The LifeChair is a smart cushion that provides vibrotactile feedback by actively sensing and classifying sitting postures to encourage upright posture and reduce slouching. The key component of the LifeChair is our novel conductive fabric pressure sensing array. Fabric sensors have been explored in the past, but a full sensing solution for embedded real world use has not been proposed. We have designed our system with commercial use in mind, and as a result, it has a high focus on manufacturability, cost-effectiveness and adaptiveness. We demonstrate the performance of our fabric sensing system by installing it into the LifeChair and comparing its posture detection accuracy with our previous study that implemented a conventional flexible printed PCB-sensing system. In this study, it is shown that the LifeChair can detect all 11 postures across 20 participants with an improved average accuracy of 98.1%, and it demonstrates significantly lower variance when interfacing with different users. We also conduct a performance study with 10 participants to evaluate the effectiveness of the LifeChair device in improving upright posture and reducing slouching. Our performance study demonstrates that the LifeChair is effective in encouraging users to sit upright with an increase of 68.1% in time spent seated upright when vibrotactile feedback is activated.
Martial arts has many benefits not only in self-defence, but also in improving physical fitness and mental well-being. In our research we focused on analyzing the velocity, impulse, momentum and impact force of the Taekwondo sine-wave punch and reverse-step punch. We evaluated these techniques in comparison with the martial arts styles of Hapkido and Shaolin Wushu and investigated the kinematic properties. We developed a sensing system which is composed of an ICSensor Model 3140 accelerometer attached to a punching bag for measuring dynamic acceleration, Kinovea motion analysis software and 2 GoPro Hero 3 cameras, one focused on the practitioner’s motion and the other focused on the punching bag’s motion. Our results verified that the motion vectors associated with a Taekwondo practitioner performing a sine-wave punch, uses a unique gravitational potential energy to optimise the impact force of the punch. We demonstrated that the sine-wave punch on average produced an impact force of 6884 N which was higher than the reverse-step punch that produced an average impact force of 5055 N. Our comparison experiment showed that the Taekwondo sine-wave punch produced the highest impact force compared to a Hapkido right cross punch and a Shaolin Wushu right cross, however the Wushu right cross had the highest force to weight ratio at 82:1. The experiments were conducted with high ranking black belt practitioners in Taekwondo, Hapkido and Shaolin Wushu.
We present a solution for intelligent posture training based on accurate, real-time sitting posture monitoring using the LifeChair IoT cushion and supervised machine learning from pressure sensing and user body data. We demonstrate our system’s performance in sitting posture and seated stretch recognition tasks with over 98.82% accuracy in recognizing 15 different sitting postures and 97.94% in recognizing six seated stretches. We also show that user BMI divergence significantly affects posture recognition accuracy using machine learning. We validate our method’s performance in five different real-world workplace environments and discuss training strategies for the machine learning models. Finally, we propose the first smart posture data-driven stretch recommendation system in alignment with physiotherapy standards.
The term knuckleball in sporting jargon is used to describe a ball that has been launched with minimal spin, resulting in a trajectory that is erratic and unpredictable. This phenomenon was first observed in baseball (where the term originated) and has since been observed in other sports. While knuckleball has long fascinated the scientific community, the bulk of research has primarily focused on knuckleball as it occurs in baseball. Following the changes in the design of the soccer ball after the 2006 World Cup, knuckleball and ball aerodynamics were exploited by soccer players. This research examined the properties of a knuckleball in the sport of soccer. We designed and evaluated a system that could reproduce the knuckleball effect on soccer balls based on previous theories and characteristics outlined in our literature review. Our system is comprised of the Adidas miCoach Smart Ball, a companion smart phone app for data collection, a ball-launching machine with programmable functions, and a video-based tracking system and Tracker motion analysis software. The results from the testing showed that our system was successfully able to produce knuckleball behaviour on the football in a highly consistent manner. This verified the dynamic models of knuckleball that we outline. While a small portion of the data showed some lateral deviations (zig-zag trajectory), this erratic and unpredictable trajectory was much smaller in magnitude when compared to examples seen in professional games. The sensor data from the miCoach app and trajectory data from the Tracker motion analysis software, showed that the knuckleballs were consistently reproduced in-line with theoretical dynamics.
This study illustrates the application of a tri-axial accelerometer and gyroscope sensor device on a trampolinist performing the walking-the-wall manoeuvre on a high-performance trampoline to determine the performer dynamic conditions. This research found that rigid vertical walls would allow the trampolinist to obtain greater control and retain spatial awareness at greater levels than what is achievable on non-rigid vertical walls. With a non-rigid padded wall, the reaction force from the wall can be considered a variable force that is not constrained, and would not always provide the feedback that the trampolinist needs to maintain the balance with each climb up the wall and fall from height. This research postulates that unattenuated vertical walls are safer than attenuated vertical walls for walking-the-wall manoeuvres within trampoline park facilities. This is because non-rigid walls would provide higher g-force reaction feedback from the wall, which would reduce the trampolinist’s control and stability. This was verified by measuring g-force on a horizontal rigid surface versus a non-rigid surface, where the g-force feedback was 27% higher for the non-rigid surface. Control and stability are both critical while performing the complex walking-the-wall manoeuvre. The trampolinist experienced a very high peak g-force, with a maximum g-force of approximately 11.5 g at the bottom of the jump cycle. It was concluded that applying impact attenuation padding to vertical walls used for walking-the-wall and similar activities would increase the likelihood of injury; therefore, padding of these vertical surfaces is not recommended.
This work presents the development of a low cost Human-Robot gaze estimation system for the purpose of promoting joint Human-Robot workspaces in daily scenarios. We have developed this system using only monocular eye tracking and the 2D gaze point. Prior to this work there have been many efforts to bridge the gap between human and robots by developing robotic assistants capable of serving humans through command based interaction or manual input. Such systems lack freedom and require constant input whenever interaction is required. The system we have developed allows for both seated and free roaming interaction between a human and the robot. The end software allows the robot to track the gaze point of the human in real-time and fixate on the same point in space. Once the robot is stabilized on this gaze point it may perform a number of different tasks which may assist the human. We have constructed our own pair of gaze tracking glasses using only low cost components to demonstrate effective performance under budget costs. These glasses are coupled with a pan/tilt laser robot which tracks the gaze point of the human on the environment by projecting a red laser. We have designed 2 separate subsystems which track the pose o the user's head in real time and then combine to give an accurate estimate relative to the robot. As well as this we have developed a gaze tracking module which calibrates the gaze point of the human to a relative gaze window on the robot. Data from all 3 subsystems are then combined through a data fusion model and then sent to the robot to adjust its pan/tilt angles to focus on the same point in space as the human. These subsystems combine to provide an accuracy of 94% to the centre of a target object. The system was tested through a user study which involved 12 subjects undergoing 5 different testing scenarios.
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