Telehaptics
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Telehaptics
Telehaptic is the term for computer generated tactile (tangible or touch) sensations ( haptics) over a network, between physically distant human beings, or between a local user and a remote location, using sensors and effectors. Microcontrollers input information from sensors, and control effectors to create human sensations as outputs. Sensors range from pressure, temperature and kinesthetic sensing devices, to biofeedback equipment. Haptic effectors, evoking precise perceivable sensations, range from small motors, fans, heating elements, or vibrators; to micro-voltage electrodes which gently stimulate areas of the skin (creating subtle, localized, "tingling" electrotactile sensations). Telehaptic interactivity, a form of assistive technology, may involve synesthesia; e.g. sensed inputs such as breathing, brain activity, or heartbeats might be presented as gentle, precisely variable bodily sensations in any combination, including warmth, cold, vibration, pressure, etc.; open ...
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Teledildonics
Teledildonics (also known as cyberdildonics) is the name coined for virtual sex encounters using networked, electronic sex toys to mimic and extend human sexual interaction. The term became known after technology critic and writer Howard Rheingold used it in his 1991 book ''Virtual Reality''. In the publication, Rheingold made futuristic conclusions and summaries surrounding technology and used the term 'teledildonics' to refer to remote sexual activity using technology. Nowadays, the term is commonly used to describe remote sex (or, at least, remote mutual masturbation), where tactile sensations are communicated over a remote cloud between the participants. The term can also refer to the integration of telepresence with Human sexual activity, sexual activity that these interfaces make possible and can be used in conjunction or interchangeably with sex-technology. The term has also been used less accurately (since there's no "wikt:tele-#English, tele-" element) to refer to robotic ...
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Haptic Perception
Haptic perception ( gr, haptόs, script=latn, italics=yes "palpable", ''haptikόs'' "suitable for touch") means literally the ability "to grasp something". Perception in this case is achieved through the active exploration of surfaces and objects by a moving subject, as opposed to passive contact by a static subject during ''tactile perception''.Weber, E. H. (1851). ''Die Lehre vom Tastsinne und Gemeingefühle auf Versuche gegründet''. Friedrich Vieweg und Sohn. History The term ''haptik'' was coined by the German Psychologist Max Dessoir in 1892, when suggesting a name for academic research into the sense of touch in the style of that in "acoustics" and "optics". Gibson (1966) defined the haptic system as " e sensibility of the individual to the world adjacent to his body by use of his body". Gibson and others further emphasized what Weber had realized in 1851: the close link between haptic perception and body movement, and that haptic perception is active exploration. The co ...
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Sensor
A sensor is a device that produces an output signal for the purpose of sensing a physical phenomenon. In the broadest definition, a sensor is a device, module, machine, or subsystem that detects events or changes in its environment and sends the information to other electronics, frequently a computer processor. Sensors are always used with other electronics. Sensors are used in everyday objects such as touch-sensitive elevator buttons (tactile sensor) and lamps which dim or brighten by touching the base, and in innumerable applications of which most people are never aware. With advances in micromachinery and easy-to-use microcontroller platforms, the uses of sensors have expanded beyond the traditional fields of temperature, pressure and flow measurement, for example into Attitude and heading reference system, MARG sensors. Analog sensors such as potentiometers and force-sensing resistors are still widely used. Their applications include manufacturing and machinery, airplane ...
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Microcontroller
A microcontroller (MCU for ''microcontroller unit'', often also MC, UC, or μC) is a small computer on a single VLSI integrated circuit (IC) chip. A microcontroller contains one or more CPUs (processor cores) along with memory and programmable input/output peripherals. Program memory in the form of ferroelectric RAM, NOR flash or OTP ROM is also often included on chip, as well as a small amount of RAM. Microcontrollers are designed for embedded applications, in contrast to the microprocessors used in personal computers or other general purpose applications consisting of various discrete chips. In modern terminology, a microcontroller is similar to, but less sophisticated than, a system on a chip (SoC). An SoC may connect the external microcontroller chips as the motherboard components, but an SoC usually integrates the advanced peripherals like graphics processing unit (GPU) and Wi-Fi interface controller as its internal microcontroller unit circuits. Microcontrollers are use ...
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Biofeedback
Biofeedback is the process of gaining greater awareness of many physiology, physiological functions of one's own body by using Electronics, electronic or other instruments, and with a goal of being able to Manipulation (psychology), manipulate the body's systems at will. Humans conduct biofeedback naturally all the time, at varied levels of consciousness and intentionality. Biofeedback and the biofeedback loop can also be thought of as Emotional self-regulation, self-regulation. Some of the processes that can be controlled include Electroencephalography, brainwaves, muscle tone, skin conductance, heart rate and pain perception. Biofeedback may be used to improve health, performance, and the physiological changes that often occur in conjunction with changes to thoughts, emotions, and behavior. Recently, technologies have provided assistance with intentional biofeedback. Eventually, these changes may be maintained without the use of extra equipment, for no equipment is necessaril ...
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Interactivity
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels: #Not interactive, when a message is not related to previous messages. #Reactive, when a message is related only to one immediately previous message. #Interactive, when a message is related to a number of previous messages and to the relationship between them. One body of research has ...
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Assistive Technology
Assistive technology (AT) is a term for assistive, adaptive, and rehabilitative devices for people with disabilities and the elderly. Disabled people often have difficulty performing activities of daily living (ADLs) independently, or even with assistance. ADLs are self-care activities that include toileting, mobility (ambulation), eating, bathing, dressing, grooming, and personal device care. Assistive technology can ameliorate the effects of disabilities that limit the ability to perform ADLs. Assistive technology promotes greater independence by enabling people to perform tasks they were formerly unable to accomplish, or had great difficulty accomplishing, by providing enhancements to, or changing methods of interacting with, the technology needed to accomplish such tasks. For example, wheelchairs provide independent mobility for those who cannot walk, while assistive eating devices can enable people who cannot feed themselves to do so. Due to assistive technology, disabled pe ...
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Synesthesia
Synesthesia (American English) or synaesthesia (British English) is a perceptual phenomenon in which stimulation of one sensory or cognitive pathway leads to involuntary experiences in a second sensory or cognitive pathway. People who report a lifelong history of such experiences are known as synesthetes. Awareness of synesthetic perceptions varies from person to person. In one common form of synesthesia, known as grapheme–color synesthesia or color–graphemic synesthesia, letters or numbers are perceived as inherently colored. In spatial-sequence, or number form synesthesia, numbers, months of the year, or days of the week elicit precise locations in space (''e.g.,'' 1980 may be "farther away" than 1990), or may appear as a three-dimensional map (clockwise or counterclockwise). Synesthetic associations can occur in any combination and any number of senses or cognitive pathways. Little is known about how synesthesia develops. It has been suggested that synesthesia dev ...
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Telerehabilitation
Telerehabilitation (or e-rehabilitation is the delivery of rehabilitation services over telecommunication networks and the internet. Telerehabilitation allows patients to interact with providers remotely and can be used both to assess patients and to deliver therapy. Fields of medicine that utilize telerehabilitation include: physical therapy, occupational therapy, speech-language pathology, audiology, and psychology. Therapy sessions can be individual or community-based. Types of therapy available include motor training exercises, speech therapy, virtual reality, robotic therapy, goal setting, and group exercise. Commonly used modalities include webcams, videoconferencing, phone lines, videophones and webpages containing rich Internet applications. The visual nature of telerehabilitation technology limits the types of rehabilitation services that can be provided. Telerehabilitation is therefore often combined with other modalities such as in-person therapy. Important areas o ...
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Jitter
In electronics and telecommunications, jitter is the deviation from true periodicity of a presumably periodic signal, often in relation to a reference clock signal. In clock recovery applications it is called timing jitter. Jitter is a significant, and usually undesired, factor in the design of almost all communications links. Jitter can be quantified in the same terms as all time-varying signals, e.g., root mean square (RMS), or peak-to-peak displacement. Also, like other time-varying signals, jitter can be expressed in terms of spectral density. Jitter period is the interval between two times of maximum effect (or minimum effect) of a signal characteristic that varies regularly with time. Jitter frequency, the more commonly quoted figure, is its inverse. ITU-T G.810 classifies jitter frequencies below 10 Hz as wander and frequencies at or above 10 Hz as jitter. Jitter may be caused by electromagnetic interference and crosstalk with carriers of other signals. Jitte ...
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Packet Loss
Packet loss occurs when one or more packets of data travelling across a computer network fail to reach their destination. Packet loss is either caused by errors in data transmission, typically across wireless networks, or network congestion.Kurose, J.F. & Ross, K.W. (2010). ''Computer Networking: A Top-Down Approach''. New York: Addison-Wesley. Packet loss is measured as a percentage of packets lost with respect to packets sent. The Transmission Control Protocol (TCP) detects packet loss and performs retransmissions to ensure reliable messaging. Packet loss in a TCP connection is also used to avoid congestion and thus produces an intentionally reduced throughput for the connection. In real-time applications like streaming media or online games, packet loss can affect a user's quality of experience (QoE). Causes The Internet Protocol (IP) is designed according to the end-to-end principle as a best-effort delivery service, with the intention of keeping the logic routers mus ...
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Remote Surgery
Remote surgery (also known as telesurgery) is the ability for a doctor to perform surgery on a patient even though they are not physically in the same location. It is a form of telepresence. A robot surgical system generally consists of one or more arms (controlled by the surgeon), a master controller (console), and a sensory system giving feedback to the user.Intuitive Surgical. 2012. "The Da Vinci Surgical System." Intuitive Surgical. http://www.intuitivesurgical.com/products/davinci_surgical_system/. Remote surgery combines elements of robotics, telecommunications such as high-speed data connections and elements of management information systems. While the field of robotic surgery is fairly well established, most of these robots are controlled by surgeons at the location of the surgery. Remote surgery is remote work for surgeons, where the physical distance between the surgeon and the patient is less relevant. It promises to allow the expertise of specialized surgeons to be avai ...
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