Communication Method of Time Synchronization and Strength Using Haptic Interface

2014 ◽  
Vol 26 (6) ◽  
pp. 772-779
Author(s):  
Takashi Asakawa ◽  
◽  
Noriyuki Kawarazaki ◽  

<div class=""abs_img""><img src=""[disp_template_path]/JRM/abst-image/00260006/10.jpg"" width=""300"" />Electric music baton system</div> We are developing an electronic baton system as an alternative haptic interface to facilitate music lessons for the visually impaired. This system incorporates an acceleration sensor in the baton, transmits data to a player via radio signals, and acts as a haptic interface by generating vibrations. In this paper, we experimentally evaluate responses to the stimulus of the visual and the tactile senses in order to verify that a haptic interface can substitute for vision in scenarios that involve real-time tasks, such as music lessons. In the first experiment, we verify that clue motions are important for both the visual and a tactile senses. Next, we test the new method of communicating strength. Thismethod uses not vibration strength but oscillating time for vibrations of the haptic device. The results of the experiment confirm that the technique is effective. </span>

Author(s):  
Marcia K. O’Malley ◽  
Kevin S. Sevcik ◽  
Emilie Kopp

A haptic virtual environment is considered to be high-fidelity when the environment is perceived by the user to be realistic. For environments featuring rigid objects, perception of a high degree of realism often occurs when the free space of the simulated environment feels free and when surfaces intended to be rigid are perceived as such. Because virtual surfaces (often called virtual walls) are typically modeled as simple unilateral springs, the rigidity of the virtual surface depends on the stiffness of the spring model. For impedance-based haptic interfaces, the stiffness of the virtual surface is limited by the damping and friction inherent in the device, the sampling rate of the control loop, and the quantization of sensor data. If stiffnesses greater than the limit for a particular device are exceeded, the interaction between the human user and the virtual surface via the haptic device becomes nonpassive. We propose a computational platform that increases the sampling rate of the system, thereby increasing the maximum achievable virtual surface stiffness, and subsequently the fidelity of the rendered virtual surfaces. We describe the modification of a PHANToM Premium 1.0 commercial haptic interface to enable computation by a real-time operating system (RTOS) that utilizes a field programmable gate array (FPGA) for data acquisition between the haptic interface hardware and computer. Furthermore, we explore the performance of the FPGA serving as a standalone system for communication and computation. The RTOS system enables a sampling rate for the PHANToM that is 20 times greater than that achieved using the “out of the box” commercial hardware system, increasing the maximum achievable surface stiffness twofold. The FPGA platform enables sampling rates of up to 400 times greater, and stiffnesses over 6 times greater than those achieved with the commercial system. The proposed computational platforms will enable faster sampling rates for any haptic device, thereby improving the fidelity of virtual environments.


2000 ◽  
Vol 33 (27) ◽  
pp. 669-674 ◽  
Author(s):  
A. Macchelli ◽  
C. Melchiorri ◽  
D. Arduini

2021 ◽  
Vol 11 (13) ◽  
pp. 6057
Author(s):  
Ching-Han Chen ◽  
Ming-Fang Shiu ◽  
Shu-Hui Chen

Dialogue in natural language is the most important communication method for the visually impaired. Therefore, the dialogue system is the main subsystem in the visually impaired navigation system. The purpose of the dialogue system is to understand the user’s intention, gradually establish context through multiple conversations, and finally provide an accurate destination for the navigation system. We use the knowledge graph as the basis of reasoning in the dialogue system, and then update the knowledge graph so that the system gradually conforms to the user’s background. Based on the experience of using the knowledge graph in the navigation system of the visually impaired, we expect that the same framework can be applied to more fields in order to improve the practicality of natural language dialogue in human–computer interaction.


2020 ◽  
Vol 32 ◽  
pp. 03054
Author(s):  
Akshata Parab ◽  
Rashmi Nagare ◽  
Omkar Kolambekar ◽  
Parag Patil

Vision is one of the very essential human senses and it plays a major role in human perception about surrounding environment. But for people with visual impairment their definition of vision is different. Visually impaired people are often unaware of dangers in front of them, even in familiar environment. This study proposes a real time guiding system for visually impaired people for solving their navigation problem and to travel without any difficulty. This system will help the visually impaired people by detecting the objects and giving necessary information about that object. This information may include what the object is, its location, its precision, distance from the visually impaired etc. All these information will be conveyed to the person through audio commands so that they can navigate freely anywhere anytime with no or minimal assistance. Object detection is done using You Only Look Once (YOLO) algorithm. As the process of capturing the video/images and sending it to the main module has to be carried at greater speed, Graphics Processing Unit (GPU) is used. This will help in enhancing the overall speed of the system and will help the visually Impaired to get the maximum necessary instructions as quickly as possible. The process starts from capturing the real time video, sending it for analysis and processing and get the calculated results. The results obtained from analysis are conveyed to user by means of hearing aid. As a result by this system the blind or the visually impaired people can visualize the surrounding environment and travel freely from source to destination on their own.


1990 ◽  
Vol 39 (9) ◽  
pp. 1175-1185 ◽  
Author(s):  
L. Sha ◽  
R. Rajkumar ◽  
J.P. Lehoczky

Author(s):  
Ivón Escobar ◽  
Catherine Gálvez ◽  
Gabriel Corrales ◽  
Edwin Pruna ◽  
Marco Pilatasig ◽  
...  

2014 ◽  
Vol 613 ◽  
pp. 269-278
Author(s):  
Zhen Xian Fu ◽  
Yu Rong Lin ◽  
Yang Liu ◽  
Xing Lin Chen

To facilitate the calibration of a precision inertial navigation platform, the drifting of the platform under vibratory testing environment is analyzed, and a simplified drift model is developed which features the accumulative rather than instantaneous impact of the vibration on the platform drifting. When applied to error parameter calibration for the platform, the proposed model entails much less computing load in drifting prediction, and removes the requirement of strict real-time synchronization between the vibration generating device and the drift-predicting programs. The form of vibration can be assumed to be elliptic, a relatively general one which allows the shaker to vibrate sinuoidally in two directions perpendicular to each other and with phase difference of 90 degree. Under certain circumstances, the elliptic vibration can be simplified to a linear or circular one, as is typical in practice. Simulations of the platform drifting error under linear, circular and general elliptic vibration shows that the accumulative model can well serve as an alternative to the conventional one in such test environments, and the merits of the proposed model become more prominent when the frequency of vibration gets higher.


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