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This thesis worked towards the development of a parameterized 3D model off a cover that could go over any specific prosthesis depending on the parameters that had been entered. It also focused on gathering user inputs, which was done with the aid of the Amputee Coalition, that could be used

This thesis worked towards the development of a parameterized 3D model off a cover that could go over any specific prosthesis depending on the parameters that had been entered. It also focused on gathering user inputs, which was done with the aid of the Amputee Coalition, that could be used to create an aesthetic design on this cover. The Amputee Coalition helped to recruit participants through its website and social media platforms. Finally, multiple methods of creating a design were developed to increase the amount of customization that a user could have for their cover.

ContributorsRiley, Nicholas (Co-author) / Fusaro, Gerard (Co-author) / Sugar, Thomas (Thesis director) / Redkar, Sangram (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This thesis worked towards the development of a parameterized 3D model off a cover that could go over any specific prosthesis depending on the parameters that had been entered. It also focused on gathering user inputs, which was done with the aid of the Amputee Coalition, that could be used

This thesis worked towards the development of a parameterized 3D model off a cover that could go over any specific prosthesis depending on the parameters that had been entered. It also focused on gathering user inputs, which was done with the aid of the Amputee Coalition, that could be used to create an aesthetic design on this cover. The Amputee Coalition helped to recruit participants through its website and social media platforms. Finally, multiple methods of creating a design were developed to increase the amount of customization that a user could have for their cover.

ContributorsFusaro, Gerard Anthony (Co-author) / Riley, Nicholas (Co-author) / Sugar, Thomas (Thesis director) / Redkar, Sangram (Committee member) / College of Integrative Sciences and Arts (Contributor) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The purpose of this creative project was to create a stereo sound system in a unique medium. As a team, we decided to integrate a Tesla Coil with a bluetooth audio source. These high frequency, high voltage systems can be configured to emit their electrical discharge in a manner that

The purpose of this creative project was to create a stereo sound system in a unique medium. As a team, we decided to integrate a Tesla Coil with a bluetooth audio source. These high frequency, high voltage systems can be configured to emit their electrical discharge in a manner that resembles playing tunes. Originally the idea was to split the audio into left and right, then to further segregate the signals to have a treble, mid, and base emitter for each side. Due to time, budget, and scope constraints, we decided to complete the project with only two coils.<br/><br/>For this project, the team decided to use a solid-state coil kit. This kit was purchased from OneTelsa and would help ensure everyone’s safety and the project’s success. The team developed our own interrupting or driving circuit through reverse-engineering the interrupter provided by oneTesla and discussing with other engineers. The custom interpreter was controlled by the PSoC5 LP and communicated with an audio source through the DFRobot Bluetooth module. Utilizing the left and right audio signals it can drive the two Tesla Coils in stereo to play the music.

ContributorsPinkowski, Olivia N (Co-author) / Hutcherson, Cree (Co-author) / Jordan, Shawn (Thesis director) / Sugar, Thomas (Committee member) / Engineering Programs (Contributor, Contributor) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The purpose of this creative project was to create a stereo sound system in a unique medium. As a team, we decided to integrate a Tesla Coil with a bluetooth audio source. These high frequency, high voltage systems can be configured to emit their electrical discharge in a manner that

The purpose of this creative project was to create a stereo sound system in a unique medium. As a team, we decided to integrate a Tesla Coil with a bluetooth audio source. These high frequency, high voltage systems can be configured to emit their electrical discharge in a manner that resembles playing tunes. Originally the idea was to split the audio into left and right, then to further segregate the signals to have a treble, mid, and base emitter for each side. Due to time, budget, and scope constraints, we decided to complete the project with only two coils.<br/><br/>For this project, the team decided to use a solid-state coil kit. This kit was purchased from OneTelsa and would help ensure everyone’s safety and the project’s success. The team developed our own interrupting or driving circuit through reverse-engineering the interrupter provided by oneTesla and discussing with other engineers. The custom interpreter was controlled by the PSoC5 LP and communicated with an audio source through the DFRobot Bluetooth module. Utilizing the left and right audio signals it can drive the two Tesla Coils in stereo to play the music.

ContributorsHutcherson, Cree (Co-author) / Pinkowski, Olivia (Co-author) / Jordan, Shawn (Thesis director) / Sugar, Thomas (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
This research is focused on two separate but related topics. The first uses an electroencephalographic (EEG) brain-computer interface (BCI) to explore the phenomenon of motor learning transfer. The second takes a closer look at the EEG-BCI itself and tests an alternate way of mapping EEG signals into machine commands. We

This research is focused on two separate but related topics. The first uses an electroencephalographic (EEG) brain-computer interface (BCI) to explore the phenomenon of motor learning transfer. The second takes a closer look at the EEG-BCI itself and tests an alternate way of mapping EEG signals into machine commands. We test whether motor learning transfer is more related to use of shared neural structures between imagery and motor execution or to more generalized cognitive factors. Using an EEG-BCI, we train one group of participants to control the movements of a cursor using embodied motor imagery. A second group is trained to control the cursor using abstract motor imagery. A third control group practices moving the cursor using an arm and finger on a touch screen. We hypothesized that if motor learning transfer is related to the use of shared neural structures then the embodied motor imagery group would show more learning transfer than the abstract imaging group. If, on the other hand, motor learning transfer results from more general cognitive processes, then the abstract motor imagery group should also demonstrate motor learning transfer to the manual performance of the same task. Our findings support that motor learning transfer is due to the use of shared neural structures between imaging and motor execution of a task. The abstract group showed no motor learning transfer despite being better at EEG-BCI control than the embodied group. The fact that more participants were able to learn EEG-BCI control using abstract imagery suggests that abstract imagery may be more suitable for EEG-BCIs for some disabilities, while embodied imagery may be more suitable for others. In Part 2, EEG data collected in the above experiment was used to train an artificial neural network (ANN) to map EEG signals to machine commands. We found that our open-source ANN using spectrograms generated from SFFTs is fundamentally different and in some ways superior to Emotiv's proprietary method. Our use of novel combinations of existing technologies along with abstract and embodied imagery facilitates adaptive customization of EEG-BCI control to meet needs of individual users.
Contributorsda Silva, Flavio J. K (Author) / Mcbeath, Michael K (Thesis advisor) / Helms Tillery, Stephen (Committee member) / Presson, Clark (Committee member) / Sugar, Thomas (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The development of advanced, anthropomorphic artificial hands aims to provide upper extremity amputees with improved functionality for activities of daily living. However, many state-of-the-art hands have a large number of degrees of freedom that can be challenging to control in an intuitive manner. Automated grip responses could be built into

The development of advanced, anthropomorphic artificial hands aims to provide upper extremity amputees with improved functionality for activities of daily living. However, many state-of-the-art hands have a large number of degrees of freedom that can be challenging to control in an intuitive manner. Automated grip responses could be built into artificial hands in order to enhance grasp stability and reduce the cognitive burden on the user. To this end, three studies were conducted to understand how human hands respond, passively and actively, to unexpected perturbations of a grasped object along and about different axes relative to the hand. The first study investigated the effect of magnitude, direction, and axis of rotation on precision grip responses to unexpected rotational perturbations of a grasped object. A robust "catch-up response" (a rapid, pulse-like increase in grip force rate previously reported only for translational perturbations) was observed whose strength scaled with the axis of rotation. Using two haptic robots, we then investigated the effects of grip surface friction, axis, and direction of perturbation on precision grip responses for unexpected translational and rotational perturbations for three different hand-centric axes. A robust catch-up response was observed for all axes and directions for both translational and rotational perturbations. Grip surface friction had no effect on the stereotypical catch-up response. Finally, we characterized the passive properties of the precision grip-object system via robot-imposed impulse perturbations. The hand-centric axis associated with the greatest translational stiffness was different than that for rotational stiffness. This work expands our understanding of the passive and active features of precision grip, a hallmark of human dexterous manipulation. Biological insights such as these could be used to enhance the functionality of artificial hands and the quality of life for upper extremity amputees.
ContributorsDe Gregorio, Michael (Author) / Santos, Veronica J. (Thesis advisor) / Artemiadis, Panagiotis K. (Committee member) / Santello, Marco (Committee member) / Sugar, Thomas (Committee member) / Helms Tillery, Stephen I. (Committee member) / Arizona State University (Publisher)
Created2013
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Description
This Honors thesis is analyzing the Jaipur Prosthetic Foot; we are using a foot from Bhagwan Mahaveer Viklang Sahayata Samiti (BMVSS) to test the durability of the foot and where the critical fatigue points are located. Our testing design will be based off of computer simulation to point out the

This Honors thesis is analyzing the Jaipur Prosthetic Foot; we are using a foot from Bhagwan Mahaveer Viklang Sahayata Samiti (BMVSS) to test the durability of the foot and where the critical fatigue points are located. Our testing design will be based off of computer simulation to point out the critical points that the test machinery should accentuate. The machine will be set to sample and save data at interval times throughout the accentuated walking cycle in order to record the point where the foot begins to show wear.
ContributorsChaisson, Nathaniel (Co-author) / Jacobs, Ian (Co-author) / Radda, Nicholas (Co-author) / Henderson, Mark (Thesis director) / Sodemann, Angela (Committee member) / Carberry, Adam (Committee member) / Barrett, The Honors College (Contributor)
Created2015-05
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Description
This research evaluated soft robotic knee brace designs that were intended to reduce the risk of injury, chronic pain, and osteoarthritis in laborers tasked with repetitive lifting. A soft robotic quasi-passive system was proposed due to energy efficiency, comfortability, and weight. The researcher developed three quasi-passive knee brace systems that

This research evaluated soft robotic knee brace designs that were intended to reduce the risk of injury, chronic pain, and osteoarthritis in laborers tasked with repetitive lifting. A soft robotic quasi-passive system was proposed due to energy efficiency, comfortability, and weight. The researcher developed three quasi-passive knee brace systems that would store energy when the user attempted a squat lift and release the energy when the user stood up. The first design focused on using clamped layered leaf springs to create an increased resistive force when the user bends at the knee. The researchers found that because of the unideal clamping of the springs the design failed to produce a significant increase to the forces the user experienced. The second design used a change in length of the layered leaf springs to provide a significant change in force. Through simple tests, the researchers found that the design did create a change in force significant enough to warrant further testing of the design in the future. The third and final design was inspired by a previous honors thesis by Ryan Bellman, this design used pre-stretched elastic bands to create an increased bending moment. Through experimental testing, the researchers found that the elastic bands created a factor increase of 8 from a non-loaded test. Further work would include prototyping a knee brace design and developing a method to allow the user to stretch and unstretch the elastic bands at will. In conclusion, design 2 and design 3 have the potential to significantly increase the well being of workers and increase their knee longevity.
ContributorsLewis, Kyle Jason (Co-author) / Lewis, Kyle (Co-author) / Sugar, Thomas (Thesis director) / Redkar, Sangram (Committee member) / Human Systems Engineering (Contributor) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This is a report on an experiment that examines if the principles of multimedia learning outlined in Richard E. Mayer’s journal article, “Using multimedia for e-learning”, located in the Journal of Computer Assisted Learning would apply to haptic feedback used for haptic robotic operation. This was tested by developing

This is a report on an experiment that examines if the principles of multimedia learning outlined in Richard E. Mayer’s journal article, “Using multimedia for e-learning”, located in the Journal of Computer Assisted Learning would apply to haptic feedback used for haptic robotic operation. This was tested by developing and using a haptic robotic manipulator known as the Haptic Testbed (HTB). The HTB is a manipulator designed to emulate human hand movement for haptic testing purposes and features an index finger and thumb for the right hand. Control is conducted through a Leap Motion Controller, a visual sensor that uses infrared lights and cameras to gather various data about hands it can see. The goal of the experiment was to have test subjects complete a task where they shifted objects along a circuit of positions where they were measured on time to complete the circuit as well as accuracy in reaching the individual points. Analysis of subject responses to surveys as well as performance during the experiment showed haptic feedback during training improving initial performance of individuals as well as lowering mental effort and mental demand during said training. The findings of this experiment showed support for the hypothesis that Mayer’s principles do apply to haptic feedback in training for haptic robotic manipulation. One of the implications of this experiment would be the possibility for haptics and tactile senses to be an applicable sense for Mayer’s principles of multimedia learning as most of the current work in the field is mostly focused on visual or auditory senses. If the results of the experiment were replicated in a future experiment it would provide support to the hypothesis that the principles of multimedia learning can be utilized to improve the training of haptic robotic operation.
ContributorsGiam, Connor Dallas (Author) / Craig, Scotty (Thesis director) / Sodemann, Angela (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The sense of sight is arguably the most common method that our body uses for gathering data of the world around us. However, that primary tool is negated for those who are visually impaired, and thus must be replaced with a new bodily sense. Over the years there have been

The sense of sight is arguably the most common method that our body uses for gathering data of the world around us. However, that primary tool is negated for those who are visually impaired, and thus must be replaced with a new bodily sense. Over the years there have been multiple attempts to determine the second best sense from which the brain can generate the most information, and to create a device that utilizes that sense to gather and relay the data quickly and efficiently. However, the sense that has gained the most favor among users and the most experimentation is that of touch. A haptic display device employs the sense of touch by breaking down an image viewed by the haptic display into pixels; each pixel is then translated to a certain vibrational frequency or electrical charge for the user to feel (depending on the brightness of the pixel). One can then distinguish the feeling of the square-like object through the device, however the main problem that exists among the current haptic display devices is the low-resolution output. The low resolution thus makes it difficult for a user to decipher between objects that share a similar shape, but are still completely different.

By considering a different method of delivering information to the brain via touch, it may become possible to create a haptic display that can relay environmental information to the brain in 64x64 resolution. The alternative solution is to replace the vibrating motors with vibrating cantilever beams, thus allowing more beams to take up a specific area in comparison to vibrating motors. Each beam will vary in length to establish its own natural frequency while also making it easier for each beam’s vibration to be controlled by a single microcontroller. Nathan Eastburn, a student who graduated in the spring of 2018, designed a wire-cutting machine that could pull the beams through a metal plate to strip the beam into smaller cross-sections and cut the beams into the very precise lengths. To further complete the machine, the mechanical aspects of the machine needed to be finalized and installed, specifically the air cylinder valve and blade attachments.

The following report provides the details and thought process in converting the given designs of the air pump and blade systems into the physical additions to the wire-cutting machine. Both systems have further parts that need to be purchased, components that must be manufactured, and/or redesigns to the functionality of the systems; these will be explained for those desiring to continue and complete the assembly of this machine.
ContributorsGarcia, Aundre (Author) / Sodemann, Angela (Thesis director) / Sugar, Thomas (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05