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This paper presents the design, development and implementation of a 14 DOF human anthropomorphic pneumatic gripper as a tool for teaching automation basics using pneumatics and PLCs. The dexterity of the human hand allows several types of power and precision grasps for interacting with various scenarios, these features have inspired the development of robotics mimicking the human hand in applications...
Estimation of human motion has been improved by recent advances in depth sensors such as the Microsoft Kinect. However, they often have limited range of depths and a large number of such sensors are necessary to estimate motion in large areas. In this paper, we explore the possibility of estimating motion from monocular data using initial and intermittent 3D models provided by the depth sensor. We...
We propose a method for estimating 3-D hand postures from 2-D monocular images in real-time. The estimation is based on finding the best matched posture from typical postures whose appearances are learned in advance. For high accuracy, conventional methods require high computational cost for comparing an input with many typical postures. In our method, a tree is automatically generated and trained...
This paper proposes an activity-specific 3D human pose tracking system from multiple camera views. Dimensionality reduction is used to represent a single activity in a hierarchy of low dimensional spaces. This hierarchy provides increasing independence between limbs by decoupling them, allowing higher flexibility and adaptability that result in improved accuracy. For every subspace, a deterministic...
Automatic 3D reconstruction of human poses from monocular images is a challenging and popular topic in the computer vision community, which provides a wide range of applications in multiple areas. Solutions for 3D pose estimation involve various learning approaches, such as support vector machines and Gaussian processes, but many encounter difficulties in cluttered scenarios and require additional...
Atrial fibrillation (AF) is the most common cardiac arrhythmia, and is mainly sustained by reentrant circuits and rapid ectopic activity. In the present study, we performed computer simulations using a 3D human atrial model including fibre orientation, electrophysiological heterogeneities and tissue anisotropy. Membrane kinetics were described as in the human atrial action potential model by Maleckar...
Beatbox, a novel cardiac simulation environment, was used to study low amplitude human atrial cardioversion. Chronic atrial fibrillation (CAF) was simulated using the Courtemanche et al. cell model with reduced ICaL and increased IK1 current conductances. In 2D and 3D models, re-entry was induced using the phase distribution method. The feedback stimulation method was applied to eliminate such re-entry...
A decrease in extracellular calcium concentration ([Ca2+]o) prolongs the action potential (AP) in ventricular cardiomyocytes, and vice versa. Although this phenomenon can be relevant to arrhythmogenesis in clinical settings, it is not included in most of the commonly used computational models of ventricular AP. Therefore, the aim of this study has been to improve a recently published human ventricular...
Human movements are important cues for recognizing human actions, which can be captured by explicit modeling and tracking of actor or through space-time low-level features. However, relying solely on human dynamics is not enough to discriminate between actions which have similar human dynamics, such as smoking and drinking, irrespective of the modeling method. Object perception plays an important...
Three-dimensional humanlike bipedal walking is obtained through a hybrid control strategy which combines geometric reduction with human-inspired control. Functional Routhian reduction decouples the sagittal and coronal dynamics of a biped, thereby reducing the control design problem to sagittal motion. Experimental human kinematics data have shown that certain outputs on a human's kinematics follow...
Human action recognition is a quite popular yet challenging problem in computer vision discipline, especially in automatical human motion understanding. This paper introduces a novel approach based on the second generation Curvelet transform to get the eigenvector for representing the human action in static images. As an exceptional multi-resolution feature extraction technique, the second Curvelet...
This work aims to realize multimodal interaction with embodied contextual understanding based on the simple chatterbot system. A system framework is proposed to integrate the dialogue system into a 3D simulation platform, SIGVerse to attain multimodal interaction. The chatterbot AIML implementations are described in the achievement of the conversations with embodied contextual understanding in HRI...
Anxiety is a growing problem in modern societies. Virtual reality has been widely adopted to treat anxiety and more severe psychological problems. We have been working on an approach that involves compelling virtual environments (VE) to treat anxiety. These VE recreate a particular situation and support in real-time the intervention of the therapist. Public domain software tools and a simple projection...
Agent-based simulation is very popular for its ability to approximate real life problems in an efficient way. To assure that the developed model is sufficienlty correct, validation needs to be performed. This contribution proposes a new approach to validate agent-based simulation models. To this end, a novel face validation technique is presented that enables systematic plausibility checks by a human...
In this paper, we present the design, implementation, and evaluation of a system that automatically constructs accurate radio maps for device-free WLAN localization systems. The system is capable of generating deterministic and probabilistic radio maps for localization systems. Our system uses 3D ray tracing enhanced with the uniform theory of diffraction (UTD) to model the electric field behavior...
In recent years, virtual reality has emerged as a key technology for improving and streamlining design, programming, manufacturing and training processes. Based on experiences in the fields of space robotics, industrial manufacturing, multi-physics and virtual prototyping, "virtual testbeds" are currently being designed and implemented. Experience now shows that virtual testbeds also have...
In this paper, a new high-resolution model of a virtual human head is introduced, aiming to build an educational tool for anatomy studies of the head, oral/nasal cavities and teeth. The human head model is based on anatomical data provided by Visible Human Project. Firstly, anatomical structures' contours were extracted on head slices in a semi-automatic way. Secondly, morphological operations were...
This paper presents how an animated human model with walking movement has been created and used in the body worn electromagnetic simulation software, XFdtd. A 3D-surface scan of a human body has been combined with the walking movement captured using a motion capture system to generate the animated model. A comparison between measurement results taken on the real human subject and simulation results...
Statistical learning methods for human detection require large quantities of training samples and thus suffer from high sample collection costs. Their detection performance is also liable to be lower when the training samples are collected in a different environment than the one in which the detection system must operate. In this paper we propose a generative learning method that uses the automatic...
The application of immersive virtual maintenance technology can find the problems of the products in the process of design, guaranteeing the qualities and reducing the life-cycle cost. As an indispensable part in immersive virtual maintenance, motion control for virtual human is a critical factor for promoting simulation efficiency. But it still remains on basis of motion editing or images, causing...
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