This paper describes control algorithm for continuous walking interactions at various terrains with a 12-DOF locomotion interface. The walking control algorithm is suggested for human to walk continuously on infinite ...
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This work proposes a user-oriented approach as a basis for proper information visualization in the production automation area. A total consideration of the user consists of analyzing his tasks, context and profile. In...
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This work proposes a user-oriented approach as a basis for proper information visualization in the production automation area. A total consideration of the user consists of analyzing his tasks, context and profile. In order to implement this in the visualization process, an intelligent framework that is based on a multi agent system is developed. The advantage is that the tasks can be distributed to several small and manageable agents. The long term objective is to develop a working platform for the user-oriented information visualization.
This paper describes the design and control of the 3dof planar parallel robot for omni-directional locomotion interface, which can generate infinite floor on planar surfaces. The interface is composed of three limbs, ...
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This paper describes the design and control of the 3dof planar parallel robot for omni-directional locomotion interface, which can generate infinite floor on planar surfaces. The interface is composed of three limbs, each of which has three serial revolute joints with the actuated first joint. To simulate natural human walking, the locomotion interface design specifications are acquired based on gait analysis and each mechanism is optimally designed and manufactured to satisfy the given requirements. The designed locomotion interface allows natural walking (step: 0.8m, foot angle: 10deg). To provide continuous walking in a confined area, a controller is implemented hierarchically to low-level for joint position control, mid-level for platform position control, and high-level control for generation of walking trajectory. At high-level control, a walking control algorithm is suggested to satisfy continues walking on an infinite floor for planar surfaces. From experimental results of walking simulations at level ground, it is proven that with the proposed walking interface, a general person can walk naturally without any considerable disturbances and with safety.
Within the software development process, reuse at the requirements level has become an increasingly more compelling notion. Following a human-centric approach, this work focuses on both requirements and design solutio...
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Within the software development process, reuse at the requirements level has become an increasingly more compelling notion. Following a human-centric approach, this work focuses on both requirements and design solution reuse using a design knowledge repository. In recent years, many improvements have been made to increase reuse through design knowledge repositories, but retrieval of knowledge in the context of design activities continues to be a formidable challenge. We propose a new system, called CERVi, to browse a repository through visualization by exploiting relationships between units of knowledge (in our case, claims). These relationships are key to finding the most appropriate reusable knowledge based on design conditions. Testing shows that CERVi enhances the design knowledge selection process and helps users proceed through structured design decision making. Our approach would be most useful to those interested in unlocking the potential of design knowledge reuse.
The present research focuses on the development of an intelligent, computer-based tutoring model for selecting problems in domains where multiple skills are needed to solve a problem and the reasons for errors are not...
The present research focuses on the development of an intelligent, computer-based tutoring model for selecting problems in domains where multiple skills are needed to solve a problem and the reasons for errors are not easily diagnosed. In this paper we report on the development and evaluation of the Mental Rotation Tutors and the intelligent models driving the problem selection engine or “domain reasoner”. The domain reasoner evaluated each student based upon seven different core skills and chose the next problem based upon the student's level of proficiency in all seven areas. Two versions of the tutor were developed. The first versions targeted improving the student's ability to infer what combination of rotations were required to go from one view to another. The second version targeted improving the student's ability to apply a provided set of rotations to an object and report the final orientation. The results of two successive experiments demonstrated that students with low spatial ability derived the most measurable benefit from interacting with the tutors. The tutors also successfully diagnosed students' skill levels and provided problems that were appropriate to each student's current level of proficiency.
The goal of this panel is to discuss theoretical and methodological approaches that may inform and support the design of temporal aspects of interactive systems. Time Design is an emerging research and development dom...
The goal of this panel is to discuss theoretical and methodological approaches that may inform and support the design of temporal aspects of interactive systems. Time Design is an emerging research and development domain that emphasizes the functional, causal role of time in human control behavior. It draws on a diverse literature on time in cognitive psychology, psychophysics, sociology, computerscience, engineering, human Factors and HCI. Relevant research domains include heuristics and biases in temporal decisions, temporal aspects of human-automation interaction, planning and scheduling, visualisation of temporal information, and the timing of alarms and interruptions.
In this paper, we propose a new method to generate modular structures. In the method, the number of elements, that is, the number of competitive units is gradually increased. To control a process of module generation,...
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In this paper, we propose a new method to generate modular structures. In the method, the number of elements, that is, the number of competitive units is gradually increased. To control a process of module generation, we introduce two kinds of information, that is, unit and modular information. Unit information represents information content obtained by individual elements in all modules. On the other hand, modular information is information content obtained by each module. We try to increase both types of information simultaneously. We applied our method to two classification problems: random data classification and Web data classification. In both cases, we observed that modular structures were automatically generated.
In this paper, we propose a new computational method for a network-growing method called greedy network-growing [R. Kamimura, et al., (2002)]. We have so far introduced a network-growing algorithm called greedy networ...
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In this paper, we propose a new computational method for a network-growing method called greedy network-growing [R. Kamimura, et al., (2002)]. We have so far introduced a network-growing algorithm called greedy network-growing based upon information theoretic competitive learning. For competitive unit outputs, we have used the inverse of the squares of Euclidean distance between input patterns and connections. The algorithm has extracted very faithful representations of input patterns. However, one problem is that learning is very slow, and sometimes ambiguous final representations are obtained. To remedy these shortcomings, we introduce a new activation function, that is, Gaussian activation functions for competitive units. By changing a parameter for the Gaussian activation functions, we can build a network that does not focus on faithful representations of input patterns, but try to extract the main characteristics of input patterns. Because this method are not concerned with detailed parts of input patterns, learning is significantly accelerated and salient features should be extracted. We applied the method to a road classification problem. Experimental results confirmed that learning was significantly accelerated and salient features could be extracted.
We describe the design of a modular system for untethered real-time kinematic motion capture using sensors with inertial measuring units (IMU). Our system is comprised of a set of small and lightweight sensors. Each s...
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We describe the design of a modular system for untethered real-time kinematic motion capture using sensors with inertial measuring units (IMU). Our system is comprised of a set of small and lightweight sensors. Each sensor provides its own global orientation (3 degrees of freedom) and is physically and computationally independent, requiring only external communication. Orientation information from sensors is communicated via wireless to host computer for processing. We present results of the real-time usage of our untethered motion capture system for teleoperating the NASA Robonaut. We also discuss potential applications for untethered motion capture with respect to humanoid robotics.
After a basic theory on the passivity condition for the sampled-data system has been reviewed, passivity conditions on each subsystem of haptic simulation have been investigated. In addition, the virtual wall simulati...
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ISBN:
(纸本)0769521126
After a basic theory on the passivity condition for the sampled-data system has been reviewed, passivity conditions on each subsystem of haptic simulation have been investigated. In addition, the virtual wall simulation is analytically analyzed with the passivity conditions and derived the previously well known stability condition (b > KT/2 + B). Based on this, we propose a novel energy bounding algorithm for stable haptic interaction control. The proposed energy bounding algorithm restricts the energy that is generated by the zero-order hold within the energy consumable by the physical damping in a haptic device and makes the virtual environment and controller passive. This algorithm, therefore, guarantees the passivity condition of the haptic simulation. While the virtual coupling algorithm restricts the actuator force with respect to the penetration depth, the proposed energy bounding algorithm restricts the change of actuator force and eventually restricts generated energy by the zero-order hold. Therefore, much stiffer contact simulation can be implemented.
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