Anthropomorphic robotic system with 6 DOF for space positioning in the virtual reality applications for human machine interaction

Author(s):  
M. Chavez-Gamboa ◽  
I. Herrera-Aguilar ◽  
O. Sandoval-Gonzalez ◽  
F. Malagon-Gonzalez ◽  
Juan Manuel Jacinto-Villegas
Symmetry ◽  
2020 ◽  
Vol 12 (10) ◽  
pp. 1645
Author(s):  
Yoshiaki Saito ◽  
Kazumasa Kawashima ◽  
Masahito Hirakawa

Recently, virtual reality (VR) has become popular for a variety of applications, such as manufacturing and entertainment. In this study, considering that a driver’s head moves according to the motion of turning the steering wheel, we explored the effectiveness of head movement as a means for steering a vehicle in a virtual reality driving simulation. First, we analyzed the motion axes that are effective for control and found that the x (horizontal) direction, yaw rotation, and roll rotation are potential candidates. Through the implementation of a simulator, which allows participants to steer the vehicle by means of head movement, it was found that the x-axis movement was the most reliable as it reduced VR sickness while guaranteeing better usability and realistic motion. Human–machine interaction can become conceived of as symmetrical in the sense that if a machine is truly easy for humans to handle, it means that they can get the best out of it.


Author(s):  
Leidy Diana Díaz Nieto ◽  
Sonia Patricia Nieto Aguirre

Resumen El propósito de este documento es describir un campo de la realidad virtual, la realidad aumentada, término que hace referencia a una tecnología que está adquiriendo gran importancia en diferentes áreas por sus diversas aplicaciones y novedad. El objetivo de un sistema con realidad aumentada es combinar la imagen registrada por un usuario del mundo real a través de un dispositivo, con elementos tridimensionales procesados a través de una computadora. Esta característica permite a la tecnología de la realidad aumentada convertirse en un instrumento útil en áreas como educación, publicidad, desarrollo y comercialización en la industria, así como en entretenimiento, medicina y otras ciencias; se fundamenta en la combinación de otras tecnologías y es partícipe en la generación de técnicas de interacción hombre-máquina. Palabras ClaveEducación, multimedia, realidad aumentada, tecnología emergente.   Abstract The purpose of this paper is to describe a field of virtual reality, augmented reality, a term that refers to a technology that is gaining importance in different areas for various applications and novelty. The goal of an augmented reality system is to combine the image recorded by a real-world user through a device with three-dimensional elements processed through a computer. This feature allows the augmented reality technology into a useful tool in areas such as education, publicity, development and marketing in the industry as well as entertainment, medicine and other sciences, is based on a combination of other technologies and is participating techniques to generate human-machine interaction. KeywordsEducation, multimedia, augmented reality, emerging technology


Sensors ◽  
2021 ◽  
Vol 21 (5) ◽  
pp. 1879 ◽  
Author(s):  
Farbod N. Nezami ◽  
Maximilian A. Wächter ◽  
Nora Maleki ◽  
Philipp Spaniol ◽  
Lea M. Kühne ◽  
...  

With the further development of highly automated vehicles, drivers will engage in non-related tasks while being driven. Still, drivers have to take over control when requested by the car. Here, the question arises, how potentially distracted drivers get back into the control-loop quickly and safely when the car requests a takeover. To investigate effective human–machine interactions, a mobile, versatile, and cost-efficient setup is needed. Here, we describe a virtual reality toolkit for the Unity 3D game engine containing all the necessary code and assets to enable fast adaptations to various human–machine interaction experiments, including closely monitoring the subject. The presented project contains all the needed functionalities for realistic traffic behavior, cars, pedestrians, and a large, open-source, scriptable, and modular VR environment. It covers roughly 25 km2, a package of 125 animated pedestrians, and numerous vehicles, including motorbikes, trucks, and cars. It also contains all the needed nature assets to make it both highly dynamic and realistic. The presented repository contains a C++ library made for LoopAR that enables force feedback for gaming steering wheels as a fully supported component. It also includes all necessary scripts for eye-tracking in the used devices. All the main functions are integrated into the graphical user interface of the Unity® editor or are available as prefab variants to ease the use of the embedded functionalities. This project’s primary purpose is to serve as an open-access, cost-efficient toolkit that enables interested researchers to conduct realistic virtual reality research studies without costly and immobile simulators. To ensure the accessibility and usability of the mentioned toolkit, we performed a user experience report, also included in this paper.


2018 ◽  
Vol 3 ◽  
Author(s):  
Jennifer Brade ◽  
Manuel Dudczig ◽  
Philipp Klimant

Innovative products are interacting with the users based on smart sensors and algorithms. Logistics as one example is changing when automated guided vehicles are integrated in the process, supporting or even replacing workers. The way these products are interacting with humans and how they react to certain situations, will determine usability and user experience and therefore the success of use. Developing such products is based on innovative concepts that need to be evaluated and refined at early project stages. Using virtual-reality based user scenarios is one adequate option to do so. This paper describes technical as well as study-based approaches on how potential concepts are realized as virtual prototypes and evaluated by real users. It concludes with the evaluation results of a pilot study but also with general limitations and benefits as best practice advice for this kind of virtual prototyping techniques.


Author(s):  
Che-Wei Huang ◽  
Roland Maas ◽  
Sri Harish Mallidi ◽  
Björn Hoffmeister

2021 ◽  
pp. 1-9
Author(s):  
Harshadkumar B. Prajapati ◽  
Ankit S. Vyas ◽  
Vipul K. Dabhi

Face expression recognition (FER) has gained very much attraction to researchers in the field of computer vision because of its major usefulness in security, robotics, and HMI (Human-Machine Interaction) systems. We propose a CNN (Convolutional Neural Network) architecture to address FER. To show the effectiveness of the proposed model, we evaluate the performance of the model on JAFFE dataset. We derive a concise CNN architecture to address the issue of expression classification. Objective of various experiments is to achieve convincing performance by reducing computational overhead. The proposed CNN model is very compact as compared to other state-of-the-art models. We could achieve highest accuracy of 97.10% and average accuracy of 90.43% for top 10 best runs without any pre-processing methods applied, which justifies the effectiveness of our model. Furthermore, we have also included visualization of CNN layers to observe the learning of CNN.


Author(s):  
Xiaochen Zhang ◽  
Lanxin Hui ◽  
Linchao Wei ◽  
Fuchuan Song ◽  
Fei Hu

Electric power wheelchairs (EPWs) enhance the mobility capability of the elderly and the disabled, while the human-machine interaction (HMI) determines how well the human intention will be precisely delivered and how human-machine system cooperation will be efficiently conducted. A bibliometric quantitative analysis of 1154 publications related to this research field, published between 1998 and 2020, was conducted. We identified the development status, contributors, hot topics, and potential future research directions of this field. We believe that the combination of intelligence and humanization of an EPW HMI system based on human-machine collaboration is an emerging trend in EPW HMI methodology research. Particular attention should be paid to evaluating the applicability and benefits of the EPW HMI methodology for the users, as well as how much it contributes to society. This study offers researchers a comprehensive understanding of EPW HMI studies in the past 22 years and latest trends from the evolutionary footprints and forward-thinking insights regarding future research.


ATZ worldwide ◽  
2021 ◽  
Vol 123 (3) ◽  
pp. 46-49
Author(s):  
Tobias Hesse ◽  
Michael Oehl ◽  
Uwe Drewitz ◽  
Meike Jipp

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