background preloader

New robotic hand 'can feel'

"B" das fliegende Modellauto Wer erinnert sich noch an die Kinderserie "Robby, Tobbi und das Fliewatüüt"? Das Fliewatüüt kann wie ein Hubschrauber fliegen, wie ein Schiff schwimmen und wie ein Auto auf Land fahren. Schwimmen kann das "B" getaufte fliegende Modellauto leider noch nicht, aber laut dem Projektleiter von "B" will man auch das Landen auf dem Wasser in einer späteren Version umsetzen. Der Komplettbausatz liegt mit Versandkosten bei knapp 400 Euro. Der "B" ist ein Quadrokopter-Modellfahrzeug-Hybrid. Die Kombination von Quadrokopter und Modellauto läuft momentan als Kampagne auf der Crowdfounding-Plattform Kickstarter. Eine kleine Übersicht über den Aufbau des "B". Die wesentliche Eigenschaften des "B" sind auf der Projektseite zusammengefasst: Senkrechtstart und -landungWechsel zwischen Fahrzeug- und Flugmodus ist in beide Richtungen möglichcirca 15 Minuten AkkulaufzeitHD-Kamera (1280x720 Bildpunkte) mit Speicherkarte Der "B" in Aktion Für die Antriebseinheit des "B" ist ein Patent angemeldet.

Good-bye, Wheelchair, Hello Exoskeleton In a warehouse that looks like a cross between a mad inventor's garage and a climbing gym, a pair of mechanical legs hangs from the ceiling on ropes. With the quiet whir of four motors, one in each hip and knee, the legs take a step, then another and another. This is an exoskeleton walking suit, and it is taking the hundreds of thousands of steps that regulators demand to prove that it's no mere toy but a reliable medical device, one that just might change the lives of people who thought they'd never again rise from a wheelchair. The Berkeley, Calif., warehouse is the home of Ekso Bionics (formerly known as Berkeley Bionics), a young ­company that's about to step out onto the world stage. Photo: Gabriela Hasbun Hello, Ekso User Tamara Mena, who was paralyzed in 2005, gleefully puts her exoskeleton walking suit through its paces. When you don the Ekso, you are essentially strapping yourself to a sophisticated robot.

Robotics Robotics is the branch of mechanical engineering, electrical engineering and computer science that deals with the design, construction, operation, and application of robots,[1] as well as computer systems for their control, sensory feedback, and information processing. These technologies deal with automated machines that can take the place of humans in dangerous environments or manufacturing processes, or resemble humans in appearance, behavior, and/or cognition. Many of today's robots are inspired by nature contributing to the field of bio-inspired robotics. The concept of creating machines that can operate autonomously dates back to classical times, but research into the functionality and potential uses of robots did not grow substantially until the 20th century.[2] Throughout history, robotics has been often seen to mimic human behavior, and often manage tasks in a similar fashion. Etymology[edit] History of robotics[edit] Robotic aspects[edit] Components[edit] Power source[edit]

Mann wird wegen seiner digitalen Brille angegriffen – Zeit noch nicht Reif für diese Technik? | Ihr dachtet Google Glass ist etwas neues? Falsch gedacht! Computer die man als Brille mit sich herumträgt gibt es schon länger und Steve Mann, der sich schon seit 34 Jahren mit dieser Technologie auseinandersetzt, wird liebevoll “father of wearable computing” genannt.Er trägt seine digitale Brille, Projekt EyeTap Digital Eye Glass, immer mit sich herum. Nun ist sein EyeTap kaputt, denn man wollte ihm die Brille gewaltsam vom Kopf reissen. Passiert ist dies am 1. Die komplette Geschichte, die dank der Brille auch noch bebildert ist, könnt ihr hier nachlesen. Da seine Brille natürlich über eine Kamera verfügt, wurden Bilder gemacht, die sich nun perfekt dazu nutzen lassen um die Angreifer zu identifizieren. Dies war nur ein Einzelfall, klar, es gibt ja auch noch nicht viele Menschen die solche Brillen tragen. Abgesehen von der kaputten Brille, war die Situation für Mann sicher mehr als demütigend und ich hätte nicht gerne in seiner Haut gesteckt! Digitale Brillen im Alltag

Visual prosthesis A visual prosthesis, often referred to as a bionic eye, is an experimental visual device intended to restore functional vision in those suffering from partial or total blindness. In 1983 Joao Lobo Antunes, a Portuguese doctor, implanted a bionic eye in a person born blind. Many devices have been developed, usually modeled on the cochlear implant or bionic ear devices, a type of neural prosthesis in use since the mid-1980s. The idea of using electrical current (e.g., electrically stimulating the retina or the visual cortex) to provide sight dates back to the 18th century, discussed by Benjamin Franklin,[1] Tiberius Cavallo,[2] and Charles LeRoy.[3] Biological considerations[edit] The ability to give sight to a blind person via a bionic eye depends on the circumstances surrounding the loss of sight. Technological considerations[edit] Visual prosthetics are being developed as a potentially valuable aid for individuals with visual degradation. Ongoing projects[edit] Dr. Dobelle Eye[edit] Dr.

Modality (human–computer interaction) In human–computer interaction, a modality is the general class of: a sense through which the human can receive the output of the computer (for example, vision modality)a sensor or device through which the computer can receive the input from the human In less formal terms, a modality is a path of communication between the human and the computer. When multiple modalities are available for some tasks or parts of tasks, the system is said to have overlapping modalities. Having too many modalities for a particular task is not a smart idea, however if you do not have enough modalities that will not be good as well. The computer can be equipped with various types of input devices and sensors to allow it to receive information from the human.

Wired glove A wired glove (sometimes called a "dataglove" or "cyberglove") is an input device for human–computer interaction worn like a glove. Various sensor technologies are used to capture physical data such as bending of fingers. Often a motion tracker, such as a magnetic tracking device or inertial tracking device, is attached to capture the global position/rotation data of the glove. Wired gloves are often used in virtual reality environments. History[edit] The Sayre Glove, created by Electronic Visualization Laboratory in 1977, was the first wired glove.[1] In 1982 Thomas G. One of the first wired gloves available to home users in 1987 was the Nintendo Power Glove. This was followed by the CyberGlove, created by Virtual Technologies, Inc. in 1990. In 2002, the P5 Glove was released. Following the P5 Glove is 5th Glove. Alternatives[edit] An alternative to wired gloves is to use a camera and computer vision to track the 3D pose and trajectory of the hand, at the cost of tactile feedback.[5]

Multimodal interaction Multimodal interaction provides the user with multiple modes of interfacing with a system. A multimodal interface provides several distinct tools for input and output of data. Introduction[edit] Multimodal human-computer interaction refers to the “interaction with the virtual and physical environment through natural modes of communication”,[1] i. e. the modes involving the five human senses.[2] This implies that multimodal interaction enables a more free and natural communication, interfacing users with automated systems in both input and output.[3] Specifically, multimodal systems can offer a flexible, efficient and usable environment allowing users to interact through input modalities, such as speech, handwriting, hand gesture and gaze, and to receive information by the system through output modalities, such as speech synthesis, smart graphics and others modalities, opportunely combined. Multi-modal input[edit] Multimodal input and output[edit] Multimodal Fusion[edit] See also[edit]

Cyborg A cyborg (short for "cybernetic organism") is a theoretical or fictional being with both organic and biomechatronic parts. The term was coined in 1960 by Manfred Clynes and Nathan S. Kline.[1] D. The term cyborg is not the same thing as bionic and often applied to an organism that has restored function or enhanced abilities due to the integration of some artificial component or technology that relies on some sort of feedback.[3][4] While cyborgs are commonly thought of as mammals, they might also conceivably be any kind of organism and the term "Cybernetic organism" has been applied to networks, such as road systems, corporations and governments, which have been classed as such. Overview[edit] The term is also used to address human-technology mixtures in the abstract. Origins[edit] The concept of a man-machine mixture was widespread in science fiction before World War II. The term was coined by Manfred E. Cyborg tissues in engineering[edit] Individual cyborgs[edit] Animal cyborgs[edit]