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This paper proposed a VR-based self-rehabilitation system which utilizes the virtual training model rendered by OpenGL and collects electromyography (EMG) signals from the subjects to perform hand motion recognition. EMG signals are biomedical signals generated in muscles and can be applied in many fields such as clinical diagnosis and biomedical applications. The subjects were asked to manipulate...
Different pieces of software can be used to simulate virtual movements, such as SIMM-SD/Fast or LifeModAdams. Complexities of using multiple pieces of software and lack of enough knowledge of their concepts to use them professionally has made it inevitable for most researchers to use common and helpful software, MATLAB/SIMULINK. In recent years the use of virtual reality in reaching movement in order...
Haptic technology has many real world applications such as rehabilitation robotics, telepresence surgery, gaming, virtual reality and human-robot interaction. Force plays an important role in the above mentioned haptic applications. In this paper, we propose a method to estimate force from surface Electromyography (SEMG) signals using Artificial Neural Network (ANN). The haptic device is modeled to...
In virtual reality, some applications demand a fast, stable force response with high strength for use in haptic interfaces. While the existing active and passive actuators cannot fully satisfy these requirements alone, their cooperation could provide better results. This study aimed at the development of a hybrid actuator by combining a DC servomotor and a particle brake. The actuator was tested for...
Recently, in medical field, different training methods for medical staff have been proposed. However, the lack of knowledge on the real improvements of trainees makes difficult the real effectiveness of those proposed methods. Therefore, we are proposing an Active Training system for the effective medical training. The Active training system is characterized by providing quantitative information of...
A recent trend in virtual environments aims at making the user free of devices or limitations in its motion, at the benefit of immersiveness and interactivity. This work introduces an interaction paradigm that goes beyond motion based interaction, by making use of measured real forces exerted by the user in free space. The sensation of touch with virtual object is obtained by vibrotactile stimulation...
Quantification of the lumbar spine compression and shear forces is a continuing challenge in biomechanics. The purpose of this study is to develop a virtual model with the ability to determine the kinetics of lumbar spine joints during complex activities.
A bidirectional force feedback dataglove actuated by pneumatic artificial muscles is introduced which has simpler exoskeleton structure and exerts bidirectional force only on the fingertips. Moreover, its fewer attachments can reduce the effect of the attachment looseness on the accuracy of position and force control. It meets all needs of virtual reality and the requirement of hand rehabilitation...
We measure the performance improvement that force feedback can provide in a virtual environment, through three experiments with, and without the assistance of haptic guidance. Performance measurements were undertaken with haptic, visual and auditory feedback alternatives. The first task investigated the use of haptic guidance mimicking reality, in the form of a simulated touchable surface of an object...
Current changes in aging demographics poses new challenges: people require to keep their quality of life even after circumstances that threatened their movement and function. This increases the demand for new physical rehabilitation facilities that go beyond the traditional patient-therapist, one-to-one rehabilitation sessions. Two promising solutions rely on virtual reality and on the development...
Using FES for reanimation of paralyzed arm has been seriously considered by researchers in recent years. Due to complexities of reaching movement, utilization of a precise model, virtual reality capabilities and advanced control techniques is inevitable. This paper deals with a precise model of paralyzed arm for FES researches. Model elements exactly conform to the elements of the musculoskeletal...
The ability to use haptic input through light contact to improve stability while walking post-stroke is investigated in a virtual environment (VE). Persons with stroke and healthy participants walk in a VE where they encounter changes in the slope of the support surface. Kinematic, kinetic, and electromyographic data analyses will be used to show the anticipatory postural adjustments made leading...
Over the past few decades, various haptic devices have been developed in order to control various robot systems remotely. The actuating systems for most existing haptic devices including glove type require lots of external auxiliary equipment. Because of this, the motion of the user is restricted by the length of the electric wires or pneumatic tubes attached to this equipment. A compact actuation...
Picking up and moving small objects is one of the impaired functions stroke survivors most desire to recover. Indeed, this action is involved in many activities of daily living and is often difficult for stroke patients who have problems in (i) grasping the object, (ii) lifting the hand, and (iii) producing a straight trajectory. We have developed a ldquopick & placerdquo exercise using motivational...
Muscle fatigue is defined as the point at which the muscle is no longer able to sustain the required force or work output level. The overexertion of muscle force and muscle fatigue can induce acute pain and chronic pain in human body. When muscle fatigue is accumulated, the functional disability can be resulted as musculoskeletal disorders (MSD). There are several posture exposure analysis methods...
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