Study on play specific to the saddle type interface for personal mobility

S. Yokota, D. Chugo, H. Hashimoto
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Abstract

The saddle type human body movement interface uses not only translational movements but also a twisting movement for controlling a personal mobility. The saddle is mounted on a personal mobility through a universal joint having 3 axes, and follows human body movement. One axis following the body movement on forward/backward is used for making the control input (velocity) of a personal mobility. And two axes on translational right/left and twisting right/left are used for making the control input of angular velocity. For making these control inputs, appropriate plays on each axis should be considered, because play of an interface absorbs low precise and small human movement in order not to reflect these movement to a machine's movement for providing high usability. This paper, therefore, experimentally investigates typical ranges of play (software backlash) on the saddle type interface, and implements them into the control scheme for the personal mobility, and evaluate it.
研究了适合个人移动的专用鞍式游戏界面
马鞍式人体运动界面不仅使用平移运动,还使用扭转运动来控制个人的活动。鞍座通过3轴万向节安装在个人机动性上,跟随人体运动。随着身体向前/向后运动的一个轴用于控制个人移动的输入(速度)。采用平移左右和扭转左右两个轴作为角速度的控制输入。为了制作这些控制输入,应该考虑在每个轴上进行适当的播放,因为界面的播放吸收了低精度和小的人类运动,以便不将这些运动反映到机器的运动中,以提供高可用性。因此,本文通过实验研究了鞍型界面上典型的游戏范围(软件间隙),并将其实现到个人移动的控制方案中,并对其进行了评估。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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