input devices
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2022 ◽  
Vol 25 (3) ◽  
pp. 34-37
Author(s):  
Farshid Salemi Parizi ◽  
Eric Whitmire ◽  
Shwetak N. Patel

Wearable computing platforms, such as smartwatches and head-mounted mixed reality displays, demand new input devices for high-fidelity interaction. We present AuraRing, a wearable magnetic tracking system designed for tracking fine-grained finger movement. The hardware consists of a ring with an embedded electromagnetic transmitter coil and a wristband with multiple sensor coils. By measuring the magnetic fields at different points around the wrist, AuraRing estimates the five degree-of-freedom pose of the ring. AuraRing is trained only on simulated data and requires no runtime supervised training, ensuring user and session independence. It has a resolution of 0.1 mm and a dynamic accuracy of 4.4 mm, as measured through a user evaluation with optical ground truth. The ring is completely self-contained and consumes just 2.3 mW of power.


Author(s):  
Paul Grimm ◽  
Wolfgang Broll ◽  
Rigo Herold ◽  
Johannes Hummel ◽  
Rolf Kruse
Keyword(s):  

2021 ◽  
Author(s):  
Jonas Auda ◽  
Nils Verheyen ◽  
Sven Mayer ◽  
Stefan Schneegass
Keyword(s):  

2021 ◽  
Author(s):  
◽  
Byron Mallett

<p>This thesis presents the design for a method of controlling music software for live performance by utilising virtual reality (VR) technologies. By analysing the performance methods of artists that use either physical or gestural methods for controlling music, it is apparent that physical limitations of musical input devices can hamper the creative process involved in authoring an interface for a performance. This thesis proposes the use of VR technologies as a central foundation for authoring a unique workspace where a performance interface can be both constructed and performed with. Through a number of design experiments using a variety of gestural input technologies, the relationship between a musical performer, interface, and audience was analysed. The final proposed design of a VR interface for musical performance focuses on providing the performer with objects that can be directly manipulated with physical gestures performed by touching virtual controls. By utilising the strengths provided by VR, a performer can learn how to effectively operate their performance environment through the use of spatial awareness provided by VR stereoscopic rendering and hand tracking, as well as allowing for the construction of unique interfaces that are not limited by physical hardware constraints. This thesis also presents a software framework for connecting together multiple musical devices within a single performance ecosystem that can all be directly controlled from a single VR space. The final outcome of this research is a shared musical environment that is designed to foster closer connections between an audience, a performer and a performance interface into a coherent and appealing experience for all.</p>


2021 ◽  
Author(s):  
◽  
Byron Mallett

<p>This thesis presents the design for a method of controlling music software for live performance by utilising virtual reality (VR) technologies. By analysing the performance methods of artists that use either physical or gestural methods for controlling music, it is apparent that physical limitations of musical input devices can hamper the creative process involved in authoring an interface for a performance. This thesis proposes the use of VR technologies as a central foundation for authoring a unique workspace where a performance interface can be both constructed and performed with. Through a number of design experiments using a variety of gestural input technologies, the relationship between a musical performer, interface, and audience was analysed. The final proposed design of a VR interface for musical performance focuses on providing the performer with objects that can be directly manipulated with physical gestures performed by touching virtual controls. By utilising the strengths provided by VR, a performer can learn how to effectively operate their performance environment through the use of spatial awareness provided by VR stereoscopic rendering and hand tracking, as well as allowing for the construction of unique interfaces that are not limited by physical hardware constraints. This thesis also presents a software framework for connecting together multiple musical devices within a single performance ecosystem that can all be directly controlled from a single VR space. The final outcome of this research is a shared musical environment that is designed to foster closer connections between an audience, a performer and a performance interface into a coherent and appealing experience for all.</p>


Electronics ◽  
2021 ◽  
Vol 10 (23) ◽  
pp. 2944
Author(s):  
Mikhail Yu. Fominsky ◽  
Lyudmila V. Filippenko ◽  
Artem M. Chekushkin ◽  
Pavel N. Dmitriev ◽  
Valery P. Koshelets

Mixers based on superconductor–insulator–superconductor (SIS) tunnel junctions are the best input devices at frequencies from 0.1 to 1.2 THz. This is explained by both the extremely high nonlinearity of such elements and their extremely low intrinsic noise. Submicron tunnel junctions are necessary to realize the ultimate parameters of SIS receivers, which are used as standard devices on both ground and space radio telescopes around the world. The technology for manufacturing submicron Nb–AlN–NbN tunnel junctions using electron-beam lithography was developed and optimized. This article presents the results on the selection of the exposure dose, development time, and plasma chemical etching parameters to obtain high-quality junctions (the ratio of the resistances below and above the gap Rj/Rn). The use of a negative-resist ma-N 2400 with lower sensitivity and better contrast in comparison with a negative-resist UVN 2300-0.5 improved the reproducibility of the structure fabrication process. Submicron (area from 2.0 to 0.2 µm2) Nb–AlN–NbN tunnel junctions with high current densities and quality parameters Rj/Rn > 15 were fabricated. The spread of parameters of submicron tunnel structures across the substrate and the reproducibility of the cycle-to-cycle process of tunnel structure fabrication were measured.


Machines ◽  
2021 ◽  
Vol 9 (11) ◽  
pp. 300
Author(s):  
Bashir Salah ◽  
Ali M. Alsamhan ◽  
Sajjad Khan ◽  
Mohammed Ruzayqat

Industry 4.0 allows for greater flexibility in production processes so that products can be customized (i.e., mass customization). Innovative production techniques in an industrial liquid/yogurt filling machine (YFM) improved efficiency in the beverage industry. In this study, we have introduced the second phase designed control architecture of our YFM based on the concepts of industry 4.0 incorporating an NFC platform for improving customer satisfaction. Especially during this pandemic period, wireless technologies have been ubiquitous and pervasive for customized products. The basic components of the YFM have been described. High-level control architecture programmed fully automated filling operations, and the design stage of the development of a PFC-based controller for the YFM is elaborated. For the evaluation of the proposed control system, the operations of the electric/pneumatic input devices and actuators were simulated on FluidSIM-MecLab. The results of the simulation verify the design logic of the PFC-based controller. Comparisons were made between different production types using the developing YFM. A complex learning environment replicating a real production system to understand, learn, and apply modern manufacturing approaches has been developed. Through the creation of this YFM, the academic environment and industrial applications are combined. Consequently, the problem verification is becoming more realistic and more efficient than online (trial and error) automation programming.


Author(s):  
Kardo Simanjuntak ◽  
Panahatan Sitorus

Abstract This study aims to determine how the process of developing a Microcontroller Trainer as a learning medium and producing a Microcontroller trainer that has been developed is feasible as a learning medium. This research uses research and development methods. The steps for developing the Arduino Nano trainer include: (1) Potential and Problems; (2) Data Collection; (3) Product Design; (4) Design Validation; (5) Design Revision; (6) Product Trial; (7) Product Revision; (8) Trial of Use; (9) Product Revision; (10) Determination of Trainer Eligibility. The object of this research is the Arduino Nano Microcontroller Trainer. The data collection method in this study used a trainer requirements test validation questionnaire and a trainer validation test. The trainer requirement test was conducted on the Expert Practitioners and the trainer validation test was conducted on the Media Expert. Technical analysis of the data used in this study is descriptive qualitative, quantitative and descriptive statistics. The result of this research is the Arduino Nano Microcontroller Trainer which consists of IR sensor input devices, light sensors and output devices such as LEDs, LCD Matrix, Dot Matrix, Seven Segment Displays, Relays, DC Motors and Buzzers. The results of the trainer requirements test by Expert Practitioners are 92.5% (very feasible) and the results of the trainer validation test by Media Experts are 91.25% (very feasible). Based on the total scores of the trainer requirements test results and the results of the media validation test, it was concluded that the Arduino Nano-Based Microcontroller Trainer was very suitable to be used as a learning medium for class XI TAV at SMK N.1 Lubuk Pakam. Keywords: Learning Media Trainer, Arduino Nano, AbstrakPenelitian ini bertujuan untuk mengetahui bagaimana proses pengembangan Trainer Mikrokontroler sebagai media pembelajaran dan Menghasilkan trainer Mikrokontroler yang telah dikembangkan layak sebagai media pembelajaran. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan trainer Arduino Nano ini meliputi : (1) Potensi Dan Masalah; (2) Pengumpulan Data; (3) Desain Produk; (4) Validasi Desain; (5) Revisi Desain; (6) Uji Coba Produk; (7) Revisi Produk; (8) Uji Coba Pemakaian; (9) Revisi Produk; (10) Penetapan Kelayakan Trainer. Objek pada penelitian ini adalah Trainer Mikrokontroler Arduino Nano. Metode pengumpulan data pada penelitian ini menggunakan angket validasi uji persyaratan trainer dan uji validasi Trainer. Uji persyaratan trainer dilakukan terhadap Ahli Praktisi dan uji validasi trainer dilakukan terhadap Ahli Media. Teknis analisis data yang digunakan pada penelitian ini adalah deskriptif kualitatif, kuantitatif dan statistik deskriptif. Hasil penelitian in adalah Trainer Mikrokontroler Arduino Nano yang terdiri dari piranti input sensor IR, Sensor cahaya dan piranti output seperti LED, LCD Matriks, Dot Matriks, Peragah Seven Segmen, Relay, Motor DC dan Buzzer. Hasil uji persyaratan trainer oleh Ahli Praktisi sebesar 92,5% (sangat layak) dan hasil uji validasi trainer oleh Ahli Media sebesar 91,25% (sangat layak). Berdasarkan jumlah skor hasil uji persyaratan trainer dan hasil uji validasi media disimpulkan bahwa Trainer Mikrokontroler Berbasis Arduino Nano sangat layak digunakansebagai media pembelajaran untuk kelas XI TAV di SMK N.1 Lubuk Pakam. Kata Kunci : Media Pembelajaran Trainer, Arduino Nano


2021 ◽  
Vol 10 (1) ◽  
pp. 7
Author(s):  
Jose A. Amezquita-Garcia ◽  
Miguel E. Bravo-Zanoguera ◽  
Roberto L. Avitia ◽  
Marco A. Reyna ◽  
Daniel Cuevas-González

A classifier is commonly generated for multifunctional prostheses control or also as input devices in human–computer interfaces. The complementary use of the open-access biomechanical simulation software, OpenSim, is demonstrated for the hand-movement classification performance visualization. A classifier was created from a previously captured database, which has 15 finger movements that were acquired during synchronized hand-movement repetitions with an 8-electrode sensor array placed on the forearm; a 92.89% recognition based on a complete movement was obtained. The OpenSim’s upper limb wrist model is employed, with movement in each of the joints of the hand–fingers. Several hand-motion visualizations were then generated, for the ideal hand movements, and for the best and the worst (53.03%) reproduction, to perceive the classification error in a specific task movement. This demonstrates the usefulness of this simulation tool before applying the classifier to a multifunctional prosthesis.


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