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dc.contributor.advisorTakehiko Nagakura and Federico Casalegno.en_US
dc.contributor.authorBernal Cubias, Guillermo Romanen_US
dc.contributor.otherMassachusetts Institute of Technology. Department of Architecture.en_US
dc.date.accessioned2014-11-04T21:33:34Z
dc.date.available2014-11-04T21:33:34Z
dc.date.copyright2014en_US
dc.date.issued2014en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/91395
dc.descriptionThesis: S.M., Massachusetts Institute of Technology, Department of Architecture, 2014.en_US
dc.descriptionCataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 109-111).en_US
dc.description.abstractLearning a novel skill is a time consuming process and can be frustrating at times. It may require hours of supervised training before a minimum level of proficiency can even be attained. For example in ceramics, centering the clay on the pottery wheel is a challenging task, which must be mastered before one can even begin to create an object. The objective of this thesis is to design and implement a wearable device that aids novices during the skill acquisition process of any such procedural motor task. The goal of the wearable device is to significantly reduce the amount of time needed to familiarize oneself with a new technique and medium, and to quickly attain a basic level of proficiency. This is achieved by providing students continuous visual feedback, which compares their on-going movements to that of a master craftsman performing the identical task recorded beforehand. Illuminated LEDs placed on the student's forearm relate movement kinematics, an accelerometer, magnetometer, gyroscope and muscle activity, all of which are recorded using electromyography (EMG) electrodes in real-time. The device thereby augments the sensory feedback available to the student during skill acquisition and enables them to correct their movements to match those of the master craftsman as an immediate reaction. In pilot studies, the device was evaluated within the context of pottery wheel-throwing; specifically, forearm kinematics and muscle activation during the centering of the clay were investigated. Movement feedback and data are discussed in relation to the current theories on sensorimotor control and learning. The initial results were evaluated with respect to the amount of time taken to become comfortable with the skill at hand. While there are a number of possible applications of the device, two main areas are discussed: 1) The device has the potential to become a disruptive technology, fundamentally changing traditional methods of learning and teaching arts and crafts, both in the studio/classroom environment and for autodidacts at home; 2) The device may have significant clinical impact in the field of neurorehabilitation and motor (re)education after a stroke or traumatic brain injury. Finally, an archive of expert performances for any given motor skill may be generated using the wearable device; an archive anyone could consult when learning a new skill whether it be out of curiosity or out of necessity.en_US
dc.description.statementofresponsibilityby Guillermo Roman Bernal Cubias.en_US
dc.format.extent111 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectArchitecture.en_US
dc.titleLearning from master's muscles : EMG-based bio-feedback tool for augmenting manual fabrication and craftingen_US
dc.title.alternativeEMG-based bio-feedback tool for augmenting manual fabrication and craftingen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Architecture
dc.identifier.oclc893478603en_US


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