No Arabic abstract
Human factors and ergonomics are the essential constituents of teleoperation interfaces, which can significantly affect the human operators performance. Thus, a quantitative evaluation of these elements and the ability to establish reliable comparison bases for different teleoperation interfaces are the keys to select the most suitable one for a particular application. However, most of the works on teleoperation have so far focused on the stability analysis and the transparency improvement of these systems, and do not cover the important usability aspects. In this work, we propose a foundation to build a general framework for the analysis of human factors and ergonomics in employing diverse teleoperation interfaces. The proposed framework will go beyond the traditional subjective analyses of usability by complementing it with online measurements of the human body configurations. As a result, multiple quantitative metrics such as joints usage, range of motion comfort, center of mass divergence, and posture comfort are introduced. To demonstrate the potential of the proposed framework, two different teleoperation interfaces are considered, and real-world experiments with eleven participants performing a simulated industrial remote pick-and-place task are conducted. The quantitative results of this analysis are provided, and compared with subjective questionnaires, illustrating the effectiveness of the proposed framework.
Assessing human performance in robotic scenarios such as those seen in telepresence and teleoperation has always been a challenging task. With the recent spike in mixed reality technologies and the subsequent focus by researchers, new pathways have opened in elucidating human perception and maximising overall immersion. Yet with the multitude of different assessment methods in evaluating operator performance in virtual environments within the field of HCI and HRI, inter-study comparability and transferability are limited. In this short paper, we present a brief overview of existing methods in assessing operator performance including subjective and objective approaches while also attempting to capture future technical challenges and frontiers. The ultimate goal is to assist and pinpoint readers towards potentially important directions with the future hope of providing a unified immersion framework for teleoperation and telepresence by standardizing a set of guidelines and evaluation methods.
Large-scale shape-changing interfaces have great potential, but creating such systems requires substantial time, cost, space, and efforts, which hinders the research community to explore interactions beyond the scale of human hands. We introduce modular inflatable actuators as building blocks for prototyping room-scale shape-changing interfaces. Each actuator can change its height from 15cm to 150cm, actuated and controlled by air pressure. Each unit is low-cost (8 USD), lightweight (10 kg), compact (15 cm), and robust, making it well-suited for prototyping room-scale shape transformations. Moreover, our modular and reconfigurable design allows researchers and designers to quickly construct different geometries and to explore various applications. This paper contributes to the design and implementation of highly extendable inflatable actuators, and demonstrates a range of scenarios that can leverage this modular building block.
Recent advances in haptic hardware and software technology have generated interest in novel, multimodal interfaces based on the sense of touch. Such interfaces have the potential to revolutionize the way we think about human computer interaction and open new possibilities for simulation and training in a variety of fields. In this paper we review several frameworks, APIs and toolkits for haptic user interface development. We explore these software components focusing on minimally invasive surgical simulation systems. In the area of medical diagnosis, there is a strong need to determine mechanical properties of biological tissue for both histological and pathological considerations. Therefore we focus on the development of affordable visuo-haptic simulators to improve practice-based education in this area. We envision such systems, designed for the next generations of learners that enhance their knowledge in connection with real-life situations while they train in mandatory safety conditions.
We propose a new approach to Human Activity Evaluation (HAE) in long videos using graph-based multi-task modeling. Previous works in activity evaluation either directly compute a metric using a detected skeleton or use the scene information to regress the activity score. These approaches are insufficient for accurate activity assessment since they only compute an average score over a clip, and do not consider the correlation between the joints and body dynamics. Moreover, they are highly scene-dependent which makes the generalizability of these methods questionable. We propose a novel multi-task framework for HAE that utilizes a Graph Convolutional Network backbone to embed the interconnections between human joints in the features. In this framework, we solve the Human Activity Segmentation (HAS) problem as an auxiliary task to improve activity assessment. The HAS head is powered by an Encoder-Decoder Temporal Convolutional Network to semantically segment long videos into distinct activity classes, whereas, HAE uses a Long-Short-Term-Memory-based architecture. We evaluate our method on the UW-IOM and TUM Kitchen datasets and discuss the success and failure cases in these two datasets.
Virtual reality (VR) head-mounted displays (HMD) have recently been used to provide an immersive, first-person vision/view in real-time for manipulating remotely-controlled unmanned ground vehicles (UGV). The teleoperation of UGV can be challenging for operators when it is done in real time. One big challenge is for operators to perceive quickly and rapidly the distance of objects that are around the UGV while it is moving. In this research, we explore the use of monoscopic and stereoscopic views and display types (immersive and non-immersive VR) for operating vehicles remotely. We conducted two user studies to explore their feasibility and advantages. Results show a significantly better performance when using an immersive display with stereoscopic view for dynamic, real-time navigation tasks that require avoiding both moving and static obstacles. The use of stereoscopic view in an immersive display in particular improved user performance and led to better usability.