Sunday, October 13, 2019

3rd Party Candidates :: essays research papers

The political cartoon by Nick Anderson depicts Ralph Nader standing at a podium addressing American society’s â€Å"throw away mentality†. Meanwhile a citizen in the background is casting her vote for the green party behind him. Ironically, the ballot drops into a waste basket, thus a wasted vote. We now realize that Nader is not talking about the environment, but addressing the issue of how the general public views votes for 3rd party candidates. This cartoonist feels that we should reform our views on 3rd party candidates and vote for who we think would make the best president, despite there chance of winning or not. In recent history no 3rd party candidates have come anywhere close to getting a substantial number of votes in the presidential elections. The last time a minor party was able to win a presidential election, was with Abraham Lincoln, in 1860. He was not truly campaigning under a minor party either; the Republican Party which he ran for had recently gained control of the congress and was becoming well established in the federal government. This is a key issue that 3rd parties must understand before they consider putting up a candidate for president. The reason why 3rd party candidates don’t win in presidential elections is not because they are unqualified; it’s because the electoral system that we have in place creates enormous obstacles for them. One obstacle is that 3rd party candidates get unfair representation in political debates on television and another is that 3rd party candidates have trouble mobilizing their voters to get to the polls. Despite what’s against 3rd parties they still do manage to make some important contributions in our political system. One contribution is there ability to shift other party’s views along the political spectrum slightly. 3rd Party Candidates :: essays research papers The political cartoon by Nick Anderson depicts Ralph Nader standing at a podium addressing American society’s â€Å"throw away mentality†. Meanwhile a citizen in the background is casting her vote for the green party behind him. Ironically, the ballot drops into a waste basket, thus a wasted vote. We now realize that Nader is not talking about the environment, but addressing the issue of how the general public views votes for 3rd party candidates. This cartoonist feels that we should reform our views on 3rd party candidates and vote for who we think would make the best president, despite there chance of winning or not. In recent history no 3rd party candidates have come anywhere close to getting a substantial number of votes in the presidential elections. The last time a minor party was able to win a presidential election, was with Abraham Lincoln, in 1860. He was not truly campaigning under a minor party either; the Republican Party which he ran for had recently gained control of the congress and was becoming well established in the federal government. This is a key issue that 3rd parties must understand before they consider putting up a candidate for president. The reason why 3rd party candidates don’t win in presidential elections is not because they are unqualified; it’s because the electoral system that we have in place creates enormous obstacles for them. One obstacle is that 3rd party candidates get unfair representation in political debates on television and another is that 3rd party candidates have trouble mobilizing their voters to get to the polls. Despite what’s against 3rd parties they still do manage to make some important contributions in our political system. One contribution is there ability to shift other party’s views along the political spectrum slightly.

Saturday, October 12, 2019

Essay on the Language of A Clockwork Orange -- Clockwork Orange Essays

The Language of A Clockwork Orange  Ã‚      â€Å"Gooly into a world where by nochy prestoopniks rule and oobivat and by day all is well.† This is the nature of A Clockwork Orange, a novel by Anthony Burgess, where one enters the world of a fifteen-year-old named Alex who speaks a vernacular language and does what he likes. This molody nadsat, or young teen, leads a life where crime is real horrorshow as he dodges millicents, or policemen, in order to live a life he wants in the merzky, grazzy city where he resides. Alex and his shaika oobivat too many lewdies, though, and the millicents loveted him. He then becomes a plenny in the StaJa, away from his moloko, snoutie or beloved classical music. As a plenny, he undergoes tests by viddying sinnies, making him horn in pain at the messel of krovvy or guttiwuts. After the tests, Alex returns to the streets as a real horrorshow new malchick, unable to pony or prod crime. Eventually, he meets a ded whose zheena he oobivated before, and is tricked into almost ending his jeezny by thinking of the sinnies and being forced to gooly out of an okno and falling many raskazzes. Alex lives, though, and returns to a jeezny of crime and keeps the city spoogy of him. The previous paragraph gives an example what much of A Clockwork Orange’s language is like throughout the progression of the novel and is partially the reason why it has developed such a cult following since its release in 1963. What Burgess has done is taken English as a base language, and through the use of slang from English, Russian, Arabic and Gypsy, formed a language all its own which actually manages to accurately depict both the mindset of Alex but also the brutality of the world in which he lives. Some of his wo... ...restrictions in the forms of laws or minor regulations. So too does Alex express this interest. Although among today’s youth it is not common to be rioting or embarking on a homicide spree, Alex feels this is his way of living a carefree life. However, as a result of his liberty being â€Å"denied,† he attempts to vent his anger by committing suicide. Again, today’s teens do not generally veer towards those extremes. The parallel reaction in today’s youth to Alex’s reaction would be the excessive usage of innuendo, free use of the vernacular, indulgence in pleasure of any and all kinds, and the exhibition of mock violence to alleviate angst. It is interesting that there is such a shocking similarity between our world and that of the novel because the novel was written in 1963, at which time there were certainly many differences between teens’ views then and those of today.

Friday, October 11, 2019

Haptic Technology Essay

Haptic is the â€Å"science of applying tactile sensation to human interaction with computers†. The sensation of touch is the brains most effective learning mechanism –more effective than seeing or hearing –which is why the new technology holds so much promise as a teaching tool. With this technology we can now sit down at a computer terminal and touch objects that exists on â€Å"mind† of the computer. By using special input/output devices (joysticks, data gloves or other devices),users can receive feedback from computer applications in the form of felt sensations in the hand or other parts of the body. In combination with a visual display, Haptic technology can be used to train people for tasks requiring hand- eye coordinatio , such as surgery and spaceship maneuvers. In our paper we have discussed the basic concepts behind haptics along with the haptic devices and how these devices are interacted to produce sense of touch and force feedback mechanisms. Then, we move on to a few applications of Haptic Technology. Finally we conclude by mentioning a few future developments. Introduction: Haptic technology, or haptics, is a tactile feedback technology which takes advantage of the sense of touch by applying forces,vibrations or motions to the user.This mechanical stimulation can be used to assist in the creation of virtual objects in a computer simulation, to control such virtual objects, and to enhance the remote control of machines and devices (telerobotics). It has been described as â€Å"doing for the sense of touch what computer graphics does for vision†. Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. Haptic technology has made it possible to investigate how the human sense of touch works by allowing the creation of carefully controlled haptic virtual objects. These objects are used to systematically probe human haptic capabilities, which would otherwise be difficult to achieve. These research tools contribute to the understanding of how touch and its underlying brain functions work. The word haptic, from the Greek á ¼â€¦Ãâ‚¬Ãâ€žÃŽ ¹ÃŽ ºÃÅ'Ï‚ (haptikos), means pertaining to the sense of touch and comes from the Greek verb á ¼â€¦Ãâ‚¬Ãâ€žÃŽ µÃÆ'ÃŽ ¸ÃŽ ±ÃŽ ¹haptesthai, meaning to contact or to touch. WHAT IS HAPTICS Haptics is Quite Literally The Science of Touch. The origin of the word haptics is the Greek haptikos, meaning able to grasp or perceive. Haptic sensations are created in consumer devices by actuators, or motors, which create a vibration. Those vibrations are managed and controlled by embedded software, and integrated into device user interfaces and applications via the embedded control software APIs. You’ve probably experienced haptics in many of the consumer devices that you use every day. The rumble effect in your console game controller and the reassuring touch vibration you receive on your smartphone dial pad are both examples of haptic effects. In the world of mobile devices, computers, consumer electronics, and digital devices and controls, meaningful haptic information is frequently limited or missing. For example, when dialing a number or entering text on a conventional touchscreen without haptics, users have no sense of whether they’ve successfully completed a task.With Immersion’s haptic technology, users feel the vibrating force or resistance as they push a virtual button, scroll through a list or encounter the end of a menu. In a video or mobile game with haptics, users can feel the gun recoil, the engine rev, or the crack of the bat meeting the ball. When simulating the placement of cardiac pacing leads, a user can feel the forces that would be encountered when navigating the leads through a beating heart, providing a more realistic experience of performing this procedure. Haptics can enhance the user experience through: * Improved Usability: By restoring the sense of touch to otherwise flat, cold surfaces, haptics creates fulfilling multi-modal experiences that improve usability by engaging touch, sight and sound. From the confidence a user receives through touch confirmation when selecting a virtual button to the contextual awareness they receive through haptics in a first person shooter game, haptics improves usability by more fully engaging the user’s senses. * Enhanced Realism: Haptics injects a sense of realism into user experiences by exciting the senses and allowing the user to feel the action and nuance of the application. This is particularly relevant in applications like games or simulation that rely on only visual and audio inputs. The inclusion of tactile feedback provides additional context that translates into a sense of realism for the user. * Restoration of Mechanical Feel: Today’s touchscreen-driven devices lack the physical feedback that humans frequently need to fully understand the context of their interactions. By providing users with intuitive and unmistakable tactile confirmation, haptics can create a more confident user experience and can also improve safety by overcoming distractions. This is especially important when audio or visual confirmation is insufficient, such as industrial applications, or applications that involve distractions, such as automotive navigation. HISTORY OF HAPTICS In the early 20th century, psychophysicists introduced the word haptic to label the subfield of their studies that addressed human touch-based perception and manipulation. In the 1970s and 1980s, significant research efforts in a completely different field,robotics also began to focus on manipulation and perception by touch. Initiallyconcerned with building autonomous robots, researchers soon found that building adexterous robotic hand was much more complex and subtle than their initial naive hopeshad suggested. In time these two communities, one that sought to understand the human hand and one that aspired to create devices with dexterity inspired by human abilities found fertile mutual interest in topics such as sensory design and processing, grasp control andmanipulation, object representation and haptic information encoding, and grammars for describing physical tasks. In the early 1990s a new usage of the word haptics began to emerge. The confluence of several emerging technologi es made virtualized haptics, or computer haptics possible. Much like computer graphics, computer haptics enables the display of simulated objectsto humans in an interactive manner. However, computer haptics uses a display technology through which objects can be physically palpated. Basic system configuration. Basically a haptic system consist of two parts namely the human part and the machine part. In the figure shown above, the human part (left) senses and controls the position of the hand, while the machine part (right) exerts forces from the hand to simulate contact with a virtual object. Also both the systems will be provided with necessary sensors, processors and actuators. In the case of the human system, nerve receptors performs sensing, brain performs processing and m-uscles performs actuation of the motion performed by the hand while in the case of the machine system, the above mentioned functions are performed by the encoders, computer and motors respectively. Haptic Information Basically the haptic information provided by the system will be the combination of (i)Tactile information and (ii) Kinesthetic information. Tactile information refers the information acquired by the sensors which are actually connected to the skin of the human body with a particular reference to the spatial distribution of pressure, or more generally, tractions, across the contact area .For example when we handle flexible materials like fabric and paper, we sense the pressure variation across the fingertip. This is actually a sort of tactile information .Tactile sensing is also the basis of complex perceptual tasks like medical palpation ,where physicians locate hidden anatomical structures and evaluate tissue properties using their hands. Kinesthetic information refers to the information acquired through the sensors in the joints. Interaction forces are normally perceived through a combination of these two information’s. Creation of Virtual environment (Virtual reality) Virtual reality is the technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environment or a virtual artifact (VA)either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm, and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due to largely technical limitations on processing power,image resolution and communication bandwidth. However, those limitations are expected to eventually be overcome as processor, imaging and data communication technologies become more powerful and cost-effective over time. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays; database gloves and miniaturization have helped popularize the motion.The most successful use of virtual reality is generated 3-D simulators. The pilots use flight simulators. These flight simulators have designed just like cockpit of the airplanes or the helicopter. The screen in front of the pilot creates virtual environment and the trainers outside the simulators commands the simulator for adopt different modes. The pilots are trained to control the planes indifferent difficult situations and emergency landing. The simulator provides the environment. These simulators cost millions of dollars. Virtual environment The virtual reality games are also used almost in the same fashion. The player has to wear special gloves, headphones, goggles, full body wearing and special sensory input devices. The player feels that he is in the real environment. The special goggles have monitors to see. The environment changes according to the moments of the player. These games are very expensive. Haptic Feedback Virtual reality (VR) applications strive to simulate real or imaginary scenes with which users can interact and perceive the effects of their actions in real time. Ideally the user interacts with the simulation via all five senses. However, today’s typical VR applications rely on a smaller subset, typically vision, hearing, and more recently, touch. Figure below shows the structure of a VR application incorporating visual, auditory, and haptic feedback. Haptic Feedback Block Diagram The application’s main elements are:1) The simulation engine, responsible for computing the virtual environments Behaviour over time;2) Visual, auditory, and haptic rendering algorithms, which compute the virtual Environment’s graphic, sound, and force responses toward the user; and3) Transducers, which convert visual, audio, and force signals from the Computer into a form the operator can perceive. The human operator typically holds or wears the haptic interface device and perceives audiovisual feedback from audio (computer speakers, headphones, and so on) and visual displays (for example a computer screen or head-mounted display).Whereas audio and visual channels feature unidirectional information and energy flow (from the simulation engine toward the user), the haptic modality exchanges information and energy in two directions, from and toward the user. This bi-directionality is often referred to as the single most important feature of the haptic interaction modality. HAPTIC DEVICES A haptic device is the one that provides a physical interface between the user and the virtual environment by means of a computer. This can be done through an input/ output device that senses the body’s movement, such as joystick or data glove. By using haptic devices, the user can not only feed information to the computer but can also receive information from the computer in the form of a felt sensation on some part of the body. This is referred to as a haptic interface. These devices can be broadly classified into:- a)Virtual reality/ Tele-robotics based devices:- Exoskeletons and Stationary device, Gloves and wearable devices, Point-source and Specific task devices, Locomotion Interfaces b) Feedback devices:- Force feedback devices, Tactile displays Virtual reality/Tele-robotics based devices:- Exoskeletons and Stationary devices: The term exoskeleton refers to the hard outer shell that exists on many creatures. In a technical sense, the word refers to a system that covers the user or the user has to wear. Current haptic devices that are classified as exoskeletons are large and immobile systems that the user must attach him or her to. Gloves and wearable devices: These devices are smaller exoskeleton-like devices that are often, but not always, take the down by a large exoskeleton or other immobile devices. Since the goal of building a haptic system is to be able to immerse a user in the virtual or remote environment and it is important to provide a small remainder of the user’s actual environment as possible. The drawback of the wearable systems is that since weight and size of the devices are a concern, the systems will have more limited sets of capabilities. Point sources and specific task devices: This is a class of devices that are very specialized for performing a particular given task. Designing a device to perform a single type of task restricts the application of that device to a much smaller number of functions. However it allows the designer to focus the device to perform its task extremely well. These task devices have two general forms, single point of interface devices and specific task devices. Locomotion interface: An interesting application of haptic feedback is in the form of full body Force Feedback called locomotion interfaces. Locomotion interfaces are movement of force restrictiondevices in a confined space, simulating unrestrained mobility such as walking andrunning for virtual reality. These interfaces overcomes the limitations of using joysticks for maneuvering or whole body motion platforms, in which the user is seated and does not expend energy, and of room environments, where only short distances can betraversed. b) Feedback Devices:- Force feedback devices: Force feedback input devices are usually, but not exclusively, connected to computer systems and is designed to apply forces to simulate the sensation of weight andresistance in order to provide information to the user. As such, the feedback hardware represents a more sophisticated form of input/output devices, complementing others such as keyboards, mice or trackers. Input from the user in the form of hand, or other body segment whereas feedback from the computer or other device is in the form of hand, or other body segment whereas feedback from the computer or other device is in the form of force or position. These devices translate digital information into physical sensations Tactile display devices: Simulation task involving active exploration or delicate manipulation of a virtualenvironment require the addition of feedback data that presents an object’s surface geometry or texture. Such feedback is provided by tactile feedback systems or tactile display devices. Tactile systems differ from haptic systems in the scale of the forces being generated. While haptic interfaces will present the shape, weight or compliance of an object, tactile interfaces present the surface properties of an object such as the object’s surface texture. Tactile feedback applies sensation to the skin. c)COMMONLY USED HAPTIC INTERFACING DEVICES:- PHANTOM: It is a haptic interfacing device developed by a company named Sensible technologies. It is primarily used for providing a 3D touch to the virtual objects. This is a very high resolution 6 DOF device in which the user holds the end of a motor controlled jointed arm. It provides a programmable sense of touch that allows the user to feel the texture and shape of the virtual object with a very high degree of realism. One of its key features is that it can model free floating 3 dimensional objects. Cyber glove: The principle of a Cyber glove is simple. It consists of opposing the movement of the hand in the same way that an object squeezed between the fingers resists the movement of the latter. The glove must therefore be capable, in the absence of a real object, of recreating the forces applied by the object on the human hand with (1) the same intensity and (2) the same direction. These two conditions can be simplified by requiring the glove to apply a torque equal to the interphalangian joint. The solution that we have chosen uses a mechanical structure with three passive joints which, with the interphalangian joint, make up a flat four-bar closed-link mechanism. This solution use cables placed at the interior of the four-bar mechanism and following a trajectory identical to that used by the extensor tendons which, by nature, oppose the movement of the flexor tendons in order to harmonize the movement of the fingers. Among the advantages of this structure one can cite:- †¢Allows 4 dof for each fingers †¢Adapted to different size of the finger Located on the back of the hand †¢Apply different forces on each phalanx (The possibility of applying a lateral force on the fingertip by motorizing the abduction/adduction joint) †¢Measure finger angular flexion (The measure of the joint angles are Independent and can have a good resolution given the important paths travelled by the cables when the finger shut. Cyber glove Mechanism Mechanical structure of a Cyber glove: The glove is made up of five fingers and has 19 degrees of freedom 5 of which are passive. Each finger is made up of a passive abduction joint which links it to the base (palm) and to 9 rotoid joints which, with the three interphalangian joints, make up 3closed-link mechanism with four bar and 1 degree of freedom. The structure of the thumb is composed of only two closed-links, for 3 dof of which one is passive. The segments of the glove are made of aluminum and can withstand high charges; their total weight does not surpass 350 grams. The length of the segments is proportional to the length of the phalanxes. All of the joints are mounted on miniature ball bearings in order to reduce friction. Fig 3.4 Mechanical Structural of Cyber glove The mechanical structure offers two essential advantages: the first is the facility of adapting to different sizes of the human hand. We have also provided for lateraladjustment in order to adapt the interval between the fingers at the palm. The second advantage is the presence of physical stops in the structure which offer complete security to the operator. The force sensor is placed on the inside of a fixed support on the upper part of the phalanx. The sensor is made up of a steel strip on which a strain gauge was glued. The position sensor used to measure the cable displacement is incremental optical encoders offering an average theoretical resolution equal to 0.1 deg for the finger joints. Control of Cyber glove: The glove is controlled by 14 torque motors with continuous current which can develop a maximal torque equal to 1.4 Nm and a continuous torque equal to 0.12 Nm. On each motor we fix a pulley with an 8.5 mm radius onto which the cable is wound. The maximal force that the motor can exert on the cable is thus equal to 14.0 N, a value sufficient to ensure opposition to the movement of the finger. The electronic interface of the force feedback data glove is made of PC with several acquisition cards. The global scheme of the control is given in the figure shown below. One can distinguish two command loops: an internal loop which corresponds to a classic force control with constant gains and an external loop which integrates the model of distortion of the virtual object in contact with the fingers. In this schema the action of man on the position of the fingers joints is taken into consideration by the two control loops. Man is considered as a displacement generator while the glove is considered as a force generator Haptic Rendering: It is a process of applying forces to the user through a force-feedback device. Using haptic rendering, we can enable a user to touch, feel and manipulate virtual objects. Enhance a user’s experience in virtual environment. Haptic rendering is process of displaying synthetically generated 2D/3D haptic stimuli to the user. The haptic interface acts as a two-port system terminated on one side by the human operator and on the other side by the virtual environment. . Applications The addition of haptics to various applications of virtual reality and teleoperation opens exciting possibilities. Three example applications that have been pursued at our Touch Lab are summarized below. †¢ Medical Simulators: Just as flight simulators are used to train pilots, the multimodal virtual environment system we have developed is being used in developing virtual reality based needle procedures and surgical simulators that enable a medical trainee to see, touch, and manipulate realistic models of biological tissues and organs. The work involves the development of both instrumented hardware and software algorithms for real-time displays. An epidural injection simulator has already been tested by residents and experts in two hospitals. A minimally invasive surgery simulator is also being developed and includes (a) in vivo measurement of the mechanical properties tissues and organs, (b) development of a variety of real-time algorithms for the computation of tool-tissue force interactions and organ deformations, and (c) verification of the traning effectiveness of the simulator. This work is reviewed in [9]. . †¢ Collaborative Haptics: In another project, the use of haptics to improve humancomputer interaction as well as human-human interactions mediated by computers is being explored. A multimodal shared virtual environment system has been developed and experiments have been performed with human subjects to study the role of haptic feedback in collaborative tasks and whether haptic communication through force feedback can facilitate a sense of being and collaborating with a remote partner. Two scenarios, one in which the partners are in close proximity and the other in which they are separated by several thousand miles (transatlantic touch with collaborators in University College, London, [11]), have been demonstrated. †¢ Brain Machine Interfaces: In a collaborative project with Prof. Nicolelis of Duke University Medical School, we recently succeeded in controlling a robot in real-time using signals from about 100 neurons in the motor cortex of a monkey [12]. We demonstrated that this could be done not only with a robot within Duke, but also across the internet with a robot in our lab. This work opens a whole new paradigm for studying the sensorimotor functions in the Central Nervous System. In addition, a future application is the possibility of implanted brain-machine interfaces for paralyzed patients to control external devices such as smart prostheses, similar to pacemakers or cochlear implants. Given below are several more potential applications: †¢ Medicine: manipulating micro and macro robots for minimally invasive surgery; remote diagnosis for telemedicine; aids for the disabled such as haptic interfaces for the blind.   Ã¢â‚¬ ¢ Entertainment: video games and simulators that enable the user to feel and manipulate virtual solids, fluids, tools, and avatars.   Ã¢â‚¬ ¢ Education: giving students the feel of phenomena at nano, macro, or astronomical scales; â€Å"what if† scenarios for non-terrestrial physics; experiencing complex data sets. †¢ Industry: integration of haptics into CAD systems such that a designer can freely manipulate the mechanical components of an assembly in an immersive environment. †¢ Graphic Arts: virtual art exhibits, concert rooms, and museums in which the user can login remotely to play the musical instruments, and to touch and feel the haptic attributes of the displays; individual or co-operative virtual sculpturing across the internet APPLICATIONS, LIMITATION & FUTUREVISION MEDICINE Haptic interfaces for medical simulation may prove especially useful for training in minimally invasive procedures such as laparoscopy and interventional radiology, as well as for performing remote surgery. A particular advantage of this type of work is that surgeons can perform more operations of a similar type with less fatigue. It is well documented that a surgeon who performs more procedures of a given kind will have statistically better outcomes for his patients. Haptic interfaces are also used in rehabilitation. By using this technology a person can have exercise simulated and be used to rehabilitate somebody with injury. A Virtual Haptic Back (VHB) was successfully integrated in the curriculum at the Ohio University College of Osteopathic Medicine. Research indicates that VHB is a significant teaching aid in palpatory diagnosis (detection of medical problems via touch). The VHB simulates the contour and stiffness of human backs, which are palpated with two haptic interfaces (SensAble Technologies, PHANToM 3.0). Haptics have also been applied in the field of prosthetics and orthotics. Research has been underway to provide essential feedback from a prosthetic limb to its wearer. Several research projects through the US Department of Education and National Institutes of Health focused on this area. Recent work by Edward Colgate, Pravin Chaubey, and Allison Okamura et al. focused on investigating fundamental issues and determining effectiveness for rehabilitation. Video games Haptic feedback is commonly used in arcade games, especially racing video games. In 1976, Sega’s motorbike game Moto-Cross, also known as Fonz, was the first game to use haptic feedback which caused the handlebars to vibrate during a collision with another vehicle. Tatsumi’s TX-1 introduced force feedback to car driving games in 1983. Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels. Early implementations were provided through optional components, such as the Nintendo 64controller’s Rumble Pak. Many newer generation console controllers and joysticks feature built in feedback devices, including Sony’s DualShock technology. Some automobile steering wheel controllers, for example, are programmed to provide a â€Å"feel† of the road. As the user makes a turn or accelerates, the steering wheel responds by resisting turns or slipping out of control. In 2007, Novint released the Falcon, the first consumer 3D touch device with high resolution three-dimensional force feedback; this allowed the haptic simulation of objects, textures, recoil, momentum, and the physical presence of objects in games. Personal computers In 2008, Apple’s MacBook and MacBook Pro started incorporating a â€Å"Tactile Touchpad† design with button functionality and haptic feedback incorporated into the tracking surface. Products such as the Synaptics ClickPad followed thereafter. Windows and Mac operating environments, will also benefit greatly from haptic interactions. Imagine being able to feel graphic buttons and receive force feedback as you depress a button. Mobile devices Tactile haptic feedback is becoming common in cellular devices. Handset manufacturers like LG and Motorola are including different types of haptic technologies in their devices; in most cases, this takes the form of vibration response to touch. The Nexus One features haptic feedback, according to their specifications. Nokia phone designers have perfected a tactile touch screen that makes on-screen buttons behave as if they were real buttons. When a user presses the button, he or she feels movement in and movement out. He also hears an audible click. Nokia engineers accomplished this by placing two small piezoelectric sensor pads under the screen and designing the screen soit could move slightly when pressed. Everything, movement and sound is synchronized perfectly to simulate real button manipulation. Robotics The Shadow Hand uses the sense of touch, pressure, and position to reproduce the strength, delicacy, and complexity of the human grip. The SDRH was developed by Richard Greenhill and his team of engineers in London as part of The Shadow Project, now known as the Shadow Robot Company, an ongoing research and development program whose goal is to complete the first convincing artificial humanoid. An early prototype can be seen in NASA’s collection of humanoid robots, or robonauts. The Shadow Hand has haptic sensors embedded in every joint and finger pad, which relay information to a central computer for processing and analysis. Carnegie Mellon University in Pennsylvania and Bielefeld University in Germany found The Shadow Hand to be an invaluable tool in advancing the understanding of haptic awareness, and in 2006 they were involved in related research. The first PHANTOM, which allows one to interact with objects in virtual reality through touch, was developed by Thomas Massie wh ile a student of Ken Salisbury at MIT. Future Applications: Future applications of haptic technology cover a wide spectrum of human interaction with technology. Current research focuses on the mastery of tactile interaction with holograms and distant objects, which if successful may result in applications and advancements in gaming, movies, manufacturing, medical, and other industries. The medical industry stands to gain from virtual and telepresence surgeries, which provide new options for medical care. The clothing retail industry could gain from haptic technology by allowing users to â€Å"feel† the texture of clothes for sale on the internet. Future advancements in haptic technology may create new industries that were previously not feasible or realistic. Future medical applications One currently developing medical innovation is a central workstation used by surgeons to perform operations remotely. Local nursing staff set up the machine and prepare the patient, and rather than travel to an operating room, the surgeon becomes a telepresence. This allows expert surgeons to operate from across the country, increasing availability of expert medical care. Haptic technology provides tactile and resistance feedback to surgeons as they operate the robotic device. As the surgeon makes an incision, they feel ligaments as if working directly on the patient. As of 2003, researchers at Stanford University were developing technology to simulate surgery for training purposes. Simulated operations allow surgeons and surgical students to practice and train more. Haptic technology aids in the simulation by creating a realistic environment of touch. Much like telepresence surgery, surgeons feel simulated ligaments, or the pressure of a virtual incision as if it were real. The researchers, led by J. Kenneth Salisbury Jr., professor of computer science and surgery, hope to be able to create realistic internal organs for the simulated surgeries, but Salisbury stated that the task will be difficult. The idea behind the research is that â€Å"just as commercial pilots train in flight simulators before they’re unleashed on real passengers, surgeons will be able to practice their first incisions without actually cutting anyone†. According to a Boston University paper published in The Lancet, â€Å"Noise-based devices, such as randomly vibrating insoles, could also ameliorate age-related impairments in balance control.† If effective, affordable haptic insoles were available, perhaps many injuries from falls in old age or due to illness-related balance-impairment could be avoided.

Thursday, October 10, 2019

Real Time Road Sign Recognition System

Real Time Road Sign Recognition System Using Artificial Neural Networks For Bengali Textual Information Box An Automated Road Sign Recognition system using Artificial Neural Network for the Textual Information box inscribing in Bengali is presented on the paper. Signs are visual languages that represent some special circumstantial information of environment. Road signs, being among the most important around us primarily for safety reasons, are designed, and manufactured and installed according to tight regulations. The system captures real time images every two seconds and saves them as JPG format files. Firstly some road sign are already stored in the memory. Like: Warning Sign, Prohibition Sign, Obligation Sign and Informative Sign. Car Driver concentration and illiterateness isn’t always focused on what it should be and not always notice the road signs. For these reasons, automation of Bangla Road Sign Recognition system is highly essential. Previously several works are done by Mueller, Piccioli, Novovicova, Yuille, Escalera and others. But those are not in Bengali. Real Time Road Sign Recognition System Using Artificial Neural Networks for Bengali Textual Information Box which is done by Mohammad Osiur Rahman, Fouzia Asharf Mousumi, Edgar Scavino, Aini Hussain, Hassan Basri whose are from the Department of Computer Science and Engineering, University of Chittagong, Chittagong-4331, Bangladesh, Faculty of Engineering, University Kebangsaan Malaysia. For doing this they divide the total Concept in Steps: 1. Image Acquisition: From several video sequences from a moving vehicle for a certain period are consecutive frames recorded within 2 seconds are similar. For this they have used Application Programming Interface functions of VB 6. 0. Every 2-second a frame is collected and stored in JPG format. 2. Preprocessing: Median filter is used to reduce impulsive or salt-and-pepper type noise from captured images and then normalized into 320 X 240 pixels. 3. Text Detection and Extraction: An algorithm was developed for textual information detection and extraction from Bangla Road Signs on the basis of the Sobel Edge Detection technique. Like the following: I. Read input image in . jpg format II. Convert colored image into gray scale image III. Apply 3Ãâ€"3 median filter convolution masks on gray scale image IV. Calculated edges by applying Sobel convolutions mask V. Thicken the calculated edges by dilation VI. Apply vertical Sobel projection filter on dimmed image VII. Create a histogram by computing projection values VIII. Find the threshold value of the image IX. Loop on the possible positive identifications based on the histogram values X. Extract the possible positive identifications based on the histogram values XI. Apply Sobel horizontal edge-emphasis for other possible text area searches XII. Convert detected text region into binary image XIII. Calculate height and width of detected region of text XIV. Crop the image 4. Bangla OCR using MLP: An ANN based approach is used for Bangla OCR of road signs’ text. It has 3 sub modules – Character segmentation, Feature Extraction and Character Recognition by MLP NN. 5. Confirmation of Textual Road Signs and Conversion 6. Speech synthesis The Proposed system works like the following: 1. From video sequences capture a single frame in JPG format in each 2 seconds. 2. Preprocess the captured image each time . Detect the Text and Extract that and then Extracted Text will recognize by Bengali Optical Character Recognition System. 4. Recognized characters of textual information compared with the stored knowledge and then give decision valid or invalid. 5. If Valid then recognize and according to users choice it provide Bengali or it convert to English and provide audio stream. The system processes the images to find out whe ther they contain images of road signs or not. The textual information of the road signs is detected and extracted from the images. The Bengali OCR system takes the textual information as an input to recognize individual Bengali characters. The Bengali OCR is implemented using Multi-layer Perceptron. The output of the Bengali OCR system is compared with the previously enrolled standard Bengali textual road signs. The throughput which comes from the matching process is used as input for the speech synthesizer and finally the system delivers the audio stream to the driver, either in Bengali or in English based on the user settings. After testing this system, the obtained accuracy rate was evaluated at 91. 48%. Our Idea by using Hopfield Associative Memory Our work to done this thesis by using Associative Memory. Which are two types – Hetero Associative Memory & Auto Associative Memory. We will use the Auto-associative / Autocorrelators Memory for our purposes. It’s now most easily recognized by the title of HAM(Hopfield Associative Memory), were introduced as a theoretical notation by Donald Hebb. To do this we need to first generate Matrices (Row or Column Matrix) in the Bipolar Boolean format (-1 and +1) from the Image. Then the matrices need to transpose of each of the matrices and then create the encoding process (The Connection Matrix) by [pic] And then need to Recognized of the stored patterns or feed each of the matrix by [pic] Introducing the Bipolar Function to [pic]. If [pic] >= 0 set the value +1 otherwise set the value -1 for each of the Element of the Matrix of [pic]. Now Recognition of Noisy Patterns by finding the Hamming Distance (HD) with the Given Noisy Pattern N by [pic] Which Hamming Distance of noisy and stored pattern are less the probability of matching to noisy pattern with the stored pattern are most. And then need to Recognized of the Noisy patterns or feed each of the matrix with Encoding Process by [pic] By using Bipolar Function to [pic]. If [pic] > 0 set the value +1 otherwise set the value -1 for each of the Element of the Matrix of [pic]. In this method we need to store all road sign text segmented by each blank will generate Matrices. And by the above method generate correlation matrix. If the Bipolar Noisy Matrix matched with the Transposed Matrix of the stored Image Transpose Matrix, in the case of partial vectors, an Auto-Correlator results in the refinement of the pattern or removal of noise to retrieve the closest matching stored pattern. Our Idea by using WANG et al. ’s Multiple training encoding strategy (WANG MTES): The algorithm of the WANG MTES is like the following: Step-1:Initialize the correlation matrix M to null matrix M ( [0]. Step-2:Compute the M as, For I ( 1 to N M ( M ( [qi * (Transpose Xi’) ( Yi’] [where Xi’ and Yi bipolar patterns] End Step-3:Read input bipolar Pattern A’ Step-4:Compute A_M where A_M ( A’ ( M Step-5:Apply threshold function ( to A_M to get B’ [(=bipolar of Matrices] Step-6:Output B’ which is the associated Pattern Pair. In this method, as like the HOPFIELD ASSOCIATIVE MEMORY we need to store all road sign text segmented by each character will generate Matrices Associated with the equivalent ASCII of Bengali Character Matrix. And by the above method generate correlation matrix of the stored Pattern. Now from the input image text need to generate matrix of called noisy pattern will must in bipolar form. And Feed with the Correlation Matrix. Equation like the following: [pic] qi’s are positive real number called generalized correlation matrix, will be change according to the improving feeding necessity. Figure: Schematic view of Bangla Road Sign Recognition System ———————– Speech Language Choose? Speech synthesis Convert into equivalent English text English Bengali Audio stream Valid Bangla road Sign Recognized Unrecognized Yes Prememorized Knowledge (Bangla Sign Textual info Database) Image (JPG format) Processing Text detection& extraction Matching Bangla OCR using WANG MTES Extracted Text Recognized Characters of Texture Information Single Frame Video Sequences No

Wednesday, October 9, 2019

ADD/ADHD Intervention Assistance Essay

Inattentive behaviors are very common in the ADHD children and are often go unnoticed because it becomes difficult to observe these trends in the students. There are various symptoms of inattention in students by which they can be identified to being suffering from ADHD;  ·Ã‚   The student is most of the times unable to pay attention to the events that are happening in the classrooms. They are unable to concentrate on what is being taught by their teacher.  ·Ã‚   They are very vulnerable in their paying of attention. They can’t handle pressure of work and most of the times unable to solve the work which they are assigned.  ·Ã‚   They always feel anxiety and are unable to finish their tasks as they move on to the other.  · They have problems with the planning and managing of tasks. They show inability by staying behind and always lack in confidence. b) Hyperactivity:   Ã‚  Ã‚   This is described as the tendency of the child to become active in wrong ways. The symptoms include;  ·Ã‚  Ã‚   They are uncomfortable in each situation they are opened to.  ·Ã‚  Ã‚   They cannot sit at a single place for sometime and they have problems in waiting as well. They initiate things only to move away from the current situation.  ·Ã‚  Ã‚   They are restless in nature and always show confusion as they have so much things going on in their minds which make them to show their anxiety and pressure. c) Impulsiveness:   Ã‚  Ã‚  Ã‚   Impulsiveness can be stated as the disability of the child that makes him to take action without interpreting things and events.  ·Ã‚   They take action without having to think or know about the consequences.  ·Ã‚   They most of interfere in the conversations trying to put forward their opinions in the wrong ways.  ·Ã‚   Their inability to stay focused is minimal. Part 2A) Being a teacher the characteristics that I will be observing in the child will be as follows; 1. Behavior 2. Leadership Role 3. Intervening in Conversations 4. Frustration 5. Day Dreaming 6. Low Self Esteem

Tuesday, October 8, 2019

STRATEGIC PLAN CRITIQUE Essay Example | Topics and Well Written Essays - 500 words

STRATEGIC PLAN CRITIQUE - Essay Example The company’s strategic plan is formulated to address the current threats / issues concerning the industry as well as the company as a whole, such as its weaker presence in the social networking segment, low integration of the wide range of services provided, technical barriers resulting in outdated links, network scams, environmental issues etc. These issues are aptly tackled by the company management by using its internal strengths of manpower, intellectual knowhow and widespread popularity to leverage its brand value and maximize customer satisfaction at the same time working closely with the company’s vision, mission and values. This strategic planning process is vital for all organizations as it helps them in identifying the various threats and opportunities in the industry as well as provides them with adequate data about its internal strengths and weaknesses to address such issues posed by the macro economic environment. This paper discusses the various problems, issues as well as threats concerning the industry as well as the company as a whole and assesses the strategic planning process identified by the management to address those issues. The Pedigree Grooming and Boarding Company based in New Mexico, is dedicated to providing value based services to the dog show competitors. The various issues concerning the company currently, includes the change in ownership, economic distress of the customers, high competition, pricing policies and relative inexperience of the new owner in this field. These problems are intended to be addressed by adopting new pricing policies, expanding its service line, employee development through rigorous training, and setting achievable yet competitive targets. This strategic plan is designed appropriately that seeks to target the most crucial aspects of the business and is in line with the overall goals, vision and mission of the

Monday, October 7, 2019

Deception Detection in the Courtroom Essay Example | Topics and Well Written Essays - 1000 words

Deception Detection in the Courtroom - Essay Example For instance, the use of the polygraph can give misleading information about a person. The simple principle applied by polygraphs is that it is stressful to lie, and stress brings up certain changes to normal functions of the body. The deviations from the norm can be measured, and the levels of stress determined to give conclusions. Another technology that is applied is fMRI. This is a type of technology that gives the direct behavior of the brain. Studies have been conducted to ascertain the effectiveness of this technology through experiments. There are differences in the brain’s activities when a person is engaging in lies and when the person is telling the truth. This simple principle is applied in the use of fMRI. There are debates that revolve around the application of this technology in getting justice in court rooms, but they have not been agreed upon. In this technology, there are procedures applied to detect deception. First there is the Control Question Test (CQT), this uses simple yes/no answers to get the culprits’ data captured and the second is Guilt Knowledge Test (GKT). The test is used to unveil any hidden information from the person being tested. Another technique that can be used is brain fingerprinting, this technology applies the use of electroencephalography. This technique is used to detect any hidden information in the brain through measurement of electric brain waves. This technique is also being tested for the determination of whether individuals are engaging in lies or not.