A. Kooijman
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8 records found
1
Smart Indoor Growing System
Design of a space-efficient smart indoor growing system for seedling germination
Movi
Designing a smart shirt for upper body IMU-based motion capture and visualisation in rehabilitation
One in three people requires rehabilitation, with the majority (90%) undergoing treatment at home. However, around 50% of patients do not fully adhere to their rehabilitation plans. IMU-based motion capture can assist both patients and rehabilitation specialists by addressing common challenges such as lack of motivation, time constraints, and incorrect execution of exercises. Integrating a visualisation tool into a smart garment using smart textile principles can offer an effective solution to these problems.
Project goal
The goal of this project was to create a proof of concept for an accessible smart shirt that integrates IMUs to capture and visualise upper-body movements for physical rehabilitation. The focus was on seamless integration, real-time motion visualisation, and aligning the design with patient needs.
Method
To ensure the concept aligned with the rehabilitation context and user needs, the project involved several key activities: desk research, expert interviews, benchmarking existing smart shirts, and prototyping. Insights were gathered from two rehabilitation doctors and two physiotherapists to understand rehabilitation practices and the needs of both patients and specialists. A benchmark of existing IMU-based smart garments helped identify ideas and challenges that needed addressing. A rehabilitation journey was developed to define the context, and a function diagram along with a list of requirements outlined the design criteria.
Prototype Development
The prototype development was divided into sections: motion capture visualisation, IMU integration, upper back design, wiring with conductive thread, and aesthetics. The motion capture visualisation focused on the electronics setup, rotational data gathering, and the use of OpenSense or Blender for visualisation. IMU integration addressed the placement and stability of the IMUs on the arms and their integration into the shirt. The upper back design explored the placement of electronics and the main node. Wiring with elastic thread focused on the conductive thread’s placement and sensor connections. These individual concepts were combined into the final design.
Results
Movi is the working prototype resulting from this project. It features five BNO055 IMUs, a TCA multiplexer, and a Xiao Seeeduino wired with conductive thread integrated in elastic for seamless integration. The system provides real-time movement visualisation through Blender. The shirt is designed with a snug fit, using a sturdy sports shirt as the base, and is costs 220 euro for the materials. It is designed for easy separation of electronics and textiles at the end of life.
To evaluate Movi a performance and user test were executed. The visualisation is clear, stable, and offers a 0.23-second delay. While the precision can be improved with calibration, a method has been proposed that patients can perform themselves. Feedback from users indicated that the shirt is comfortable and easy to wear, with a good fit for women (sizes S and M) and a slightly tighter fit for men.
Conclusion
Movi demonstrates the feasibility of using IMU-based motion capture garments for real-time visualisation within the rehabilitation sector. It offers a more affordable and integrated solution compared to existing systems. The smart shirt allows patients to use it independently during exercises, improving their rehabilitation process at home. The patient gets visual feedback in real-time. Movi can be further developed into various applications, such as motivation tools, gaming, exercise guidance, progress tracking, and discussion tools for rehabilitation specialists, ultimately enhancing both the patient experience and the specialist’s ability to track progress remotely. ...
One in three people requires rehabilitation, with the majority (90%) undergoing treatment at home. However, around 50% of patients do not fully adhere to their rehabilitation plans. IMU-based motion capture can assist both patients and rehabilitation specialists by addressing common challenges such as lack of motivation, time constraints, and incorrect execution of exercises. Integrating a visualisation tool into a smart garment using smart textile principles can offer an effective solution to these problems.
Project goal
The goal of this project was to create a proof of concept for an accessible smart shirt that integrates IMUs to capture and visualise upper-body movements for physical rehabilitation. The focus was on seamless integration, real-time motion visualisation, and aligning the design with patient needs.
Method
To ensure the concept aligned with the rehabilitation context and user needs, the project involved several key activities: desk research, expert interviews, benchmarking existing smart shirts, and prototyping. Insights were gathered from two rehabilitation doctors and two physiotherapists to understand rehabilitation practices and the needs of both patients and specialists. A benchmark of existing IMU-based smart garments helped identify ideas and challenges that needed addressing. A rehabilitation journey was developed to define the context, and a function diagram along with a list of requirements outlined the design criteria.
Prototype Development
The prototype development was divided into sections: motion capture visualisation, IMU integration, upper back design, wiring with conductive thread, and aesthetics. The motion capture visualisation focused on the electronics setup, rotational data gathering, and the use of OpenSense or Blender for visualisation. IMU integration addressed the placement and stability of the IMUs on the arms and their integration into the shirt. The upper back design explored the placement of electronics and the main node. Wiring with elastic thread focused on the conductive thread’s placement and sensor connections. These individual concepts were combined into the final design.
Results
Movi is the working prototype resulting from this project. It features five BNO055 IMUs, a TCA multiplexer, and a Xiao Seeeduino wired with conductive thread integrated in elastic for seamless integration. The system provides real-time movement visualisation through Blender. The shirt is designed with a snug fit, using a sturdy sports shirt as the base, and is costs 220 euro for the materials. It is designed for easy separation of electronics and textiles at the end of life.
To evaluate Movi a performance and user test were executed. The visualisation is clear, stable, and offers a 0.23-second delay. While the precision can be improved with calibration, a method has been proposed that patients can perform themselves. Feedback from users indicated that the shirt is comfortable and easy to wear, with a good fit for women (sizes S and M) and a slightly tighter fit for men.
Conclusion
Movi demonstrates the feasibility of using IMU-based motion capture garments for real-time visualisation within the rehabilitation sector. It offers a more affordable and integrated solution compared to existing systems. The smart shirt allows patients to use it independently during exercises, improving their rehabilitation process at home. The patient gets visual feedback in real-time. Movi can be further developed into various applications, such as motivation tools, gaming, exercise guidance, progress tracking, and discussion tools for rehabilitation specialists, ultimately enhancing both the patient experience and the specialist’s ability to track progress remotely.
This graduation project set out to design a modular interconnection system for smart textile applications for Elitac Wearables, that is widely implementable, robust, durable, cleanable,cost-effective, more integrated in the textile carrier and ergonomically to wear. The Double Diamond Design Process methodology of the Design Council (2015) is adjusted to a 4 phase Diamond Design process to guide the process towards a final embodiment design. Phase 1. Understanding the problem: In this phase the focus lies on finding the key challenges Elitac Wearables is facing when designing smart textile wearables. The challenges identified are: the lack of proper integration of electronics & the textile carrier, and no robust and durable (inter-)connections. Furthermore, cable management poses a real challenge as classic electrical wiring is used. A fourth challenge is the cleanability and waterproofing of designs, allowing them to be laundered by users. Also, products are not fit for mass production due to the lack of scalable production processes, the availability of parts for longer periods of time and high prices. All findings were summarised in a problem definition and a program of requirements & wishes. Phase 2. Finding building blocks for haptic feedback systems: Technology literature research and practical tests are conducted to select technologies that can help solve the problems found in design phase one. The technologies are rated on mechanical properties,conductive properties, processability, stretchability, flexibility, durability,and costs. High potential technologies I selected during this research range from wire connections, electrical connections, integration techniques from electronics & textiles and removeable Furthermore, in this study, the solution has been divided into four modules: The tactor (containing an ERM and a driver PCB), the power & data transport (interconnecting all electrical modules), the main controller (containing the micro controller and power supply) & the textile carrier (which makes the technology wearable). Phase 3. Mounting haptic feedback systems to garments: Multiple concepts are generated of which two are selected: The first concept is based on conductive yarn knitted pockets & conductive Velcro as connector while the second concept implements sewn conductive yarn traces and a pogo pin connector. First tests show good data reliability and launderability properties. In the end a hybrid version of the two concepts is chosen. Phase 4. Embodiment design of the haptic feedback system: The final embodiment design implements a power and data transport system consisting of 4 non-isolated sewn conductive yarn traces to enable I2C communication. The waterproof and overmolded tactor module integrates 4 conductive strips, that are pressed against the conductive yarn traces inside pockets as electrical connection. The main control module is connected through a magnetic male pogo pin connector. An overmolded landing spot with the female pogo pin connector acts as easy attachment point for the main module. A functional prototype powers 3 tactor modules at the same time and user tests show a high level of comfort, but also room for improvement of the interaction when placing the tactor modules inside the pockets and the size of the main module. When reconsidering the goal of this graduation project (the design a modular interconnection system for smart textile applications for Elitac Wearables, that is widely implementable, robust,durable cleanable, cost-effective, more integrated in the textile carrier and ergonomical to wear), the design fulfils most of the requirements. The final design scores well on the following design drivers: widely implementable, scalable, cost effective and cleanable. However, the robustness and durability of the design is still questionable when it comes to corrosion of conductive yarns caused by artificial sweat. The wire fragmenting is also something that will need to be prevented in future designs. Moreover, the ergonomics of a prototype of the design is rated to be comfortable during user tests as it does not restrict participants in their movement and the electrical modules are barely noticeable. Though some aspects of the interaction require improvement. ...
This graduation project set out to design a modular interconnection system for smart textile applications for Elitac Wearables, that is widely implementable, robust, durable, cleanable,cost-effective, more integrated in the textile carrier and ergonomically to wear. The Double Diamond Design Process methodology of the Design Council (2015) is adjusted to a 4 phase Diamond Design process to guide the process towards a final embodiment design. Phase 1. Understanding the problem: In this phase the focus lies on finding the key challenges Elitac Wearables is facing when designing smart textile wearables. The challenges identified are: the lack of proper integration of electronics & the textile carrier, and no robust and durable (inter-)connections. Furthermore, cable management poses a real challenge as classic electrical wiring is used. A fourth challenge is the cleanability and waterproofing of designs, allowing them to be laundered by users. Also, products are not fit for mass production due to the lack of scalable production processes, the availability of parts for longer periods of time and high prices. All findings were summarised in a problem definition and a program of requirements & wishes. Phase 2. Finding building blocks for haptic feedback systems: Technology literature research and practical tests are conducted to select technologies that can help solve the problems found in design phase one. The technologies are rated on mechanical properties,conductive properties, processability, stretchability, flexibility, durability,and costs. High potential technologies I selected during this research range from wire connections, electrical connections, integration techniques from electronics & textiles and removeable Furthermore, in this study, the solution has been divided into four modules: The tactor (containing an ERM and a driver PCB), the power & data transport (interconnecting all electrical modules), the main controller (containing the micro controller and power supply) & the textile carrier (which makes the technology wearable). Phase 3. Mounting haptic feedback systems to garments: Multiple concepts are generated of which two are selected: The first concept is based on conductive yarn knitted pockets & conductive Velcro as connector while the second concept implements sewn conductive yarn traces and a pogo pin connector. First tests show good data reliability and launderability properties. In the end a hybrid version of the two concepts is chosen. Phase 4. Embodiment design of the haptic feedback system: The final embodiment design implements a power and data transport system consisting of 4 non-isolated sewn conductive yarn traces to enable I2C communication. The waterproof and overmolded tactor module integrates 4 conductive strips, that are pressed against the conductive yarn traces inside pockets as electrical connection. The main control module is connected through a magnetic male pogo pin connector. An overmolded landing spot with the female pogo pin connector acts as easy attachment point for the main module. A functional prototype powers 3 tactor modules at the same time and user tests show a high level of comfort, but also room for improvement of the interaction when placing the tactor modules inside the pockets and the size of the main module. When reconsidering the goal of this graduation project (the design a modular interconnection system for smart textile applications for Elitac Wearables, that is widely implementable, robust,durable cleanable, cost-effective, more integrated in the textile carrier and ergonomical to wear), the design fulfils most of the requirements. The final design scores well on the following design drivers: widely implementable, scalable, cost effective and cleanable. However, the robustness and durability of the design is still questionable when it comes to corrosion of conductive yarns caused by artificial sweat. The wire fragmenting is also something that will need to be prevented in future designs. Moreover, the ergonomics of a prototype of the design is rated to be comfortable during user tests as it does not restrict participants in their movement and the electrical modules are barely noticeable. Though some aspects of the interaction require improvement.
The learnt behavioral parameter sets were tested with participants (n=42) and a physical ROSbot. They were asked to rate the robots behavioral performance on comfort, predictability and communication of intent. From these results, it became clear that the robots behavior influences the experience of the pedestrians, but it is unclear which parameter exactly influences which part of the behavior. There are certain expectations to what impact a parameter or group of parameters has, but at which times and to what effect this controls parts of the behavior is difficult to identify. Nevertheless a good foundation has been laid down for future projects through a social navigational model and a way to learn parameters for the many different situations an autonomous delivery robot can encounter. A recommendation is to improve the Evolutionary Algorithm in order to facilitate parameter learning which better matches the desired behavior in the STS-triangle. ...
The learnt behavioral parameter sets were tested with participants (n=42) and a physical ROSbot. They were asked to rate the robots behavioral performance on comfort, predictability and communication of intent. From these results, it became clear that the robots behavior influences the experience of the pedestrians, but it is unclear which parameter exactly influences which part of the behavior. There are certain expectations to what impact a parameter or group of parameters has, but at which times and to what effect this controls parts of the behavior is difficult to identify. Nevertheless a good foundation has been laid down for future projects through a social navigational model and a way to learn parameters for the many different situations an autonomous delivery robot can encounter. A recommendation is to improve the Evolutionary Algorithm in order to facilitate parameter learning which better matches the desired behavior in the STS-triangle.
technology act as a whole. The NS has proposed an interior vision for 2025. The goal
of this thesis is to “assess the feasibility of Agile Manufacturing for the interior vision
of 2025”. Is the application of Agile Manufacturing feasible within the organisation
NS? Are the application costs realistic for the company? Moreover, are the changes to
adapt agile production desirable within the organisation? To answer these questions,
extensive research has been done which has been divided into four main chapters in
this report: Discover, Design, Develop and Deploy.
The Discover phase consists of a thorough analysis of the subject by doing desktop
research, field research, interviews and more methods to thoroughly analyse the
subject. Requirements were based on the discovery and the norms regarding the
safety of the EU. Multiple interviews and brainstorming sessions were held with
experts of different backgrounds,
The Design phase focused on the technological aspect of Agile Manufacturing.
Therefore, with a focus on Digitalisation, Fabrication and Design automation, multiple
ideas where created. This resulted in an App and two demonstrations that were
developed in the development phase.
In the Develop phase, the App was designed and programmed to give designers and
engineers a quick tool to process different manufacturing techniques, including most
types of 3D printing. The two demonstrations were made to exploit the possibilities within a type of production. Laser cutting and CFF ( Continuous Fiber Fabrication)
were chosen to press the benefits. The App and two demonstrators were tested on
NS employees for their desirability.
The Deploy phase resulted that the App was well desired. However, more development
is needed to make the App work properly. The Laser cut demonstrator needed more
design attention with regards to aesthetics and comfort. The CFF demonstrator was
not desirable due to its price. Future developments that make 3D printing cheaper,
ecological and quicker to produce would regain their interest. ...
technology act as a whole. The NS has proposed an interior vision for 2025. The goal
of this thesis is to “assess the feasibility of Agile Manufacturing for the interior vision
of 2025”. Is the application of Agile Manufacturing feasible within the organisation
NS? Are the application costs realistic for the company? Moreover, are the changes to
adapt agile production desirable within the organisation? To answer these questions,
extensive research has been done which has been divided into four main chapters in
this report: Discover, Design, Develop and Deploy.
The Discover phase consists of a thorough analysis of the subject by doing desktop
research, field research, interviews and more methods to thoroughly analyse the
subject. Requirements were based on the discovery and the norms regarding the
safety of the EU. Multiple interviews and brainstorming sessions were held with
experts of different backgrounds,
The Design phase focused on the technological aspect of Agile Manufacturing.
Therefore, with a focus on Digitalisation, Fabrication and Design automation, multiple
ideas where created. This resulted in an App and two demonstrations that were
developed in the development phase.
In the Develop phase, the App was designed and programmed to give designers and
engineers a quick tool to process different manufacturing techniques, including most
types of 3D printing. The two demonstrations were made to exploit the possibilities within a type of production. Laser cutting and CFF ( Continuous Fiber Fabrication)
were chosen to press the benefits. The App and two demonstrators were tested on
NS employees for their desirability.
The Deploy phase resulted that the App was well desired. However, more development
is needed to make the App work properly. The Laser cut demonstrator needed more
design attention with regards to aesthetics and comfort. The CFF demonstrator was
not desirable due to its price. Future developments that make 3D printing cheaper,
ecological and quicker to produce would regain their interest.
EOG eye-tracking exploits a property of the eye which behaves as an electric dipole. When the eyes rotate, the dipole vector rotates accordingly. Signals that are a measure of the rotations can be obtained with the EOG technique by placing electrodes on the skin around the eyes.
It is recognised that these electrodes can be efficiently integrated on a VR headset on the foam mask surface which is contacting the user’s face. With a minimum total of five electrodes it is possible record signals that are a measure of horizontal and vertical conjugate (parallel) eye rotations, which can be converted into coordinates of the user’s gaze point in the virtual reality environment.
In order to receive EOG signals, a stable contact between electrodes and the user’s skin must be assured. Standard VR headset masks do not provide uniform contact for all users, due to high variability of the human face shape. For this reason, the foam mask piece was re-designed by creating multiple sizes that could better accommodate different face shapes.
An anthropometric analysis was conducted on a database of 3D scans of European subjects, with the aim of identifying three clusters of face shapes. Such results were then used to create digital mannequins to be exploited in the design of three mask sizes, with the ultimate purpose of improving the contact with the face and the overall comfort.
Electronics and materials were researched and a final prototype with the desired characteristics was built with the purpose of demonstrating the integration of EOG into a VR headset and conduct user-tests. Finally, testing was successful to prove that the with such sizing system there is at least one size out of three that ensures stable contact with EOG electrodes for each subject tested. ...
EOG eye-tracking exploits a property of the eye which behaves as an electric dipole. When the eyes rotate, the dipole vector rotates accordingly. Signals that are a measure of the rotations can be obtained with the EOG technique by placing electrodes on the skin around the eyes.
It is recognised that these electrodes can be efficiently integrated on a VR headset on the foam mask surface which is contacting the user’s face. With a minimum total of five electrodes it is possible record signals that are a measure of horizontal and vertical conjugate (parallel) eye rotations, which can be converted into coordinates of the user’s gaze point in the virtual reality environment.
In order to receive EOG signals, a stable contact between electrodes and the user’s skin must be assured. Standard VR headset masks do not provide uniform contact for all users, due to high variability of the human face shape. For this reason, the foam mask piece was re-designed by creating multiple sizes that could better accommodate different face shapes.
An anthropometric analysis was conducted on a database of 3D scans of European subjects, with the aim of identifying three clusters of face shapes. Such results were then used to create digital mannequins to be exploited in the design of three mask sizes, with the ultimate purpose of improving the contact with the face and the overall comfort.
Electronics and materials were researched and a final prototype with the desired characteristics was built with the purpose of demonstrating the integration of EOG into a VR headset and conduct user-tests. Finally, testing was successful to prove that the with such sizing system there is at least one size out of three that ensures stable contact with EOG electrodes for each subject tested.