Professional Documents
Culture Documents
Third Year Report
Third Year Report
INTERFACE
BY
19/U/BIO/178/GV
1
DECLARATION
I MAKAFU JOSEPH JAMES, declare to the best of my knowledge and understanding that
this report was originally done by me with the exception of references quoted and has not
been published or submitted for any academic award to any university or institution before.
Signature Date
……………………………. ……………………………
2
APPROVAL
This is to certify that this report has been prepared by MAKAFU JOSEPH JAMES to the best
of his knowledge and experience. His report clearly reflects the work he did during the
project development and implementation.
Signature…………………………………… Date……………………………………
3
DEDICATION
I dedicate this report to my beloved family for the tremendous work and selfless services
done towards my academic work. Their encouragement, advice, financial support and
devotion to my endeavors have kept me striving for greater heights.
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ACKNOWLEDGEMENT
First and foremost I thank the Almighty God who has kept me alive and healthy throughout
this period and completion of this work.
I also would like to express my gratitude to Mr. Obeti Francis for his enthusiastic
encouragements and precious instructions during project development period. I would also
like to thank my groupmates for the participation and timely response whenever called upon
which helped me develop both academically, professionally and socially.
Last but not least, I wish to express my deepest thanks to my family for their unconditional
love and support. Their sincere caring and support had helped me successfully completing my
project.
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ABSTRACT
The purpose of this report is to provide an overview of the design and development of a
bionic arm interface using Arduino, MPU6050 sensor, and Unity 3D software. The design is
inspired by the biological structure and mechanism of the human hand. The project aimed to
create a functional interface that allows users to control a bionic arm using motion data
captured by the MPU6050 sensor and input from potentiometers. The interface was
developed by integrating hardware and software components to provide a seamless user
experience.
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KEYWORDS
Data Glove: glove that contains various sensors and captures finger articulation, hand motion
and orientation
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Table of Contents
DECLARATION........................................................................................................................................2
APPROVAL.............................................................................................................................................3
DEDICATION..........................................................................................................................................4
ACKNOWLEDGEMENT...........................................................................................................................5
ABSTRACT..............................................................................................................................................6
KEYWORDS............................................................................................................................................7
LIST OF FIGURES..................................................................................................................................10
CHAPTER ONE: INTRODUCTION...........................................................................................................11
1.1 Background................................................................................................................................11
1.2 Problem Statement....................................................................................................................11
1.3 Project objectives......................................................................................................................12
1.3.1 General objective................................................................................................................12
1.3.2 Specific Objectives..............................................................................................................12
1.4 Justification................................................................................................................................12
1.5 Significance................................................................................................................................12
1.6 Scope.........................................................................................................................................13
1.7 Methodology and tools..............................................................................................................14
1.7.1 Sensor Selection..................................................................................................................15
1.7.2 Hardware/Software Interface Design.................................................................................15
CHAPTER TWO: LITERATURE REVIEW..................................................................................................17
2.1 THEORETICAL DESIGN PRINCIPLES.............................................................................................17
2.2 Identification of Hand Motion...................................................................................................18
2.3 Contact technologies.................................................................................................................19
2.4 Research Paper [1].....................................................................................................................19
2.5 Commercial glove contact devices.............................................................................................21
2.5.1 Optical (VPL Data glove)......................................................................................................21
2.5.2 Resistor-based (Virtex Cyber glove)........................................................................................21
2.6 Negative aspects of the data gloves..........................................................................................21
2.7 Exoskeletons..............................................................................................................................22
2.8 Non-contact technologies..........................................................................................................23
CHAPTER THREE: PROJECT DEVELOPMENT.........................................................................................24
3.1 Equipment Design......................................................................................................................24
3.1.1 3D Parts..............................................................................................................................24
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3.1.2 Potentiometer....................................................................................................................25
3.1.3 ESP32 Microcontroller Unit................................................................................................26
3.1.4 MPU6050 Sensor (accelerometer + gyroscope)..................................................................27
3.1.5 Integrated Development Environment...............................................................................27
3.1.6 Virtual Reality Software......................................................................................................28
3.2 Cost Management.....................................................................................................................28
3.3 Theoretical Design of Signal Conversion Circuit Schematic.......................................................29
CHAPTER FOUR: RESULTS AND DISCUSSIONS......................................................................................30
4.1 3D PRINTED PARTS....................................................................................................................30
4.2 Acquisition by Arduino IDE and Processing IDE.........................................................................33
4.2 Unity 3D Simulation and Hardware Integration.........................................................................33
4.3 Unity 3D Simulation Environment Setup...................................................................................34
4.3.1 Virtual Arm Model..............................................................................................................34
4.3.2 Physics Properties...............................................................................................................34
4.3.3 User Interface Elements.....................................................................................................34
4.4 Integration of Hardware Components with Unity 3D................................................................34
4.4.1 Serial Communication.........................................................................................................34
4.4.2 Data Reception and Processing...........................................................................................35
4.4.3 Arm Control and Visualization............................................................................................35
4.4.4 Visual Feedback and Interaction.........................................................................................35
4.4.4 Testing and Calibration.......................................................................................................35
CHAPTER FIVE: CONCLUSION AND RECOMMENDATIONS...................................................................38
5.1 Conclusion.................................................................................................................................38
5.2 Recommendation......................................................................................................................38
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LIST OF FIGURES
Figure 1: Overall process diagram (earlier plan for the project execution).............................14
Figure 2: Hardware/Software Interface of this capstone project.............................................16
Figure 3: Anatomical details of the hand exoskeleton.............................................................17
Figure 4: Classification of hand reconstruction techniques.....................................................18
Figure 5: Prototype Data Glove. Flex sensors mounted on the glove and white colored force
sensor taped around thumb.......................................................................................................20
Figure 6: System design of Data Glove with force sensors as presented in the research paper
..................................................................................................................................................20
Figure 7: Signal Conversion circuit (converts resistance to voltage)......................................20
Figure 8: Optical (VPL Data glove).......................................................................................21
Figure 9: Resistor-based (Virtex Cyber glove).....................................................................21
Figure 10: Exoskeleton used as a master to control artificial hand..........................................22
Figure 11: Final Assembly of All the parts..............................................................................32
Figure 12: Output from serial monitor in Arduino IDE...........................................................33
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CHAPTER ONE: INTRODUCTION
This chapter gives a brief explanation of the project background, problem statement,
justification, objectives and summary of the methodology.
1.1 Background
Over the past decade of the new millennium, the world has seen the ever increasing
population around the globe. However, along with this increasing population trend, came
forth a whole new domain of technological innovations and improvements for the betterment
and sustenance of this population. Specifically, the innovations in the Computer & Gaming
industry and Health Care industry is so overwhelming that human life has become a lot easier
and appreciating. In medicine, for instance, the integration of medical science and
engineering has enabled almost anything from simple and efficient electronic record keeping
to complicated tele robotic surgery.
An interface is a combination of hardware and software which allows a user to interact with
computer systems. Computer interfaces refer to the various ways in which users interact with
computer systems. The goal of computer interfaces is to make it easy and intuitive for users
to interact with complex computer systems, allowing them to perform tasks and access
information quickly and efficiently.
Common types of computer interfaces include: the Graphical User Interface (GUI),
Command Line Interface (CLI), Natural Language Interface (NLI), Touch Screen Interface
and Virtual Reality (VR) Interface.
With the development of new technologies like natural language processing and virtual
reality, a number of novel interfaces that employ gesture control and motion capture
technologies have been developed to meet more demanding tasks of the modern times.
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1.3 Project objectives
1.3.1 General objective
To design and implement a Bionic Arm-Interface.
To test the functionality of the implemented hardware and software against different
performance metrics and safety standards
1.4 Justification
The interface provides precise control over movement, allowing the users to execute fine
tasks with greater accuracy
In Contrast to the Keyboard as a primary input device, the wearable piece of equipment is
more ergonomic and possesses a more natural form of interaction with computer systems.
The simplicity and reliability of the interface makes it a cost effective choice, ensuring a
wider accessibility for the user in need
1.5 Significance
The Bionic Arm-Interface is designed to be cheap and affordable for any user as the system is
immediately adaptable to different hand sizes and geometries. Once the system is working
properly, it can be easily adapted to capture the motion of any other body part.
The real time feedback provided by the potentiometers allows users to have a more intuitive
interaction with the bionic arm. They can adjust their grip strength and movement speed
seamlessly, making the device feel more natural and responsive.
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The potentiometers allow for fine-tuned control over the bionic arms movement, enabling
users to perform delicate tasks with greater accuracy. This precision is crucial for tasks that
require careful manipulation.
The non-intrusiveness allows for more natural motion of the hand, and also allows for the
addition of new sensors without altering the motion sensing system.
1.6 Scope
The scope of this project included the design and development of the bionic arm interface
using the ESP32 microcontroller, MPU6050 sensor, potentiometers and Unity 3D software.
The focus was to process the data extracted from finger movements in a manner that lets us
extract signal information of interest.
Once the information was extracted we then used it for different purposes such as controlling
and manipulating an entity in a virtual environment.
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1.7 Methodology and tools
The project consists of two major parts i.e. Data Glove implementation and simulation of
virtual Robot Manipulator design. These two parts are further subdivided into two smaller
parts:
Implementation of motion capturing Data Glove fingers and real time articulation of
stick figure representation of virtual robot manipulator grippers
Hand motion and orientation tracker and interfacing it with real-time virtual stick
figure model
To execute the project step by step, a process diagram has been developed. It is shown below
Potentiometers detect
the angular change and
outputs the resistance Real time command for
change virtual fingers
MPU 6050
Real time action
Accelerometer +
command hand motion
gyroscope detects
change in relative
motion, position
Figure 1: Overall process diagram (earlier plan for the project execution)
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1.7.1 Sensor Selection
The motion capture of finger articulation and hand movement cannot be tracked by a single
sensor.
For capturing finger articulation, an appropriate method would be to use potentiometers that
produce real-time change in its parametric value when adjusted.
Usually potentiometers are resistive sensors that change their resistance value when adjusted.
Therefore, it must be converted to voltage for further signal analysis or modifications.
On the other hand, tracking the movement and orientation of hand in space can be
accomplished by an accelerator and/or gyroscope (MPU 6050).
However, execution of these methods are rather complicated, time consuming and expansive.
Therefore, for this project, a simplistic approach has been adapted. The hardware/software
interface can be developed using the microcontroller Arduino, Arduino IDE and UNITY 3D.
The idea of the method is as following:
The analog output from the potentiometers (and accelerometer) are supplied to the
microcontroller.
The microcontroller is connected to the PC via a USB port for serial communication.
The Arduino IDE (a C based programming environment) is used to program the
microcontroller.
Arduino IDE has a serial port monitor that is used to monitor the real-time response of
the hardware in numerical values.
Virtual hand is implemented in UNITY 3D. Using serial communication command in
Processing, a serial communication channel (SCC) can be established between virtual
hand, developed in processing, and the microcontroller connected to the sensors.
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The generalized data path for Serial Communication between PC and microcontroller is
shown below. As described above, following diagram is the overview of the method used to
implement the hardware software interface.
Arduino Ide
Processing IDE
Potentiometer Arduino
Analog Inputs Microcontroller
PC
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CHAPTER TWO: LITERATURE REVIEW
This chapter entails an overview of the different theoretical elements of the project and
includes the various technologies included in the system’
2.1 THEORETICAL DESIGN PRINCIPLES
The hand is part of the extremity of human located at the distal segment of an arm or fore
limb. It is composed of a palm with five fingers with the wrist connecting it to the forearm.
Human hands are considered as one of the most intricate mechanical structures of the body
with 27 bones and 24 degrees of freedom, as shown
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2.2 Identification of Hand Motion
There is a great amount of work done in identifying the motion of the human body and, in
particular, of the human hand. The fields of interest are also diverse; much of the work has
been done in the area of computer graphics, in order to create realistic virtual motion for
avatar animation, for automatic hand language identification, for automatic sketching, etc.;
also in the areas of humanoid robotics, in order to program human-like motion in the robots,
and in the area of biomechanics.
The extraction of motion and posture information has been categorized by Varga et al.
according to three aspects, that we reproduce here as a good framework to classify the
previous and actual research. The extraction of motion information can be categorized
according to the sensing device used as contact (in which the device is mounted on, or
touches the hand) or non-contact (in which the information is extracted at a distance).
Regarding whether the whole hand or only some characteristic points are tracked, the
information is classified as complete or incomplete. This information can be transferred
directly to some geometric modeling system (direct transfer ) or the information can be fed to
an intermediate hand model that adjusts the raw information before sending it to the
geometric modeler (indirect transfer, also called model-based).
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2.3 Contact technologies
Contact devices can be classified as data gloves (with different sensing technologies),
electromagnetic emitter/receiver tracking systems, and exoskeletons.
Data Glove is one of the most exciting research topic at this current time. With accelerated
growth in the electronic industry, consumers demand to interact with virtual objects or remote
machinery in a realistic fashion. Examples of which include virtual gaming, touch panel
computers, human machine interaction, tele robotic surgery, virtual surgical training and
many more. Through literature research for this project, it has been discovered that many
research based on Data Glove, related to each of the developments mentioned above, has
been done. Some of those research paper, as they were reviewed for this project, include:
Data Glove with a force Sensor, 3D hand motion tracking and gesture recognition using a
Data Glove, Motion Sensitive Glove based Korean finger-spelling tutor, Teleoperation of
robot based on Data Glove and virtual reality, Hand-in-Glove Human-Machine Interface and
Interactive Control and Development of a functional neuromuscular stimulation system using
Data Glove.
Among these research papers, Data Glove with a force Sensor was the most valuable toward
the development of this project.
The objective of this paper is to demonstrate the development stages of a data glove equipped
with force sensors and bend sensors. This paper demonstrates that using flex sensors mounted
on the glove, the finger articulation can be captured. In addition, using force sensors mounted
on the glove, the force produced due to gripping mechanism of the hand can be obtained and
transferred through serial communication port and replicated within a remote mechanical
gripper. As a result, wearing the Glove, if an object is held with a certain force input (i.e. 4N),
a remote mechanical robotic arm should also produce the same grasp force. As mentioned in
the paper, this development can be used in robotics, telecheric, biomechanics, rehabilitation
and virtual reality applications. The following is the prototypical design of the Data Glove
used in the project.
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Figure 5: Prototype Data Glove. Flex sensors mounted on the glove and
white colored force sensor taped around thumb.
The simplistic system design of the project presented in this research paper is as following:
Figure 6: System design of Data Glove with force sensors as presented in the research paper
The circuit is composed of three subdivided op-amps circuits known as the buffer, the adder
and the amplifier. The buffer circuit simply act as a voltage follower to output the voltage
produced at the voltage divider circuit. The adder circuit adds positive voltage value to the
buffer circuit so that the low negative voltage is offset by the comparably higher voltage of
the adder output. Finally, the small voltage is amplified through the amplifier circuit and
gives an amplified voltage that falls between desired voltage ranges.
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2.5 Commercial glove contact devices
2.5.1 Optical (VPL Data glove)
Sensitive to hand size. Neoprene-fabric glove with two fiber
optic loops on each finger; each loop goes up to one knuckle.
That is the problem with the hand size. When hand is bent, light
escapes through small cuts of the fiber. Needs recalibration for
each user. DOF: 5 metacarpo-phalangeal joints, interphalangeal
joint of the thumb, 4 proximal interphalangeal joints of the
other fingers. Resolution: ¡ 1 degree (in good conditions), rate: Figure 8: Optical (VPL Data
up to 160 Hz. Price $ 11000 approx. glove)
Figure 9: Resistor-based
(Virtex Cyber glove)
In addition, the implicit model of the hand considers the joints as parallel and perpendicular;
in any case, no information can be extracted about the real directions of the joints of the
human hand. In many applications, a different sensing device needs to be used in order to
identify the motion of the wrist and the location and orientation of the hand in space.
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2.7 Exoskeletons
Exoskeletons are rigid structures designed to follow, up to certain extent, the motion of the
hand. They are in fact less used than gloves for applications in hand tracking. One of the
reasons is that it is difficult to create an exoskeleton that can adapt to the hand deformation
and still keep the accuracy in measuring certain joint motions; they are mostly used to
identify and track the motion of a few degrees of freedom. Nakagawara et al. presents a hand
exoskeleton used as a master to control a slave hand. In this paper, some of the common
problems of exoskeletons are also identified. Kim et al. presents a wearable device called
SCURRY which has characteristics of both exoskeletons and data gloves.
Magnetic tracking follows the position and orientation of an emitter attached to a point of the
hand. It seems to yield a very good resolution and it is a promising technology to be applied
to hand tracking; for application of magnetic tracking systems to characterize human motion.
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2.8 Non-contact technologies
Non-contact technologies refer almost exclusively to vision systems. Vision-based systems
can use a single camera, stereo cameras or orthogonally-placed cameras. Advantages of
vision-based systems are that they are less intrusive than any of the contact technologies;
however, small motions, certain views and occlusions may present problems in order to
identify the motion. This is partially overcome with the recovery of 3D position and
orientation information, but this in turn is difficult and computationally expensive.
One of the main problems of the vision-based systems is that of the automatic identification
of the hand and the hand posture from the image. In order to distinguish the interesting
features in the hand, strategies such as using color, motion or edge information have been
implemented. Among other strategies, there are the following: skin-color detection (in which
the subject must wear long-sleeved clothes of a different color), color cues, motion cues
(when the hand is the only moving object), or shape detection.
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CHAPTER THREE: PROJECT DEVELOPMENT
3.1 Equipment Design
3.1.1 3D Parts
In order to capture finger motion, it is necessary to design a glove equipped with
potentiometers. Observing the Data Glove designs, 3D parts were printed as shown below.
Tensioner:
A tensioner is a device that applies a force
to create or maintain tension.
Spool
A spool is a cylindrical device on which a
string is wound
Holder
This is the part that keeps the potentiometer
in one position
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Guide Node/Guide Ring:
Guide the string that is attached to the end
of the finger in order to produce the force on
the tensioner.
End cap
Attached to the end of the finger and also
the end of the string
Cover
attached to the tensioner to keep the spool in
position
3.1.2 Potentiometer
The potentiometer is a resistance element with three terminals and the resistance value can be
adjusted according to a certain change law, which is equivalent to a variable resistor. Because
its role in the circuit is to obtain a certain relationship with the input voltage (external
voltage) to output Voltage, so -called potentiometer. Potentiometers can be divided into
rotary potentiometers, push-pull potentiometers, straight slide potentiometers, etc. according
to the adjustment method.
This project uses a rotary potentiometer. Its three pins are shown below:
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The rotary potentiometer is an adjustable resistance element. It is composed of a resistor and
a rotating system. When a voltage is applied between the two fixed contacts of the resistive
body, the position of the contact on the resistive body is changed by the rotating system, and
a voltage that has a certain relationship with the position of the moving contact can be
achieved between the moving contact and the fixed contact. Potentiometers can be used to
adjust the voltage and current. Our course uses a rotary potentiometer. Its structure is as
shown in the figure below. By rotating the knob, the position of pin 2 is changed, thereby
changing the resistance value from pin 2 to both ends. In the experiment. Connect pin 1 and
pin 3 to the GND and 5V of the development board respectively. And then read the voltage
divided by the pin 2 of the potentiometer through the analog input pin A0. The range is
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- Up to 18 12bit Analog Pins
Arduino IDE is the C based open source development environment to program any
microcontroller from Arduino microcontroller series. It has a serial monitor that can be used
to monitor real-time response of the sensors. However, appropriate programs must be written
and uploaded to Arduino microcontroller to setup a serial port communication channel
between the microcontroller and the signal conversion circuit. Arduino IDE has been
obtained from the official Arduino microcontroller website. Furthermore, Processing IDE is
also a C based development environment to develop animation, simulation, real-time
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interaction with Arduino microcontroller etc. However, appropriate programs must be written
to achieve desired functionality. Development in Processing IDE is relatively easy and
therefore it has been selected for the development of simulated real-time responsive stick
figure virtual robotic arm.
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MPU6050 1 15,000
Glove 1 5,000
Cables 5,000
TOTAL 80,000
In addition to the above purchases, the 3D parts were printed at the university biomedical
laboratory.
3.3 Theoretical Design of Signal Conversion Circuit Schematic
Schematic Representation
Visual Representation
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CHAPTER FOUR: RESULTS AND DISCUSSIONS
4.1 3D PRINTED PARTS
We were able to successfully print out some of the parts that were required for the successful
assembly of the arm interface but due to some circumstances some of the parts were not
properly printed.
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Some of the printed parts included:
Cover
Tensioner
Spool
Guide Ring
Guide nodes
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Final assembly of the printed
parts with a potentiometer
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4.2 Acquisition by Arduino IDE and Processing IDE
Using the Arduino IDE, analog and digital data is obtained. Arduino IDE provides examples
that can be slightly modified to obtain the real-time serial port output. To directly display the
real time response of the potentiometer the following program was uploaded to the
microcontroller through the USB cable.
/*Analog serial reader
Program description: Reads 2 analog inputs and sends their values out.
*/
void setup() {
// serial port initialization
Serial.begin(9600);
}
void loop() {
int thumb = analogRead(4); //define thumb input
int index = analogRead(5); //define index input
// print its value out as an ASCII numeric string
Serial.print(thumb, DEC);
// if this isn't the last sensor to read,
// then print a comma after it
Serial.print(",");
Serial.print(index, DEC);
Serial.println();
}
Figure 17: Output from serial monitor in
Arduino IDE
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4.3 Unity 3D Simulation Environment Setup
The setup of the Unity 3D simulation environment involves the following components:
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communication library in Unity. The serial port is configured with the appropriate settings,
such as baud rate and data format, to match the settings in the ESP32 microcontroller.
The images below represent the outcome of the simulation of the glove.
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36
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CHAPTER FIVE: CONCLUSION AND RECOMMENDATIONS
5.1 Conclusion
In conclusion, the designed bionic arm interface successfully combines hardware and
software components to create a functional system for controlling a bionic arm. The
integration of the Arduino board, MPU6050 sensor, and Unity 3D software enables real-time
motion tracking, potentiometer simulation, and interactive visualization. The interface
provides an intuitive control mechanism for users, allowing them to control the bionic arm
with their arm motions. This project demonstrates the potential of using Arduino, sensors,
and 3D visualization software to create innovative and interactive human-machine interfaces.
5.2 Recommendation
In this project, the data glove was also connected to a mouse circuit and interfaced with the
Arduino microcontroller. The end result was that by bending the fingers, the mouse buttons
can be controlled. This is just one of the many dynamic uses of this device. With more time
and proper management, this project can be taken much further and an example would be
remotely controlling the computer without even touch the monitor mouse or keyboard. It can
only be imagined, what good it can do for the paralyzed people who cannot walk. This device
would then be able to give these individuals ability to use computers with simple hand and
finger movements.
Moreover, Data glove can put promising results in the field of medicine. It can be used for
monitoring hand function for rehabilitation purposes, it can be used in telerobotic surgery and
not to mention high quality virtual interactive gaming.
Therefore, it is a highly recommended research topic for the obtainment of many well and
advanced outcomes.
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