909 resultados para Panoramic projections. Virtual Environments. Navigation in 3D environments. Virtual Reality
Resumo:
Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.
Resumo:
Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.
Resumo:
Male volunteers entered an immersive virtual reality that depicted a party, where they were approached by a lone virtual woman who initiated a conversation. The goal was to study how socially anxious and socially confident men would react to this event. Interest focused on whether the socially anxious participants would exhibit sustained anxiety during the conversation or whether this would diminish over time, and differ from the responses of the more socially confident men.
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Characterizing the geological features and structures in three dimensions over inaccessible rock cliffs is needed to assess natural hazards such as rockfalls and rockslides and also to perform investigations aimed at mapping geological contacts and building stratigraphy and fold models. Indeed, the detailed 3D data, such as LiDAR point clouds, allow to study accurately the hazard processes and the structure of geologic features, in particular in vertical and overhanging rock slopes. Thus, 3D geological models have a great potential of being applied to a wide range of geological investigations both in research and applied geology projects, such as mines, tunnels and reservoirs. Recent development of ground-based remote sensing techniques (LiDAR, photogrammetry and multispectral / hyperspectral images) are revolutionizing the acquisition of morphological and geological information. As a consequence, there is a great potential for improving the modeling of geological bodies as well as failure mechanisms and stability conditions by integrating detailed remote data. During the past ten years several large rockfall events occurred along important transportation corridors where millions of people travel every year (Switzerland: Gotthard motorway and railway; Canada: Sea to sky highway between Vancouver and Whistler). These events show that there is still a lack of knowledge concerning the detection of potential rockfalls, making mountain residential settlements and roads highly risky. It is necessary to understand the main factors that destabilize rocky outcrops even if inventories are lacking and if no clear morphological evidences of rockfall activity are observed. In order to increase the possibilities of forecasting potential future landslides, it is crucial to understand the evolution of rock slope stability. Defining the areas theoretically most prone to rockfalls can be particularly useful to simulate trajectory profiles and to generate hazard maps, which are the basis for land use planning in mountainous regions. The most important questions to address in order to assess rockfall hazard are: Where are the most probable sources for future rockfalls located? What are the frequencies of occurrence of these rockfalls? I characterized the fracturing patterns in the field and with LiDAR point clouds. Afterwards, I developed a model to compute the failure mechanisms on terrestrial point clouds in order to assess the susceptibility to rockfalls at the cliff scale. Similar procedures were already available to evaluate the susceptibility to rockfalls based on aerial digital elevation models. This new model gives the possibility to detect the most susceptible rockfall sources with unprecented detail in the vertical and overhanging areas. The results of the computation of the most probable rockfall source areas in granitic cliffs of Yosemite Valley and Mont-Blanc massif were then compared to the inventoried rockfall events to validate the calculation methods. Yosemite Valley was chosen as a test area because it has a particularly strong rockfall activity (about one rockfall every week) which leads to a high rockfall hazard. The west face of the Dru was also chosen for the relevant rockfall activity and especially because it was affected by some of the largest rockfalls that occurred in the Alps during the last 10 years. Moreover, both areas were suitable because of their huge vertical and overhanging cliffs that are difficult to study with classical methods. Limit equilibrium models have been applied to several case studies to evaluate the effects of different parameters on the stability of rockslope areas. The impact of the degradation of rockbridges on the stability of large compartments in the west face of the Dru was assessed using finite element modeling. In particular I conducted a back-analysis of the large rockfall event of 2005 (265'000 m3) by integrating field observations of joint conditions, characteristics of fracturing pattern and results of geomechanical tests on the intact rock. These analyses improved our understanding of the factors that influence the stability of rock compartments and were used to define the most probable future rockfall volumes at the Dru. Terrestrial laser scanning point clouds were also successfully employed to perform geological mapping in 3D, using the intensity of the backscattered signal. Another technique to obtain vertical geological maps is combining triangulated TLS mesh with 2D geological maps. At El Capitan (Yosemite Valley) we built a georeferenced vertical map of the main plutonio rocks that was used to investigate the reasons for preferential rockwall retreat rate. Additional efforts to characterize the erosion rate were made at Monte Generoso (Ticino, southern Switzerland) where I attempted to improve the estimation of long term erosion by taking into account also the volumes of the unstable rock compartments. Eventually, the following points summarize the main out puts of my research: The new model to compute the failure mechanisms and the rockfall susceptibility with 3D point clouds allows to define accurately the most probable rockfall source areas at the cliff scale. The analysis of the rockbridges at the Dru shows the potential of integrating detailed measurements of the fractures in geomechanical models of rockmass stability. The correction of the LiDAR intensity signal gives the possibility to classify a point cloud according to the rock type and then use this information to model complex geologic structures. The integration of these results, on rockmass fracturing and composition, with existing methods can improve rockfall hazard assessments and enhance the interpretation of the evolution of steep rockslopes. -- La caractérisation de la géologie en 3D pour des parois rocheuses inaccessibles est une étape nécessaire pour évaluer les dangers naturels tels que chutes de blocs et glissements rocheux, mais aussi pour réaliser des modèles stratigraphiques ou de structures plissées. Les modèles géologiques 3D ont un grand potentiel pour être appliqués dans une vaste gamme de travaux géologiques dans le domaine de la recherche, mais aussi dans des projets appliqués comme les mines, les tunnels ou les réservoirs. Les développements récents des outils de télédétection terrestre (LiDAR, photogrammétrie et imagerie multispectrale / hyperspectrale) sont en train de révolutionner l'acquisition d'informations géomorphologiques et géologiques. Par conséquence, il y a un grand potentiel d'amélioration pour la modélisation d'objets géologiques, ainsi que des mécanismes de rupture et des conditions de stabilité, en intégrant des données détaillées acquises à distance. Pour augmenter les possibilités de prévoir les éboulements futurs, il est fondamental de comprendre l'évolution actuelle de la stabilité des parois rocheuses. Définir les zones qui sont théoriquement plus propices aux chutes de blocs peut être très utile pour simuler les trajectoires de propagation des blocs et pour réaliser des cartes de danger, qui constituent la base de l'aménagement du territoire dans les régions de montagne. Les questions plus importantes à résoudre pour estimer le danger de chutes de blocs sont : Où se situent les sources plus probables pour les chutes de blocs et éboulement futurs ? Avec quelle fréquence vont se produire ces événements ? Donc, j'ai caractérisé les réseaux de fractures sur le terrain et avec des nuages de points LiDAR. Ensuite, j'ai développé un modèle pour calculer les mécanismes de rupture directement sur les nuages de points pour pouvoir évaluer la susceptibilité au déclenchement de chutes de blocs à l'échelle de la paroi. Les zones sources de chutes de blocs les plus probables dans les parois granitiques de la vallée de Yosemite et du massif du Mont-Blanc ont été calculées et ensuite comparés aux inventaires des événements pour vérifier les méthodes. Des modèles d'équilibre limite ont été appliqués à plusieurs cas d'études pour évaluer les effets de différents paramètres sur la stabilité des parois. L'impact de la dégradation des ponts rocheux sur la stabilité de grands compartiments de roche dans la paroi ouest du Petit Dru a été évalué en utilisant la modélisation par éléments finis. En particulier j'ai analysé le grand éboulement de 2005 (265'000 m3), qui a emporté l'entier du pilier sud-ouest. Dans le modèle j'ai intégré des observations des conditions des joints, les caractéristiques du réseau de fractures et les résultats de tests géoméchaniques sur la roche intacte. Ces analyses ont amélioré l'estimation des paramètres qui influencent la stabilité des compartiments rocheux et ont servi pour définir des volumes probables pour des éboulements futurs. Les nuages de points obtenus avec le scanner laser terrestre ont été utilisés avec succès aussi pour produire des cartes géologiques en 3D, en utilisant l'intensité du signal réfléchi. Une autre technique pour obtenir des cartes géologiques des zones verticales consiste à combiner un maillage LiDAR avec une carte géologique en 2D. A El Capitan (Yosemite Valley) nous avons pu géoréferencer une carte verticale des principales roches plutoniques que j'ai utilisé ensuite pour étudier les raisons d'une érosion préférentielle de certaines zones de la paroi. D'autres efforts pour quantifier le taux d'érosion ont été effectués au Monte Generoso (Ticino, Suisse) où j'ai essayé d'améliorer l'estimation de l'érosion au long terme en prenant en compte les volumes des compartiments rocheux instables. L'intégration de ces résultats, sur la fracturation et la composition de l'amas rocheux, avec les méthodes existantes permet d'améliorer la prise en compte de l'aléa chute de pierres et éboulements et augmente les possibilités d'interprétation de l'évolution des parois rocheuses.
Resumo:
In the health domain, the field of rehabilitation suffers from a lack specialized staff while hospital costs only increase. Worse, almost no tools are dedicated to motivate patients or help the personnel to carry out monitoring of therapeutic exercises. This paper demonstrates the high potential that can bring the virtual reality with a platform of serious games for the rehabilitation of the legs involving a head-mounted display and haptic robot devices. We first introduce SG principles and the current context regarding rehabilitation interventions followed by the description of an original haptic device called Lambda Health System. The architecture of the model is then detailed, including communication specifications showing that lag is imperceptible for user (60Hz). Finally, four serious games for rehabilitation using haptic robots and/or HMD were tested by 33 health specialists.
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Coating and filler pigments have strong influence to the properties of the paper. Filler content can be even over 30 % and pigment content in coating is about 85-95 weight percent. The physical and chemical properties of the pigments are different and the knowledge of these properties is important for optimising of optical and printing properties of the paper. The size and shape of pigment particles can be measured by different analysers which can be based on sedimentation, laser diffraction, changes in electric field etc. In this master's thesis was researched particle properties especially by scanning electron microscope (SEM) and image analysis programs. Research included nine pigments with different particle size and shape. Pigments were analysed by two image analysis programs (INCA Feature and Poikki), Coulter LS230 (laser diffraction) and SediGraph 5100 (sedimentation). The results were compared to perceive the effect of particle shape to the performance of the analysers. Only image analysis programs gave parameters of the particle shape. One part of research was also the sample preparation for SEM. Individual particles should be separated and distinct in ideal sample. Analysing methods gave different results but results from image analysis programs corresponded even to sedimentation or to laser diffraction depending on the particle shape. Detailed analysis of the particle shape required high magnification in SEM, but measured parameters described very well the shape of the particles. Large particles (ecd~1 µm) could be used also in 3D-modelling which enabled the measurement of the thickness of the particles. Scanning electron microscope and image analysis programs were effective and multifunctional tools for particle analyses. Development and experience will devise the usability of analysing method in routine use.
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Tutkimukseni aiheena on tarkastella datanomiopiskelijoita sosiaalisen median käyttäjinä. Sosiaalisen median käyttö opetuksessa on nykypäivänä jo aika yleistä. Erilaisia sosiaalisen median keinoja käytetään jo kaikilla oppiasteilla. Opettajan on tärkeää tuntea eri palvelujen tarkoitukset ja soveltuvuus opetustilanteeseen. Työn tarkoitus on tutkia sosiaalisen median palveluja kuudesta eri näkökulmasta, jotka tukevat opetusta ja oppimista. Näitä ovat verkostoitumispalvelut, virtuaalimaailmat, sisällöllinen kirjoittaminen, verkko-oppimisympäristöt, videoverkkopalvelut ja verkkoviestintäpalvelut. Työssä tutkitaan Lappeenrannan Palvelualojen koulun datanomiopiskelijoiden sosiaalisen median palvelujen käyttämistä sekä kysytään käyttöaktiivisuutta ja mielipidettä palvelujen käyttämiseen opetuksessa. Tutkimustulokset antavat kuvan siitä, minkälaisia sosiaalisen median palveluja opiskelijat käyttävät. Tutkimus osoittaa, että datanomiopiskelijat käyttävät sosiaalisen median palveluja ahkerasti, erityisesti wikiä, blogia ja pikaviestimiä sekä Moodle-oppimisympäristöä. Tutkimuksen perusteella voidaan kehittää opetuksen laatua ja opetusmenetelmiä sosiaalisen median opetuskäyttöä tukevaksi. Opettajan rooli muuttuu sosiaalisen median palvelujen käytön myötä yhä enemmän ohjaavaksi ja tasa-arvoiseksi opiskelijoiden kanssa. Opetus muuttuu yhteisöllisemmäksi ja verkostoituneemmaksi. Opettajan ja opiskelijoiden vuorovaikutustaitojen merkitys korostuu. Myös tulevaisuuden haasteet ja ennen kaikkea mahdollisuudet nousevat esiin. Opetuksen suunnittelussa on hyvä pystyä huomioimaan uudet mahdollisuudet ja käyttää niitä kattavasti.
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L’OpenGL és un motor 3D que s’utilitza com a lligam entre el software i el hardware gràfic. Actualment és una de les tecnologies més utilitzades en el disseny d’aplicacions 3D. El treball està realitzat amb el programa Visual C++, que és el més recomanat per al desenvolupament d’aplicacions OpenGL. L’objectiu principal d’aquest treball és aprendre a programar amb aquest tipus de tecnologia que no hem estudiat durant el període de carrera. Un altre objectiu del treball era trobar una funció útil i pràctica per a l’aplicació i ens vam decantar per a realitzar un editor d’habitacions per un botiga o empresa de mobles. L’usuari pot de forma molt ràpida i senzilla dibuixar com és l’habitació que vol decorar de forma totalment personalitzada. El programa li generarà l’habitació en tres dimensions i amb els materials que s’han escollit (terra, parets, portes…). Després pot editar-hi mobles personalitzats o pertanyents a la llibreria del programa. El programa incorpora també una base de dades per a l’empresa que ens portarà la gestió de clients, habitacions, textures i mobles (permet ampliar la llibreria del programa). Un cop acabada l’habitació el programa ens hi permet fer una visita de forma interactiva i generar-ne la factura entre altres funcions. La conclusió principal després d’haver acabat aquest projecte, és que a part d’haver après OpenGL, hem aconseguit realitzar una aplicació molt pràctica de cares al disseny d’interiorisme.
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Mitjançant imatges estereoscòpiques es poden detectar la posició respecte de la càmera dels objectes que apareixen en una escena. A partir de les diferències entre les imatges captades pels dos objectius es pot determinar la profunditat dels objectes. Existeixen diversitat de tècniques de visió artificial que permeten calcular la localització dels objectes, habitualment amb l’objectiu de reconstruir l’escena en 3D. Aquestes tècniques necessiten una gran càrrega computacional, ja que utilitzen mètodes de comparació bidimensionals, i per tant, no es poden utilitzar per aplicacions en temps real. En aquest treball proposem un nou mètode d’anàlisi de les imatges estereoscòpiques que ens permeti obtenir la profunditat dels objectes d’una escena amb uns resultats acceptables. Aquest nou mètode es basa en transformar la informació bidimensional de la imatge en una informació unidimensional per tal de poder fer la comparació de les imatges amb un baix cost computacional, i dels resultats de la comparació extreure’n la profunditat dels objectes dins l’escena. Això ha de permetre, per exemple, que aquest mètode es pugui implementar en un dispositiu autònom i li permeti realitzar operacions de guiatge a través d’espais interiors i exteriors.
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Satelliittipaikannuksen hyödyntäminen eri sovellusaloilla ja siviilikäytössä on kasvanut merkittävästi 2000-luvulla Yhdysvaltojen puolustusministeriön lopetettua GPS-järjestelmän tarkoituksenmukaisen häirinnän. Langattomien datayhteyksien yleistyminen ja nopeuksien kasvaminen on avannut paikkatiedon käyttämiseksi ja hyödyntämiseksi reaaliaikaisesti uusia mahdollisuuksia. Kustannusten kasvaessa on tehokkaasta liikennöinnistä tullut tänä päivänä erittäin tärkeä osa yritysten päivittäisiä toimintoja. Ajoneuvojen hallinta on yksi tapa, jolla pyritään tehostamaan logistisia toimintoja ja vähentämään siitä aiheutuvia kustannuksia. Seuraamalla reaaliaikaisesti ajoneuvojen liikennöintiä voidaan pyrkiä saavuttamaan säästöjä optimoimalla aikatauluja ja reittejä sekä uudelleenohjaamalla ajoneuvoja sijaintien mukaan vähentäen näin kuljettua matkaa ja aikaa. Tässä diplomityössä tavoitteena on tutkia kuinka satelliittipaikannusta, paikkatietoa ja langattomia datayhteyksiä hyödyntämällä voidaan toteuttaa reaaliaikainen jäljitysohjelmisto. Työssä esitellään aluksi paikannustekniikat ja niiden toiminta. Lisäksi tutkitaan kuinka tiedonsiirto voidaan järjestelmässä toteuttaa sekä tarkastellaan järjestelmän kehityksessä huomioitavia tietoturvanäkökohtia. Tutkimuksen pohjalta suunniteltiin ja toteutettiin reaaliaikainen jäljitysohjelmisto kotipalveluyrityksen ajoneuvojen paikannustarpeisiin. Järjestelmän avulla voidaan valvoa ja jäljittää ajoneuvojen sijainteja kartalla reaaliaikaisesti sekä paikantaa tiettyä kohdetta lähimpänä olevat ajoneuvot. Tämä mahdollistaa hälytyksen sattuessa lähimpänä olevan työntekijän lähettämisen asiakaskohteeseen mahdollisimman nopeasti. Järjestelmän avulla käyttäjät voivat lisäksi seurata ajamiaan matkoja ja pitää automaattista ajopäiväkirjaa. Lopuksi työssä arvioidaan toteutetun järjestelmän toimintaa testauksessa saatujen mittaustulosten perusteella.
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In this thesis three experiments with atomic hydrogen (H) at low temperatures T<1 K are presented. Experiments were carried out with two- (2D) and three-dimensional (3D) H gas, and with H atoms trapped in solid H2 matrix. The main focus of this work is on interatomic interactions, which have certain specific features in these three systems considered. A common feature is the very high density of atomic hydrogen, the systems are close to quantum degeneracy. Short range interactions in collisions between atoms are important in gaseous H. The system of H in H2 differ dramatically because atoms remain fixed in the H2 lattice and properties are governed by long-range interactions with the solid matrix and with H atoms. The main tools in our studies were the methods of magnetic resonance, with electron spin resonance (ESR) at 128 GHz being used as the principal detection method. For the first time in experiments with H in high magnetic fields and at low temperatures we combined ESR and NMR to perform electron-nuclear double resonance (ENDOR) as well as coherent two-photon spectroscopy. This allowed to distinguish between different types of interactions in the magnetic resonance spectra. Experiments with 2D H gas utilized the thermal compression method in homogeneous magnetic field, developed in our laboratory. In this work methods were developed for direct studies of 3D H at high density, and for creating high density samples of H in H2. We measured magnetic resonance line shifts due to collisions in the 2D and 3D H gases. First we observed that the cold collision shift in 2D H gas composed of atoms in a single hyperfine state is much smaller than predicted by the mean-field theory. This motivated us to carry out similar experiments with 3D H. In 3D H the cold collision shift was found to be an order of magnitude smaller for atoms in a single hyperfine state than that for a mixture of atoms in two different hyperfine states. The collisional shifts were found to be in fair agreement with the theory, which takes into account symmetrization of the wave functions of the colliding atoms. The origin of the small shift in the 2D H composed of single hyperfine state atoms is not yet understood. The measurement of the shift in 3D H provides experimental determination for the difference of the scattering lengths of ground state atoms. The experiment with H atoms captured in H2 matrix at temperatures below 1 K originated from our work with H gas. We found out that samples of H in H2 were formed during recombination of gas phase H, enabling sample preparation at temperatures below 0.5 K. Alternatively, we created the samples by electron impact dissociation of H2 molecules in situ in the solid. By the latter method we reached highest densities of H atoms reported so far, 3.5(5)x1019 cm-3. The H atoms were found to be stable for weeks at temperatures below 0.5 K. The observation of dipolar interaction effects provides a verification for the density measurement. Our results point to two different sites for H atoms in H2 lattice. The steady-state nuclear polarizations of the atoms were found to be non-thermal. The possibility for further increase of the impurity H density is considered. At higher densities and lower temperatures it might be possible to observe phenomena related to quantum degeneracy in solid.
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In this work, image based estimation methods, also known as direct methods, are studied which avoid feature extraction and matching completely. Cost functions use raw pixels as measurements and the goal is to produce precise 3D pose and structure estimates. The cost functions presented minimize the sensor error, because measurements are not transformed or modified. In photometric camera pose estimation, 3D rotation and translation parameters are estimated by minimizing a sequence of image based cost functions, which are non-linear due to perspective projection and lens distortion. In image based structure refinement, on the other hand, 3D structure is refined using a number of additional views and an image based cost metric. Image based estimation methods are particularly useful in conditions where the Lambertian assumption holds, and the 3D points have constant color despite viewing angle. The goal is to improve image based estimation methods, and to produce computationally efficient methods which can be accomodated into real-time applications. The developed image-based 3D pose and structure estimation methods are finally demonstrated in practise in indoor 3D reconstruction use, and in a live augmented reality application.
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Tässä työssä luotiin suunnistussovelluksen demo Windows Phone 8:lle. Työn tavoite oli tehdä sovellus, jonka kanssa suunnistaminen tuntuisi mahdollisimman samalta, kuin oikeakin suunnistus. Työssä kiinnitettiin huomiota lähinnä sovelluksen tekniseen toteutukseen sekä paikannuksen riittävään tarkkuuteen. Työssä vertaillaan eri mobiilialustoja, selainten tietokantaratkaisuja, erilaisia selaimen ja serverin tietokantojen synkronointimenetelmiä sekä olemassaolevia suunnistussovelluksia. Työssä käytettiin indeksitietokantaa, jQuery mobilea ja Cordovaa sekä JSON:ia tietokantojen synkronointiin. Työssä tehty demo on lupaava esitys siitä, miten suunnistustaitojaan voisi harjoittaa tekniikkaa apuna käyttäen. Lopuksi työssä käydään vielä läpi sitä, mitä tällaiseen palveluun voisi toteuttaa työssä toteutetun demon lisäksi.
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Brain computer interface (BCI) is a kind of human machine interface, which provides a new interaction method between human and computer or other equipment. The most significant characteristic of BCI system is that its control input is brain electrical activities acquired from the brain instead of traditional input such as hands or eyes. BCI technique has rapidly developed during last two decades and it has mainly worked as an auxiliary technique to help the disable people improve their life qualities. With the appearance of low cost novel electrical devices such as EMOTIV, BCI technique has been applied to the general public through many useful applications including video gaming, virtual reality and virtual keyboard. The purpose of this research is to be familiar with EMOTIV EPOC system and make use of it to build an EEG based BCI system for controlling an industrial manipulator by means of human thought. To build a BCI system, an acquisition program based on EMOTIV EPOC system is designed and a MFC based dialog that works as an operation panel is presented. Furthermore, the inverse kinematics of RV-3SB industrial robot was solved. In the last part of this research, the designed BCI system with human thought input is examined and the results indicate that the system is running smoothly and displays clearly the motion type and the incremental displacement of the motion.
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Tässä opinnäytetyössä on toteutettu ja arvioitu virtuaalitodellisuuteen soveltuvaa käyttöliittymää. Motivaationa työlle oli Google Cardboardin mahdollistama todentuntuinen virtuaalikokemus älypuhelimen hinnalla. Cardboard-ympäristöön ei kuitenkaan ollut olemassa kattavaa käyttöliittymää ja tämän työn tavoitteena olikin selvittää, onko älypuhelimen kameraa mahdollista käyttää eleohjauksen toteuttamiseen niin että ohjaus on käytettävyydeltään kelvollinen ja se tukee läsnäolon tunteen syntymistä. Asian selvittämiseksi kehitettiin testipeli, jolla eleohjausta verrattiin Cardboardin oletuskäyttöliittymään. Koehenkilöt saavuttivat ehdotetulla käyttöliittymällä testipelissä keskimäärin 45-% korkeampia pistemääriä ja lisäksi he arvioivat sen olleen toimiva ja sen synnyttämän läsnäolon tunteen olleen voimakkaampaa.