Abstract: This study examined the effects of 8-week Pilates training program on limits of stability (LOS) and abdominal muscle strength in young dancers. Twenty-four female volunteered and randomly assigned as experimental group (EG) or control group (CG). All subjects received the same dance lessons but the EG underwent an extra Pilates mat exercises for 40 minutes, three times a week, for 8 weeks. LOS was evaluated by the Biodex Balance System and the abdominal strength was measured by 30/60 seconds sit-ups test. One factor ANCOVA was used to examine the differences between groups after training. The results showed that the overall LOS scores at levels 2/8 and the 30/60 seconds sit-ups for the EG group pre- and post-training were changed from 22/38 % to 31/51 % and 20/33 times to 24/42 times, respectively. The study demonstrated that 8-week Pilates training can improve the LOS performance and abdominal strength in young dancers.
Abstract: There are various kinds of medical equipment which
requires relatively accurate positional adjustments for successful
treatment. However, patients tend to move without notice during a
certain span of operations. Therefore, it is common practice that
accompanying operators adjust the focus of the equipment. In this
paper, tracking controllers for medical equipment are suggested to
replace the operators. The tracking controllers use AHRS sensor
information to recognize the movements of patients. Sensor fusion is
applied to reducing the error magnitudes through linear Kalman filters.
The image processing of optical markers is included to adjust the
accumulation errors of gyroscope sensor data especially for yaw
angles.
The tracking controller reduces the positional errors between the
current focus of a device and the target position on the body of a
patient. Since the sensing frequencies of AHRS sensors are very high
compared to the physical movements, the control performance is
satisfactory. The typical applications are, for example, ESWT or
rTMS, which have the error ranges of a few centimeters.
Abstract: With the development of ubiquitous computing,
current user interaction approaches with keyboard, mouse and pen
are not sufficient. Due to the limitation of these devices the useable
command set is also limited. Direct use of hands as an input device is
an attractive method for providing natural Human Computer
Interaction which has evolved from text-based interfaces through 2D
graphical-based interfaces, multimedia-supported interfaces, to fully
fledged multi-participant Virtual Environment (VE) systems.
Imagine the human-computer interaction of the future: A 3Dapplication
where you can move and rotate objects simply by moving
and rotating your hand - all without touching any input device. In this
paper a review of vision based hand gesture recognition is presented.
The existing approaches are categorized into 3D model based
approaches and appearance based approaches, highlighting their
advantages and shortcomings and identifying the open issues.
Abstract: In this paper the neural network-based controller is
designed for motion control of a mobile robot. This paper treats the
problems of trajectory following and posture stabilization of the
mobile robot with nonholonomic constraints. For this purpose the
recurrent neural network with one hidden layer is used. It learns
relationship between linear velocities and error positions of the
mobile robot. This neural network is trained on-line using the
backpropagation optimization algorithm with an adaptive learning
rate. The optimization algorithm is performed at each sample time to
compute the optimal control inputs. The performance of the proposed
system is investigated using a kinematic model of the mobile robot.
Abstract: This study examined the effects of neuromuscular
training (NT) on limits of stability (LOS) in female individuals.
Twenty female basketball amateurs were assigned into NT
experimental group or control group by volunteer. All the players were
underwent regular basketball practice, 90 minutes, 3 times per week
for 6 weeks, but the NT experimental group underwent extra NT with
plyometric and core training, 50 minutes, 3 times per week for 6 weeks
during this period. Limits of stability (LOS) were evaluated by the
Biodex Balance System. One factor ANCOVA was used to examine
the differences between groups after training. The significant level for
statistic was set at p
Abstract: The design of an active leg orthosis for tumble
protection is proposed in this paper. The orthosis would be applied to
assist elders or invalids in rebalancing while they fall unexpectedly.
We observe the regain balance motion of healthy and youthful people,
and find the difference to elders or invalids. First, the physical model
of leg would be established, and we consider the leg motions are
achieve through four joints (phalanx stem, ankle, knee, and hip joint)
and five links (phalanges, talus, tibia, femur, and hip bone). To
formulate the dynamic equations, the coordinates which can clearly
describe the position in 3D space are first defined accordance with the
human movement of leg, and the kinematics and dynamics of the leg
movement can be formulated based on the robotics. For the purpose,
assisting elders and invalids in avoiding tumble, the posture variation
of unbalance and regaining balance motion are recorded by the
motion-capture image system, and the trajectory is taken as the desire
one. Then we calculate the force and moment of each joint based on
the leg motion model through programming MATLAB code. The
results would be primary information of the active leg orthosis design
for tumble protection.
Abstract: Extracting in-play scenes in sport videos is essential for
quantitative analysis and effective video browsing of the sport
activities. Game analysis of badminton as of the other racket sports
requires detecting the start and end of each rally period in an
automated manner. This paper describes an automatic serve scene
detection method employing cubic higher-order local auto-correlation
(CHLAC) and multiple regression analysis (MRA). CHLAC can
extract features of postures and motions of multiple persons without
segmenting and tracking each person by virtue of shift-invariance and
additivity, and necessitate no prior knowledge. Then, the specific
scenes, such as serve, are detected by linear regression (MRA) from
the CHLAC features. To demonstrate the effectiveness of our method,
the experiment was conducted on video sequences of five badminton
matches captured by a single ceiling camera. The averaged precision
and recall rates for the serve scene detection were 95.1% and 96.3%,
respectively.
Abstract: This paper introduces a hand gesture recognition system to recognize real time gesture in unstrained environments. Efforts should be made to adapt computers to our natural means of communication: Speech and body language. A simple and fast algorithm using orientation histograms will be developed. It will recognize a subset of MAL static hand gestures. A pattern recognition system will be using a transforrn that converts an image into a feature vector, which will be compared with the feature vectors of a training set of gestures. The final system will be Perceptron implementation in MATLAB. This paper includes experiments of 33 hand postures and discusses the results. Experiments shows that the system can achieve a 90% recognition average rate and is suitable for real time applications.
Abstract: It is important for an autonomous mobile robot to know
where it is in any time in an indoor environment. In this paper, we
design a relative self-localization algorithm. The algorithm compare
the interest point in two images and compute the relative displacement
and orientation to determent the posture. Firstly, we use the SURF
algorithm to extract the interest points of the ceiling. Second, in order
to reduce amount of calculation, a replacement SURF is used to extract
orientation and description of the interest points. At last, according to
the transformation of the interest points in two images, the relative
self-localization of the mobile robot will be estimated greatly.
Abstract: Finger spelling is an art of communicating by signs
made with fingers, and has been introduced into sign language to serve
as a bridge between the sign language and the verbal language.
Previous approaches to finger spelling recognition are classified into
two categories: glove-based and vision-based approaches. The
glove-based approach is simpler and more accurate recognizing work
of hand posture than vision-based, yet the interfaces require the user to
wear a cumbersome and carry a load of cables that connected the
device to a computer. In contrast, the vision-based approaches provide
an attractive alternative to the cumbersome interface, and promise
more natural and unobtrusive human-computer interaction. The
vision-based approaches generally consist of two steps: hand
extraction and recognition, and two steps are processed independently.
This paper proposes real-time vision-based Korean finger spelling
recognition system by integrating hand extraction into recognition.
First, we tentatively detect a hand region using CAMShift algorithm.
Then fill factor and aspect ratio estimated by width and height
estimated by CAMShift are used to choose candidate from database,
which can reduce the number of matching in recognition step. To
recognize the finger spelling, we use DTW(dynamic time warping)
based on modified chain codes, to be robust to scale and orientation
variations. In this procedure, since accurate hand regions, without
holes and noises, should be extracted to improve the precision, we use
graph cuts algorithm that globally minimize the energy function
elegantly expressed by Markov random fields (MRFs). In the
experiments, the computational times are less than 130ms, and the
times are not related to the number of templates of finger spellings in
database, as candidate templates are selected in extraction step.
Abstract: In this paper, we propose an improved 3D star skeleton
technique, which is a suitable skeletonization for human posture representation
and reflects the 3D information of human posture.
Moreover, the proposed technique is simple and then can be performed
in real-time. The existing skeleton construction techniques, such as
distance transformation, Voronoi diagram, and thinning, focus on the
precision of skeleton information. Therefore, those techniques are not
applicable to real-time posture recognition since they are computationally
expensive and highly susceptible to noise of boundary. Although
a 2D star skeleton was proposed to complement these problems,
it also has some limitations to describe the 3D information of the
posture. To represent human posture effectively, the constructed skeleton
should consider the 3D information of posture. The proposed 3D
star skeleton contains 3D data of human, and focuses on human action
and posture recognition. Our 3D star skeleton uses the 8 projection
maps which have 2D silhouette information and depth data of human
surface. And the extremal points can be extracted as the features of 3D
star skeleton, without searching whole boundary of object. Therefore,
on execution time, our 3D star skeleton is faster than the “greedy" 3D
star skeleton using the whole boundary points on the surface. Moreover,
our method can offer more accurate skeleton of posture than the
existing star skeleton since the 3D data for the object is concerned.
Additionally, we make a codebook, a collection of representative 3D
star skeletons about 7 postures, to recognize what posture of constructed
skeleton is.
Abstract: Sensory input plays an important role to human
posture control system to initiate strategy in order to counterpart any
unbalance condition and thus, prevent fall. In previous study, joint
stiffness was observed able to describe certain issues regarding to
movement performance. But, correlation between balance ability and
joint stiffness is still remains unknown. In this study, joint stiffening
strategy at ankle and hip were observed under different sensory
manipulations and its correlation with conventional clinical test
(Functional Reach Test) for balance ability was investigated. In order
to create unstable condition, two different surface perturbations (tilt
up-tilt (TT) down and forward-backward (FB)) at four different
frequencies (0.2, 0.4, 0.6 and 0.8 Hz) were introduced. Furthermore,
four different sensory manipulation conditions (include vision and
vestibular system) were applied to the subject and they were asked to
maintain their position as possible. The results suggested that joint
stiffness were high during difficult balance situation. Less balance
people generated high average joint stiffness compared to balance
people. Besides, adaptation of posture control system under repetitive
external perturbation also suggested less during sensory limited
condition. Overall, analysis of joint stiffening response possible to
predict unbalance situation faced by human
Abstract: For the communication between human and computer
in an interactive computing environment, the gesture recognition is
studied vigorously. Therefore, a lot of studies have proposed efficient
methods about the recognition algorithm using 2D camera captured
images. However, there is a limitation to these methods, such as the
extracted features cannot fully represent the object in real world.
Although many studies used 3D features instead of 2D features for
more accurate gesture recognition, the problem, such as the processing
time to generate 3D objects, is still unsolved in related researches.
Therefore we propose a method to extract the 3D features combined
with the 3D object reconstruction. This method uses the modified
GPU-based visual hull generation algorithm which disables unnecessary
processes, such as the texture calculation to generate three kinds
of 3D projection maps as the 3D feature: a nearest boundary, a farthest
boundary, and a thickness of the object projected on the base-plane. In
the section of experimental results, we present results of proposed
method on eight human postures: T shape, both hands up, right hand
up, left hand up, hands front, stand, sit and bend, and compare the
computational time of the proposed method with that of the previous
methods.
Abstract: It is hard to percept the interaction process with machines when visual information is not available. In this paper, we have addressed this issue to provide interaction through visual techniques. Posture recognition is done for American Sign Language to recognize static alphabets and numbers. 3D information is exploited to obtain segmentation of hands and face using normal Gaussian distribution and depth information. Features for posture recognition are computed using statistical and geometrical properties which are translation, rotation and scale invariant. Hu-Moment as statistical features and; circularity and rectangularity as geometrical features are incorporated to build the feature vectors. These feature vectors are used to train SVM for classification that recognizes static alphabets and numbers. For the alphabets, curvature analysis is carried out to reduce the misclassifications. The experimental results show that proposed system recognizes posture symbols by achieving recognition rate of 98.65% and 98.6% for ASL alphabets and numbers respectively.
Abstract: This paper presents various classifiers results from a system that can automatically recognize four different static human body postures in video sequences. The considered postures are standing, sitting, squatting, and lying. The three classifiers considered are a naïve one and two based on the belief theory. The belief theory-based classifiers use either a classic or restricted plausibility criterion to make a decision after data fusion. The data come from the people 2D segmentation and from their face localization. Measurements consist in distances relative to a reference posture. The efficiency and the limits of the different classifiers on the recognition system are highlighted thanks to the analysis of a great number of results. This system allows real-time processing.
Abstract: The aged are faced with increasing risk for falls. The
aged have the easily fragile bones than others. When falls have
occurred, it is important to detect this emergency state because such
events often lead to more serious illness or even death. A
implementation of PDA system, for detection of emergency situation,
was developed using 3-axis accelerometer in this paper as follows.
The signals were acquired from the 3-axis accelerometer, and then
transmitted to the PDA through Bluetooth module. This system can
classify the human activity, and also detect the emergency state like
falls. When the fall occurs, the system generates the alarm on the
PDA. If a subject does not respond to the alarm, the system determines
whether the current situation is an emergency state or not, and then
sends some information to the emergency center in the case of urgent
situation. Three different studies were conducted on 12 experimental
subjects, with results indicating a good accuracy. The first study was
performed to detect the posture change of human daily activity. The
second study was performed to detect the correct direction of fall. The
third study was conducted to check the classification of the daily
physical activity. Each test was lasted at least 1 min. in third study.
The output of acceleration signal was compared and evaluated by
changing a various posture after attaching a 3-axis accelerometer
module on the chest. The newly developed system has some important
features such as portability, convenience and low cost. One of the
main advantages of this system is that it is available at home
healthcare environment. Another important feature lies in low cost to
manufacture device. The implemented system can detect the fall
accurately, so will be widely used in emergency situation.
Abstract: The study of the variability of the postural strategies
in low back pain patients, as a criterion in evaluation of the
adaptability of this system to the environmental demands is the
purpose of this study. A cross-sectional case-control study was
performed on 21 recurrent non-specific low back pain patients and 21
healthy volunteers. The electromyography activity of Deltoid,
External Oblique (EO), Transverse Abdominis/Internal Oblique
(TrA/IO) and Erector Spine (ES) muscles of each person was
recorded in 75 rapid arm flexion with maximum acceleration.
Standard deviation of trunk muscles onset relative to deltoid muscle
onset were statistically analyzed by MANOVA . The results show
that chronic low back pain patients exhibit less variability in their
anticipatory postural adjustments (APAs) in comparison with the
control group. There is a decrease in variability of postural control
system of recurrent non-specific low back pain patients that can
result in the persistence of pain and chronicity by decreasing the
adaptability to environmental demands.
Abstract: The paper focuses on the enhanced stiffness modeling
of robotic manipulators by taking into account influence of the external force/torque acting upon the end point. It implements the
virtual joint technique that describes the compliance of manipulator elements by a set of localized six-dimensional springs separated by
rigid links and perfect joints. In contrast to the conventional
formulation, which is valid for the unloaded mode and small
displacements, the proposed approach implicitly assumes that the loading leads to the non-negligible changes of the manipulator posture and corresponding amendment of the Jacobian. The
developed numerical technique allows computing the static
equilibrium and relevant force/torque reaction of the manipulator for
any given displacement of the end-effector. This enables designer
detecting essentially nonlinear effects in elastic behavior of
manipulator, similar to the buckling of beam elements. It is also proposed the linearization procedure that is based on the inversion of
the dedicated matrix composed of the stiffness parameters of the
virtual springs and the Jacobians/Hessians of the active and passive
joints. The developed technique is illustrated by an application example that deals with the stiffness analysis of a parallel
manipulator of the Orthoglide family
Abstract: The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.
Abstract: Musculoskeletal problems are common in high
performance dance population. This study attempts to identify lower
extremity muscle flexibility parameters prevailing among
bharatanatyam dancers and analyze if there is any significant
difference exist between normal and injured dancers in flexibility
parameters. Four hundred and one female dancers and 17 male
dancers were participated in this study. Flexibility parameters
(hamstring tightness, hip internal and external rotation and
tendoachilles in supine and sitting posture) were measured using
goniometer. Results of our study it is evident that injured female
bharathnatyam dancers had significantly (p < 0.05) high hamstring
tightness on left side lower extremity compared to normal female
dancers. The range of motion for left tendoachilles was significantly
(p < 0.05) high for the normal female group when compared to
injured dancers during supine lying posture. Majority of the injured
dancers had high hamstring tightness that could be a possible reason
for pain and MSDs.