Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
AI
The paper provides an instructional guide on using the abacus, detailing various techniques for performing addition and subtraction using different finger positions across multiple columns. The emphasis is on practical steps to manipulate sliders on the abacus, enabling users to visualize arithmetic operations effectively. It targets beginners and aims to enhance arithmetic skills through hands-on practice.
Cognitive Psychology, 1984
Skilled abacus operators report visualizing a mental image of the abacus, and performing rapid mental calculation by manipulating the beads on their “mental abacus.” Eleven-year-old Chinese children at three levels of abacus expertise were observed performing both abacus and mental addition. Response times and errors were examined as a function of problem type and mode of computation. Chinese performance was compared with a group of American adults performing the same mental additions. Chinese were also given a task which required them to access intermediate states of mental abacus calculation. Results indicate that abacus training has both quantitative and qualitative effects on children's mental calculation skill, and that a “mental abacus” is used by experts.
Volume 5B: 38th Mechanisms and Robotics Conference, 2014
Emerging commercialised anthropomorphic hand prostheses have two main categories: expensive ones with remarkable functionality afforded by complex control systems, and inherently inexpensive ones with basic gripper-like aptitudes that do not fully fulfil the basic physical and emotional requirements of upper-limb amputees or individuals with upper limb congenital defects. This paper aims to establish a middle ground between these two commercial alternatives by realizing a low-cost and highly functional robotic hand. All five digits of the proposed robotic hand are controlled by a single DC motor. This desirable feature is afforded by the implementation of under-actuation. The under-actuation in the fingers is achieved through four-bar linkages coupling with cartwheel flexure joints, which leads to not only shape adaptation, i.e., the ability to naturally adapt to the form of the article being grasped without the aid of intricate control systems, but also low cost due to the possibility of monolithic fabrication (e.g. 3D printing) and ease of control. The under-actuation in the palm system is implemented via the use of a differential pulley mechanism embedded thereof, which furthermore results in low cost by reducing the number of actuators and simplifying the control system. A simple and easy-to-use control system based on voice commands through a smart phone was also developed. It is envisaged that the proposed design can also be applied in various engineering environments to meet adaptability/underactuation needs.
We present a controlled laboratory experiment comparing touch, physical, and touch + overlay (passive finger guide) input for parameter control. Specifically we examined two target acquisition and movement tasks with dial and slider controls on horizontal touch screens. Results showed that physical controls were the fastest and required the least eye fixation time on the controls, while the overlay improved performance when compared to touch alone. Speed and accuracy differences were seen primarily for dial controls; there was little difference between input conditions for sliders. These results confirm the value of physical input devices for parameter control tasks. They also reveal that overlays can provide some of the same benefits, making them a suitable input approach for certain applications where physical controls are impractical.
Arxiv preprint arXiv:1110.2520, 2011
We present a controlled, quantitative study with 12 participants comparing interaction with a haptically enhanced mixing board against interaction with a mouse in an abstract task that is motivated by several practical parameter space exploration settings. The study participants received 24 sets of one to eight integer values between 0 and 127, which they had to match by making adjustments with physical or graphical sliders, starting from a default position of 64. Based on recorded slider motion path data, we developed an analysis algorithm that identifies and measures ...
In the world of changing technology, the speed of development using new technology has increased and so has the learning rate. Modern software helps new generation of kids learn new things easily but lack the practicality of touch and feel, and kids also become less physically and socially interactive. There always has been an argument about which way is better for learning for kids. Hence, a test was conducted to evaluate whether practical learning or learning through software resulted in faster learning. The test involved 20 kids of the 4-7 year age group, where kids were divided into two sets, each set consisting of 10 kids. One set of kids where taught mathematical operations such as addition, subtraction, multiplication and division using a physical abacus tool while the other set was given a mobile application of the Abacus Tool. Both the sets of students were given one week learning time and a paper pen test was conducted for both the set of kids. They were allowed to use the same version of Abacus on which they were trained for a week. The results of the kids that used the mobile application surpassed those who were given the physical Abacus tool. Thus, we may conclude that learning Abacus virtually using software helps kids learn faster and much better but makes kids physically and socially inactive. We propose a hybrid model where kids experience the physical touch and feel, socialize more, while also getting the motivation of self-praise and leveraging modern software Abacus. This hybrid model is implemented in the form of Abacus.
2012
: A) Digits is a wrist-worn sensor for freehand 3D interactions on the move. By instrumenting only the wrist, the user's entire hand is left to interact freely without wearing a data glove. B and C) Digits recovers the full 3D pose of a user's hand. D) Spatial interactions using a mobile phone and Digits.
Experimental Brain Research, 2011
Two types of finger interaction are characterized by positive co-variation (enslaving) or negative co-variation (error compensation) of finger forces. Enslaving reflects mechanical and neural connections among fingers, while error compensation results from synergic control of fingers to stabilize their net output. Involuntary and voluntary force changes by a finger were used to explore these patterns. We hypothesized that synergic mechanisms will dominate during involuntary force changes, while enslaving will dominate during voluntary finger force changes. Subjects pressed with all four fingers to match a target force that was 10% of their maximum voluntary contraction (MVC). One of the fingers was unexpectedly raised 5.0 mm at a speed of 30.0 mm/s. During finger raising the subject was instructed "not to intervene voluntarily". After the finger was passively lifted and a new steady-state achieved, subjects pressed down with the lifted finger, producing a pulse of force voluntarily. The data were analyzed in terms of finger forces and finger modes (hypothetical commands to fingers reflecting their intended involvement). The target finger showed an increase in force during both phases. In the involuntary phase, the target finger force changes ranged between 10.71 ± 1.89% MVC (I-finger) and 16.60 ± 2.26% MVC (L-finger). Generally, non-target fingers displayed a force decrease with a maximum amplitude of −1.49 ± 0.43% MVC (L-finger). Thus, during the involuntary phase, error compensation was observednon-lifted fingers showed a decrease in force (as well as in mode magnitude). During the voluntary phase, enslaving was observed -non-target fingers showed an increase in force and only minor changes in mode magnitude. The average change in force of non-target fingers ranged from 21.83 ± 4.47% MVC for R-finger (M-finger task) to 0.71 ± 1.10 % MVC for L-finger (I-finger task). The average change in mode of non-target fingers was between −7.34 ± 19.27% MVC for R-finger (L-finger task) and 7.10 ± 1.38% MVC for M-finger (I-finger task). We discuss a range of factors affecting force changes, from purely mechanical effects of finger passive lifting to neural synergic adjustments of commands to individual fingers. The data fit a recently suggested scheme that merges the equilibrium-point hypothesis (control with referent configurations) with the idea of hierarchical synergic control of multi-element systems.
Journal of Neuroscience Methods, 2007
Holding a slipping object in hand requires adjustment of grip forces. The aim of the study was to develop a method for measuring the temporal and spatial distribution of grip forces during the holding of a slipping object in the hand. A special grip rod with a measuring film containing 200 resistor-based pressure sensors equally distributed over 50 cm 2 was developed, providing a system that has a spatial resolution of 5 mm, a temporal resolution of 1/150 Hz and a force resolution 0.05 N. A force-change-detection algorithm was constructed to detect and separate pressure and position of individual fingers. The algorithm is a modification of a classical Gaussian random field theory algorithm for detecting significant data [Rogerson PA. Change detection thresholds for remotely sensed images. J Geog Syst 2002;4:85-97]. The modification takes the signal strength into account to reduce false positive detection in low grip force situations. The grip force measuring system and the force-change-detection algorithm allow measurement of the forces exerted by any number of fingers simultaneously without any constraints on finger position and are suitable for basic and clinical research in human and animal physiology as well as for psychophysics studies.
Scientific Reports, 2017
Various neurological conditions, such as stroke or spinal cord injury, result in an impaired control of the hand. One method of restoring this impairment is through functional electrical stimulation (FES). However, traditional FES techniques often lead to quick fatigue and unnatural ballistic movements. In this study, we sought to explore the capabilities of a non-invasive proximal nerve stimulation technique in eliciting various hand grasp patterns. The ulnar and median nerves proximal to the elbow joint were activated transcutanously using a programmable stimulator, and the resultant finger flexion joint angles were recorded using a motion capture system. The individual finger motions averaged across the three joints were analyzed using a cluster analysis, in order to classify the different hand grasp patterns. With low current intensity (<5 mA and 100 µs pulse width) stimulation, our results show that all of our subjects demonstrated a variety of consistent hand grasp patterns including single finger movement and coordinated multi-finger movements. This study provides initial evidence on the feasibility of a proximal nerve stimulation technique in controlling a variety of finger movements and grasp patterns. Our approach could also be developed into a rehabilitative/assistive tool that can result in flexible movements of the fingers. After an injury to the central nervous system, such as a stroke or a spinal cord injury, a majority of individuals have impairments in their ability to voluntarily activate their muscles, manifested as a weakness in both their upper and lower extremities 1-4. Among the different motor and sensory functions involved in daily activities, regaining hand grasp function is considered a top priority in improving the quality of life for individuals with paralysis 5. In order to help restore some of these lost hand functions, a wide variety of functional electrical stimulation (FES) techniques have been developed 6-8. However, the utility of FES has been limited due to several key factors. First, with electrical stimulation, motor units are believed to be recruited in a reverse physiological order, in that the large and fast-fatigable motor units are recruited earlier. Although other factors, such as the electrode location and the relative location of the motor points in the imposed electrical potential field, can also influence the recruitment order 9 , which can lead to random recruitment. Nevertheless, the control of graded muscle forces through stimulation tends to be difficult, and rapid fatigue onset is also common. Secondly, most of the stimulation approaches use a large diameter electrode pad placed on the skin surface in proximity to the innervation zones of the targeted muscles. These techniques can typically only access a limited number of muscles, most of which are superficial muscles 10. For example, most stimulation methods only target extrinsic finger muscles during the stimulation, which can lead to unnatural movement kinematics 11,12. The large size of the electrode pad also limits the selectivity of muscle activation, and therefore, the elicited movements are largely gross hand opening and closing, rather than dexterous finger movements. Lastly, in order to elicit functionally meaningful muscle forces, the delivered current intensity tends to be uncomfortably high. Various recent developments in FES techniques have sought to address these issues. For example, a spatially distributed multi-pad electrode grid has been used to distribute the stimulus current to different regions of the muscle belly 8,13,14. This approach has been shown to be able to delay muscle fatigue onset, reduce discomfort, and increase the selectivity of muscle activation. However, since the stimulation targets the motor points, the required current amplitude is still high (typically well above 10 mA). Alternatively, invasive procedures involving implantable electrodes with a direct interface to the peripheral nerves have also been developed 6,15,16. Specifically,
Abstract Background: Prosthetic components and control interfaces for upper limb amputees have barely changed in the past 40 years. Many transradial prostheses have been developed in the past, nonetheless most of them would be inappropriate if/when a large bandwidth human-machine interface for control and perception would be available, due to either their limited (or inexistent) sensorization or limited dexterity. SmartHand tackles this issue as is meant to be clinically experimented in amputees employing different neuro-interfaces, in order to investigate their effectiveness. This paper presents the design and on bench evaluation of the SmartHand. Methods: SmartHand design was bio-inspired in terms of its physical appearance, kinematics, sensorization, and its multilevel control system. Underactuated fingers and differential mechanisms were designed and exploited in order to fit all mechatronic components in the size and weight of a natural human hand. Its sensory system was designed with the aim of delivering significant afferent information to the user through adequate interfaces. Results: SmartHand is a five fingered self-contained robotic hand, with 16 degrees of freedom, actuated by 4 motors. It integrates a bio-inspired sensory system composed of 40 proprioceptive and exteroceptive sensors and a customized embedded controller both employed for implementing automatic grasp control and for potentially delivering sensory feedback to the amputee. It is able to perform everyday grasps, count and independently point the index. The weight (530 g) and speed (closing time: 1.5 seconds) are comparable to actual commercial prostheses. It is able to lift a 10 kg suitcase; slippage tests showed that within particular friction and geometric conditions the hand is able to stably grasp up to 3.6 kg cylindrical objects. Conclusions: Due to its unique embedded features and human-size, the SmartHand holds the promise to be experimentally fitted on transradial amputees and employed as a bi-directional instrument for investigating -during realistic experiments- different interfaces, control and feedback strategies in neuro-engineering studies.
2007
Abstract We use a haptically enhanced mixing board with a video projector as an interface to various data visualization tasks. We report results of an expert review with four participants, qualitatively evaluating the board for three different applications: dynamic queries (abstract task), parallel coordinates interface (multi-dimensional combinatorial search), and ExoVis (3D spatial navigation).
Abacus Teacher Training syllabus
The electric bass and double bass are two different instruments sharing a common function: they link harmony with rhythm, especially when talking about jazz music. The capacity of a bassist to fully support an ensemble is something that can be achieved individually playing electric or double bass. However there are some bassists who, despite of the technical differences between these two instruments, choose to play both. Some of these performers are true masters using and switching electric and double bass according to the different musical settings. It is possible to define similarities and differences between the electric and double bass, but is it viable to use similar approaches too? In order to investigate this field, I focus my research on one exemplar player who combines all the qualities needed to both play electric than double bass: John Patitucci, an inspiration for bassists of all generations and a musician who synthesizes all the fundamental characteristics of an ideal bass player. This dissertation is inspired by Patitucci’s example and by the urge to fill a gap in the specialized literature concerning the history and application of different left and right hand techniques on the electric and double bass. The main purpose of this study is to create the backbone of a bass program for teaching both instruments using John Patitucci as example. His technical approach on both instruments and his soloing vocabulary are points of departure of this dissertation. I begin my study with the historical origins of Patitucci’s techniques ending with the development of exercises created in order to teach his techniques and vocabulary to those who aspire to play electric and double bass.
This publication is dedicated to Mr. Yohei Sasakawa and The Nippon Foundation whose belief in the capabilities of persons with visual impairment has allowed them, their parents and their teachers from throughout Southeast Asia to work together to make this project and this publication a reality.
Signal Processing: Image Communication, 2014
In January 2014, the new ITU-T P.913 recommendation for measuring subjective video, audio and multimedia quality in any environment has been published. This document does not contain any time-continuous subjective method. However, environmental parameter values are changing continuously in a majority of outdoor and also most indoor environments. To be aware of their impact on the perceived quality, a time-continuous quality assessment methodology is necessary. In previous standards, targeting laboratory-based test settings, a desk-mounted slider of substantial size is recommended. Unfortunately, there are many environments where such a device cannot be used.
2010
Continuous subjective multimedia quality assessment is generally performed by using a slider. The context of use of such a slider is limited because it needs to be positioned on a horizontal surface to enable a one-handed manipulation. Furthermore, test persons are tempted to check the slider, e.g. to verify that the desired position is reached, leading to some distraction. A hidden slider would circumvent this issue but precision of obtained rating results may be deteriorated.
Continuous subjective multimedia quality assessment is generally performed by using a slider. The context of use of such a slider is limited because it needs to be positioned on a horizontal surface to enable a one-handed manipulation. Furthermore, test persons are tempted to check the slider, e.g. to verify that the desired position is reached, leading to some distraction. A hidden slider would circumvent this issue but precision of obtained rating results may be deteriorated.
Journal of NeuroEngineering and Rehabilitation, 2014
Background: This paper describes the design and preliminary testing of FINGER (Finger Individuating Grasp Exercise Robot), a device for assisting in finger rehabilitation after neurologic injury. We developed FINGER to assist stroke patients in moving their fingers individually in a naturalistic curling motion while playing a game similar to Guitar Hero® a . The goal was to make FINGER capable of assisting with motions where precise timing is important. Methods: FINGER consists of a pair of stacked single degree-of-freedom 8-bar mechanisms, one for the index and one for the middle finger. Each 8-bar mechanism was designed to control the angle and position of the proximal phalanx and the position of the middle phalanx. Target positions for the mechanism optimization were determined from trajectory data collected from 7 healthy subjects using color-based motion capture. The resulting robotic device was built to accommodate multiple finger sizes and finger-to-finger widths. For initial evaluation, we asked individuals with a stroke (n = 16) and without impairment (n = 4) to play a game similar to Guitar Hero® while connected to FINGER. Results: Precision design, low friction bearings, and separate high speed linear actuators allowed FINGER to individually actuate the fingers with a high bandwidth of control (−3 dB at approximately 8 Hz). During the tests, we were able to modulate the subject's success rate at the game by automatically adjusting the controller gains of FINGER. We also used FINGER to measure subjects' effort and finger individuation while playing the game.
Loading Preview
Sorry, preview is currently unavailable. You can download the paper by clicking the button above.