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 motor impairment


WAFFLE: A Wearable Approach to Bite Timing Estimation in Robot-Assisted Feeding

arXiv.org Artificial Intelligence

Millions of people around the world need assistance with feeding. Robotic feeding systems offer the potential to enhance autonomy and quality of life for individuals with impairments and reduce caregiver workload. However, their widespread adoption has been limited by technical challenges such as estimating bite timing, the appropriate moment for the robot to transfer food to a user's mouth. In this work, we introduce WAFFLE: Wearable Approach For Feeding with LEarned bite timing, a system that accurately predicts bite timing by leveraging wearable sensor data to be highly reactive to natural user cues such as head movements, chewing, and talking. We train a supervised regression model on bite timing data from 14 participants and incorporate a user-adjustable assertiveness threshold to convert predictions into proceed or stop commands. In a study with 15 participants without motor impairments with the Obi feeding robot, WAFFLE performs statistically on par with or better than baseline methods across measures of feeling of control, robot understanding, and workload, and is preferred by the majority of participants for both individual and social dining. We further demonstrate WAFFLE's generalizability in a study with 2 participants with motor impairments in their home environments using a Kinova 7DOF robot. Our findings support WAFFLE's effectiveness in enabling natural, reactive bite timing that generalizes across users, robot hardware, robot positioning, feeding trajectories, foods, and both individual and social dining contexts.


Accessible Gesture-Driven Augmented Reality Interaction System

arXiv.org Artificial Intelligence

Augmented reality (AR) offers immersive interaction but remains inaccessible for users with motor impairments or limited dexterity due to reliance on precise input methods. This study proposes a gesture-based interaction system for AR environments, leveraging deep learning to recognize hand and body gestures from wearable sensors and cameras, adapting interfaces to user capabilities. The system employs vision transformers (ViTs), temporal convolutional networks (TCNs), and graph attention networks (GATs) for gesture processing, with federated learning ensuring privacy-preserving model training across diverse users. Reinforcement learning optimizes interface elements like menu layouts and interaction modes. Experiments demonstrate a 20% improvement in task completion efficiency and a 25% increase in user satisfaction for motor-impaired users compared to baseline AR systems. This approach enhances AR accessibility and scalability. Keywords: Deep learning, Federated learning, Gesture recognition, Augmented reality, Accessibility, Human-computer interaction


NeuGaze: Reshaping the future BCI

arXiv.org Artificial Intelligence

Traditional brain-computer interfaces (BCIs), reliant on costly electroencephalography or invasive implants, struggle with complex human-computer interactions due to setup complexity and limited precision. We present NeuGaze, a novel webcam-based system that leverages eye gaze, head movements, and facial expressions to enable intuitive, real-time control using only a standard 30 Hz webcam, often pre-installed in laptops. Requiring minimal calibration, NeuGaze achieves performance comparable to conventional inputs, supporting precise cursor navigation, key triggering via an efficient skill wheel, and dynamic gaming interactions, such as defeating formidable opponents in first-person games. By harnessing preserved neck-up functionalities in motor-impaired individuals, NeuGaze eliminates the need for specialized hardware, offering a low-cost, accessible alternative to BCIs. This paradigm empowers diverse applications, from assistive technology to entertainment, redefining human-computer interaction for motor-impaired users. Project is at \href{https://github.com/NeuSpeech/NeuGaze}{github.com/NeuSpeech/NeuGaze}.


GazeGrasp: DNN-Driven Robotic Grasping with Wearable Eye-Gaze Interface

arXiv.org Artificial Intelligence

Abstract--We present GazeGrasp, a gaze-based manipulation system enabling individuals with motor impairments to control collaborative robots using eye-gaze. The system employs an ESP32 CAM for eye tracking, MediaPipe for gaze detection, and YOLOv8 for object localization, integrated with a Universal Robot UR10 for manipulation tasks. After user-specific calibration, the system allows intuitive object selection with a magnetic snapping effect and robot control via eye gestures. Experimental evaluation involving 13 participants demonstrated that the magnetic snapping effect significantly reduced gaze alignment time, improving task efficiency by 31%. GazeGrasp provides a robust, hands-free interface for assistive robotics, enhancing accessibility and autonomy for users.


Multiple Ways of Working with Users to Develop Physically Assistive Robots

arXiv.org Artificial Intelligence

Despite the growth of physically assistive robotics (PAR) research over the last decade, nearly half of PAR user studies do not involve participants with the target disabilities. There are several reasons for this -- recruitment challenges, small sample sizes, and transportation logistics -- all influenced by systemic barriers that people with disabilities face. However, it is well-established that working with end-users results in technology that better addresses their needs and integrates with their lived circumstances. In this paper, we reflect on multiple approaches we have taken to working with people with motor impairments across the design, development, and evaluation of three PAR projects: (a) assistive feeding with a robot arm; (b) assistive teleoperation with a mobile manipulator; and (c) shared control with a robot arm. We discuss these approaches to working with users along three dimensions -- individual vs. community-level insight, logistic burden on end-users vs. researchers, and benefit to researchers vs. community -- and share recommendations for how other PAR researchers can incorporate users into their work.


The weak relationship between ankle proprioception and gait speed after stroke a robotic assessment study

arXiv.org Artificial Intelligence

Ankle proprioceptive deficits are common after stroke and occur independently of ankle motor impairments. Despite this independence, some studies have found that ankle proprioceptive deficits predict gait function, consistent with the concept that somatosensory input plays a key role in gait control. Other studies, however, have not found a relationship, possibly because of variability in proprioception assessments. Robotic assessments of proprioception offer improved consistency and sensitivity. Here we relationships between ankle proprioception, ankle motor impairment, and gait function after stroke using robotic assessments of ankle proprioception. We quantified ankle proprioception using two different robotic tests (Joint Position Reproduction and Crisscross) in 39 persons in the chronic phase of stroke. We analyzed the extent to which these robotic proprioception measures predicted gait speed, measured over a long distance (6-minute walk test) and a short distance (10-meter walk test). We also studied the relationship between robotic proprioception measures and lower extremity motor impairment, quantified with measures of ankle strength, active range of motion, and the lower extremity Fugl-Meyer exam. Impairment in ankle proprioception was present in 87% of the participants. Ankle proprioceptive acuity measured with JPR was weakly correlated with 6MWT gait speed (\r{ho} = -0.34, p = 0.039) but not 10mWT (\r{ho} = -0.29, p = 0.08). Ankle proprioceptive acuity was not correlated with lower extremity motor impairment (p > 0.2). These results confirm the presence of a weak relationship between ankle proprioception and gait after stroke that is independent of motor impairment.


Independence in the Home: A Wearable Interface for a Person with Quadriplegia to Teleoperate a Mobile Manipulator

arXiv.org Artificial Intelligence

Teleoperation of mobile manipulators within a home environment can significantly enhance the independence of individuals with severe motor impairments, allowing them to regain the ability to perform self-care and household tasks. There is a critical need for novel teleoperation interfaces to offer effective alternatives for individuals with impairments who may encounter challenges in using existing interfaces due to physical limitations. In this work, we iterate on one such interface, HAT (Head-Worn Assistive Teleoperation), an inertial-based wearable integrated into any head-worn garment. We evaluate HAT through a 7-day in-home study with Henry Evans, a non-speaking individual with quadriplegia who has participated extensively in assistive robotics studies. We additionally evaluate HAT with a proposed shared control method for mobile manipulators termed Driver Assistance and demonstrate how the interface generalizes to other physical devices and contexts. Our results show that HAT is a strong teleoperation interface across key metrics including efficiency, errors, learning curve, and workload. Code and videos are located on our project website.


Evaluating Customization of Remote Tele-operation Interfaces for Assistive Robots

arXiv.org Artificial Intelligence

Mobile manipulator platforms, like the Stretch RE1 robot, make the promise of in-home robotic assistance feasible. For people with severe physical limitations, like those with quadriplegia, the ability to tele-operate these robots themselves means that they can perform physical tasks they cannot otherwise do themselves, thereby increasing their level of independence. In order for users with physical limitations to operate these robots, their interfaces must be accessible and cater to the specific needs of all users. As physical limitations vary amongst users, it is difficult to make a single interface that will accommodate all users. Instead, such interfaces should be customizable to each individual user. In this paper we explore the value of customization of a browser-based interface for tele-operating the Stretch RE1 robot. More specifically, we evaluate the usability and effectiveness of a customized interface in comparison to the default interface configurations from prior work. We present a user study involving participants with motor impairments (N=10) and without motor impairments, who could serve as a caregiver, (N=13) that use the robot to perform mobile manipulation tasks in a real kitchen environment. Our study demonstrates that no single interface configuration satisfies all users' needs and preferences. Users perform better when using the customized interface for navigation, but not for manipulation due to higher complexity of learning to manipulate through the robot. All participants are able to use the robot to complete all tasks and participants with motor impairments believe that having the robot in their home would make them more independent.


HAT: Head-Worn Assistive Teleoperation of Mobile Manipulators

arXiv.org Artificial Intelligence

Mobile manipulators in the home can provide increased autonomy to individuals with severe motor impairments, who often cannot complete activities of daily living (ADLs) without the help of a caregiver. Teleoperation of an assistive mobile manipulator could enable an individual with motor impairments to independently perform self-care and household tasks, yet limited motor function can impede one's ability to interface with a robot. In this work, we present a unique inertial-based wearable assistive interface, embedded in a familiar head-worn garment, for individuals with severe motor impairments to teleoperate and perform physical tasks with a mobile manipulator. We evaluate this wearable interface with both able-bodied (N = 16) and individuals with motor impairments (N = 2) for performing ADLs and everyday household tasks. Our results show that the wearable interface enabled participants to complete physical tasks with low error rates, high perceived ease of use, and low workload measures. Overall, this inertial-based wearable serves as a new assistive interface option for control of mobile manipulators in the home.


Two hands are better than one

Robohub

What are you doing right now other than scrolling through this article? Do you have a cup of coffee in one hand, your phone in the other? Maybe your right hand is using your laptop mouse and your left hand is holding a snack. Have you ever thought about how often we are using both of our hands? Having two healthy human hands allows us to carry too many grocery bags in one hand and unlock our apartment door with the other, and perform complex bimanual coordination like playing Moonlight Sonata by Beethoven on the piano (well, maybe not all of us can do that). Having two hands also allows us to do some of the most simple tasks in our daily lives, like holding a jar of peanut butter and unscrewing the lid, or putting our hair up in a ponytail.