Main Aspects Regarding the Mechanism of the Prosthesis for Human Hand - Synthesis, Analysis, Design and Functional Simulation

2010 ◽  
Vol 166-167 ◽  
pp. 383-388
Author(s):  
Ionel Staretu

In this paper are described the main stages of structural and cinematic synthesis and analysis, design and functional simulation regarding the mechanism of the human hand prosthesis. For the structural scheme, one uses three pivot joints only, and one movement for closing the palm. The technical project is complete. One command scheme is shown too. The functional simulation has been made in CAD and virtual reality for to identify the best solutions and to optimize the constructive solution and to use the prosthesis by human operator.

2021 ◽  
Vol 1 (2) ◽  
pp. 175-187
Author(s):  
Novita Anggestia ◽  
Triani Ratnawuri ◽  
Meyta Pritandhari

  Learning media is one of the needs that must be fulfilled in the learning process. The results of the pre-survey of learning media used in the Aliyah Ma'arif 9 Kotagajah Madrasah, researchers found several problems, namely the use of learning media that were less innovative in learning and the limitation of images in teaching books, worksheets and powerpoints so that students were not attracting attention in the learning process . So that learning media are needed that can attract the attention of students such as android applications, android application software assisted ispring suite as an economic learning media arranged concisely, clearly, and made in a practical form so that students are more interested and enthusiastic in learning and can understand the material. The development model used in this development is the ADDIE development model which consists of several stages, namely (Analysis, Design, Development, Implementation, and Evaluation). Based on the results of the development of android applications assisted by software ispring suite as an economic learning media it is known the results of recapitulation of data that have been carried out by learning media material experts on android applications with an average score of 86% included in the very feasible category and declared valid, the results of recapitulation from media experts with scores on average 87% fall into the category of very decent and declared valid. Furthermore, the practicality test by IPS X grade 1 students of Aliyah Ma'arif 9 Kotagajah gets an average score of 92.2% and falls into the very practical category so that it is declared practical. research shows that economic learning media using this android application is suitable for use in learning. Thus it can be concluded that the learning media of android applications are learning media that are valid and practical to be used in the learning process.


2010 ◽  
Vol 166-167 ◽  
pp. 389-394
Author(s):  
Mihai Stoica ◽  
Gabriela Andreea Calangiu ◽  
Francisc Sisak

Regarding the grabbing of the objects by the robots, countless researches have been made. In particular it has been researched for obtaining the models for the human hand and the way it acts when the human agent wants to grab an object. In this paper a few elements obtained after a research concerning the natural grab of object by human, has been made. In our research, we have made measurements for the motion coordinates of human agent arm, when he desires to grab a cylindrical object. The aim was to identify the grabbing motions and to transpose them in acting models (acting rules) used for programming an industrial robot, placed into a flexible fabrication cell.


2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


2019 ◽  
Vol 04 (03n04) ◽  
pp. 1942007 ◽  
Author(s):  
Ziheng Wang ◽  
Michael Kasman ◽  
Marco Martinez ◽  
Robert Rege ◽  
Herbert Zeh ◽  
...  

There is a growing, widespread trend of adopting robot-assisted minimally invasive surgery (RMIS) in clinical care. Dry lab robot training and virtual reality simulation are commonly used to train surgical residents; however, it is unclear whether both types of training are equivalent or can be interchangeable and still achieve the same results in terms of training outcomes. In this paper, we take the first step in comparing the effects of physical and simulated surgical training tasks on human operator kinematics and physiological response to provide a richer understanding of exactly how the user interacts with the actual or simulated surgical robot. Four subjects, with expertise levels ranging from novice to expert surgeon, were recruited to perform three surgical tasks — Continuous Suture, Pick and Place, Tubes, with three repetitions — on two training platforms: (1) the da Vinci Si Skills Simulator and (2) da Vinci S robot, in a randomized order. We collected physiological response and kinematic movement data through body-worn sensors for a total of 72 individual experimental trials. A range of expertise was chosen for this experiment to wash out inherent differences based on expertise and only focus on inherent differences between the virtual reality and dry lab platforms. Our results show significant differences ([Formula: see text]-[Formula: see text]) between tasks done on the simulator and surgical robot. Specifically, robotic tasks resulted in significantly higher muscle activation and path length, and significantly lower economy of volume. The individual tasks also had significant differences in various kinematic and physiological metrics, leading to significant interaction effects between the task type and training platform. These results indicate that the presence of the robotic system may make surgical training tasks more difficult for the human operator. Thus, the potentially detrimental effects of virtual reality training alone are an important topic for future investigation.


Author(s):  
Yi X. Zhong

An attempt was made in the article to propose a new approach to the intelligence research, namely the cognitive approach that tries to explore in depth the core mechanism of intelligence formation of intelligent systems from the cognitive viewpoint. It is discovered, as result, that the mechanism of intelligence formation in general case is implemented by a sequence of transformations conversing the information to knowledge and further to intelligence (i.e., the intelligent strategy, the embodiment of intelligence in a narrower sense). It is also discovered that the three major approaches to AI that exist, the structural simulation approach, the functional simulation approach, and the behavior simulation approach, can all be harmoniously unified within the framework of the cognitive approach. These two discoveries, as well as the related background, will be reported here in the article.


Author(s):  
Zolta´n Rusa´k ◽  
Csaba Antonya ◽  
Wilfred van der Vegte ◽  
Imre Horva´th ◽  
Edit Varga

Customer evaluation of concepts plays an important role in the design of handheld devices, such as bottles of douche gels and shampoos, where the phenomenon of grasping needs to be evaluated. In these applications important information on the aspects of ergonomics and user behaviors could be gathered from computer simulation. It is our ultimate goal to develop an environment in which users and designers can freely interact with product concepts. In our approach to grasping simulation there is no tactile feedback and we do not measure the exerted grasping forces. There is no wiring of the human hand, and the users are not limited in their movements. We measure the motion of the human hand, compute the grasping forces based on anthropometric data, and simulate the reaction of product concepts in a physically based virtual reality environment. Our contribution consists of: (i) a method, which takes into account the anatomy of the human hand in order to determine the maximum grasping forces, and (ii) an approach which enables to control the grasping forces based on (a) the penetration of the virtual human hand into the virtual model of product concept (b) the posture of the grasping, and (c) the angles of the joints. The paper reports on the framework of our approach and presents an application.


2012 ◽  
Vol 23 (1) ◽  
pp. 121-132
Author(s):  
Marek Dźwiarek ◽  
Tomasz Strawiński ◽  
Jarosław Jankowski

Abstract The scope of the project covers the development of a method for assessment of risk related to machinery, based on the computer-aided virtual reality technique. The investigations started with the formulation of the matrix of correspondence between the hazards and functions performed by the VR using document-based inspection method based on documentation of the 3 machines. Further investigations have been conducted by Expert Inspection method using virtual models of 3 machines. It was proved that the immersive projection technology were highly usable in the assessment of risk involved by mechanical hazards and arriving at more accurate results necessary for machine assessment in view of ergonomic then the HDM techniques. In further research the usability of the developed method will be investigated using the User Testing method.


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