics Data System (ADS)

    Baronchelli, Andrea; Díaz-Guilera, Albert

    2012-01-01

    Populations of mobile and communicating agents describe a vast array of technological and natural systems, ranging from sensor networks to animal groups. Here, we investigate how a group-level agreement may emerge in the continuously evolving network defined by the local interactions of the moving individuals. We adopt a general scheme of motion in two dimensions and we let the individuals interact through the minimal naming game, a prototypical scheme to investigate social consensus. We distinguish different regimes of convergence determined by the emission range of the agents and by their mobility, and we identify the corresponding scaling behaviors of the consensus time. In the same way, we rationalize also the behavior of the maximum memory used during the convergence process, which determines the minimum cognitive/storage capacity needed by the individuals. Overall, we believe that the simple and general model presented in this paper can represent a helpful reference for a better understanding of the behavior of populations of mobile agents.

  19. Characterizing Verified Head Impacts in High School Girls' Lacrosse.

    PubMed

    Caswell, Shane V; Lincoln, Andrew E; Stone, Hannah; Kelshaw, Patricia; Putukian, Margot; Hepburn, Lisa; Higgins, Michael; Cortes, Nelson

    2017-12-01

    Girls' high school lacrosse players have higher rates of head and facial injuries than boys. Research indicates that these injuries are caused by stick, player, and ball contacts. Yet, no studies have characterized head impacts in girls' high school lacrosse. To characterize girls' high school lacrosse game-related impacts by frequency, magnitude, mechanism, player position, and game situation. Descriptive epidemiology study. Thirty-five female participants (mean age, 16.2 ± 1.2 years; mean height, 1.66 ± 0.05 m; mean weight, 61.2 ± 6.4 kg) volunteered during 28 games in the 2014 and 2015 lacrosse seasons. Participants wore impact sensors affixed to the right mastoid process before each game. All game-related impacts recorded by the sensors were verified using game video. Data were summarized for all verified impacts in terms of frequency, peak linear acceleration (PLA), and peak rotational acceleration (PRA). Descriptive statistics and impact rates were calculated. Fifty-eight verified game-related impacts ≥20 g were recorded (median PLA, 33.8 g; median PRA, 6151.1 rad/s 2 ) during 467 player-games. The impact rate for all game-related verified impacts was 0.12 per athlete-exposure (AE) (95% CI, 0.09-0.16), equivalent to 2.1 impacts per team game, indicating that each athlete suffered fewer than 2 head impacts per season ≥20 g. Of these impacts, 28 (48.3%) were confirmed to directly strike the head, corresponding with an impact rate of 0.05 per AE (95% CI, 0.00-0.10). Overall, midfielders (n = 28, 48.3%) sustained the most impacts, followed by defenders (n = 12, 20.7%), attackers (n = 11, 19.0%), and goalies (n = 7, 12.1%). Goalies demonstrated the highest median PLA and PRA (38.8 g and 8535.0 rad/s 2 , respectively). The most common impact mechanisms were contact with a stick (n = 25, 43.1%) and a player (n = 17, 29.3%), followed by the ball (n = 7, 12.1%) and the ground (n = 7, 12.1%). One hundred percent of ball impacts occurred to goalies. Most impacts occurred to field players within the attack area of the field (n = 32, 55.2%) or the midfield (n = 18, 31.0%). Most (95%) impacts did not result in a penalty. The incidence of verified head impacts in girls' high school lacrosse was quite low. Ball to head impacts were associated with the highest impact magnitudes. While stick and body contacts are illegal in girls' high school lacrosse, rarely did such impacts to the head result in a penalty. The verification of impact mechanisms using video review is critical to collect impact sensor data.

  20. Position-Specific Hip and Knee Kinematics in NCAA Football Athletes

    PubMed Central

    Deneweth, Jessica M.; Pomeroy, Shannon M.; Russell, Jason R.; McLean, Scott G.; Zernicke, Ronald F.; Bedi, Asheesh; Goulet, Grant C.

    2014-01-01

    Background: Femoroacetabular impingement is a debilitating hip condition commonly affecting athletes playing American football. The condition is associated with reduced hip range of motion; however, little is known about the range-of-motion demands of football athletes. This knowledge is critical to effective management of this condition. Purpose: To (1) develop a normative database of game-like hip and knee kinematics used by football athletes and (2) analyze kinematic data by playing position. The hypothesis was that kinematics would be similar between running backs and defensive backs and between wide receivers and quarterbacks, and that linemen would perform the activities with the most erect lower limb posture. Study Design: Descriptive laboratory study. Methods: Forty National Collegiate Athletic Association (NCAA) football athletes, representing 5 playing positions (quarterback, defensive back, running back, wide receiver, offensive lineman), executed game-like maneuvers while lower body kinematics were recorded via optical motion capture. Passive hip range of motion at 90° of hip flexion was assessed using a goniometer. Passive range of motion, athlete physical dimensions, hip function, and hip and knee rotations were submitted to 1-way analysis of variance to test for differences between playing positions. Correlations between maximal hip and knee kinematics and maximal hip kinematics and passive range of motion were also computed. Results: Hip and knee kinematics were similar across positions. Significant differences arose with linemen, who used lower maximal knee flexion (mean ± SD, 45.04° ± 7.27°) compared with running backs (61.20° ± 6.07°; P < .001) and wide receivers (54.67° ± 6.97°; P = .048) during the cut. No significant differences were found among positions for hip passive range of motion (overall means: 102° ± 15° [flexion]; 25° ± 9° [internal rotation]; 25° ± 8° [external rotation]). Several maximal hip measures were found to negatively correlate with maximal knee kinematics. Conclusion: A normative database of hip and knee kinematics utilized by football athletes was developed. Position-specific analyses revealed that linemen use smaller joint motions when executing dynamic tasks but do not demonstrate passive range of motion deficits compared with other positions. Clinical Relevance: Knowledge of requisite game-like hip and knee ranges of motion is critical for developing goals for nonoperative or surgical recovery of hip and knee range of motion in the symptomatic athlete. These data help to identify playing positions that require remedial hip-related strength and conditioning protocols. Negative correlations between hip and knee kinematics indicated that constrained hip motion, as seen in linemen, could promote injurious motions at the knee. PMID:26535334

  1. Apparatus and Method for Assessing Vestibulo-Ocular Function

    NASA Technical Reports Server (NTRS)

    Shelhamer, Mark J. (Inventor)

    2015-01-01

    A system for assessing vestibulo-ocular function includes a motion sensor system adapted to be coupled to a user's head; a data processing system configured to communicate with the motion sensor system to receive the head-motion signals; a visual display system configured to communicate with the data processing system to receive image signals from the data processing system; and a gain control device arranged to be operated by the user and to communicate gain adjustment signals to the data processing system.

  2. Investigation of the rolling motion of a hollow cylinder using a smartphone’s digital compass

    NASA Astrophysics Data System (ADS)

    Wattanayotin, Phattara; Puttharugsa, Chokchai; Khemmani, Supitch

    2017-07-01

    This study used a smartphone’s digital compass to observe the rolling motion of a hollow cylinder on an inclined plane. The smartphone (an iPhone 4s) was attached to the end of one side of a hollow cylinder to record the experimental data using the SensorLog application. In the experiment, the change of angular position was measured by the smartphone’s digital compass. The obtained results were then analyzed and calculated to determine various parameters of the motion, such as the angular velocity, angular acceleration, critical angle, and coefficient of static friction. The experimental results obtained from using the digital compass were compared with those obtained from using a gyroscope sensor. Moreover, the results obtained from both sensors were consistent with the calculations for the rolling motion. We expect that this experiment will be valuable for use in physics laboratories.

  3. Model of human visual-motion sensing

    NASA Technical Reports Server (NTRS)

    Watson, A. B.; Ahumada, A. J., Jr.

    1985-01-01

    A model of how humans sense the velocity of moving images is proposed. The model exploits constraints provided by human psychophysics, notably that motion-sensing elements appear tuned for two-dimensional spatial frequency, and by the frequency spectrum of a moving image, namely, that its support lies in the plane in which the temporal frequency equals the dot product of the spatial frequency and the image velocity. The first stage of the model is a set of spatial-frequency-tuned, direction-selective linear sensors. The temporal frequency of the response of each sensor is shown to encode the component of the image velocity in the sensor direction. At the second stage, these components are resolved in order to measure the velocity of image motion at each of a number of spatial locations and spatial frequencies. The model has been applied to several illustrative examples, including apparent motion, coherent gratings, and natural image sequences. The model agrees qualitatively with human perception.

  4. A Self-Alignment Algorithm for SINS Based on Gravitational Apparent Motion and Sensor Data Denoising

    PubMed Central

    Liu, Yiting; Xu, Xiaosu; Liu, Xixiang; Yao, Yiqing; Wu, Liang; Sun, Jin

    2015-01-01

    Initial alignment is always a key topic and difficult to achieve in an inertial navigation system (INS). In this paper a novel self-initial alignment algorithm is proposed using gravitational apparent motion vectors at three different moments and vector-operation. Simulation and analysis showed that this method easily suffers from the random noise contained in accelerometer measurements which are used to construct apparent motion directly. Aiming to resolve this problem, an online sensor data denoising method based on a Kalman filter is proposed and a novel reconstruction method for apparent motion is designed to avoid the collinearity among vectors participating in the alignment solution. Simulation, turntable tests and vehicle tests indicate that the proposed alignment algorithm can fulfill initial alignment of strapdown INS (SINS) under both static and swinging conditions. The accuracy can either reach or approach the theoretical values determined by sensor precision under static or swinging conditions. PMID:25923932

  5. Comparison of head impact location during games and practices in Division III men's lacrosse players.

    PubMed

    O'Day, Kathleen M; Koehling, Elizabeth M; Vollavanh, Lydia R; Bradney, Debbie; May, James M; Breedlove, Katherine M; Breedlove, Evan L; Blair, Price; Nauman, Eric A; Bowman, Thomas G

    2017-03-01

    Head impacts have been studied extensively in football, but little similar research has been conducted in men's lacrosse. It is important to understand the location and magnitude of head impacts during men's lacrosse to recognize the risk of head injury. Descriptive epidemiology study set on collegiate lacrosse fields. Eleven men's lacrosse players (age=20.9±1.13years, mass=83.91±9.04kg, height=179.88±5.99cm) volunteered to participate. We applied X2 sensors behind the right ear of participants for games and practices. Sensors recorded data on linear and rotational accelerations and the location of head impacts. We calculated incidence rates per 1000 exposures with 95% confidence intervals for impact locations and compared the effect of impact location on linear and rotational accelerations with Kruskal-Wallis tests. We verified 167 head impacts (games=112; practices=55). During games, the incidence rate was 651.16 (95% confidence interval=530.57-771.76). The high and low incidence rates for head impact locations during games were: side=410.7 (95% confidence interval=292.02-529.41) and top=26.79 (95% confidence interval=3.53-57.10). For games and practices combined, the impact locations did not significantly affect linear (χ 2 3 =6.69, P=0.08) or rotational acceleration (χ 2 3 =6.34, P=0.10). We suggest further research into the location of head impacts during games and practices. We also suggest player and coach education on head impacts as well as behavior modification in men's lacrosse athletes to reduce the incidence of impacts to the side of the head in an effort to reduce potential injury. Copyright © 2017 Elsevier Ltd. All rights reserved.

  6. Distributed Power Allocation for Wireless Sensor Network Localization: A Potential Game Approach.

    PubMed

    Ke, Mingxing; Li, Ding; Tian, Shiwei; Zhang, Yuli; Tong, Kaixiang; Xu, Yuhua

    2018-05-08

    The problem of distributed power allocation in wireless sensor network (WSN) localization systems is investigated in this paper, using the game theoretic approach. Existing research focuses on the minimization of the localization errors of individual agent nodes over all anchor nodes subject to power budgets. When the service area and the distribution of target nodes are considered, finding the optimal trade-off between localization accuracy and power consumption is a new critical task. To cope with this issue, we propose a power allocation game where each anchor node minimizes the square position error bound (SPEB) of the service area penalized by its individual power. Meanwhile, it is proven that the power allocation game is an exact potential game which has one pure Nash equilibrium (NE) at least. In addition, we also prove the existence of an ϵ -equilibrium point, which is a refinement of NE and the better response dynamic approach can reach the end solution. Analytical and simulation results demonstrate that: (i) when prior distribution information is available, the proposed strategies have better localization accuracy than the uniform strategies; (ii) when prior distribution information is unknown, the performance of the proposed strategies outperforms power management strategies based on the second-order cone program (SOCP) for particular agent nodes after obtaining the estimated distribution of agent nodes. In addition, proposed strategies also provide an instructional trade-off between power consumption and localization accuracy.

  7. Physical activity classification using time-frequency signatures of motion artifacts in multi-channel electrical impedance plethysmographs.

    PubMed

    Khan, Hassan Aqeel; Gore, Amit; Ashe, Jeff; Chakrabartty, Shantanu

    2017-07-01

    Physical activities are known to introduce motion artifacts in electrical impedance plethysmographic (EIP) sensors. Existing literature considers motion artifacts as a nuisance and generally discards the artifact containing portion of the sensor output. This paper examines the notion of exploiting motion artifacts for detecting the underlying physical activities which give rise to the artifacts in question. In particular, we investigate whether the artifact pattern associated with a physical activity is unique; and does it vary from one human-subject to another? Data was recorded from 19 adult human-subjects while conducting 5 distinct, artifact inducing, activities. A set of novel features based on the time-frequency signatures of the sensor outputs are then constructed. Our analysis demonstrates that these features enable high accuracy detection of the underlying physical activity. Using an SVM classifier we are able to differentiate between 5 distinct physical activities (coughing, reaching, walking, eating and rolling-on-bed) with an average accuracy of 85.46%. Classification is performed solely using features designed specifically to capture the time-frequency signatures of different physical activities. This enables us to measure both respiratory and motion information using only one type of sensor. This is in contrast to conventional approaches to physical activity monitoring; which rely on additional hardware such as accelerometers to capture activity information.

  8. Measurement of three-dimensional posture and trajectory of lower body during standing long jumping utilizing body-mounted sensors.

    PubMed

    Ibata, Yuki; Kitamura, Seiji; Motoi, Kosuke; Sagawa, Koichi

    2013-01-01

    The measurement method of three-dimensional posture and flying trajectory of lower body during jumping motion using body-mounted wireless inertial measurement units (WIMU) is introduced. The WIMU is composed of three-dimensional (3D) accelerometer and gyroscope of two kinds with different dynamic range and one 3D geomagnetic sensor to adapt to quick movement. Three WIMUs are mounted under the chest, right thigh and right shank. Thin film pressure sensors are connected to the shank WIMU and are installed under right heel and tiptoe to distinguish the state of the body motion between grounding and jumping. Initial and final postures of trunk, thigh and shank at standing-still are obtained using gravitational acceleration and geomagnetism. The posture of body is determined using the 3D direction of each segment updated by the numerical integration of angular velocity. Flying motion is detected from pressure sensors and 3D flying trajectory is derived by the double integration of trunk acceleration applying the 3D velocity of trunk at takeoff. Standing long jump experiments are performed and experimental results show that the joint angle and flying trajectory agree with the actual motion measured by the optical motion capture system.

  9. FPGA-Based Multimodal Embedded Sensor System Integrating Low- and Mid-Level Vision

    PubMed Central

    Botella, Guillermo; Martín H., José Antonio; Santos, Matilde; Meyer-Baese, Uwe

    2011-01-01

    Motion estimation is a low-level vision task that is especially relevant due to its wide range of applications in the real world. Many of the best motion estimation algorithms include some of the features that are found in mammalians, which would demand huge computational resources and therefore are not usually available in real-time. In this paper we present a novel bioinspired sensor based on the synergy between optical flow and orthogonal variant moments. The bioinspired sensor has been designed for Very Large Scale Integration (VLSI) using properties of the mammalian cortical motion pathway. This sensor combines low-level primitives (optical flow and image moments) in order to produce a mid-level vision abstraction layer. The results are described trough experiments showing the validity of the proposed system and an analysis of the computational resources and performance of the applied algorithms. PMID:22164069

  10. Fiber-based generator for wearable electronics and mobile medication.

    PubMed

    Zhong, Junwen; Zhang, Yan; Zhong, Qize; Hu, Qiyi; Hu, Bin; Wang, Zhong Lin; Zhou, Jun

    2014-06-24

    Smart garments for monitoring physiological and biomechanical signals of the human body are key sensors for personalized healthcare. However, they typically require bulky battery packs or have to be plugged into an electric plug in order to operate. Thus, a smart shirt that can extract energy from human body motions to run body-worn healthcare sensors is particularly desirable. Here, we demonstrated a metal-free fiber-based generator (FBG) via a simple, cost-effective method by using commodity cotton threads, a polytetrafluoroethylene aqueous suspension, and carbon nanotubes as source materials. The FBGs can convert biomechanical motions/vibration energy into electricity utilizing the electrostatic effect with an average output power density of ∼0.1 μW/cm(2) and have been identified as an effective building element for a power shirt to trigger a wireless body temperature sensor system. Furthermore, the FBG was demonstrated as a self-powered active sensor to quantitatively detect human motion.

  11. FPGA-based multimodal embedded sensor system integrating low- and mid-level vision.

    PubMed

    Botella, Guillermo; Martín H, José Antonio; Santos, Matilde; Meyer-Baese, Uwe

    2011-01-01

    Motion estimation is a low-level vision task that is especially relevant due to its wide range of applications in the real world. Many of the best motion estimation algorithms include some of the features that are found in mammalians, which would demand huge computational resources and therefore are not usually available in real-time. In this paper we present a novel bioinspired sensor based on the synergy between optical flow and orthogonal variant moments. The bioinspired sensor has been designed for Very Large Scale Integration (VLSI) using properties of the mammalian cortical motion pathway. This sensor combines low-level primitives (optical flow and image moments) in order to produce a mid-level vision abstraction layer. The results are described trough experiments showing the validity of the proposed system and an analysis of the computational resources and performance of the applied algorithms.

  12. Interactive balance training integrating sensor-based visual feedback of movement performance: a pilot study in older adults.

    PubMed

    Schwenk, Michael; Grewal, Gurtej S; Honarvar, Bahareh; Schwenk, Stefanie; Mohler, Jane; Khalsa, Dharma S; Najafi, Bijan

    2014-12-13

    Wearable sensor technology can accurately measure body motion and provide incentive feedback during exercising. The aim of this pilot study was to evaluate the effectiveness and user experience of a balance training program in older adults integrating data from wearable sensors into a human-computer interface designed for interactive training. Senior living community residents (mean age 84.6) with confirmed fall risk were randomized to an intervention (IG, n = 17) or control group (CG, n = 16). The IG underwent 4 weeks (twice a week) of balance training including weight shifting and virtual obstacle crossing tasks with visual/auditory real-time joint movement feedback using wearable sensors. The CG received no intervention. Outcome measures included changes in center of mass (CoM) sway, ankle and hip joint sway measured during eyes open (EO) and eyes closed (EC) balance test at baseline and post-intervention. Ankle-hip postural coordination was quantified by a reciprocal compensatory index (RCI). Physical performance was quantified by the Alternate-Step-Test (AST), Timed-up-and-go (TUG), and gait assessment. User experience was measured by a standardized questionnaire. After the intervention sway of CoM, hip, and ankle were reduced in the IG compared to the CG during both EO and EC condition (p = .007-.042). Improvement was obtained for AST (p = .037), TUG (p = .024), fast gait speed (p = . 010), but not normal gait speed (p = .264). Effect sizes were moderate for all outcomes. RCI did not change significantly. Users expressed a positive training experience including fun, safety, and helpfulness of sensor-feedback. Results of this proof-of-concept study suggest that older adults at risk of falling can benefit from the balance training program. Study findings may help to inform future exercise interventions integrating wearable sensors for guided game-based training in home- and community environments. Future studies should evaluate the added value of the proposed sensor-based training paradigm compared to traditional balance training programs and commercial exergames. http://www.clinicaltrials.govNCT02043834.

  13. Application of a Leap Motion Sensor for Improved Drone Control

    DTIC Science & Technology

    2017-12-01

    command ( )u t needed to control the distance error ( )e t was obtained using         0 1 t p d i de t u t K e t e d T T dt...SENSOR FOR IMPROVED DRONE CONTROL by Alfredo Belaunde Sara-Lafosse December 2017 Thesis Advisor: Xiaoping Yun Second Reader: James Calusdian THIS...thesis 4. TITLE AND SUBTITLE APPLICATION OF A LEAP MOTION SENSOR FOR IMPROVED DRONE CONTROL 5. FUNDING NUMBERS 6. AUTHOR(S) Alfredo Belaunde Sara

  14. Structural action recognition in body sensor networks: distributed classification based on string matching.

    PubMed

    Ghasemzadeh, Hassan; Loseu, Vitali; Jafari, Roozbeh

    2010-03-01

    Mobile sensor-based systems are emerging as promising platforms for healthcare monitoring. An important goal of these systems is to extract physiological information about the subject wearing the network. Such information can be used for life logging, quality of life measures, fall detection, extraction of contextual information, and many other applications. Data collected by these sensor nodes are overwhelming, and hence, an efficient data processing technique is essential. In this paper, we present a system using inexpensive, off-the-shelf inertial sensor nodes that constructs motion transcripts from biomedical signals and identifies movements by taking collaboration between the nodes into consideration. Transcripts are built of motion primitives and aim to reduce the complexity of the original data. We then label each primitive with a unique symbol and generate a sequence of symbols, known as motion template, representing a particular action. This model leads to a distributed algorithm for action recognition using edit distance with respect to motion templates. The algorithm reduces the number of active nodes during every classification decision. We present our results using data collected from five normal subjects performing transitional movements. The results clearly illustrate the effectiveness of our framework. In particular, we obtain a classification accuracy of 84.13% with only one sensor node involved in the classification process.

  15. Resolving the Role of the Dynamic Pressure in the Burial, Exposure, Scour, and Mobility of Underwater Munitions

    NASA Astrophysics Data System (ADS)

    Gilooly, S.; Foster, D. L.

    2017-12-01

    In nearshore environments, the motion of munitions results from a mixture of sediment transport conditions including sheet flow, scour, bedform migration, and momentary liquefaction. Incipient motion can be caused by disruptive shear stresses and pressure gradients. Foster et al. (2006) incorporated both processes into a single parameter, indicating incipient motion as a function of the bed state. This research looks to evaluate the role of the pressure gradient in positional state changes such as burial, exposure, and mobility. In the case of munitions, this may include pressure gradients induced by vortex shedding or the passing wave. Pressure-mapped model munitions are being developed to measure the orientation, rotation, and surface pressure of the munitions during threshold events leading to a new positional state. These munitions will be deployed in inner surf zone and estuary environments along with acoustic Doppler velocimeters (ADVs), pore water pressure sensors, a laser grid, and a pencil beam sonar with an azimuth drive. The additional instruments allow for near bed and far field water column and sediment bed sampling. Currently preliminary assessments of various pressure sensors and munition designs are underway. Two pressure sensors were selected; the thin FlexiForce A201 sensors will be used to indicate munition rolling during threshold events and diaphragm sensors will be used to understand changes in surrounding pore water pressure as the munition begins to bury/unbury. Both sensors are expected to give quantitative measurements of dynamic pressure gradients in the flow field surrounding the munition. Resolving the role of this process will give insight to an improved incipient motion parameter and allow for better munition motion predictions.

  16. Physiological Modalities for Relaxation Skill Transfer in Biofeedback Games.

    PubMed

    Parnandi, Avinash; Gutierrez-Osuna, Ricardo

    2017-03-01

    We present an adaptive biofeedback game for teaching self-regulation of stress. Our approach consists of monitoring the user's physiology during gameplay and adapting the game using a positive feedback loop that rewards relaxing behaviors and penalizes states of high arousal. We evaluate the approach using a casual game under three biofeedback modalities: electrodermal activity, heart rate variability, and breathing rate. The three biosignals can be measured noninvasively with wearable sensors, and represent different degrees of voluntary control and selectivity toward arousal. We conducted an experiment trial with 25 participants to compare the three modalities against a standard treatment (deep breathing) and a control condition (the game without biofeedback). Our results indicate that breathing-based game biofeedback is more effective in inducing relaxation during treatment than the other four groups. Participants in this group also showed greater retention of the relaxation skills (without biofeedback) during a subsequent stressor.

  17. GTRF: a game theory approach for regulating node behavior in real-time wireless sensor networks.

    PubMed

    Lin, Chi; Wu, Guowei; Pirozmand, Poria

    2015-06-04

    The selfish behaviors of nodes (or selfish nodes) cause packet loss, network congestion or even void regions in real-time wireless sensor networks, which greatly decrease the network performance. Previous methods have focused on detecting selfish nodes or avoiding selfish behavior, but little attention has been paid to regulating selfish behavior. In this paper, a Game Theory-based Real-time & Fault-tolerant (GTRF) routing protocol is proposed. GTRF is composed of two stages. In the first stage, a game theory model named VA is developed to regulate nodes' behaviors and meanwhile balance energy cost. In the second stage, a jumping transmission method is adopted, which ensures that real-time packets can be successfully delivered to the sink before a specific deadline. We prove that GTRF theoretically meets real-time requirements with low energy cost. Finally, extensive simulations are conducted to demonstrate the performance of our scheme. Simulation results show that GTRF not only balances the energy cost of the network, but also prolongs network lifetime.

  18. HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork.

    PubMed

    Díaz, Diego José; Boj, Clara; Portalés, Cristina

    2016-04-23

    This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops, artistic events, conferences, etc.). Here, we present the temporal evolution of HybridPLAY with the different versions of the sensors and the video games, and a detailed technical description of the sensors and the way interactions are produced. We also present the outcomes after the evaluation by users at different events and workshops. We believe that HybridPLAY has great potential to contribute to increased physical activity in kids, and also to improve the learning process and monitoring at school centres by letting users create the content of the apps, leading to new narratives and fostering creativity.

  19. HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

    PubMed Central

    Díaz, Diego José; Boj, Clara; Portalés, Cristina

    2016-01-01

    This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops, artistic events, conferences, etc.). Here, we present the temporal evolution of HybridPLAY with the different versions of the sensors and the video games, and a detailed technical description of the sensors and the way interactions are produced. We also present the outcomes after the evaluation by users at different events and workshops. We believe that HybridPLAY has great potential to contribute to increased physical activity in kids, and also to improve the learning process and monitoring at school centres by letting users create the content of the apps, leading to new narratives and fostering creativity. PMID:27120601

  20. A design of the u-health monitoring system using a Nintendo DS game machine.

    PubMed

    Lee, Sangjoon; Kim, Jinkwon; Kim, Jungkuk; Lee, Myoungho

    2009-01-01

    In this paper, we used the hand held type a Nintendo DS Game Machine for consisting of a u-Health Monitoring system. This system is consists of four parts. Biosignal acquire device is the first. The Second is a wireless sensor network device. The third is a wireless base-station for connecting internet network. Displaying units are the last part which were a personal computer and a Nintendo DS game machine. The bio-signal measurement device among the four parts the u-health monitoring system can acquire 7-channels data which have 3-channels ECG(Electrocardiogram), 3-axis accelerometer and tilting sensor data. Acquired data connect up the internet network throughout the wireless sensor network and a base-station. In the experiment, we concurrently display the bio-signals on to a monitor of personal computer and LCD of a Nintendo DS using wireless internet protocol and those monitoring devices placed off to the one side an office building. The result of the experiment, this proposed system effectively can transmit patient's biosignal data as a long time and a long distance. This suggestion of the u-health monitoring system need to operate in the ambulance, general hospitals and geriatric institutions as a u-health monitoring device.

  1. Application of differential game theory to role-determination in aerial combat

    NASA Technical Reports Server (NTRS)

    Merz, A. W.

    1975-01-01

    The development of criteria which specify the roles of pursuer and evader as functions of the relative geometry and of the important parameters of the problem are discussed. A reduced-order model of the relative motion is derived and discussed. In this model, the two aircraft move in the same plane at unequal but constant speeds, and with different maximum turn rates. The equations of relative motion are of third order, the dependent variables being the relative range, bearing, and heading of the two aircraft. Termination of the pursuit-evasion game is defined by either the heading-limited or the range-limited end condition. These are geometric conditions for which the evading aircraft is in front of the other, with the relative heading and relative range satisfying certain inequalities. Retrograde solutions to the equations of relative motion were used with the derived optimal terminal maneuvers to find where an assumed set of end conditions could have begun.

  2. Continuous monitoring of large civil structures using a digital fiber optic motion sensor system

    NASA Astrophysics Data System (ADS)

    Hodge, Malcolm H.; Kausel, Theodore C., Jr.

    1998-03-01

    There is no single attribute which can always predict structural deterioration. Accordingly, we have developed a scheme for monitoring a wide range of incipient deterioration parameters, all based on a single motion sensor concept. In this presentation, we describe how an intrinsically low power- consumption fiber optic harness can be permanently deployed to poll an array of optical sensors. The function and design of these simple, durable, and naturally digital sensors is described, along with the manner in which they have been configured to collect information for changes in the most important structural aspects. The SIMS system is designed to interrogate each sensor up to five-thousand times per second for the life of the structure, and to report sensor data back to a remote computer base for current and long-term analysis, and is directed primarily towards bridges. By suitably modifying the actuation of this very precise motion sensor, SIMS is able to track bridge deck deflection and vibration, expansion joint travel, concrete and rebar corrosion, pothole development, pier scour and tilt. Other sensors will track bolt clamp load, cable tension, and metal fatigue. All of these data are received within microseconds, which means that appropriate computer algorithm manipulations can be carried out to correlate one sensor with other sensors in real time. This internal verification feature automatically enhances confidence in the system's predictive ability and alerts the user to any anomalous behavior.

  3. Mobile, Virtual Enhancements for Rehabilitation (MOVER)

    DTIC Science & Technology

    2015-08-28

    The patient uses COTS input devices, such as the Microsoft Kinect and the Wii Balance Board , to perform therapeutic exercises that are mapped to...motion and balance disorder patients. We made these games highly customizable to enable therapists to tune each game to the capabilities of individual...settings. Figure 5 shows the setting for the target graphic styles. Figure 6 shows the setting for which foot the patient must balance on during the

  4. Multiresolution Algorithms for Processing Giga-Models: Real-time Visualization, Reasoning, and Interaction

    DTIC Science & Technology

    2012-04-23

    Interactive Virtual Hair Salon , Presence, (05 2007): 237. doi: 2012/04/17 12:55:26 31 Theodore Kim, Jason Sewall, Avneesh Sud, Ming Lin. Fast...in Games , Utrecht, Netherlands, Nov. 2009. Keynote Speaker, IADIS International Conference on Computer Graphics and Visualization, Portugal, June 2009...Keynote Speaker, ACM Symposium on Virtual Reality Software and Technology, Bordeaux, France, October 2008. Invited Speaker, Motion in Games , Utrecht

  5. Verification of real sensor motion for a high-dynamic 3D measurement inspection system

    NASA Astrophysics Data System (ADS)

    Breitbarth, Andreas; Correns, Martin; Zimmermann, Manuel; Zhang, Chen; Rosenberger, Maik; Schambach, Jörg; Notni, Gunther

    2017-06-01

    Inline three-dimensional measurements are a growing part of optical inspection. Considering increasing production capacities and economic aspects, dynamic measurements under motion are inescapable. Using a sequence of different pattern, like it is generally done in fringe projection systems, relative movements of the measurement object with respect to the 3d sensor between the images of one pattern sequence have to be compensated. Based on the application of fully automated optical inspection of circuit boards at an assembly line, the knowledge of the relative speed of movement between the measurement object and the 3d sensor system should be used inside the algorithms of motion compensation. Optimally, this relative speed is constant over the whole measurement process and consists of only one motion direction to avoid sensor vibrations. The quantified evaluation of this two assumptions and the error impact on the 3d accuracy are content of the research project described by this paper. For our experiments we use a glass etalon with non-transparent circles and transmitted light. Focused on the circle borders, this is one of the most reliable methods to determine subpixel positions using a couple of searching rays. The intersection point of all rays characterize the center of each circle. Based on these circle centers determined with a precision of approximately 1=50 pixel, the motion vector between two images could be calculated and compared with the input motion vector. Overall, the results are used to optimize the weight distribution of the 3d sensor head and reduce non-uniformly vibrations. Finally, there exists a dynamic 3d measurement system with an error of motion vectors about 4 micrometer. Based on this outcome, simulations result in a 3d standard deviation at planar object regions of 6 micrometers. The same system yields a 3d standard deviation of 9 µm without the optimization of weight distribution.

  6. Method for measuring tri-axial lumbar motion angles using wearable sheet stretch sensors

    PubMed Central

    Nakamoto, Hiroyuki; Yamaji, Tokiya; Ootaka, Hideo; Bessho, Yusuke; Nakamura, Ryo; Ono, Rei

    2017-01-01

    Background Body movements, such as trunk flexion and rotation, are risk factors for low back pain in occupational settings, especially in healthcare workers. Wearable motion capture systems are potentially useful to monitor lower back movement in healthcare workers to help avoid the risk factors. In this study, we propose a novel system using sheet stretch sensors and investigate the system validity for estimating lower back movement. Methods Six volunteers (female:male = 1:1, mean age: 24.8 ± 4.0 years, height 166.7 ± 5.6 cm, weight 56.3 ± 7.6 kg) participated in test protocols that involved executing seven types of movements. The movements were three uniaxial trunk movements (i.e., trunk flexion-extension, trunk side-bending, and trunk rotation) and four multiaxial trunk movements (i.e., flexion + rotation, flexion + side-bending, side-bending + rotation, and moving around the cranial–caudal axis). Each trial lasted for approximately 30 s. Four stretch sensors were attached to each participant’s lower back. The lumbar motion angles were estimated using simple linear regression analysis based on the stretch sensor outputs and compared with those obtained by the optical motion capture system. Results The estimated lumbar motion angles showed a good correlation with the actual angles, with correlation values of r = 0.68 (SD = 0.35), r = 0.60 (SD = 0.19), and r = 0.72 (SD = 0.18) for the flexion-extension, side bending, and rotation movements, respectively (all P < 0.05). The estimation errors in all three directions were less than 3°. Conclusion The stretch sensors mounted on the back provided reasonable estimates of the lumbar motion angles. The novel motion capture system provided three directional angles without capture space limits. The wearable system possessed great potential to monitor the lower back movement in healthcare workers and helping prevent low back pain. PMID:29020053

  7. Gait Recognition Using Wearable Motion Recording Sensors

    NASA Astrophysics Data System (ADS)

    Gafurov, Davrondzhon; Snekkenes, Einar

    2009-12-01

    This paper presents an alternative approach, where gait is collected by the sensors attached to the person's body. Such wearable sensors record motion (e.g. acceleration) of the body parts during walking. The recorded motion signals are then investigated for person recognition purposes. We analyzed acceleration signals from the foot, hip, pocket and arm. Applying various methods, the best EER obtained for foot-, pocket-, arm- and hip- based user authentication were 5%, 7%, 10% and 13%, respectively. Furthermore, we present the results of our analysis on security assessment of gait. Studying gait-based user authentication (in case of hip motion) under three attack scenarios, we revealed that a minimal effort mimicking does not help to improve the acceptance chances of impostors. However, impostors who know their closest person in the database or the genders of the users can be a threat to gait-based authentication. We also provide some new insights toward the uniqueness of gait in case of foot motion. In particular, we revealed the following: a sideway motion of the foot provides the most discrimination, compared to an up-down or forward-backward directions; and different segments of the gait cycle provide different level of discrimination.

  8. Clinically acceptable agreement between the ViMove wireless motion sensor system and the Vicon motion capture system when measuring lumbar region inclination motion in the sagittal and coronal planes.

    PubMed

    Mjøsund, Hanne Leirbekk; Boyle, Eleanor; Kjaer, Per; Mieritz, Rune Mygind; Skallgård, Tue; Kent, Peter

    2017-03-21

    Wireless, wearable, inertial motion sensor technology introduces new possibilities for monitoring spinal motion and pain in people during their daily activities of work, rest and play. There are many types of these wireless devices currently available but the precision in measurement and the magnitude of measurement error from such devices is often unknown. This study investigated the concurrent validity of one inertial motion sensor system (ViMove) for its ability to measure lumbar inclination motion, compared with the Vicon motion capture system. To mimic the variability of movement patterns in a clinical population, a sample of 34 people were included - 18 with low back pain and 16 without low back pain. ViMove sensors were attached to each participant's skin at spinal levels T12 and S2, and Vicon surface markers were attached to the ViMove sensors. Three repetitions of end-range flexion inclination, extension inclination and lateral flexion inclination to both sides while standing were measured by both systems concurrently with short rest periods in between. Measurement agreement through the whole movement range was analysed using a multilevel mixed-effects regression model to calculate the root mean squared errors and the limits of agreement were calculated using the Bland Altman method. We calculated root mean squared errors (standard deviation) of 1.82° (±1.00°) in flexion inclination, 0.71° (±0.34°) in extension inclination, 0.77° (±0.24°) in right lateral flexion inclination and 0.98° (±0.69°) in left lateral flexion inclination. 95% limits of agreement ranged between -3.86° and 4.69° in flexion inclination, -2.15° and 1.91° in extension inclination, -2.37° and 2.05° in right lateral flexion inclination and -3.11° and 2.96° in left lateral flexion inclination. We found a clinically acceptable level of agreement between these two methods for measuring standing lumbar inclination motion in these two cardinal movement planes. Further research should investigate the ViMove system's ability to measure lumbar motion in more complex 3D functional movements and to measure changes of movement patterns related to treatment effects.

  9. Studies of human dynamic space orientation using techniques of control theory

    NASA Technical Reports Server (NTRS)

    Young, L. R.

    1974-01-01

    Studies of human orientation and manual control in high order systems are summarized. Data cover techniques for measuring and altering orientation perception, role of non-visual motion sensors, particularly the vestibular and tactile sensors, use of motion cues in closed loop control of simple stable and unstable systems, and advanced computer controlled display systems.

  10. MotorSense: Using Motion Tracking Technology to Support the Identification and Treatment of Gross-Motor Dysfunction.

    PubMed

    Arnedillo-Sánchez, Inmaculada; Boyle, Bryan; Bossavit, Benoît

    2017-01-01

    MotorSense is a motion detection and tracking technology that can be implemented across a range of environments to assist in detecting delays in gross-motor skills development. The system utilises the motion tracking functionality of Microsoft's Kinect™. It features games that require children to perform graded gross-motor tasks matched with their chronological and developmental ages. This paper describes the rationale for MotorSense, provides an overview of the functionality of the system and illustrates sample activities.

  11. A Review of Accelerometry-Based Wearable Motion Detectors for Physical Activity Monitoring

    PubMed Central

    Yang, Che-Chang; Hsu, Yeh-Liang

    2010-01-01

    Characteristics of physical activity are indicative of one’s mobility level, latent chronic diseases and aging process. Accelerometers have been widely accepted as useful and practical sensors for wearable devices to measure and assess physical activity. This paper reviews the development of wearable accelerometry-based motion detectors. The principle of accelerometry measurement, sensor properties and sensor placements are first introduced. Various research using accelerometry-based wearable motion detectors for physical activity monitoring and assessment, including posture and movement classification, estimation of energy expenditure, fall detection and balance control evaluation, are also reviewed. Finally this paper reviews and compares existing commercial products to provide a comprehensive outlook of current development status and possible emerging technologies. PMID:22163626

  12. Smart Sensor-Based Motion Detection System for Hand Movement Training in Open Surgery.

    PubMed

    Sun, Xinyao; Byrns, Simon; Cheng, Irene; Zheng, Bin; Basu, Anup

    2017-02-01

    We introduce a smart sensor-based motion detection technique for objective measurement and assessment of surgical dexterity among users at different experience levels. The goal is to allow trainees to evaluate their performance based on a reference model shared through communication technology, e.g., the Internet, without the physical presence of an evaluating surgeon. While in the current implementation we used a Leap Motion Controller to obtain motion data for analysis, our technique can be applied to motion data captured by other smart sensors, e.g., OptiTrack. To differentiate motions captured from different participants, measurement and assessment in our approach are achieved using two strategies: (1) low level descriptive statistical analysis, and (2) Hidden Markov Model (HMM) classification. Based on our surgical knot tying task experiment, we can conclude that finger motions generated from users with different surgical dexterity, e.g., expert and novice performers, display differences in path length, number of movements and task completion time. In order to validate the discriminatory ability of HMM for classifying different movement patterns, a non-surgical task was included in our analysis. Experimental results demonstrate that our approach had 100 % accuracy in discriminating between expert and novice performances. Our proposed motion analysis technique applied to open surgical procedures is a promising step towards the development of objective computer-assisted assessment and training systems.

  13. Feasibility of a Customized, In-Home, Game-Based Stroke Exercise Program Using the Microsoft Kinect® Sensor

    PubMed Central

    PROFFITT, RACHEL; LANGE, BELINDA

    2015-01-01

    The objective of this study was to determine the feasibility of a 6-week, game-based, in-home telerehabilitation exercise program using the Microsoft Kinect® for individuals with chronic stroke. Four participants with chronic stroke completed the intervention based on games designed with the customized Mystic Isle software. The games were tailored to each participant’s specific rehabilitation needs to facilitate the attainment of individualized goals determined through the Canadian Occupational Performance Measure. Likert scale questionnaires assessed the feasibility and utility of the game-based intervention. Supplementary clinical outcome data were collected. All participants played the games with moderately high enjoyment. Participant feedback helped identify barriers to use (especially, limited free time) and possible improvements. An in-home, customized, virtual reality game intervention to provide rehabilitative exercises for persons with chronic stroke is practicable. However, future studies are necessary to determine the intervention’s impact on participant function, activity, and involvement. PMID:27563384

  14. The use of ambient audio to increase safety and immersion in location-based games

    NASA Astrophysics Data System (ADS)

    Kurczak, John Jason

    The purpose of this thesis is to propose an alternative type of interface for mobile software being used while walking or running. Our work addresses the problem of visual user interfaces for mobile software be- ing potentially unsafe for pedestrians, and not being very immersive when used for location-based games. In addition, location-based games and applications can be dif- ficult to develop when directly interfacing with the sensors used to track the user's location. These problems need to be addressed because portable computing devices are be- coming a popular tool for navigation, playing games, and accessing the internet while walking. This poses a safety problem for mobile users, who may be paying too much attention to their device to notice and react to hazards in their environment. The difficulty of developing location-based games and other location-aware applications may significantly hinder the prevalence of applications that explore new interaction techniques for ubiquitous computing. We created the TREC toolkit to address the issues with tracking sensors while developing location-based games and applications. We have developed functional location-based applications with TREC to demonstrate the amount of work that can be saved by using this toolkit. In order to have a safer and more immersive alternative to visual interfaces, we have developed ambient audio interfaces for use with mobile applications. Ambient audio uses continuous streams of sound over headphones to present information to mobile users without distracting them from walking safely. In order to test the effectiveness of ambient audio, we ran a study to compare ambient audio with handheld visual interfaces in a location-based game. We compared players' ability to safely navigate the environment, their sense of immersion in the game, and their performance at the in-game tasks. We found that ambient audio was able to significantly increase players' safety and sense of immersion compared to a visual interface, while players performed signifi- cantly better at the game tasks when using the visual interface. This makes ambient audio a legitimate alternative to visual interfaces for mobile users when safety and immersion are a priority.

  15. Wearable Inertial Sensors Allow for Quantitative Assessment of Shoulder and Elbow Kinematics in a Cadaveric Knee Arthroscopy Model.

    PubMed

    Rose, Michael; Curtze, Carolin; O'Sullivan, Joseph; El-Gohary, Mahmoud; Crawford, Dennis; Friess, Darin; Brady, Jacqueline M

    2017-12-01

    To develop a model using wearable inertial sensors to assess the performance of orthopaedic residents while performing a diagnostic knee arthroscopy. Fourteen subjects performed a diagnostic arthroscopy on a cadaveric right knee. Participants were divided into novices (5 postgraduate year 3 residents), intermediates (5 postgraduate year 4 residents), and experts (4 faculty) based on experience. Arm movement data were collected by inertial measurement units (Opal sensors) by securing 2 sensors to each upper extremity (dorsal forearm and lateral arm) and 2 sensors to the trunk (sternum and lumbar spine). Kinematics of the elbow and shoulder joints were calculated from the inertial data by biomechanical modeling based on a sequence of links connected by joints. Range of motion required to complete the procedure was calculated for each group. Histograms were used to compare the distribution of joint positions for an expert, intermediate, and novice. For both the right and left upper extremities, skill level corresponded well with shoulder abduction-adduction and elbow prono-supination. Novices required on average 17.2° more motion in the right shoulder abduction-adduction plane than experts to complete the diagnostic arthroscopy (P = .03). For right elbow prono-supination (probe hand), novices required on average 23.7° more motion than experts to complete the procedure (P = .03). Histogram data showed novices had markedly more variability in shoulder abduction-adduction and elbow prono-supination compared with the other groups. Our data show wearable inertial sensors can measure joint kinematics during diagnostic knee arthroscopy. Range-of-motion data in the shoulder and elbow correlated inversely with arthroscopic experience. Motion pattern-based analysis shows promise as a metric of resident skill acquisition and development in arthroscopy. Wearable inertial sensors show promise as metrics of arthroscopic skill acquisition among residents. Copyright © 2017 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  16. BlueSeis3A - performance, laboratory tests and applications

    NASA Astrophysics Data System (ADS)

    Bernauer, F.; Wassermann, J. M.; de Toldi, E.; Guattari, F.; Ponceau, D.; Ripepe, M.; Igel, H.

    2017-12-01

    One of the most emerging developments in seismic instrumentation is the application of fiber optic gyroscopes as portable rotational ground motion sensors. In the framework of the European Research Council Project, ROMY (ROtational Motions in seismologY), BlueSeis3A was developed in a collaboration between researchers from Ludwig-Maximilians University of Munich, Germany, and the fiber optic sensors manufacturer iXblue, France. With its high sensitivity (20 nrads-1Hz-1/2) in a broad frequency range (0.001 Hz to 50 Hz) BlueSeis3A opens a variety of applications which were up to now hampered by the lack of such an instrument. In this contribution, we will first present performance characteristics of BlueSeis3A with a focus on timing stability and scale factor linearity. In a second part we demonstrate the benefit of directly measured rotational motion for dynamic tilt correction of measurements made with a classical seismometer. A well known tilt signal was produced with a shake table and recorded simultaneously with a classical seismometer and BlueSeis3A. The seismometer measurement could be improved significantly by subtracting the coherent tilt signal which was measured directly with the rotational motion sensor. As a last part we show the advantage of directly measured rotational motion for applications in civil engineering. Results from a measurement campaign in the Giotto bell tower in the city of Florence, Italy, show the possibility of direct observation of torsional modes by deploying a rotational motion sensor inside the structure.

  17. A new calibration methodology for thorax and upper limbs motion capture in children using magneto and inertial sensors.

    PubMed

    Ricci, Luca; Formica, Domenico; Sparaci, Laura; Lasorsa, Francesca Romana; Taffoni, Fabrizio; Tamilia, Eleonora; Guglielmelli, Eugenio

    2014-01-09

    Recent advances in wearable sensor technologies for motion capture have produced devices, mainly based on magneto and inertial measurement units (M-IMU), that are now suitable for out-of-the-lab use with children. In fact, the reduced size, weight and the wireless connectivity meet the requirement of minimum obtrusivity and give scientists the possibility to analyze children's motion in daily life contexts. Typical use of magneto and inertial measurement units (M-IMU) motion capture systems is based on attaching a sensing unit to each body segment of interest. The correct use of this setup requires a specific calibration methodology that allows mapping measurements from the sensors' frames of reference into useful kinematic information in the human limbs' frames of reference. The present work addresses this specific issue, presenting a calibration protocol to capture the kinematics of the upper limbs and thorax in typically developing (TD) children. The proposed method allows the construction, on each body segment, of a meaningful system of coordinates that are representative of real physiological motions and that are referred to as functional frames (FFs). We will also present a novel cost function for the Levenberg-Marquardt algorithm, to retrieve the rotation matrices between each sensor frame (SF) and the corresponding FF. Reported results on a group of 40 children suggest that the method is repeatable and reliable, opening the way to the extensive use of this technology for out-of-the-lab motion capture in children.

  18. The Effects of Active Videogame Feedback and Practicing Experience on Children's Physical Activity Intensity and Enjoyment.

    PubMed

    Chen, Han; Sun, Haichun

    2017-08-01

    The study aims to explore the effects of receiving active videogame (AVG) feedback and playing experience on individuals' moderate-to-vigorous physical activity (MVPA) and perceived enjoyment. This was a within-subject design study. The participants included 36 (n = 15 and 21 for boys and girls, respectively) fourth graders enrolled in a rural elementary school in southern Georgia area. The experiment lasted for 6 weeks with each week including three sessions. The participants were assigned in either front row (sensor feedback) or back row (no sensor feedback) during practice, which was alternated in different sessions. Two different dance games were played during the study with each game implemented for 3 weeks. The MVPA was measured with GT3X+ accelerometers. Physical activity (PA) enjoyment was assessed after the completion of the first two and last two sessions of each game. A repeated one-way ANOVA (analysis of variance) was used to examine the effects of AVG feedback and game on MVPA. A repeated one-way MANOVA (multivariate analysis of variance) was conducted for each game to examine the effects of experience and AVG feedback on enjoyment and MVPA. No effects of AVG feedback were found for MVPA or enjoyment (P > 0.05). The effects of experience on MVPA were found for Just Dance Kids 2014 with experience decreased MVPA (P < 0.05). Students who practiced dance AVG without receiving feedback still demonstrated positive affection and accumulated similar MVPA than when practicing while receiving feedback. Experience for certain dance games tends to decrease PA intensity.

  19. Ultrathin flexible piezoelectric sensors for monitoring eye fatigue

    NASA Astrophysics Data System (ADS)

    Lü, Chaofeng; Wu, Shuang; Lu, Bingwei; Zhang, Yangyang; Du, Yangkun; Feng, Xue

    2018-02-01

    Eye fatigue is a symptom induced by long-term work of both eyes and brains. Without proper treatment, eye fatigue may incur serious problems. Current studies on detecting eye fatigue mainly focus on computer vision detect technology which can be very unreliable due to occasional bad visual conditions. As a solution, we proposed a wearable conformal in vivo eye fatigue monitoring sensor that contains an array of piezoelectric nanoribbons integrated on an ultrathin flexible substrate. By detecting strains on the skin of eyelid, the sensors may collect information about eye blinking, and, therefore, reveal human’s fatigue state. We first report the design and fabrication of the piezoelectric sensor and experimental characterization of voltage responses of the piezoelectric sensors. Under bending stress, the output voltage curves yield key information about the motion of human eyelid. We also develop a theoretical model to reveal the underlying mechanism of detecting eyelid motion. Both mechanical load test and in vivo test are conducted to convince the working performance of the sensors. With satisfied durability and high sensitivity, this sensor may efficiently detect abnormal eyelid motions, such as overlong closure, high blinking frequency, low closing speed and weak gazing strength, and may hopefully provide feedback for assessing eye fatigue in time so that unexpected situations can be prevented.

  20. RGO-coated elastic fibres as wearable strain sensors for full-scale detection of human motions

    NASA Astrophysics Data System (ADS)

    Mi, Qing; Wang, Qi; Zang, Siyao; Mao, Guoming; Zhang, Jinnan; Ren, Xiaomin

    2018-01-01

    In this study, we chose highly-elastic fabric fibres as the functional carrier and then simply coated the fibres with reduced graphene oxide (rGO) using plasma treatment, dip coating and hydrothermal reduction steps, finally making a wearable strain sensor. As a result, the full-scale detection of human motions, ranging from bending joints to the pulse beat, has been achieved by these sensors. Moreover, high sensitivity, good stability and excellent repeatability were realized. The good sensing performances and economical fabrication process of this wearable strain sensor have strengthened our confidence in practical applications in smart clothing, smart fabrics, healthcare, and entertainment fields.

  1. Flexible and Compressible PEDOT:PSS@Melamine Conductive Sponge Prepared via One-Step Dip Coating as Piezoresistive Pressure Sensor for Human Motion Detection.

    PubMed

    Ding, Yichun; Yang, Jack; Tolle, Charles R; Zhu, Zhengtao

    2018-05-09

    Flexible and wearable pressure sensor may offer convenient, timely, and portable solutions to human motion detection, yet it is a challenge to develop cost-effective materials for pressure sensor with high compressibility and sensitivity. Herein, a cost-efficient and scalable approach is reported to prepare a highly flexible and compressible conductive sponge for piezoresistive pressure sensor. The conductive sponge, poly(3,4-ethylenedioxythiophene):poly(styrenesulfonate) (PEDOT:PSS)@melamine sponge (MS), is prepared by one-step dip coating the commercial melamine sponge (MS) in an aqueous dispersion of poly(3,4-ethylenedioxythiophene):poly(styrenesulfonate) (PEDOT:PSS). Due to the interconnected porous structure of MS, the conductive PEDOT:PSS@MS has a high compressibility and a stable piezoresistive response at the compressive strain up to 80%, as well as good reproducibility over 1000 cycles. Thereafter, versatile pressure sensors fabricated using the conductive PEDOT:PSS@MS sponges are attached to the different parts of human body; the capabilities of these devices to detect a variety of human motions including speaking, finger bending, elbow bending, and walking are evaluated. Furthermore, prototype tactile sensory array based on these pressure sensors is demonstrated.

  2. Flexible wire-shaped strain sensor from cotton thread for human health and motion detection.

    PubMed

    Li, Yuan-Qing; Huang, Pei; Zhu, Wei-Bin; Fu, Shao-Yun; Hu, Ning; Liao, Kin

    2017-03-21

    In this work, a wire-shaped flexible strain sensor was fabricated by encapsulating conductive carbon thread (CT) with polydimethylsiloxane (PDMS) elastomer. The key strain sensitive material, CT, was prepared by pyrolysing cotton thread in N 2 atmosphere. The CT/PDMS composite wire shows a typical piezo-resistive behavior with high strain sensitivity. The gauge factors (GF) calculated at low strain of 0-4% and high strain of 8-10% are 8.7 and 18.5, respectively, which are much higher than that of the traditional metallic strain sensor (GF around 2). The wire-shaped CT/PDMS composite sensor shows excellent response to cyclic tensile loading within the strain range of 0-10%, the frequency range of 0.01-10 Hz, to up to 2000 cycles. The potential of the wire senor as wearable strain sensor is demonstrated by the finger motion and blood pulse monitoring. Featured by the low costs of cotton wire and PDMS resin, the simple structure and fabrication technique, as well as high performance with miniaturized size, the wire-shaped sensor based on CT/PDMS composite is believed to have a great potential for application in wearable electronics for human health and motion monitoring.

  3. Dynamic Metasurface Aperture as Smart Around-the-Corner Motion Detector.

    PubMed

    Del Hougne, Philipp; F Imani, Mohammadreza; Sleasman, Timothy; Gollub, Jonah N; Fink, Mathias; Lerosey, Geoffroy; Smith, David R

    2018-04-25

    Detecting and analysing motion is a key feature of Smart Homes and the connected sensor vision they embrace. At present, most motion sensors operate in line-of-sight Doppler shift schemes. Here, we propose an alternative approach suitable for indoor environments, which effectively constitute disordered cavities for radio frequency (RF) waves; we exploit the fundamental sensitivity of modes of such cavities to perturbations, caused here by moving objects. We establish experimentally three key features of our proposed system: (i) ability to capture the temporal variations of motion and discern information such as periodicity ("smart"), (ii) non line-of-sight motion detection, and (iii) single-frequency operation. Moreover, we explain theoretically and demonstrate experimentally that the use of dynamic metasurface apertures can substantially enhance the performance of RF motion detection. Potential applications include accurately detecting human presence and monitoring inhabitants' vital signs.

  4. A Motion Videogame for Opioid Relapse Prevention.

    PubMed

    Abroms, Lorien C; Leavitt, Leah E; Van Alstyne, Judy M; Schindler-Ruwisch, Jennifer M; Fishman, Marc J; Greenberg, Daniel

    2015-12-01

    This study examined the feasibility and acceptability of a body motion-activated videogame, targeting the prevention of opioid relapse among youth in the context of outpatient treatment. Participants attended four weekly gameplay sessions. Surveys were conducted at baseline and following each week's gameplay and assessed satisfaction with gameplay, craving intensity, and self-efficacy to refuse opioids. Participants expressed a high level of satisfaction with the videogame throughout the 4 weeks and agreed with the statement that they would be more likely to attend treatment sessions if the game was present (mean=4.6; standard deviation [SD]=0.7) and would recommend the videogame to other people in treatment (mean=4.2; SD=0.8). All participants recommended playing the videogame as part of treatment at least weekly, with a third recommending playing daily. Self-reported cravings declined over the 4-week period from baseline (mean=12.7; SD=8.4) to Week 4 (mean=9.8; SD=8.3), although the decline was not significant. Although participants stated that they liked the game, one-third of participants had dropped out of the study by the fourth session of gameplay. Preliminary evidence indicates that a motion videogame for addiction recovery may be feasible and acceptable within the context of outpatient treatment, although additional efforts are needed to keep youth in treatment. Future studies are needed to assess the impact of the game on long-term abstinence, treatment adherence, and engagement.

  5. The mirror game as a paradigm for studying the dynamics of two people improvising motion together

    PubMed Central

    Noy, Lior; Dekel, Erez; Alon, Uri

    2011-01-01

    Joint improvisation is the creative action of two or more people without a script or designated leader. Examples include improvisational theater and music, and day-to-day activities such as conversations. In joint improvisation, novel action is created, emerging from the interaction between people. Although central to creative processes and social interaction, joint improvisation remains largely unexplored due to the lack of experimental paradigms. Here we introduce a paradigm based on a theater practice called the mirror game. We measured the hand motions of two people mirroring each other at high temporal and spatial resolution. We focused on expert actors and musicians skilled in joint improvisation. We found that players can jointly create novel complex motion without a designated leader, synchronized to less than 40 ms. In contrast, we found that designating one player as leader deteriorated performance: The follower showed 2–3 Hz oscillation around the leader's smooth trajectory, decreasing synchrony and reducing the range of velocities reached. A mathematical model suggests a mechanism for these observations based on mutual agreement on future motion in mirrored reactive–predictive controllers. This is a step toward understanding the human ability to create novelty by improvising together. PMID:22160696

  6. The mirror game as a paradigm for studying the dynamics of two people improvising motion together.

    PubMed

    Noy, Lior; Dekel, Erez; Alon, Uri

    2011-12-27

    Joint improvisation is the creative action of two or more people without a script or designated leader. Examples include improvisational theater and music, and day-to-day activities such as conversations. In joint improvisation, novel action is created, emerging from the interaction between people. Although central to creative processes and social interaction, joint improvisation remains largely unexplored due to the lack of experimental paradigms. Here we introduce a paradigm based on a theater practice called the mirror game. We measured the hand motions of two people mirroring each other at high temporal and spatial resolution. We focused on expert actors and musicians skilled in joint improvisation. We found that players can jointly create novel complex motion without a designated leader, synchronized to less than 40 ms. In contrast, we found that designating one player as leader deteriorated performance: The follower showed 2-3 Hz oscillation around the leader's smooth trajectory, decreasing synchrony and reducing the range of velocities reached. A mathematical model suggests a mechanism for these observations based on mutual agreement on future motion in mirrored reactive-predictive controllers. This is a step toward understanding the human ability to create novelty by improvising together.

  7. Study on robot motion control for intelligent welding processes based on the laser tracking sensor

    NASA Astrophysics Data System (ADS)

    Zhang, Bin; Wang, Qian; Tang, Chen; Wang, Ju

    2017-06-01

    A robot motion control method is presented for intelligent welding processes of complex spatial free-form curve seams based on the laser tracking sensor. First, calculate the tip position of the welding torch according to the velocity of the torch and the seam trajectory detected by the sensor. Then, search the optimal pose of the torch under constraints using genetic algorithms. As a result, the intersection point of the weld seam and the laser plane of the sensor is within the detectable range of the sensor. Meanwhile, the angle between the axis of the welding torch and the tangent of the weld seam meets the requirements. The feasibility of the control method is proved by simulation.

  8. A novel dynamic sensing of wearable digital textile sensor with body motion analysis.

    PubMed

    Yang, Chang-Ming; Lin, Zhan-Sheng; Hu, Chang-Lin; Chen, Yu-Shih; Ke, Ling-Yi; Chen, Yin-Rui

    2010-01-01

    This work proposes an innovative textile sensor system to monitor dynamic body movement and human posture by attaching wearable digital sensors to analyze body motion. The proposed system can display and analyze signals when individuals are walking, running, veering around, walking up and down stairs, as well as falling down with a wearable monitoring system, which reacts to the coordination between the body and feet. Several digital sensor designs are embedded in clothing and wear apparel. Any pressure point can determine which activity is underway. Importantly, wearable digital sensors and a wearable monitoring system allow adaptive, real-time postures, real time velocity, acceleration, non-invasive, transmission healthcare, and point of care (POC) for home and non-clinical environments.

  9. The development and validation of using inertial sensors to monitor postural change in resistance exercise.

    PubMed

    Gleadhill, Sam; Lee, James Bruce; James, Daniel

    2016-05-03

    This research presented and validated a method of assessing postural changes during resistance exercise using inertial sensors. A simple lifting task was broken down to a series of well-defined tasks, which could be examined and measured in a controlled environment. The purpose of this research was to determine whether timing measures obtained from inertial sensor accelerometer outputs are able to provide accurate, quantifiable information of resistance exercise movement patterns. The aim was to complete a timing measure validation of inertial sensor outputs. Eleven participants completed five repetitions of 15 different deadlift variations. Participants were monitored with inertial sensors and an infrared three dimensional motion capture system. Validation was undertaken using a Will Hopkins Typical Error of the Estimate, with a Pearson׳s correlation and a Bland Altman Limits of Agreement analysis. Statistical validation measured the timing agreement during deadlifts, from inertial sensor outputs and the motion capture system. Timing validation results demonstrated a Pearson׳s correlation of 0.9997, with trivial standardised error (0.026) and standardised bias (0.002). Inertial sensors can now be used in practical settings with as much confidence as motion capture systems, for accelerometer timing measurements of resistance exercise. This research provides foundations for inertial sensors to be applied for qualitative activity recognition of resistance exercise and safe lifting practices. Copyright © 2016 Elsevier Ltd. All rights reserved.

  10. METs in adults while playing active video games: a metabolic chamber study.

    PubMed

    Miyachi, Motohiko; Yamamoto, Kenta; Ohkawara, Kazunori; Tanaka, Shigeho

    2010-06-01

    Active video game systems controlled through arm gestures and motions (Nintendo Wii Sports) and video games controlled through force plate (Wii Fit Plus) are becoming increasingly popular. This study was performed to determine the energy expenditure (EE) during Wii Fit Plus and Wii Sports game activities. Twelve adult men and women performed all the activities of Wii Sports (five activities: golf, bowling, tennis, baseball, and boxing) and Wii Fit Plus (63 activities classified as yoga, resistance, balance, and aerobic exercises). Each activity was continued for at least 8 min to obtain a steady-state EE. Because EE was assessed in an open-circuit indirect metabolic chamber consisting of an airtight room (20,000 or 15,000 L), subjects were freed of apparatus to collect expired gas while playing the games. MET value was calculated from resting EE and steady-state EE during activity. The mean MET values of all 68 activities were distributed over a wide range from 1.3 METs (Lotus Focus) to 5.6 METs (single-arm stand). The mean MET values in yoga, balance, resistance, and aerobic exercise of Wii Fit Plus and Wii Sports were 2.1, 2.0, 3.2, 3.4, and 3.0 METs, respectively. Forty-six activities (67%) were classified as light intensity (<3 METs), and 22 activities (33%) were classified as moderate intensity (3.0-6.0 METs). There were no vigorous-intensity activities (>6.0 METs). Time spent playing one-third of the activities supplied by motion- and gesture-controlled video games can count toward the daily amount of exercise required according to the guidelines provided by the American College of Sports Medicine and the American Heart Association, which focus on 30 min of moderate-intensity daily physical activity 5 d x wk(-1).

  11. Low-cost human motion capture system for postural analysis onboard ships

    NASA Astrophysics Data System (ADS)

    Nocerino, Erica; Ackermann, Sebastiano; Del Pizzo, Silvio; Menna, Fabio; Troisi, Salvatore

    2011-07-01

    The study of human equilibrium, also known as postural stability, concerns different research sectors (medicine, kinesiology, biomechanics, robotics, sport) and is usually performed employing motion analysis techniques for recording human movements and posture. A wide range of techniques and methodologies has been developed, but the choice of instrumentations and sensors depends on the requirement of the specific application. Postural stability is a topic of great interest for the maritime community, since ship motions can make demanding and difficult the maintenance of the upright stance with hazardous consequences for the safety of people onboard. The need of capturing the motion of an individual standing on a ship during its daily service does not permit to employ optical systems commonly used for human motion analysis. These sensors are not designed for operating in disadvantageous environmental conditions (water, wetness, saltiness) and with not optimal lighting. The solution proposed in this study consists in a motion acquisition system that could be easily usable onboard ships. It makes use of two different methodologies: (I) motion capture with videogrammetry and (II) motion measurement with Inertial Measurement Unit (IMU). The developed image-based motion capture system, made up of three low-cost, light and compact video cameras, was validated against a commercial optical system and then used for testing the reliability of the inertial sensors. In this paper, the whole process of planning, designing, calibrating, and assessing the accuracy of the motion capture system is reported and discussed. Results from the laboratory tests and preliminary campaigns in the field are presented.

  12. Note: Compact and light displacement sensor for a precision measurement system in large motion

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lee, Sang Heon, E-mail: shlee@andong.ac.kr

    We developed a compact and light displacement sensor applicable to systems that require wide range motions of its sensing device. The proposed sensor utilized the optical pickup unit of the optical disk drive, which has been used applied to atomic force microscopy (AFM) because of its compactness and lightness as well as its high performance. We modified the structure of optical pickup unit and made the compact sensor driver attachable to a probe head of AFM to make large rotation. The feasibilities of the developed sensor for a general probe-moving measurement device and for probe-rotating AFM were verified. Moreover, amore » simple and precise measurement of alignment between centers of rotator and probe tip in probe-rotation AFM was experimentally demonstrated using the developed sensor.« less

  13. Time series analysis for minority game simulations of financial markets

    NASA Astrophysics Data System (ADS)

    Ferreira, Fernando F.; Francisco, Gerson; Machado, Birajara S.; Muruganandam, Paulsamy

    2003-04-01

    The minority game (MG) model introduced recently provides promising insights into the understanding of the evolution of prices, indices and rates in the financial markets. In this paper we perform a time series analysis of the model employing tools from statistics, dynamical systems theory and stochastic processes. Using benchmark systems and a financial index for comparison, several conclusions are obtained about the generating mechanism for this kind of evolution. The motion is deterministic, driven by occasional random external perturbation. When the interval between two successive perturbations is sufficiently large, one can find low dimensional chaos in this regime. However, the full motion of the MG model is found to be similar to that of the first differences of the SP500 index: stochastic, nonlinear and (unit root) stationary.

  14. Exploiting Motion Capture to Enhance Avoidance Behaviour in Games

    NASA Astrophysics Data System (ADS)

    van Basten, Ben J. H.; Jansen, Sander E. M.; Karamouzas, Ioannis

    Realistic simulation of interacting virtual characters is essential in computer games, training and simulation applications. The problem is very challenging since people are accustomed to real-world situations and thus, they can easily detect inconsistencies and artifacts in the simulations. Over the past twenty years several models have been proposed for simulating individuals, groups and crowds of characters. However, little effort has been made to actually understand how humans solve interactions and avoid inter-collisions in real-life. In this paper, we exploit motion capture data to gain more insights into human-human interactions. We propose four measures to describe the collision-avoidance behavior. Based on these measures, we extract simple rules that can be applied on top of existing agent and force based approaches, increasing the realism of the resulting simulations.

  15. Would you like to play together? Adults' attachment and the mirror game.

    PubMed

    Feniger-Schaal, Rinat; Noy, Lior; Hart, Yuval; Koren-Karie, Nina; Mayo, Avraham E; Alon, Uri

    2016-01-01

    Why is it easy for some people to play together and difficult for others? In this interdisciplinary pilot study, we looked at dyadic interaction in motion as a paradigm to explore the expression of attachment in adulthood. We used a device that gives simple, quantitative and automated indicators for the quality of interaction while playing the mirror game. Forty-seven participants played the mirror game with the same gender-matched expert players. In addition, participants were interviewed on the Adult Attachment Interview to assess their quality of attachment. Using high resolution kinematic measures, we found that secure attachment was correlated with high complexity of the game and low synchrony compared to insecure attachment. The findings suggest that security of attachment is related to a more exploratory and less rigid game than insecure-dismissing attachment. These preliminary findings imply that high resolution analysis of simple movement interaction could carry information about attachment behavior.

  16. A Saccade Based Framework for Real-Time Motion Segmentation Using Event Based Vision Sensors

    PubMed Central

    Mishra, Abhishek; Ghosh, Rohan; Principe, Jose C.; Thakor, Nitish V.; Kukreja, Sunil L.

    2017-01-01

    Motion segmentation is a critical pre-processing step for autonomous robotic systems to facilitate tracking of moving objects in cluttered environments. Event based sensors are low power analog devices that represent a scene by means of asynchronous information updates of only the dynamic details at high temporal resolution and, hence, require significantly less calculations. However, motion segmentation using spatiotemporal data is a challenging task due to data asynchrony. Prior approaches for object tracking using neuromorphic sensors perform well while the sensor is static or a known model of the object to be followed is available. To address these limitations, in this paper we develop a technique for generalized motion segmentation based on spatial statistics across time frames. First, we create micromotion on the platform to facilitate the separation of static and dynamic elements of a scene, inspired by human saccadic eye movements. Second, we introduce the concept of spike-groups as a methodology to partition spatio-temporal event groups, which facilitates computation of scene statistics and characterize objects in it. Experimental results show that our algorithm is able to classify dynamic objects with a moving camera with maximum accuracy of 92%. PMID:28316563

  17. Motion-related resource allocation in dynamic wireless visual sensor network environments.

    PubMed

    Katsenou, Angeliki V; Kondi, Lisimachos P; Parsopoulos, Konstantinos E

    2014-01-01

    This paper investigates quality-driven cross-layer optimization for resource allocation in direct sequence code division multiple access wireless visual sensor networks. We consider a single-hop network topology, where each sensor transmits directly to a centralized control unit (CCU) that manages the available network resources. Our aim is to enable the CCU to jointly allocate the transmission power and source-channel coding rates for each node, under four different quality-driven criteria that take into consideration the varying motion characteristics of each recorded video. For this purpose, we studied two approaches with a different tradeoff of quality and complexity. The first one allocates the resources individually for each sensor, whereas the second clusters them according to the recorded level of motion. In order to address the dynamic nature of the recorded scenery and re-allocate the resources whenever it is dictated by the changes in the amount of motion in the scenery, we propose a mechanism based on the particle swarm optimization algorithm, combined with two restarting schemes that either exploit the previously determined resource allocation or conduct a rough estimation of it. Experimental simulations demonstrate the efficiency of the proposed approaches.

  18. Kinect system in home-based cardiovascular rehabilitation.

    PubMed

    Vieira, Ágata; Gabriel, Joaquim; Melo, Cristina; Machado, Jorge

    2017-01-01

    Cardiovascular diseases lead to a high consumption of financial resources. An important part of the recovery process is the cardiovascular rehabilitation. This study aimed to present a new cardiovascular rehabilitation system to 11 outpatients with coronary artery disease from a Hospital in Porto, Portugal, later collecting their opinions. This system is based on a virtual reality game system, using the Kinect sensor while performing an exercise protocol which is integrated in a home-based cardiovascular rehabilitation programme, with a duration of 6 months and at the maintenance phase. The participants responded to a questionnaire asking for their opinion about the system. The results demonstrated that 91% of the participants (n = 10) enjoyed the artwork, while 100% (n = 11) agreed on the importance and usefulness of the automatic counting of the number of repetitions, moreover 64% (n = 7) reported motivation to continue performing the programme after the end of the study, and 100% (n = 11) recognized Kinect as an instrument with potential to be an asset in cardiovascular rehabilitation. Criticisms included limitations in motion capture and gesture recognition, 91% (n = 10), and the lack of home space, 27% (n = 3). According to the participants' opinions, the Kinect has the potential to be used in cardiovascular rehabilitation; however, several technical details require improvement, particularly regarding the motion capture and gesture recognition.

  19. Highly Stretchable and Transparent Microfluidic Strain Sensors for Monitoring Human Body Motions.

    PubMed

    Yoon, Sun Geun; Koo, Hyung-Jun; Chang, Suk Tai

    2015-12-16

    We report a new class of simple microfluidic strain sensors with high stretchability, transparency, sensitivity, and long-term stability with no considerable hysteresis and a fast response to various deformations by combining the merits of microfluidic techniques and ionic liquids. The high optical transparency of the strain sensors was achieved by introducing refractive-index matched ionic liquids into microfluidic networks or channels embedded in an elastomeric matrix. The microfluidic strain sensors offer the outstanding sensor performance under a variety of deformations induced by stretching, bending, pressing, and twisting of the microfluidic strain sensors. The principle of our microfluidic strain sensor is explained by a theoretical model based on the elastic channel deformation. In order to demonstrate its capability of practical usage, the simple-structured microfluidic strain sensors were performed onto a finger, wrist, and arm. The highly stretchable and transparent microfluidic strain sensors were successfully applied as potential platforms for distinctively monitoring a wide range of human body motions in real time. Our novel microfluidic strain sensors show great promise for making future stretchable electronic devices.

  20. Application of Game Theory Approaches in Routing Protocols for Wireless Networks

    NASA Astrophysics Data System (ADS)

    Javidi, Mohammad M.; Aliahmadipour, Laya

    2011-09-01

    An important and essential issue for wireless networks is routing protocol design that is a major technical challenge due to the function of the network. Game theory is a powerful mathematical tool that analyzes the strategic interactions among multiple decision makers and the results of researches show that applied game theory in routing protocol lead to improvement the network performance through reduce overhead and motivates selfish nodes to collaborate in the network. This paper presents a review and comparison for typical representatives of routing protocols designed that applied game theory approaches for various wireless networks such as ad hoc networks, mobile ad hoc networks and sensor networks that all of them lead to improve the network performance.

  1. Model-Based Reinforcement of Kinect Depth Data for Human Motion Capture Applications

    PubMed Central

    Calderita, Luis Vicente; Bandera, Juan Pedro; Bustos, Pablo; Skiadopoulos, Andreas

    2013-01-01

    Motion capture systems have recently experienced a strong evolution. New cheap depth sensors and open source frameworks, such as OpenNI, allow for perceiving human motion on-line without using invasive systems. However, these proposals do not evaluate the validity of the obtained poses. This paper addresses this issue using a model-based pose generator to complement the OpenNI human tracker. The proposed system enforces kinematics constraints, eliminates odd poses and filters sensor noise, while learning the real dimensions of the performer's body. The system is composed by a PrimeSense sensor, an OpenNI tracker and a kinematics-based filter and has been extensively tested. Experiments show that the proposed system improves pure OpenNI results at a very low computational cost. PMID:23845933

  2. Precision and repeatability of the Optotrak 3020 motion measurement system.

    PubMed

    States, R A; Pappas, E

    2006-01-01

    Several motion analysis systems are used by researchers to quantify human motion and to perform accurate surgical procedures. The Optotrak 3020 is one of these systems and despite its widespread use there is not any published information on its precision and repeatability. We used a repeated measures design study to evaluate the precision and repeatability of the Optotrak 3020 by measuring distance and angle in three sessions, four distances and three conditions (motion, static vertical, and static tilted). Precision and repeatability were found to be excellent for both angle and distance although they decreased with increasing distance from the sensors and with tilt from the plane of the sensors. Motion did not have a significant effect on the precision of the measurements. In conclusion, the measurement error of the Optotrak is minimal. Further studies are needed to evaluate its precision and repeatability under human motion conditions.

  3. Region-confined restoration method for motion-blurred star image of the star sensor under dynamic conditions.

    PubMed

    Ma, Liheng; Bernelli-Zazzera, Franco; Jiang, Guangwen; Wang, Xingshu; Huang, Zongsheng; Qin, Shiqiao

    2016-06-10

    Under dynamic conditions, the centroiding accuracy of the motion-blurred star image decreases and the number of identified stars reduces, which leads to the degradation of the attitude accuracy of the star sensor. To improve the attitude accuracy, a region-confined restoration method, which concentrates on the noise removal and signal to noise ratio (SNR) improvement of the motion-blurred star images, is proposed for the star sensor under dynamic conditions. A multi-seed-region growing technique with the kinematic recursive model for star image motion is given to find the star image regions and to remove the noise. Subsequently, a restoration strategy is employed in the extracted regions, taking the time consumption and SNR improvement into consideration simultaneously. Simulation results indicate that the region-confined restoration method is effective in removing noise and improving the centroiding accuracy. The identification rate and the average number of identified stars in the experiments verify the advantages of the region-confined restoration method.

  4. Statistical data mining of streaming motion data for fall detection in assistive environments.

    PubMed

    Tasoulis, S K; Doukas, C N; Maglogiannis, I; Plagianakos, V P

    2011-01-01

    The analysis of human motion data is interesting for the purpose of activity recognition or emergency event detection, especially in the case of elderly or disabled people living independently in their homes. Several techniques have been proposed for identifying such distress situations using either motion, audio or video sensors on the monitored subject (wearable sensors) or the surrounding environment. The output of such sensors is data streams that require real time recognition, especially in emergency situations, thus traditional classification approaches may not be applicable for immediate alarm triggering or fall prevention. This paper presents a statistical mining methodology that may be used for the specific problem of real time fall detection. Visual data captured from the user's environment, using overhead cameras along with motion data are collected from accelerometers on the subject's body and are fed to the fall detection system. The paper includes the details of the stream data mining methodology incorporated in the system along with an initial evaluation of the achieved accuracy in detecting falls.

  5. Nintendo related injuries and other problems: review.

    PubMed

    Jalink, Maarten B; Heineman, Erik; Pierie, Jean-Pierre E N; ten Cate Hoedemaker, Henk O

    2014-12-16

    To identify all reported cases of injury and other problems caused by using a Nintendo video gaming system. Review. Search of PubMed and Embase in June 2014 for reports on injuries and other problems caused by using a Nintendo gaming system. Most of the 38 articles identified were case reports or case series. Injuries and problems ranged from neurological and psychological to surgical. Traditional controllers with buttons were associated with tendinitis of the extensor of the thumb. The joystick on the Nintendo 64 controller was linked to palmar ulceration. The motion sensitive Wii remote was associated with musculoskeletal problems and various traumas. Most problems are mild and prevalence is low. The described injuries were related to the way the games are controlled, which varies according to the video game console. © Jalink et al 2014.

  6. Mobile robotic sensors for perimeter detection and tracking.

    PubMed

    Clark, Justin; Fierro, Rafael

    2007-02-01

    Mobile robot/sensor networks have emerged as tools for environmental monitoring, search and rescue, exploration and mapping, evaluation of civil infrastructure, and military operations. These networks consist of many sensors each equipped with embedded processors, wireless communication, and motion capabilities. This paper describes a cooperative mobile robot network capable of detecting and tracking a perimeter defined by a certain substance (e.g., a chemical spill) in the environment. Specifically, the contributions of this paper are twofold: (i) a library of simple reactive motion control algorithms and (ii) a coordination mechanism for effectively carrying out perimeter-sensing missions. The decentralized nature of the methodology implemented could potentially allow the network to scale to many sensors and to reconfigure when adding/deleting sensors. Extensive simulation results and experiments verify the validity of the proposed cooperative control scheme.

  7. Action video games do not improve the speed of information processing in simple perceptual tasks.

    PubMed

    van Ravenzwaaij, Don; Boekel, Wouter; Forstmann, Birte U; Ratcliff, Roger; Wagenmakers, Eric-Jan

    2014-10-01

    Previous research suggests that playing action video games improves performance on sensory, perceptual, and attentional tasks. For instance, Green, Pouget, and Bavelier (2010) used the diffusion model to decompose data from a motion detection task and estimate the contribution of several underlying psychological processes. Their analysis indicated that playing action video games leads to faster information processing, reduced response caution, and no difference in motor responding. Because perceptual learning is generally thought to be highly context-specific, this transfer from gaming is surprising and warrants corroborative evidence from a large-scale training study. We conducted 2 experiments in which participants practiced either an action video game or a cognitive game in 5 separate, supervised sessions. Prior to each session and following the last session, participants performed a perceptual discrimination task. In the second experiment, we included a third condition in which no video games were played at all. Behavioral data and diffusion model parameters showed similar practice effects for the action gamers, the cognitive gamers, and the nongamers and suggest that, in contrast to earlier reports, playing action video games does not improve the speed of information processing in simple perceptual tasks.

  8. Action Video Games Do Not Improve the Speed of Information Processing in Simple Perceptual Tasks

    PubMed Central

    van Ravenzwaaij, Don; Boekel, Wouter; Forstmann, Birte U.; Ratcliff, Roger; Wagenmakers, Eric-Jan

    2015-01-01

    Previous research suggests that playing action video games improves performance on sensory, perceptual, and attentional tasks. For instance, Green, Pouget, and Bavelier (2010) used the diffusion model to decompose data from a motion detection task and estimate the contribution of several underlying psychological processes. Their analysis indicated that playing action video games leads to faster information processing, reduced response caution, and no difference in motor responding. Because perceptual learning is generally thought to be highly context-specific, this transfer from gaming is surprising and warrants corroborative evidence from a large-scale training study. We conducted 2 experiments in which participants practiced either an action video game or a cognitive game in 5 separate, supervised sessions. Prior to each session and following the last session, participants performed a perceptual discrimination task. In the second experiment, we included a third condition in which no video games were played at all. Behavioral data and diffusion model parameters showed similar practice effects for the action gamers, the cognitive gamers, and the nongamers and suggest that, in contrast to earlier reports, playing action video games does not improve the speed of information processing in simple perceptual tasks. PMID:24933517

  9. Development of Gravity Acceleration Measurement Using Simple Harmonic Motion Pendulum Method Based on Digital Technology and Photogate Sensor

    NASA Astrophysics Data System (ADS)

    Yulkifli; Afandi, Zurian; Yohandri

    2018-04-01

    Development of gravitation acceleration measurement using simple harmonic motion pendulum method, digital technology and photogate sensor has been done. Digital technology is more practical and optimizes the time of experimentation. The pendulum method is a method of calculating the acceleration of gravity using a solid ball that connected to a rope attached to a stative pole. The pendulum is swung at a small angle resulted a simple harmonic motion. The measurement system consists of a power supply, Photogate sensors, Arduino pro mini and seven segments. The Arduino pro mini receives digital data from the photogate sensor and processes the digital data into the timing data of the pendulum oscillation. The calculation result of the pendulum oscillation time is displayed on seven segments. Based on measured data, the accuracy and precision of the experiment system are 98.76% and 99.81%, respectively. Based on experiment data, the system can be operated in physics experiment especially in determination of the gravity acceleration.

  10. Extremely Elastic Wearable Carbon Nanotube Fiber Strain Sensor for Monitoring of Human Motion.

    PubMed

    Ryu, Seongwoo; Lee, Phillip; Chou, Jeffrey B; Xu, Ruize; Zhao, Rong; Hart, Anastasios John; Kim, Sang-Gook

    2015-06-23

    The increasing demand for wearable electronic devices has made the development of highly elastic strain sensors that can monitor various physical parameters an essential factor for realizing next generation electronics. Here, we report an ultrahigh stretchable and wearable device fabricated from dry-spun carbon nanotube (CNT) fibers. Stretching the highly oriented CNT fibers grown on a flexible substrate (Ecoflex) induces a constant decrease in the conductive pathways and contact areas between nanotubes depending on the stretching distance; this enables CNT fibers to behave as highly sensitive strain sensors. Owing to its unique structure and mechanism, this device can be stretched by over 900% while retaining high sensitivity, responsiveness, and durability. Furthermore, the device with biaxially oriented CNT fiber arrays shows independent cross-sensitivity, which facilitates simultaneous measurement of strains along multiple axes. We demonstrated potential applications of the proposed device, such as strain gauge, single and multiaxial detecting motion sensors. These devices can be incorporated into various motion detecting systems where their applications are limited to their strain.

  11. Fluvial experiments using inertial sensors.

    NASA Astrophysics Data System (ADS)

    Maniatis, Georgios; Valyrakis, Manousos; Hodge, Rebecca; Drysdale, Tim; Hoey, Trevor

    2017-04-01

    During the last four years we have announced results on the development of a smart pebble that is constructed and calibrated specifically for capturing the dynamics of coarse sediment motion in river beds, at a grain scale. In this presentation we report details of our experimental validation across a range of flow regimes. The smart pebble contains Inertial Measurements Units (IMUs), which are sensors capable of recording the inertial acceleration and the angular velocity of the rigid bodies into which they are attached. IMUs are available across a range of performance levels, with commensurate increase in size, cost and performance as one progresses from integrated-circuit devices for use in commercial applications such as gaming and mobile phones, to larger brick-sized systems sometimes found in industrial applications such as vibration monitoring and quality control, or even the rack-mount equipment used in some aerospace and navigation applications (which can go as far as to include lasers and optical components). In parallel with developments in commercial and industrial settings, geomorphologists started recently to explore means of deploying IMUs in smart pebbles. The less-expensive, chip-scale IMUs have been shown to have adequate performance for this application, as well as offering a sufficiently compact form-factor. Four prototype sensors have been developed so far, and the latest (400 g acceleration range, 50-200 Hz sampling frequency) has been tested in fluvial laboratory experiments. We present results from three different experimental regimes designed for the evaluation of this sensor: a) an entrainment threshold experiment ; b) a bed impact experiment ; and c) a rolling experiment. All experiments used a 100 mm spherical sensor, and set a) were repeated using an equivalent size elliptical sensor. The experiments were conducted in the fluvial laboratory of the University of Glasgow (0.9 m wide flume) under different hydraulic conditions. The use of IMU results into direct parametrization of the inertial forces of grains which for the tested grain sizes were, as expected, always comparable to the independently measured hydrodynamic forces. However, the validity of IMU measurements is subjected to specific design, processing and experimental considerations, and we present the results of our analysis of these.

  12. Self-powered Real-time Movement Monitoring Sensor Using Triboelectric Nanogenerator Technology.

    PubMed

    Jin, Liangmin; Tao, Juan; Bao, Rongrong; Sun, Li; Pan, Caofeng

    2017-09-05

    The triboelectric nanogenerator (TENG) has great potential in the field of self-powered sensor fabrication. Recently, smart electronic devices and movement monitoring sensors have attracted the attention of scientists because of their application in the field of artificial intelligence. In this article, a TENG finger movement monitoring, self-powered sensor has been designed and analysed. Under finger movements, the TENG realizes the contact and separation to convert the mechanical energy into electrical signal. A pulse output current of 7.8 μA is generated by the bending and straightening motions of the artificial finger. The optimal output power can be realized when the external resistance is approximately 30 MΩ. The random motions of the finger are detected by the system with multiple TENG sensors in series. This type of flexible and self-powered sensor has potential applications in artificial intelligence and robot manufacturing.

  13. 3D Data Acquisition Platform for Human Activity Understanding

    DTIC Science & Technology

    2016-03-02

    3D data. The support for the acquisition of such research instrumentation have significantly facilitated our current and future research and educate ...SECURITY CLASSIFICATION OF: In this project, we incorporated motion capture devices, 3D vision sensors, and EMG sensors to cross validate...multimodality data acquisition, and address fundamental research problems of representation and invariant description of 3D data, human motion modeling and

  14. A new smart traffic monitoring method using embedded cement-based piezoelectric sensors

    NASA Astrophysics Data System (ADS)

    Zhang, Jinrui; Lu, Youyuan; Lu, Zeyu; Liu, Chao; Sun, Guoxing; Li, Zongjin

    2015-02-01

    Cement-based piezoelectric composites are employed as the sensing elements of a new smart traffic monitoring system. The piezoelectricity of the cement-based piezoelectric sensors enables powerful and accurate real-time detection of the pressure induced by the traffic flow. To describe the mechanical-electrical conversion mechanism between traffic flow and the electrical output of the embedded piezoelectric sensors, a mathematical model is established based on Duhamel’s integral, the constitutive law and the charge-leakage characteristics of the piezoelectric composite. Laboratory tests show that the voltage magnitude of the sensor is linearly proportional to the applied pressure, which ensures the reliability of the cement-based piezoelectric sensors for traffic monitoring. A series of on-site road tests by a 10 tonne truck and a 6.8 tonne van show that vehicle weight-in-motion can be predicted based on the mechanical-electrical model by taking into account the vehicle speed and the charge-leakage property of the piezoelectric sensor. In the speed range from 20 km h-1 to 70 km h-1, the error of the repeated weigh-in-motion measurements of the 6.8 tonne van is less than 1 tonne. The results indicate that the embedded cement-based piezoelectric sensors and associated measurement setup have good capability of smart traffic monitoring, such as traffic flow detection, vehicle speed detection and weigh-in-motion measurement.

  15. Orientation-independent measures of ground motion

    USGS Publications Warehouse

    Boore, D.M.; Watson-Lamprey, Jennie; Abrahamson, N.A.

    2006-01-01

    The geometric mean of the response spectra for two orthogonal horizontal components of motion, commonly used as the response variable in predictions of strong ground motion, depends on the orientation of the sensors as installed in the field. This means that the measure of ground-motion intensity could differ for the same actual ground motion. This dependence on sensor orientation is most pronounced for strongly correlated motion (the extreme example being linearly polarized motion), such as often occurs at periods of 1 sec or longer. We propose two new measures of the geometric mean, GMRotDpp, and GMRotIpp, that are independent of the sensor orientations. Both are based on a set of geometric means computed from the as-recorded orthogonal horizontal motions rotated through all possible non-redundant rotation angles. GMRotDpp is determined as the ppth percentile of the set of geometric means for a given oscillator period. For example, GMRotDOO, GMRotD50, and GMRotD100 correspond to the minimum, median, and maximum values, respectively. The rotations that lead to GMRotDpp depend on period, whereas a single-period-independent rotation is used for GMRotIpp, the angle being chosen to minimize the spread of the rotation-dependent geometric mean (normalized by GMRotDpp) over the usable range of oscillator periods. GMRotI50 is the ground-motion intensity measure being used in the development of new ground-motion prediction equations by the Pacific Earthquake Engineering Center Next Generation Attenuation project. Comparisons with as-recorded geometric means for a large dataset show that the new measures are systematically larger than the geometric-mean response spectra using the as-recorded values of ground acceleration, but only by a small amount (less than 3%). The theoretical advantage of the new measures is that they remove sensor orientation as a contributor to aleatory uncertainty. Whether the reduction is of practical significance awaits detailed studies of large datasets. A preliminary analysis contained in a companion article by Beyer and Bommer finds that the reduction is small-to-nonexistent for equations based on a wide range of magnitudes and distances. The results of Beyer and Bommer do suggest, however, that there is an increasing reduction as period increases. Whether the reduction increases with other subdivisions of the dataset for which strongly correlated motions might be expected (e.g., pulselike motions close to faults) awaits further analysis.

  16. Refining the effects of aircraft motion on an airborne beam-type gravimeter

    NASA Astrophysics Data System (ADS)

    Childers, V. A.; Weil, C.

    2016-12-01

    A challenge of modern airborne gravimetry is identifying an aircraft/autopilot combination that will allow for high quality data collection. The natural motion of the aircraft coupled with the autopilot's reaction to changing winds and turbulence can result in a successful data collection effort when the motion is benign or in total failure when the motion is at its worst. Aircraft motion plays such an important role in airborne gravimetry for several reasons, but most importantly to this study it affects the behavior of the gravimeter's gyro-stabilized platform. The gyro-stabilized platform keeps the sensor aligned with a time-averaged local vertical to produce a scalar measurement along the plumb direction. However, turbulence can cause the sensor to align temporarily with aircraft horizontal accelerations that can both decrease the measured gravity (because the sensor is no longer aligned with the gravity field) and increase the measured gravity (because horizontal accelerations are coupling into the measurement). NOAA's Gravity for the Redefinition of the American Vertical Datum (GRAV-D) project has collected airborne gravity data using a Micro-g LaCoste TAGS (Turnkey Airborne Gravity System) beam-type meter on a variety of mostly turboprop aircraft with a wide range of outcomes, some different than one would predict. Some aircraft that seem the smoothest to the operator in flight do not produce as high quality a measurement as one would expect. Alternatively, some aircraft that have significant motion produce very high quality data. Due to the extensive nature of the GRAV-D survey, significant quantities of data exist on our various successful aircraft. In addition, we have numerous flights, although fewer, that were not successful for a number of reasons. In this study, we use spectral analysis to evaluate the aircraft motion for our various successful aircraft and compare with the problem flights in our effort to identify the signature motions indicative of aircraft that could be successful or not successful for airborne gravity collection with a beam-type sensor.

  17. Student Art for Blind Children.

    ERIC Educational Resources Information Center

    Vanda, Kay

    1982-01-01

    Describes a project in which high school student volunteers designed art activities for blind children. Students incorporated the sensation of motion and texture into their designs for toys, puzzles, games, and story illustrations. (AM)

  18. Fault detection and isolation in motion monitoring system.

    PubMed

    Kim, Duk-Jin; Suk, Myoung Hoon; Prabhakaran, B

    2012-01-01

    Pervasive computing becomes very active research field these days. A watch that can trace human movement to record motion boundary as well as to study of finding social life pattern by one's localized visiting area. Pervasive computing also helps patient monitoring. A daily monitoring system helps longitudinal study of patient monitoring such as Alzheimer's and Parkinson's or obesity monitoring. Due to the nature of monitoring sensor (on-body wireless sensor), however, signal noise or faulty sensors errors can be present at any time. Many research works have addressed these problems any with a large amount of sensor deployment. In this paper, we present the faulty sensor detection and isolation using only two on-body sensors. We have been investigating three different types of sensor errors: the SHORT error, the CONSTANT error, and the NOISY SENSOR error (see more details on section V). Our experimental results show that the success rate of isolating faulty signals are an average of over 91.5% on fault type 1, over 92% on fault type 2, and over 99% on fault type 3 with the fault prior of 30% sensor errors.

  19. Unobtrusive Monitoring of Neonatal Brain Temperature Using a Zero-Heat-Flux Sensor Matrix.

    PubMed

    Atallah, Louis; Bongers, Edwin; Lamichhane, Bishal; Bambang-Oetomo, Sidarto

    2016-01-01

    The temperature of preterm neonates must be maintained within a narrow window to ensure their survival. Continuously measuring their core temperature provides an optimal means of monitoring their thermoregulation and their response to environmental changes. However, existing methods of measuring core temperature can be very obtrusive, such as rectal probes, or inaccurate/lagging, such as skin temperature sensors and spot-checks using tympanic temperature sensors. This study investigates an unobtrusive method of measuring brain temperature continuously using an embedded zero-heat-flux (ZHF) sensor matrix placed under the head of the neonate. The measured temperature profile is used to segment areas of motion and incorrect positioning, where the neonate's head is not above the sensors. We compare our measurements during low motion/stable periods to esophageal temperatures for 12 preterm neonates, measured for an average of 5 h per neonate. The method we propose shows good correlation with the reference temperature for most of the neonates. The unobtrusive embedding of the matrix in the neonate's environment poses no harm or disturbance to the care work-flow, while measuring core temperature. To address the effect of motion on the ZHF measurements in the current embodiment, we recommend a more ergonomic embedding ensuring the sensors are continuously placed under the neonate's head.

  20. Development and testing of a magnetic position sensor system for automotive and avionics applications

    NASA Astrophysics Data System (ADS)

    Jacobs, Bryan C.; Nelson, Carl V.

    2001-08-01

    A magnetic sensor system has been developed to measure the 3-D location and orientation of a rigid body relative to an array of magnetic dipole transmitters. A generalized solution to the measurement problem has been formulated, allowing the transmitter and receiver parameters (position, orientation, number, etc.) to be optimized for various applications. Additionally, the method of images has been used to mitigate the impact of metallic materials in close proximity to the sensor. The resulting system allows precise tracking of high-speed motion in confined metal environments. The sensor system was recently configured and tested as an abdomen displacement sensor for an automobile crash-test dummy. The test results indicate a positional accuracy of approximately 1 mm rms during 20 m/s motions. The dynamic test results also confirmed earlier covariance model predictions, which were used to optimize the sensor geometry. A covariance analysis was performed to evaluate the applicability of this magnetic position system for tracking a pilot's head motion inside an aircraft cockpit. Realistic design parameters indicate that a robust tracking system, consisting of lightweight pickup coils mounted on a pilot's helmet, and an array of transmitter coils distributed throughout a cockpit, is feasible. Recent test and covariance results are presented.

  1. A Strategic Bargaining Game for a Spectrum Sharing Scheme in Cognitive Radio-Based Heterogeneous Wireless Sensor Networks.

    PubMed

    Mao, Yuxing; Cheng, Tao; Zhao, Huiyuan; Shen, Na

    2017-11-27

    In Wireless Sensor Networks (WSNs), unlicensed users, that is, sensor nodes, have excessively exploited the unlicensed radio spectrum. Through Cognitive Radio (CR), licensed radio spectra, which are owned by licensed users, can be partly or entirely shared with unlicensed users. This paper proposes a strategic bargaining spectrum-sharing scheme, considering a CR-based heterogeneous WSN (HWSN). The sensors of HWSNs are discrepant and exist in different wireless environments, which leads to various signal-to-noise ratios (SNRs) for the same or different licensed users. Unlicensed users bargain with licensed users regarding the spectrum price. In each round of bargaining, licensed users are allowed to adaptively adjust their spectrum price to the best for maximizing their profits. . Then, each unlicensed user makes their best response and informs licensed users of "bargaining" and "warning". Through finite rounds of bargaining, this scheme can obtain a Nash bargaining solution (NBS), which makes all licensed and unlicensed users reach an agreement. The simulation results demonstrate that the proposed scheme can quickly find a NBS and all players in the game prefer to be honest. The proposed scheme outperforms existing schemes, within a certain range, in terms of fairness and trade success probability.

  2. Blind multirigid retrospective motion correction of MR images.

    PubMed

    Loktyushin, Alexander; Nickisch, Hannes; Pohmann, Rolf; Schölkopf, Bernhard

    2015-04-01

    Physiological nonrigid motion is inevitable when imaging, e.g., abdominal viscera, and can lead to serious deterioration of the image quality. Prospective techniques for motion correction can handle only special types of nonrigid motion, as they only allow global correction. Retrospective methods developed so far need guidance from navigator sequences or external sensors. We propose a fully retrospective nonrigid motion correction scheme that only needs raw data as an input. Our method is based on a forward model that describes the effects of nonrigid motion by partitioning the image into patches with locally rigid motion. Using this forward model, we construct an objective function that we can optimize with respect to both unknown motion parameters per patch and the underlying sharp image. We evaluate our method on both synthetic and real data in 2D and 3D. In vivo data was acquired using standard imaging sequences. The correction algorithm significantly improves the image quality. Our compute unified device architecture (CUDA)-enabled graphic processing unit implementation ensures feasible computation times. The presented technique is the first computationally feasible retrospective method that uses the raw data of standard imaging sequences, and allows to correct for nonrigid motion without guidance from external motion sensors. © 2014 Wiley Periodicals, Inc.

  3. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Polese, Luigi Gentile; Brackney, Larry

    An image-based occupancy sensor includes a motion detection module that receives and processes an image signal to generate a motion detection signal, a people detection module that receives the image signal and processes the image signal to generate a people detection signal, a face detection module that receives the image signal and processes the image signal to generate a face detection signal, and a sensor integration module that receives the motion detection signal from the motion detection module, receives the people detection signal from the people detection module, receives the face detection signal from the face detection module, and generatesmore » an occupancy signal using the motion detection signal, the people detection signal, and the face detection signal, with the occupancy signal indicating vacancy or occupancy, with an occupancy indication specifying that one or more people are detected within the monitored volume.« less

  4. Image deblurring in smartphone devices using built-in inertial measurement sensors

    NASA Astrophysics Data System (ADS)

    Šindelář, Ondřej; Šroubek, Filip

    2013-01-01

    Long-exposure handheld photography is degraded with blur, which is difficult to remove without prior information about the camera motion. In this work, we utilize inertial sensors (accelerometers and gyroscopes) in modern smartphones to detect exact motion trajectory of the smartphone camera during exposure and remove blur from the resulting photography based on the recorded motion data. The whole system is implemented on the Android platform and embedded in the smartphone device, resulting in a close-to-real-time deblurring algorithm. The performance of the proposed system is demonstrated in real-life scenarios.

  5. Spin Stabilized Impulsively Controlled Missile (SSICM)

    NASA Astrophysics Data System (ADS)

    Crawford, J. I.; Howell, W. M.

    1985-12-01

    This patent is for the Spin Stabilized Impulsively Controlled Missile (SSICM). SSICM is a missile configuration which employs spin stabilization, nutational motion, and impulsive thrusting, and a body mounted passive or semiactive sensor to achieve very small miss distances against a high speed moving target. SSICM does not contain an autopilot, control surfaces, a control actuation system, nor sensor stabilization gimbals. SSICM spins at a rate sufficient to provide frequency separation between body motions and inertial target motion. Its impulsive thrusters provide near instantaneous changes in lateral velocity, whereas conventional missiles require a significant time delay to achieve lateral acceleration.

  6. Advances in Rotational Seismic Measurements

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Pierson, Robert; Laughlin, Darren; Brune, Robert

    2016-10-19

    Rotational motion is increasingly understood to be a significant part of seismic wave motion. Rotations can be important in earthquake strong motion and in Induced Seismicity Monitoring. Rotational seismic data can also enable shear selectivity and improve wavefield sampling for vertical geophones in 3D surveys, among other applications. However, sensor technology has been a limiting factor to date. The US Department of Energy (DOE) and Applied Technology Associates (ATA) are funding a multi-year project that is now entering Phase 2 to develop and deploy a new generation of rotational sensors for validation of rotational seismic applications. Initial focus is onmore » induced seismicity monitoring, particularly for Enhanced Geothermal Systems (EGS) with fracturing. The sensors employ Magnetohydrodynamic (MHD) principles with broadband response, improved noise floors, robustness, and repeatability. This paper presents a summary of Phase 1 results and Phase 2 status.« less

  7. Early Improper Motion Detection in Golf Swings Using Wearable Motion Sensors: The First Approach

    PubMed Central

    Stančin, Sara; Tomažič, Sašo

    2013-01-01

    This paper presents an analysis of a golf swing to detect improper motion in the early phase of the swing. Led by the desire to achieve a consistent shot outcome, a particular golfer would (in multiple trials) prefer to perform completely identical golf swings. In reality, some deviations from the desired motion are always present due to the comprehensive nature of the swing motion. Swing motion deviations that are not detrimental to performance are acceptable. This analysis is conducted using a golfer's leading arm kinematic data, which are obtained from a golfer wearing a motion sensor that is comprised of gyroscopes and accelerometers. Applying the principal component analysis (PCA) to the reference observations of properly performed swings, the PCA components of acceptable swing motion deviations are established. Using these components, the motion deviations in the observations of other swings are examined. Any unacceptable deviations that are detected indicate an improper swing motion. Arbitrarily long observations of an individual player's swing sequences can be included in the analysis. The results obtained for the considered example show an improper swing motion in early phase of the swing, i.e., the first part of the backswing. An early detection method for improper swing motions that is conducted on an individual basis provides assistance for performance improvement. PMID:23752563

  8. Early improper motion detection in golf swings using wearable motion sensors: the first approach.

    PubMed

    Stančin, Sara; Tomažič, Sašo

    2013-06-10

    This paper presents an analysis of a golf swing to detect improper motion in the early phase of the swing. Led by the desire to achieve a consistent shot outcome, a particular golfer would (in multiple trials) prefer to perform completely identical golf swings. In reality, some deviations from the desired motion are always present due to the comprehensive nature of the swing motion. Swing motion deviations that are not detrimental to performance are acceptable. This analysis is conducted using a golfer's leading arm kinematic data, which are obtained from a golfer wearing a motion sensor that is comprised of gyroscopes and accelerometers. Applying the principal component analysis (PCA) to the reference observations of properly performed swings, the PCA components of acceptable swing motion deviations are established. Using these components, the motion deviations in the observations of other swings are examined. Any unacceptable deviations that are detected indicate an improper swing motion. Arbitrarily long observations of an individual player's swing sequences can be included in the analysis. The results obtained for the considered example show an improper swing motion in early phase of the swing, i.e., the first part of the backswing. An early detection method for improper swing motions that is conducted on an individual basis provides assistance for performance improvement.

  9. Interlopers 3D: experiences designing a stereoscopic game

    NASA Astrophysics Data System (ADS)

    Weaver, James; Holliman, Nicolas S.

    2014-03-01

    Background In recent years 3D-enabled televisions, VR headsets and computer displays have become more readily available in the home. This presents an opportunity for game designers to explore new stereoscopic game mechanics and techniques that have previously been unavailable in monocular gaming. Aims To investigate the visual cues that are present in binocular and monocular vision, identifying which are relevant when gaming using a stereoscopic display. To implement a game whose mechanics are so reliant on binocular cues that the game becomes impossible or at least very difficult to play in non-stereoscopic mode. Method A stereoscopic 3D game was developed whose objective was to shoot down advancing enemies (the Interlopers) before they reached their destination. Scoring highly required players to make accurate depth judgments and target the closest enemies first. A group of twenty participants played both a basic and advanced version of the game in both monoscopic 2D and stereoscopic 3D. Results The results show that in both the basic and advanced game participants achieved higher scores when playing in stereoscopic 3D. The advanced game showed that by disrupting the depth from motion cue the game became more difficult in monoscopic 2D. Results also show a certain amount of learning taking place over the course of the experiment, meaning that players were able to score higher and finish the game faster over the course of the experiment. Conclusions Although the game was not impossible to play in monoscopic 2D, participants results show that it put them at a significant disadvantage when compared to playing in stereoscopic 3D.

  10. Hydrostatic Level Sensors as High Precision Ground Motion Instrumentation for Tevatron and Other Energy Frontier Accelerators

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Volk, James; Hansen, Sten; Johnson, Todd

    2012-01-01

    Particle accelerators require very tight tolerances on the alignment and stability of their elements: magnets, accelerating cavities, vacuum chambers, etc. In this article we describe the Hydrostatic Level Sensors (HLS) for very low frequency measurements used in a variety of facilities at Fermilab. We present design features of the sensors, outline their technical parameters, describe their test and calibration procedures, discuss different regimes of operation and give few illustrative examples of the experimental data. Detail experimental results of the ground motion measurements with these detectors will be presented in subsequent papers.

  11. Real-time motion artifacts compensation of ToF sensors data on GPU

    NASA Astrophysics Data System (ADS)

    Lefloch, Damien; Hoegg, Thomas; Kolb, Andreas

    2013-05-01

    Over the last decade, ToF sensors attracted many computer vision and graphics researchers. Nevertheless, ToF devices suffer from severe motion artifacts for dynamic scenes as well as low-resolution depth data which strongly justifies the importance of a valid correction. To counterbalance this effect, a pre-processing approach is introduced to greatly improve range image data on dynamic scenes. We first demonstrate the robustness of our approach using simulated data to finally validate our method using sensor range data. Our GPU-based processing pipeline enhances range data reliability in real-time.

  12. IMU-Based Gait Recognition Using Convolutional Neural Networks and Multi-Sensor Fusion.

    PubMed

    Dehzangi, Omid; Taherisadr, Mojtaba; ChangalVala, Raghvendar

    2017-11-27

    The wide spread usage of wearable sensors such as in smart watches has provided continuous access to valuable user generated data such as human motion that could be used to identify an individual based on his/her motion patterns such as, gait. Several methods have been suggested to extract various heuristic and high-level features from gait motion data to identify discriminative gait signatures and distinguish the target individual from others. However, the manual and hand crafted feature extraction is error prone and subjective. Furthermore, the motion data collected from inertial sensors have complex structure and the detachment between manual feature extraction module and the predictive learning models might limit the generalization capabilities. In this paper, we propose a novel approach for human gait identification using time-frequency (TF) expansion of human gait cycles in order to capture joint 2 dimensional (2D) spectral and temporal patterns of gait cycles. Then, we design a deep convolutional neural network (DCNN) learning to extract discriminative features from the 2D expanded gait cycles and jointly optimize the identification model and the spectro-temporal features in a discriminative fashion. We collect raw motion data from five inertial sensors placed at the chest, lower-back, right hand wrist, right knee, and right ankle of each human subject synchronously in order to investigate the impact of sensor location on the gait identification performance. We then present two methods for early (input level) and late (decision score level) multi-sensor fusion to improve the gait identification generalization performance. We specifically propose the minimum error score fusion (MESF) method that discriminatively learns the linear fusion weights of individual DCNN scores at the decision level by minimizing the error rate on the training data in an iterative manner. 10 subjects participated in this study and hence, the problem is a 10-class identification task. Based on our experimental results, 91% subject identification accuracy was achieved using the best individual IMU and 2DTF-DCNN. We then investigated our proposed early and late sensor fusion approaches, which improved the gait identification accuracy of the system to 93.36% and 97.06%, respectively.

  13. inertial orientation tracker having automatic drift compensation using an at rest sensor for tracking parts of a human body

    NASA Technical Reports Server (NTRS)

    Foxlin, Eric M. (Inventor)

    2004-01-01

    A self contained sensor apparatus generates a signal that corresponds to at least two of the three orientational aspects of yaw, pitch and roll of a human-scale body, relative to an external reference frame. A sensor generates first sensor signals that correspond to rotational accelerations or rates of the body about certain body axes. The sensor may be mounted to the body. Coupled to the sensor is a signal processor for generating orientation signals relative to the external reference frame that correspond to the angular rate or acceleration signals. The first sensor signals are impervious to interference from electromagnetic, acoustic, optical and mechanical sources. The sensors may be rate sensors. An integrator may integrate the rate signal over time. A drift compensator is coupled to the rate sensors and the integrator. The drift compensator may include a gravitational tilt sensor or a magnetic field sensor or both. A verifier periodically measures the orientation of the body by a means different from the drift sensitive sate sensors. The verifier may take into account characteristic features of human motion, such as stillness periods. The drift compensator may be, in part, a Kalman filter, which may utilize statistical data about human head motion.

  14. Playing a violent television game affects heart rate variability.

    PubMed

    Ivarsson, Malena; Anderson, Martin; Akerstedt, Torbjörn; Lindblad, Frank

    2009-01-01

    To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, heart rate variability (HRV) and physical activity were measured during gaming/participating and the night to follow using a portable combined heart rate and movement sensor. A sleep diary and questionnaires about gaming experiences and session-specific experiences were filled in. Criteria for Selection of Games: Violent game involves/rewards direct physical violence (no handguns) against another person, and nonviolent game involves/rewards no violence; same game design ('third-person game'); conducted in the same manner; no differences concerning motor activity; similar sound and light effects; no sexual content, violence against women or racial overtones. During violent (vs. nonviolent) gaming, there was significantly higher activity of the very low frequency component of the HRV and total power. During the night after playing, very low frequency, low frequency and high frequency components were significantly higher during the violent (vs. nonviolent) condition, just as total power. There were no significant differences between the three conditions (violent/nonviolent/no gaming) with respect to an index reflecting subjectively perceived sleep difficulties. Nor was there any difference between violent and nonviolent condition for any single sleep item. Violent gaming induces different autonomic responses in boys compared to nonviolent gaming--during playing and during the following night--suggesting different emotional responses. Subjectively perceived sleep quality is not influenced after a single gaming experience. Future studies should address the development of the autonomic balance after gaming over longer time than a night, physiological adaptation to frequent gaming and potential gender differences.

  15. Sensor fusion IV: Control paradigms and data structures; Proceedings of the Meeting, Boston, MA, Nov. 12-15, 1991

    NASA Technical Reports Server (NTRS)

    Schenker, Paul S. (Editor)

    1992-01-01

    Various papers on control paradigms and data structures in sensor fusion are presented. The general topics addressed include: decision models and computational methods, sensor modeling and data representation, active sensing strategies, geometric planning and visualization, task-driven sensing, motion analysis, models motivated biology and psychology, decentralized detection and distributed decision, data fusion architectures, robust estimation of shapes and features, application and implementation. Some of the individual subjects considered are: the Firefly experiment on neural networks for distributed sensor data fusion, manifold traversing as a model for learning control of autonomous robots, choice of coordinate systems for multiple sensor fusion, continuous motion using task-directed stereo vision, interactive and cooperative sensing and control for advanced teleoperation, knowledge-based imaging for terrain analysis, physical and digital simulations for IVA robotics.

  16. VO2 estimation using 6-axis motion sensor with sports activity classification.

    PubMed

    Nagata, Takashi; Nakamura, Naoteru; Miyatake, Masato; Yuuki, Akira; Yomo, Hiroyuki; Kawabata, Takashi; Hara, Shinsuke

    2016-08-01

    In this paper, we focus on oxygen consumption (VO2) estimation using 6-axis motion sensor (3-axis accelerometer and 3-axis gyroscope) for people playing sports with diverse intensities. The VO2 estimated with a small motion sensor can be used to calculate the energy expenditure, however, its accuracy depends on the intensities of various types of activities. In order to achieve high accuracy over a wide range of intensities, we employ an estimation framework that first classifies activities with a simple machine-learning based classification algorithm. We prepare different coefficients of linear regression model for different types of activities, which are determined with training data obtained by experiments. The best-suited model is used for each type of activity when VO2 is estimated. The accuracy of the employed framework depends on the trade-off between the degradation due to classification errors and improvement brought by applying separate, optimum model to VO2 estimation. Taking this trade-off into account, we evaluate the accuracy of the employed estimation framework by using a set of experimental data consisting of VO2 and motion data of people with a wide range of intensities of exercises, which were measured by a VO2 meter and motion sensor, respectively. Our numerical results show that the employed framework can improve the estimation accuracy in comparison to a reference method that uses a common regression model for all types of activities.

  17. DNA Encoding Training Using 3D Gesture Interaction.

    PubMed

    Nicola, Stelian; Handrea, Flavia-Laura; Crişan-Vida, Mihaela; Stoicu-Tivadar, Lăcrămioara

    2017-01-01

    The work described in this paper summarizes the development process and presents the results of a human genetics training application, studying the 20 amino acids formed by the combination of the 3 nucleotides of DNA targeting mainly medical and bioinformatics students. Currently, the domain applications using recognized human gestures of the Leap Motion sensor are used in molecules controlling and learning from Mendeleev table or in visualizing the animated reactions of specific molecules with water. The novelty in the current application consists in using the Leap Motion sensor creating new gestures for the application control and creating a tag based algorithm corresponding to each amino acid, depending on the position in the 3D virtual space of the 4 nucleotides of DNA and their type. The team proposes a 3D application based on Unity editor and on Leap Motion sensor where the user has the liberty of forming different combinations of the 20 amino acids. The results confirm that this new type of study of medicine/biochemistry using the Leap Motion sensor for handling amino acids is suitable for students. The application is original and interactive and the users can create their own amino acid structures in a 3D-like environment which they could not do otherwise using traditional pen-and-paper.

  18. Drift Reduction in Pedestrian Navigation System by Exploiting Motion Constraints and Magnetic Field.

    PubMed

    Ilyas, Muhammad; Cho, Kuk; Baeg, Seung-Ho; Park, Sangdeok

    2016-09-09

    Pedestrian navigation systems (PNS) using foot-mounted MEMS inertial sensors use zero-velocity updates (ZUPTs) to reduce drift in navigation solutions and estimate inertial sensor errors. However, it is well known that ZUPTs cannot reduce all errors, especially as heading error is not observable. Hence, the position estimates tend to drift and even cyclic ZUPTs are applied in updated steps of the Extended Kalman Filter (EKF). This urges the use of other motion constraints for pedestrian gait and any other valuable heading reduction information that is available. In this paper, we exploit two more motion constraints scenarios of pedestrian gait: (1) walking along straight paths; (2) standing still for a long time. It is observed that these motion constraints (called "virtual sensor"), though considerably reducing drift in PNS, still need an absolute heading reference. One common absolute heading estimation sensor is the magnetometer, which senses the Earth's magnetic field and, hence, the true heading angle can be calculated. However, magnetometers are susceptible to magnetic distortions, especially in indoor environments. In this work, an algorithm, called magnetic anomaly detection (MAD) and compensation is designed by incorporating only healthy magnetometer data in the EKF updating step, to reduce drift in zero-velocity updated INS. Experiments are conducted in GPS-denied and magnetically distorted environments to validate the proposed algorithms.

  19. A robust vision-based sensor fusion approach for real-time pose estimation.

    PubMed

    Assa, Akbar; Janabi-Sharifi, Farrokh

    2014-02-01

    Object pose estimation is of great importance to many applications, such as augmented reality, localization and mapping, motion capture, and visual servoing. Although many approaches based on a monocular camera have been proposed, only a few works have concentrated on applying multicamera sensor fusion techniques to pose estimation. Higher accuracy and enhanced robustness toward sensor defects or failures are some of the advantages of these schemes. This paper presents a new Kalman-based sensor fusion approach for pose estimation that offers higher accuracy and precision, and is robust to camera motion and image occlusion, compared to its predecessors. Extensive experiments are conducted to validate the superiority of this fusion method over currently employed vision-based pose estimation algorithms.

  20. Nintendo related injuries and other problems: review

    PubMed Central

    Heineman, Erik; Pierie, Jean-Pierre E N; ten Cate Hoedemaker, Henk O

    2014-01-01

    Objective To identify all reported cases of injury and other problems caused by using a Nintendo video gaming system. Design Review. Data sources and review methods Search of PubMed and Embase in June 2014 for reports on injuries and other problems caused by using a Nintendo gaming system. Results Most of the 38 articles identified were case reports or case series. Injuries and problems ranged from neurological and psychological to surgical. Traditional controllers with buttons were associated with tendinitis of the extensor of the thumb. The joystick on the Nintendo 64 controller was linked to palmar ulceration. The motion sensitive Wii remote was associated with musculoskeletal problems and various traumas. Conclusions Most problems are mild and prevalence is low. The described injuries were related to the way the games are controlled, which varies according to the video game console. PMID:25515525

  1. Sea ice motion from low-resolution satellite sensors: An alternative method and its validation in the Arctic

    NASA Astrophysics Data System (ADS)

    Lavergne, T.; Eastwood, S.; Teffah, Z.; Schyberg, H.; Breivik, L.-A.

    2010-10-01

    The retrieval of sea ice motion with the Maximum Cross-Correlation (MCC) method from low-resolution (10-15 km) spaceborne imaging sensors is challenged by a dominating quantization noise as the time span of displacement vectors is shortened. To allow investigating shorter displacements from these instruments, we introduce an alternative sea ice motion tracking algorithm that builds on the MCC method but relies on a continuous optimization step for computing the motion vector. The prime effect of this method is to effectively dampen the quantization noise, an artifact of the MCC. It allows for retrieving spatially smooth 48 h sea ice motion vector fields in the Arctic. Strategies to detect and correct erroneous vectors as well as to optimally merge several polarization channels of a given instrument are also described. A test processing chain is implemented and run with several active and passive microwave imagers (Advanced Microwave Scanning Radiometer-EOS (AMSR-E), Special Sensor Microwave Imager, and Advanced Scatterometer) during three Arctic autumn, winter, and spring seasons. Ice motion vectors are collocated to and compared with GPS positions of in situ drifters. Error statistics are shown to be ranging from 2.5 to 4.5 km (standard deviation for components of the vectors) depending on the sensor, without significant bias. We discuss the relative contribution of measurement and representativeness errors by analyzing monthly validation statistics. The 37 GHz channels of the AMSR-E instrument allow for the best validation statistics. The operational low-resolution sea ice drift product of the EUMETSAT OSI SAF (European Organisation for the Exploitation of Meteorological Satellites Ocean and Sea Ice Satellite Application Facility) is based on the algorithms presented in this paper.

  2. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Edmunds, D; Donovan, E

    Purpose: To determine whether the Microsoft Kinect Version 2 (Kinect v2), a commercial off-the-shelf (COTS) depth sensors designed for entertainment purposes, were robust to the radiotherapy treatment environment and could be suitable for monitoring of voluntary breath-hold compliance. This could complement current visual monitoring techniques, and be useful for heart sparing left breast radiotherapy. Methods: In-house software to control Kinect v2 sensors, and capture output information, was developed using the free Microsoft software development kit, and the Cinder creative coding C++ library. Each sensor was used with a 12m USB 3.0 active cable. A solid water block was used asmore » the object. The depth accuracy and precision of the sensors was evaluated by comparing Kinect reported distance to the object with a precision laser measurement across a distance range of 0.6m to 2.0 m. The object was positioned on a high-precision programmable motion platform and moved in two programmed motion patterns and Kinect reported distance logged. Robustness to the radiation environment was tested by repeating all measurements with a linear accelerator operating over a range of pulse repetition frequencies (6Hz to 400Hz) and dose rates 50 to 1500 monitor units (MU) per minute. Results: The complex, consistent relationship between true and measured distance was unaffected by the radiation environment, as was the ability to detect motion. Sensor precision was < 1 mm and the accuracy between 1.3 mm and 1.8 mm when a distance correction was applied. Both motion patterns were tracked successfully with a root mean squared error (RMSE) of 1.4 and 1.1 mm respectively. Conclusion: Kinect v2 sensors are capable of tracking pre-programmed motion patterns with an accuracy <2 mm and appear robust to the radiotherapy treatment environment. A clinical trial using Kinect v2 sensor for monitoring voluntary breath hold has ethical approval and is open to recruitment. The authors are supported by a National Institute of Health Research (NIHR) Career Development Fellowship (CDF-2013-06-005). Microsoft Corporation donated three sensors. The views expressed in this publication are those of the author(s) and not necessarily those of the NHS, the National Institute for Health Research or the Department of Health.« less

  3. Inertial orientation tracker having automatic drift compensation for tracking human head and other similarly sized body

    NASA Technical Reports Server (NTRS)

    Foxlin, Eric M. (Inventor)

    2000-01-01

    A self contained sensor apparatus generates a signal that corresponds to at least two of the three orientational aspects of yaw, pitch and roll of a human-scale body, relative to an external reference frame. A sensor generates first sensor signals that correspond to rotational accelerations or rates of the body about certain body axes. The sensor may be mounted to the body. Coupled to the sensor is a signal processor for generating orientation signals relative to the external reference frame that correspond to the angular rate or acceleration signals. The first sensor signals are impervious to interference from electromagnetic, acoustic, optical and mechanical sources. The sensors may be rate sensors. An integrator may integrate the rate signal over time. A drift compensator is coupled to the rate sensors and the integrator. The drift compensator may include a gravitational tilt sensor or a magnetic field sensor or both. A verifier periodically measures the orientation of the body by a means different from the drift sensitive rate sensors. The verifier may take into account characteristic features of human motion, such as stillness periods. The drift compensator may be, in part, a Kalman filter, which may utilize statistical data about human head motion.

  4. Inertial orientation tracker having gradual automatic drift compensation for tracking human head and other similarly sized body

    NASA Technical Reports Server (NTRS)

    Foxlin, Eric M. (Inventor)

    2002-01-01

    A self contained sensor apparatus generates a signal that corresponds to at least two of the three orientational aspects of yaw, pitch and roll of a human-scale body, relative to an external reference frame. A sensor generates first sensor signals that correspond to rotational accelerations or rates of the body about certain body axes. The sensor may be mounted to the body. Coupled to the sensor is a signal processor for generating orientation signals relative to the external reference frame that correspond to the angular rate or acceleration signals. The first sensor signals are impervious to interference from electromagnetic, acoustic, optical and mechanical sources. The sensors may be rate sensors. An integrator may integrate the rate signal over time. A drift compensator is coupled to the rate sensors and the integrator. The drift compensator may include a gravitational tilt sensor or a magnetic field sensor or both. A verifier periodically measures the orientation of the body by a means different from the drift sensitive rate sensors. The verifier may take into account characteristic features of human motion, such as stillness periods. The drift compensator may be, in part, a Kalman filter, which may utilize statistical data about human head motion.

  5. Inertial orientation tracker apparatus method having automatic drift compensation for tracking human head and other similarly sized body

    NASA Technical Reports Server (NTRS)

    Foxlin, Eric M. (Inventor)

    1998-01-01

    A self contained sensor apparatus generates a signal that corresponds to at least two of the three orientational aspects of yaw, pitch and roll of a human-scale body, relative to an external reference frame. A sensor generates first sensor signals that correspond to rotational accelerations or rates of the body about certain body axes. The sensor may be mounted to the body. Coupled to the sensor is a signal processor for generating orientation signals relative to the external reference frame that correspond to the angular rate or acceleration signals. The first sensor signals are impervious to interference from electromagnetic, acoustic, optical and mechanical sources. The sensors may be rate sensors. An integrator may integrate the rate signal over time. A drift compensator is coupled to the rate sensors and the integrator. The drift compensator may include a gravitational tilt sensor or a magnetic field sensor or both. A verifier periodically measures the orientation of the body by a means different from the drift sensitive rate sensors. The verifier may take into account characteristic features of human motion, such as stillness periods. The drift compensator may be, in part, a Kalman filter, which may utilize statistical data about human head motion.

  6. Inertial orientation tracker apparatus having automatic drift compensation for tracking human head and other similarly sized body

    NASA Technical Reports Server (NTRS)

    Foxlin, Eric M. (Inventor)

    1997-01-01

    A self contained sensor apparatus generates a signal that corresponds to at least two of the three orientational aspects of yaw, pitch and roll of a human-scale body, relative to an external reference frame. A sensor generates first sensor signals that correspond to rotational accelerations or rates of the body about certain body axes. The sensor may be mounted to the body. Coupled to the sensor is a signal processor for generating orientation signals relative to the external reference frame that correspond to the angular rate or acceleration signals. The first sensor signals are impervious to interference from electromagnetic, acoustic, optical and mechanical sources. The sensors may be rate sensors. An integrator may integrate the rate signal over time. A drift compensator is coupled to the rate sensors and the integrator. The drift compensator may include a gravitational tilt sensor or a magnetic field sensor or both. A verifier periodically measures the orientation of the body by a means different from the drift sensitive rate sensors. The verifier may take into account characteristic features of human motion, such as stillness periods. The drift compensator may be, in part, a Kalman filter, which may utilize statistical data about human head motion.

  7. Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation.

    PubMed

    Borghese, Nunzio Alberto; Pirovano, Michele; Lanzi, Pier Luca; Wüest, Seline; de Bruin, Eling D

    2013-04-01

    The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo ® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft ® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo ® plate balance board. IGER is complemented with videogames embedded in a specific taxonomy developed to support rehabilitation progression through time. A few games aimed at postural rehabilitation have been designed and developed to test the functionalities of the IGER system. The preliminary results of tests on normal elderly people and patients with the supervision of clinicians have shown that the IGER system indeed does feature the characteristics required to support rehabilitation at home and that it is ready for clinical pilot testing at patients' homes.

  8. Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation

    PubMed Central

    Pirovano, Michele; Lanzi, Pier Luca; Wüest, Seline; de Bruin, Eling D.

    2013-01-01

    Abstract Objective The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. Subjects and Methods We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. Results The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo® plate balance board. IGER is complemented with videogames embedded in a specific taxonomy developed to support rehabilitation progression through time. Conclusions A few games aimed at postural rehabilitation have been designed and developed to test the functionalities of the IGER system. The preliminary results of tests on normal elderly people and patients with the supervision of clinicians have shown that the IGER system indeed does feature the characteristics required to support rehabilitation at home and that it is ready for clinical pilot testing at patients' homes. PMID:24761321

  9. Computer Games as Therapy for Persons with Stroke.

    PubMed

    Lauterbach, Sarah A; Foreman, Matt H; Engsberg, Jack R

    2013-02-01

    Stroke affects approximately 800,000 individuals each year, with 65% having residual impairments. Studies have demonstrated that mass practice leads to regaining motor function in affected extremities; however, traditional therapy does not include the repetitions needed for this recovery. Videogames have been shown to be good motivators to complete repetitions. Advances in technology and low-cost hardware bring new opportunities to use computer games during stroke therapy. This study examined the use of the Microsoft (Redmond, WA) Kinect™ and Flexible Action and Articulated Skeleton Toolkit (FAAST) software as a therapy tool to play existing free computer games on the Internet. Three participants attended a 1-hour session where they played two games with upper extremity movements as game controls. Video was taken for analysis of movement repetitions, and questions were answered about participant history and their perceptions of the games. Participants remained engaged through both games; regardless of previous computer use all participants successfully played two games. Five minutes of game play averaged 34 repetitions of the affected extremity. The Intrinsic Motivation Inventory showed a high level of satisfaction in two of the three participants. The Kinect Sensor with the FAAST software has the potential to be an economical tool to be used alongside traditional therapy to increase the number of repetitions completed in a motivating and engaging way for clients.

  10. Pursuit-evasion games with information uncertainties for elusive orbital maneuver and space object tracking

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Jia, Bin; Chen, Genshe; Blasch, Erik; Pham, Khanh

    2015-05-01

    This paper develops and evaluates a pursuit-evasion (PE) game approach for elusive orbital maneuver and space object tracking. Unlike the PE games in the literature, where the assumption is that either both players have perfect knowledge of the opponents' positions or use primitive sensing models, the proposed PE approach solves the realistic space situation awareness (SSA) problem with imperfect information, where the evaders will exploit the pursuers' sensing and tracking models to confuse their opponents by maneuvering their orbits to increase the uncertainties, which the pursuers perform orbital maneuvers to minimize. In the game setup, each game player P (pursuer) and E (evader) has its own motion equations with a small continuous low-thrust. The magnitude of the low thrust is fixed and the direction can be controlled by the associated game player. The entropic uncertainty is used to generate the cost functions of game players. The Nash or mixed Nash equilibrium is composed of the directional controls of low-thrusts. Numerical simulations are emulated to demonstrate the performance. Simplified perturbations models (SGP4/SDP4) are exploited to calculate the ground truth of the satellite states (position and speed).

  11. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation.

    PubMed

    Lee, Kiju; Jeong, Donghwa; Schindler, Rachael C; Hlavaty, Laura E; Gross, Susan I; Short, Elizabeth J

    2018-01-01

    Background: This paper presents design and results from preliminary evaluation of Tangible Geometric Games (TAG-Games) for cognitive assessment in young children. The TAG-Games technology employs a set of sensor-integrated cube blocks, called SIG-Blocks, and graphical user interfaces for test administration and real-time performance monitoring. TAG-Games were administered to children from 4 to 8 years of age for evaluating preliminary efficacy of this new technology-based approach. Methods: Five different sets of SIG-Blocks comprised of geometric shapes, segmented human faces, segmented animal faces, emoticons, and colors, were used for three types of TAG-Games, including Assembly, Shape Matching, and Sequence Memory. Computational task difficulty measures were defined for each game and used to generate items with varying difficulty. For preliminary evaluation, TAG-Games were tested on 40 children. To explore the clinical utility of the information assessed by TAG-Games, three subtests of the age-appropriate Wechsler tests (i.e., Block Design, Matrix Reasoning, and Picture Concept) were also administered. Results: Internal consistency of TAG-Games was evaluated by the split-half reliability test. Weak to moderate correlations between Assembly and Block Design, Shape Matching and Matrix Reasoning, and Sequence Memory and Picture Concept were found. The computational measure of task complexity for each TAG-Game showed a significant correlation with participants' performance. In addition, age-correlations on TAG-Game scores were found, implying its potential use for assessing children's cognitive skills autonomously.

  12. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation

    PubMed Central

    Lee, Kiju; Jeong, Donghwa; Schindler, Rachael C.; Hlavaty, Laura E.; Gross, Susan I.; Short, Elizabeth J.

    2018-01-01

    Background: This paper presents design and results from preliminary evaluation of Tangible Geometric Games (TAG-Games) for cognitive assessment in young children. The TAG-Games technology employs a set of sensor-integrated cube blocks, called SIG-Blocks, and graphical user interfaces for test administration and real-time performance monitoring. TAG-Games were administered to children from 4 to 8 years of age for evaluating preliminary efficacy of this new technology-based approach. Methods: Five different sets of SIG-Blocks comprised of geometric shapes, segmented human faces, segmented animal faces, emoticons, and colors, were used for three types of TAG-Games, including Assembly, Shape Matching, and Sequence Memory. Computational task difficulty measures were defined for each game and used to generate items with varying difficulty. For preliminary evaluation, TAG-Games were tested on 40 children. To explore the clinical utility of the information assessed by TAG-Games, three subtests of the age-appropriate Wechsler tests (i.e., Block Design, Matrix Reasoning, and Picture Concept) were also administered. Results: Internal consistency of TAG-Games was evaluated by the split-half reliability test. Weak to moderate correlations between Assembly and Block Design, Shape Matching and Matrix Reasoning, and Sequence Memory and Picture Concept were found. The computational measure of task complexity for each TAG-Game showed a significant correlation with participants' performance. In addition, age-correlations on TAG-Game scores were found, implying its potential use for assessing children's cognitive skills autonomously. PMID:29868520

  13. Integrative Gaming: A Framework for Sustainable Game-Based Diabetes Management

    PubMed Central

    Kahol, Kanav

    2011-01-01

    Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner. PMID:21527096

  14. Measurement of six-degree-of-freedom planar motions by using a multiprobe surface encoder

    NASA Astrophysics Data System (ADS)

    Li, Xinghui; Shimizu, Yuki; Ito, Takeshi; Cai, Yindi; Ito, So; Gao, Wei

    2014-12-01

    A multiprobe surface encoder for optical metrology of six-degree-of-freedom (six-DOF) planar motions is presented. The surface encoder is composed of an XY planar scale grating with identical microstructures in X- and Y-axes and an optical sensor head. In the optical sensor head, three paralleled laser beams were used as laser probes. After being divided by a beam splitter, the three laser probes were projected onto the scale grating and a reference grating with identical microstructures, respectively. For each probe, the first-order positive and negative diffraction beams along the X- and Y-directions from the scale grating and from the reference grating superimposed with each other and four pieces of interference signals were generated. Three-DOF translational motions of the scale grating Δx, Δy, and Δz can be obtained simultaneously from the interference signals of each probe. Three-DOF angular error motions θX, θY, and θZ can also be calculated simultaneously from differences of displacement output variations and the geometric relationship among the three probes. A prototype optical sensor head was designed, constructed, and evaluated. Experimental results verified that this surface encoder could provide measurement resolutions of subnanometer and better than 0.1 arc sec for three-DOF translational motions and three-DOF angular error motions, respectively.

  15. Development of a Shipboard Remote Control and Telemetry Experimental System for Large-Scale Model’s Motions and Loads Measurement in Realistic Sea Waves

    PubMed Central

    Jiao, Jialong; Ren, Huilong; Adenya, Christiaan Adika; Chen, Chaohe

    2017-01-01

    Wave-induced motion and load responses are important criteria for ship performance evaluation. Physical experiments have long been an indispensable tool in the predictions of ship’s navigation state, speed, motions, accelerations, sectional loads and wave impact pressure. Currently, majority of the experiments are conducted in laboratory tank environment, where the wave environments are different from the realistic sea waves. In this paper, a laboratory tank testing system for ship motions and loads measurement is reviewed and reported first. Then, a novel large-scale model measurement technique is developed based on the laboratory testing foundations to obtain accurate motion and load responses of ships in realistic sea conditions. For this purpose, a suite of advanced remote control and telemetry experimental system was developed in-house to allow for the implementation of large-scale model seakeeping measurement at sea. The experimental system includes a series of technique sensors, e.g., the Global Position System/Inertial Navigation System (GPS/INS) module, course top, optical fiber sensors, strain gauges, pressure sensors and accelerometers. The developed measurement system was tested by field experiments in coastal seas, which indicates that the proposed large-scale model testing scheme is capable and feasible. Meaningful data including ocean environment parameters, ship navigation state, motions and loads were obtained through the sea trial campaign. PMID:29109379

  16. Simulation on measurement of five-DOF motion errors of high precision spindle with cylindrical capacitive sensor

    NASA Astrophysics Data System (ADS)

    Zhang, Min; Wang, Wen; Xiang, Kui; Lu, Keqing; Fan, Zongwei

    2015-02-01

    This paper describes a novel cylindrical capacitive sensor (CCS) to measure the spindle five degree-of-freedom (DOF) motion errors. The operating principle and mathematical models of the CCS are presented. Using Ansoft Maxwell software to calculate the different capacitances in different configurations, structural parameters of end face electrode are then investigated. Radial, axial and tilt motions are also simulated by making comparisons with the given displacements and the simulation values respectively. It could be found that the proposed CCS has a high accuracy for measuring radial motion error when the average eccentricity is about 15 μm. Besides, the maximum relative error of axial displacement is 1.3% when the axial motion is within [0.7, 1.3] mm, and the maximum relative error of the tilt displacement is 1.6% as rotor tilts around a single axis within [-0.6, 0.6]°. Finally, the feasibility of the CCS for measuring five DOF motion errors is verified through simulation and analysis.

  17. Rotational motions for teleseismic surface waves

    NASA Astrophysics Data System (ADS)

    Lin, Chin-Jen; Huang, Han-Pang; Pham, Nguyen Dinh; Liu, Chun-Chi; Chi, Wu-Cheng; Lee, William H. K.

    2011-08-01

    We report the findings for the first teleseismic six degree-of-freedom (6-DOF) measurements including three components of rotational motions recorded by a sensitive rotation-rate sensor (model R-1, made by eentec) and three components of translational motions recorded by a traditional seismometer (STS-2) at the NACB station in Taiwan. The consistent observations in waveforms of rotational motions and translational motions in sections of Rayleigh and Love waves are presented in reference to the analytical solution for these waves in a half space of Poisson solid. We show that additional information (e.g., Rayleigh wave phase velocity, shear wave velocity of the surface layer) might be exploited from six degree-of-freedom recordings of teleseismic events at only one station. We also find significant errors in the translational records of these teleseismic surface waves due to the sensitivity of inertial translation sensors (seismometers) to rotational motions. The result suggests that the effects of such errors need to be counted in surface wave inversions commonly used to derive earthquake source parameters and Earth structure.

  18. Samba: a real-time motion capture system using wireless camera sensor networks.

    PubMed

    Oh, Hyeongseok; Cha, Geonho; Oh, Songhwai

    2014-03-20

    There is a growing interest in 3D content following the recent developments in 3D movies, 3D TVs and 3D smartphones. However, 3D content creation is still dominated by professionals, due to the high cost of 3D motion capture instruments. The availability of a low-cost motion capture system will promote 3D content generation by general users and accelerate the growth of the 3D market. In this paper, we describe the design and implementation of a real-time motion capture system based on a portable low-cost wireless camera sensor network. The proposed system performs motion capture based on the data-driven 3D human pose reconstruction method to reduce the computation time and to improve the 3D reconstruction accuracy. The system can reconstruct accurate 3D full-body poses at 16 frames per second using only eight markers on the subject's body. The performance of the motion capture system is evaluated extensively in experiments.

  19. Samba: A Real-Time Motion Capture System Using Wireless Camera Sensor Networks

    PubMed Central

    Oh, Hyeongseok; Cha, Geonho; Oh, Songhwai

    2014-01-01

    There is a growing interest in 3D content following the recent developments in 3D movies, 3D TVs and 3D smartphones. However, 3D content creation is still dominated by professionals, due to the high cost of 3D motion capture instruments. The availability of a low-cost motion capture system will promote 3D content generation by general users and accelerate the growth of the 3D market. In this paper, we describe the design and implementation of a real-time motion capture system based on a portable low-cost wireless camera sensor network. The proposed system performs motion capture based on the data-driven 3D human pose reconstruction method to reduce the computation time and to improve the 3D reconstruction accuracy. The system can reconstruct accurate 3D full-body poses at 16 frames per second using only eight markers on the subject's body. The performance of the motion capture system is evaluated extensively in experiments. PMID:24658618

  20. Use of Active-Play Video Games to Enhance Aerobic Fitness in Schizophrenia: Feasibility, Safety, and Adherence.

    PubMed

    Kimhy, David; Khan, Samira; Ayanrouh, Lindsey; Chang, Rachel W; Hansen, Marie C; Lister, Amanda; Ballon, Jacob S; Vakhrusheva, Julia; Armstrong, Hilary F; Bartels, Matthew N; Sloan, Richard P

    2016-02-01

    Active-play video games have been used to enhance aerobic fitness in various clinical populations, but their use among individuals with schizophrenia has been limited. Feasibility, acceptability, safety, and adherence data were obtained for use of aerobic exercise (AE) equipment by 16 individuals with schizophrenia during a 12-week AE program consisting of three one-hour exercise sessions per week. Equipment included exercise video games for Xbox 360 with Kinect motion sensing devices and traditional exercise equipment. Most participants (81%) completed the training, attending an average of 79% of sessions. The proportion of time spent playing Xbox (39%) exceeded time spent on any other type of equipment. When using Xbox, participants played 2.24±1.59 games per session and reported high acceptability and enjoyment ratings, with no adverse events. Measures of feasibility, acceptability, adherence, and safety support the integration of active-play video games into AE training for people with schizophrenia.

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