Университетская программа компании Analog Devices в Индии
Anveshan 2014 Winners
Project: "Baby Beats" - Develop a wearable baby wellness monitor which will closely monitor a baby's clinical and general well-being
Team Members: Neeraj Babu C, Apurv Mittal, Riyaz Mohammed, Anjaly T R, Vineesh V S
College: Indian Institute of Technology, Bombay ( IIT-B)
Summary: In an increasing population of working class parents in India, many are finding less time to monitor the well-being of their children. Children from infancy to 60 months are prone to various health issues and also need a great amount of attention to keep them safe from hazards.
We have developed a wearable baby wellness monitor which will closely monitor a baby's clinical and general well-being, packed with a lot of features to keep the child's wellness as top priority with minimum attention from parents.
"Baby Beats" is a wearable device which can be easily attached to the baby and will be monitoring the following parameters:
The clinical well-being parameters:
- Heart rate (AD8232)
- ECG (ADuCM360)
- Activity levels (ADXL345)
- Sleep (ADXL345)
- Blood Oxygen levels
- Body temperature (ADT7420)
The general well-being parameters:
All these parameters are visible in the "Baby Beats" android application which will we developed for smart phones. The parent has to link the application with the device and all the real time data is sent to the specific phone. In case of any emergency, the parent is alerted.
Project: Bionic Arm
Team Members: B. Koushik , Biswajit Roy
College: R.V. College of Engineering, Bangalore
Summary: The rehabilitation for the handicapped is a big social issue in the world. According to the Indian census of 2011 more than 26.8 million people were disabled and out of which majority ,i.e. 20% of them were movement disabled. Prosthetics in India is still far behind compared to nations of the west. In India we have to come up with an innovative and versatile solution as cost is a major issue. Our project, "Bionic Arm" makes the amputee independent and returns them their happiness, unrepentant and potent characteristics of that person, but all of that at the minimal cost.
Prosthesis and its need have been there since ages. But the lack of a method to replace the person's body-part without totally changing their behavior or action to the same movement wasn't done. "Bionic Arm" was made by the amalgamation of various technologies and algorithms of electronics and principles of biology. By using the principles of EMG (electromyography) and action potential generated to contract muscles it was possible to 'listen' to the residual muscles which were not damaged. Hence any voluntary action will result in the brain or spinal cord sending the signal to the residual muscle mass. Due to the neuron-muscle interaction we find a sudden change in potential which is read by our surface electrodes. These signals are passed through various stages of filtering and amplification to get a pure signal and fed into the microcontroller. To capture and provide various movements of the hand accurately, the technique called sensor fusion was adopted by placing EMG sensors on various muscles mass. With the usage of intelligent algorithms we were able to decide on the movement and provide control signal to the servo motors to actuate the hand to provide various finger movements for the person. All this available for less than $100 at prototype level.
Project: Pschyo-physiological training approach to amputee rehabilitation
Team Members: Chandan Dhal, Akshat Wahi
College: Vellore University
Summary: Chandan, being an amputee himself, felt there is a need for a better rehab training process which is less stressful and more effective. Chandan and Akshat believe that this rehabilitation induced stress can be reduced by simply changing the current rehabilitation approach where the patient is not practicing with success in mind, but rather is simply engaged in a game that involves using the prosthesis. Their belief comes from the simple observation that, over time, computer gamers gain fine control of their fingers to adjust to the gaming environment.
The aim was to create a human-machine interface using EMG signals for rehab process. Patient's EMG can be used as input for playing a game on laptop or any smart devices. Hence, gamification of the entire rehab process. The EMG signal was acquired using an instrumentation amplifier AD8421 and then band-passed between 10-200 Hz using an ADAU1701 processor. The ADAU1701 processor also calculated the RMS value of the band-passed EMG signal. The RMS value and the filtered signal was given as input to an Atmega 328 based microcontroller, which performed thresh-holding of the signal based on the RMS value. It sends a digitally highly signal to laptop com ports when RMS exceeds a set value. A Bluetooth SMD model RN-42 was used during the demo to make the entire system wirelessly communicate with the laptop. A java based application "Processing" was used to create a serial communication based gaming interface.