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2010 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems最新文献

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Upper extremity kinetics during walker-assisted gait of knee joint stiffness simulation 助行器辅助步态中膝关节刚度模拟的上肢动力学
Dong Ming, Xiuyun Liu, Yanru Bai, X. An, Hongzhi Qi, B. Wan, Yong Hu, K. Luk
Because of various inflammations and fractures of low limbs, the number of patients with knee joint stiffness is increasing. Walkers are commonly prescribed to improve these patients' stability and ambulatory ability. The evaluation on the assisted walking effect has become a hot problem, whose prerequisite is a comprehensive mechanical understanding of the upper extremity force. In order to study the upper extremity kinetics during walker-assisted gait of knee joint stiffness, this paper developed a new method to collect upper extremity kinetics data based on a special-designed walker dynamometer system. Handle reaction vector (HRV) data were collected from 15 healthy right-handed young subjects by simulation experiments for four knee joint stiffness modes. T test and support vector machine (SVM) were used to analyze these HRV data. The results indicated that knee joint stiffness had a great influence on the upper extremity force during the walker-assisted walking. The proposed method is hoped to beneficially influence walker-assisted gait retraining strategies for knee joint stiffness.
由于下肢的各种炎症和骨折,膝关节僵硬的患者越来越多。助行器通常用于改善这些患者的稳定性和行走能力。辅助行走效果的评价已成为一个热点问题,其前提是对上肢力有全面的机械认识。为了研究膝关节僵硬的助行步态中上肢动力学,本文提出了一种基于专用助行器测功仪系统的上肢动力学数据采集新方法。采用四种膝关节刚度模式的模拟实验,收集了15名健康右撇子青年受试者的手柄反应向量(HRV)数据。采用T检验和支持向量机(SVM)对HRV数据进行分析。结果表明,膝关节刚度对助行器助行时上肢力有较大影响。所提出的方法有望对助行器辅助的膝关节僵硬步态再训练策略产生有益的影响。
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引用次数: 0
ITV-telearch an architecture for enabling device telecontrol and sensor data access over IDTV systems 在IDTV系统上实现设备遥控和传感器数据访问的一种体系结构
J. Melo, S. Azevedo, Luiz Eduardo Cunha Leite, A. Burlamaqui, R. Dantas, L. Gonçalves
Our work provides the specification and implementation of a communication mechanism between broadcast content viewers and interaction devices or sensors placed on the scenario of a live video show. This solution was designed using middleware based architecture and interconnects the devices and sensors of a broadcast program environment in a device network. By using the proposed architecture, the viewers will be able to see the real world interaction devices and control them through interactive applications using specific APIs to each broadcast system. So this approach is able to manage the devices in the network despite of the physical layer used to communicate, allowing them to communicate to each other and to be controlled by external applications. Afterwards, by using the architecture, we can allow viewers to control or access data from entities which compound the network through distributed communication processes and control applications. In order to validate our work we present a test scenario where a mobile robot with a set of sensors is added to our architecture and controlled by the viewers.
我们的工作提供了广播内容观众与放置在现场视频节目场景中的交互设备或传感器之间的通信机制的规范和实现。该解决方案采用基于中间件的体系结构设计,实现了在设备网络中广播节目环境中的设备和传感器的互连。通过使用提出的体系结构,观众将能够看到真实世界的交互设备,并通过使用每个广播系统的特定api的交互应用程序来控制它们。因此,这种方法能够管理网络中的设备,尽管使用物理层进行通信,允许它们相互通信并由外部应用程序控制。然后,通过使用该体系结构,我们可以允许查看者通过分布式通信过程和控制应用程序控制或访问组成网络的实体的数据。为了验证我们的工作,我们提出了一个测试场景,其中一个带有一组传感器的移动机器人被添加到我们的架构中,并由观众控制。
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引用次数: 0
Analysis of direct motion measurement system for design of above knee prosthesis 上膝假体设计中直接运动测量系统的分析
K. Akdogan, A. Yilmaz
In this study, motion measurement systems (MMS) are designed and analyzed in the laboratory for the necessary use in the development of any electronic above knee prosthesis (AKP). A low cost 2D image based MMS is one of the designs in order to analyze gait dynamics and provide reliable reference base for the comparison with direct MMSs which are also designed subsequently. Three direct MMSs using several combinations with accelerometers and/or gyroscopes are configured in the experimental set up and the records are compared to those obtained from image based MMS. The virtual sensor method showed the best accuracy and the approach using the combination of gyroscope and accelerometer had a lower accuracy while the calculations based on single accelerometers provide the worst performance in the relative knee angle estimations. It is recommended that MMSs employing virtual sensor and assembly of accelerometer and gyroscope are more reliable platforms for AKP designs.
在本研究中,运动测量系统(MMS)在实验室中设计和分析,用于开发任何电子膝上假体(AKP)。为了分析步态动力学,为后续设计的直接MMS提供可靠的参考依据,设计了一种低成本的基于二维图像的MMS。在实验装置中配置了三个使用加速度计和/或陀螺仪几种组合的直接MMS,并将记录与基于图像的MMS获得的记录进行了比较。在相对膝关节角估计中,虚拟传感器方法的精度最好,陀螺仪和加速度计相结合的方法精度较低,单加速度计计算的精度最差。建议采用虚拟传感器和加速度计和陀螺仪组件的mss是AKP设计更可靠的平台。
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引用次数: 5
Virtual reality to improve remote control in presence of delays 虚拟现实改善远程控制的存在延迟
P. L. Parc, E. Pardo, Amara Touil, J. Vareille
This paper presents the use of virtual reality in the context of remote control. Virtual reality may be used in a classical manner in order to simulate the behavior of a system, but also in parallel with the real system in order to improve the quality of the control, making it possible to deal with time delays induced by the network. Our proposal may be applied to various fields such as robotics, measurements systems, industrial applications or domotics.
本文介绍了虚拟现实技术在远程控制中的应用。虚拟现实可以用经典的方式来模拟系统的行为,但也可以与真实系统并行,以提高控制的质量,使其有可能处理由网络引起的时间延迟。我们的建议可能适用于各种领域,如机器人,测量系统,工业应用或家居。
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引用次数: 10
Evaluating the effectiveness of communication media on remote collaboration 评估传播媒介在远程协作中的有效性
R. Malik, Melissa Dobosh, M. S. Poole, Kenton McHenry, P. Bajcsy
Different institutions worldwide, such as economic, social and political, are relying increasingly on the communication technology to perform a variety of functions: holding remote business meetings, discussing design issues in product development, enabling consumers to remain connected with their families and children, and so on. In this environment, where geographic and temporal boundaries are shrinking rapidly, electronic communication medium are playing an important role. With recent advances in 3D sensing, computing on new hardware platforms, high bandwidth communication connectivity and 3D display technology, the vision of 3D video-teleconferencing and of tele-immersive experience has become very attractive. These advances lead to tele-immersive communication systems that enable 3D interactive experience in a virtual space consisting of objects born in physical and virtual environments. This experience is achieved by fusing real-time color plus depth video of physical scenes from multiple stereo cameras located at different geographic sites, displaying 3D reconstructions of physical and virtual objects, and performing computations to facilitate interactions between objects. While tele-immersive (TI) systems have been attracting a lot of attention these days, the advantages of enabled interactions and delivered 3D content for viewing as opposed to current 2D high definition video have not been evaluated. In this paper, we study the effectiveness of three different types of communication media on remote collaboration in order to document the pros and cons of new technologies such as TI. The three communication media include 3D video tele-immersive, 2D video Skype and face-to-face used in a collaborative environment of a remote product development scenario. Through a study done over 90 subjects, we discuss the strengths and weaknesses of different media and propose a scope for improvement in each of them.
世界各地的不同机构,如经济、社会和政治,越来越依赖于通信技术来执行各种功能:举行远程商务会议,讨论产品开发中的设计问题,使消费者能够与家人和孩子保持联系,等等。在这种地理和时间界限迅速缩小的环境中,电子通信媒介发挥着重要作用。随着3D传感、基于新硬件平台的计算、高带宽通信连接和3D显示技术的最新进展,3D视频电话会议和远程沉浸式体验的前景变得非常诱人。这些进步导致了远程沉浸式通信系统,可以在由物理和虚拟环境中产生的对象组成的虚拟空间中实现3D交互体验。这种体验是通过融合来自不同地理位置的多个立体摄像机的实时彩色和深度物理场景视频,显示物理和虚拟物体的3D重建,并执行计算以促进物体之间的交互来实现的。虽然远程沉浸式(TI)系统最近吸引了很多关注,但与当前的2D高清视频相比,启用交互和提供3D内容的优势尚未得到评估。在本文中,我们研究了三种不同类型的通信媒体在远程协作中的有效性,以记录TI等新技术的优缺点。这三种通信媒体包括3D视频远程沉浸式,2D视频Skype和面对面,用于远程产品开发场景的协作环境。通过对超过90个主题的研究,我们讨论了不同媒体的优势和劣势,并提出了每个媒体的改进范围。
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引用次数: 1
Using depth measuring cameras for a new human computer interaction in augmented virtual reality environments 在增强虚拟现实环境中使用深度测量相机进行新的人机交互
D. Ionescu, B. Ionescu, S. Islam, C. Gadea, Eric McQuiggan
The usage of a novel real-time depth-mapping principle, and of a 3D camera which embodies the new depth-mapping principle to control a number of computer applications ranging from games to collaborative multimedia environments, is described in this paper. The 3D camera has a variable depth resolution obtained from images of 1024×1024 pixels. By using the depth data provided by the 3D camera, a person's body parts and their movements are analyzed and reconstructed in real-time. Their features and spatial positions are determined and corresponding actions are triggered. Triggered actions are used to control computer games, digital signage, GIS applications, unmanned vehicles, and consumer electronics such as TVs, set-top boxes and PDAs. In this paper, the use of a 3D camera in a new human computer interface for augmented virtual reality is given and illustrated in a series of images captured from live experiments.
本文描述了一种新的实时深度映射原理的使用,以及一种体现了新的深度映射原理的3D摄像机来控制从游戏到协作多媒体环境的许多计算机应用。所述3D相机具有从1024×1024像素的图像获得的可变深度分辨率。利用三维相机提供的深度数据,实时分析和重建人体部位及其运动。确定它们的特征和空间位置,并触发相应的动作。触发动作用于控制电脑游戏、数字标牌、GIS应用、无人驾驶车辆和消费电子产品,如电视、机顶盒和pda。本文给出了在增强虚拟现实的新人机界面中使用3D相机的方法,并通过从现场实验中捕获的一系列图像进行了说明。
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引用次数: 2
Optimizing the utilization of virtual resources in Cloud environment 优化云环境下虚拟资源的利用
Sunirmal Khatua, Anirban Ghosh, N. Mukherjee
One of the key factors behind successful deployment of Cloud for on demand services is the optimal utilization of its virtual resources. A poorly managed cloud application may lead to huge cost which is even more than the cost of physical deployment. The most important issues in Cloud are the scalability and availability. A highly scalable deployment may lead to poor resource utilization whereas a low scalable deployment may lead to unavailability of services. This paper proposes architecture for optimal utilization of such resources considering both scalability and availability. The proposed architecture, named as Monitoring & Optimizing Virtual Resources (MOVR) architecture, manages and optimizes the usage of the resources required by a cloud application considering auto deployment, auto scaling and auto recovery of the provisioned resources for the application.
成功部署按需服务的云的关键因素之一是对其虚拟资源的最佳利用。管理不善的云应用程序可能会导致巨大的成本,甚至超过物理部署的成本。云计算中最重要的问题是可伸缩性和可用性。高度可伸缩的部署可能导致资源利用率低下,而低可伸缩的部署可能导致服务不可用。本文提出了考虑可扩展性和可用性的资源优化利用体系结构。该架构被命名为监控和优化虚拟资源(MOVR)架构,它管理和优化云应用程序所需资源的使用,考虑到为应用程序提供的资源的自动部署、自动扩展和自动恢复。
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引用次数: 48
Three pillar information management system for modeling the environment of autonomous systems 自主系统环境建模的三支柱信息管理系统
Ioana Gheta, M. Baum, Andrey Belkin, J. Beyerer, U. Hanebeck
This contribution is about an information management and storage system for modeling the environment of autonomous systems. The three pillars of the system consist of prior knowledge, environment model and sensory information. The main pillar is the environment model, which supplies the autonomous system with relevant information about its current environment. For this purpose, an abstract representation of the real world is created, where instances with attributes and relations serve as virtual substitutes of entities (persons and objects) of the real world. The environment model is created based on sensory information about the real world. The gathered sensory information is typically uncertain in a stochastic sense and is represented in the environment model by means of Degree-of-Belief (DoB) distributions. The prior knowledge contains all relevant background knowledge (e. g., concepts organized in ontologies) for creating and maintaining the environment model. The concept of the three pillar information system has previously been published. Therefore this contribution focuses on further central properties of the system. Furthermore, the development status and possible applications as well as evaluation scenarios are discussed.
这个贡献是关于一个用于建模自治系统环境的信息管理和存储系统。该系统的三大支柱是先验知识、环境模型和感官信息。主要支柱是环境模型,它为自治系统提供有关其当前环境的相关信息。为此目的,创建了现实世界的抽象表示,其中具有属性和关系的实例充当现实世界实体(人和对象)的虚拟替代品。环境模型是基于真实世界的感官信息创建的。收集到的感官信息在随机意义上通常是不确定的,并且在环境模型中通过置信度(DoB)分布表示。先验知识包含创建和维护环境模型的所有相关背景知识(例如,在本体中组织的概念)。三支柱信息系统的概念先前已发表。因此,这篇文章关注的是系统的进一步中心属性。并对其发展现状、应用前景及评价方案进行了讨论。
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引用次数: 3
Simulation of reflectometer system for complex reflection coefficient measurements 测量复杂反射系数的反射计系统仿真
E. A. Kadir, Husna Abd. Rahman, Nesamalar Kantasamu, N. Misran
This technical paper presents a simulation of three probes reflectometer system for complex reflection coefficient measurement. This involves designing a circuit of Reflectometer using Genesys software. The simulation results and data from published Three-Probe Reflectometer measurement system is being compared to show the accuracy of the simulation results. Using the design circuit, a microstrip circuit will be fabricated and complex reflection coefficients were measured using Vector Network Analyzer (VNA). A comparison was made between simulations, VNA and publishes data. From the comparison, it shows a close agreement between them. It shows that Microstrip Reflectometer can be used to measure Complex Reflection Coefficient.
本文介绍了一种用于复杂反射系数测量的三探头反射计系统的仿真。这涉及到使用Genesys软件设计一个反射计电路。仿真结果与已发表的三探头反射计测量系统的数据进行了比较,验证了仿真结果的准确性。利用设计电路制作微带电路,利用矢量网络分析仪(VNA)测量复杂反射系数。将仿真、VNA和公布数据进行了比较。从比较中可以看出,两者之间有着密切的一致性。结果表明,微带反射计可以用于测量复反射系数。
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引用次数: 0
ELVIS: A system for interact, socialize and learn in a personal learning environment 一个在个人学习环境中进行互动、社交和学习的系统
G. Dimauro, C. A. Trullo
The introduction and rapid growth of social computing into educational practices has encouraged the development of the networked learning through a careful evaluation of the “social nature” of digital applications that implement interaction and collaboration among network users. This evolution is reflected in the Virtual Learning Environments (VLE) systems and supports the progress to online shared spaces, the Personal Learning Environments (PLE), environments created by placing more attention to the learner and able to support both formal and informal elements. They offer more opportunity for decision-making and enable users to easily customize the curriculum. Elvis is presented in this work, an example of a system based on PLE.
社会计算在教育实践中的引入和快速增长,通过对实现网络用户之间交互和协作的数字应用程序的“社会性质”的仔细评估,鼓励了网络化学习的发展。这种演变反映在虚拟学习环境(VLE)系统中,并支持在线共享空间的进步,个人学习环境(PLE),通过更加关注学习者并能够支持正式和非正式元素而创建的环境。它们提供了更多的决策机会,使用户能够轻松地定制课程。本文介绍了Elvis,这是一个基于PLE的系统示例。
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引用次数: 2
期刊
2010 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems
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