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Sign Language Console

08/05/2009 1:51 AM

i m looking for sensors that i would be able to use in the gloves that i m going to make as a part of my console(which helps mute people to convey their messages to common people who do not understand the sign language). The sensors should be durable, wireless if possible and should be able to give a proportional output for any of its particular position. please help....

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#1

Re: Sign Language Console

08/05/2009 9:38 AM

You might consider video recognition instead for this device - no gloves required, and sign language has a nice set of discrete symbols that I would think could be fairly easily recognized.

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#2
In reply to #1

Re: Sign Language Console

08/06/2009 2:35 AM

i am making this console as a part of my college project which requires me to make it using sensors. Although using video recognition would have proved a better option, i have not been permitted to use them. Please guide accordingly.....

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#3

Re: Sign Language Console

08/06/2009 3:59 AM

Hello amolkorje,

Sound like an interesting project.

I have done a search and got a whole lot of stuff relating to your request. There seems to be a lot of sites that do a similar design criteria as you want to do also:

These are just a few of the sites I found, with the search address listed first. Hope it helps. Please keep in contact with me as this really does sound very exciting!

http://www.google.com/search?client=safari&rls=en-gb&q=using+sensors+in+gloves+for+sign+language&ie=UTF-8&oe=UTF-8

================================================

[PDF] Sign Language Recognition using Sensor Gloves

File Format: PDF/Adobe Acrobat - View Sign Language Recognition using Sensor Gloves. Yasir Niaz Khan. Syed Atif Mehdi. FAST-National University of Computer and Emerging Sciences, Lahore. ...

agrosy.informatik.uni-kl.de/fileadmin/Literatur/neuro/Khan02.pdf

- Similar - Welcome to IEEE Xplore 2.0: Sign language recognition using sensor ... This paper examines the possibility of recognizing sign language gestures using sensor gloves. Previously sensor gloves are used in games or in applications ...

ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=1201884

- Similar - by SA Mehdi - 2002 - Cited by 9 - Related articles Wireless Data Gloves Malay Sign Language Recognition System [1] Mehdi, S.A.; Khan, Y.N. "Sign language recognition using sensor gloves" Proceedings of the 9th International Conference on Neural. Information ... ieeexplore.ieee.org/iel5/4446227/4449533/04449599.pdf?...

- Similar -

by TT Swee Show more results from ieeexplore.ieee.org Using Multiple Sensors for Mobile Sign Language Recognition We propose using multiple sensor types for disambigua- ..... Recognition of Australian Sign Language us- ing instrumented gloves. ...

doi.ieeecomputersociety.org/10.1109/ISWC.2003.1241392

- Similar -

by H Brashear - Cited by 53 - Related articles - All 18 versions Glove converts sign language into sound 8 May 2008 ... It is a sensor-equipped glove, known as HandTalk , that can ... And to fully accommodate ASL, the system will have to use two gloves and ...

www.post-gazette.com/pg/08129/880014-28.stm

- Cached - Similar -

CiteSeerX — GRASP: Recognition of Australian Sign Language Using ... GRASP: Recognition of Australian Sign Language Using Instrumented Gloves (1995) ... Instrumented gloves -- gloves equipped with sensors for detecting finger ...

citeseer.ist.psu.edu/590234.html

- Cached - Similar -

Technology Review: Sign-Language Translator Starner's group has been developing sign-language recognition software for children, using sensor-laden gloves to track hand movements. ...

https://my.technologyreview.com/communications/21944/

- Similar -

[PDF] Bi-channel Sensor Fusion for Automatic Sign Language Recognition File Format: PDF/Adobe Acrobat - View as HTML Data gloves have also often been used for sign language ..... Using multiple sensors for mobile sign language recognition. In ...

mm-werkstatt.informatik.uni-augsburg.de/files/publications/.../224.pdf

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by J Kim - Related articles - All 2 versions MyDeafLife.com - News - Technology Channel - Speaking Gloves ... Speaking Gloves: Arabic Sign Language by Abdelkareem Bedri ... the hand of a deaf individual and contains sensors that transmit information to a microcontroller ... Arabic Sign Language Recognition using the PowerGlove. Current Rating 3 ...

www.mydeaflife.com/news_article.php?article_id=440

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[PDF] Automation of the Arabic Sign Language Recognition using the ... File Format: PDF/Adobe Acrobat - View as HTML signs from the Arabic sign language using an instrumented glove and a machine learning ..... limited number of sensors in the gloves used, in addition ...

www.icgst.com/aiml/Volume7/Issue1/P1120714001.pdf

- Similar -

by M Mohandes - Related articles Book results for using sensors in gloves for sign language American Sign Language: A Teacher's Resource ... - by Charlotte Lee Baker Shenk, Dennis Cokely - 310 pages The Syntax of American Sign Language ... - by Carol Jan Neidle - 248 pages

=

Good luck.

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#6
In reply to #3

Re: Sign Language Console

08/06/2009 12:00 PM

Hi BB!

GA for your research! Looks like you're doing well!

I did not read extensively through your stuff.

Another possibility would include the accelerometers as used in devices like the Wii and the iPhone. The free electronic level software on the iPhone indicates angles to 0.1 degree precision either with the phone on its back or on its side, which should be quite adequate to sense hand and finger positions for this project. I have no idea of the complexity of interfacing to such devices, but I suspect it would be more difficult than sensing the stretching resistors. On the other hand, things that stretch tend to age rather rapidly, so the accelerometers might be more durable.

Dick

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#7
In reply to #6

Re: Sign Language Console

08/06/2009 2:51 PM

Hello Mr dkwarner,

I thanks you for your GA. This thread is taking a while to get going, but the OP has not been back or has not answered, which might be why.

Thanks and stay well!

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#4

Re: Sign Language Console

08/06/2009 9:02 AM

If you could get hold of a couple of these used off of ebay you might have most of the parts needed.

If memory serves they had conductive rubber resistors in each finger so that as the finger bent, the resistor stretched and the resistance went up.

I've seen other systems that used rings on levers connected to encoders to more precisely measure how much bend each finger had.

You'll also need 3 axis accelerometers to measure the motion of each hand too.

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#5
In reply to #4

Re: Sign Language Console

08/06/2009 10:34 AM

Hello Rorschach,

Hope you are fine?

GA to you Sir.

This sounds like good advice, well found! I have not seen this glove before but then, I am not much of a games player! Looks like it will have a whole lot of stuff to start this project and will not 'break the Bank either. I am not sure if it will be fast enough but it can always be tweaked?.

I have been pretty busy and have not had time to do more searching for this. The idea was to send some initial search findings and, for the OP to get back to me/us and tell us more info', like how far they had got and if they had tried anything before getting in touch with us?

I was really surprised at how much detailed stuff is out there about this specific subject, you know? I hope the OP keeps in contact so we can help when he finds, or decides what exactly he can or cannot work with. Depends on speed and adjustability I suppose? Do not think I will have much time today, but will maybe wait for the OP to get back before I do anything further.

Take care

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#8
In reply to #5

Re: Sign Language Console

08/06/2009 11:56 PM

i have done some findings on the use of accelerometers in such a glove. i guess that using 3-axis accelerometers on finger tips and on the center of the palm of hand would help. each accelerometer will give different readings for any position of hand or for a movement. this movement can be sensed in "calibration mode" and then can be compared with the readings obtained in the "run mode" .

i m even thinking about the use of optic sensors n these gloves. i m still searching for its feasibility......

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#9
In reply to #8

Re: Sign Language Console

08/11/2009 10:10 AM

Hello amolkokje,

Keep in touch when you have time and let me know how you are doing with your 'invention'. OK?

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#10
In reply to #9

Re: Sign Language Console

08/13/2009 7:37 AM

ya...sure will....but please suggest if you have any ideas about how i might use accelerometers and till what extent would it be feasible...

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#11
In reply to #10

Re: Sign Language Console

08/13/2009 2:35 PM

Hi amolkokje,[p]

Try these sites below:[p]

  1. Wireless Accelerometerswww.microstrain.com/g-link Triaxial, High-Speed, Standalone Wireless or Serial Communication
  2. 3 Axis Accelerometerswww.sensr.com Data Loggers, USB and Ethernet - based solutions, Easy to Use
  3. Vibration Test Sensorswww.Vibration-Test.co.uk Accelerometers, Lasers, Velocity LVDT's, Cables, Calibration

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  1. A beginner's guide to accelerometersThere are many different ways to make an accelerometer! Some accelerometers use the piezoelectric effect - they contain microscopic crystal structures that ...
    www.dimensionengineering.com/accelerometers.htm - Cached - Similar -
  2. Accelerometer - Wikipedia, the free encyclopediaCamcorders use accelerometers for image stabilization. Still cameras use accelerometers for anti-blur capturing. The camera holds off snapping the CCD ...
    en.wikipedia.org/wiki/Accelerometer - Cached - Similar -
  3. Use Accelerometers For Vibration Measurement And ControlRecent advances in microelectronic mechanical systems (MEMS) have made high-performance, high-accuracy, low-cost accelerometers available on a single ...
    electronicdesign.com/Articles/ArticleID/1030/1030.html - Similar -
  4. Can I use accelerometer to get position? | BasicX ...25 Sep 2006 ... currently i have a biaxial accelerometer, can i use it to get the ... You can use two accelerometers to determine attitude related to ...
    www.embeddedrelated.com/groups/basicx/show/21619.php - Cached - Similar -
  5. Accelerometer use in physical activity: best practices and ...During 2 1/2 d, information about best practices of accelerometer use was presented and suggestions for future research were made. ...
    www.ncbi.nlm.nih.gov/pubmed/16294121 - Similar -
    by DS Ward - 2005 - Cited by 84 - Related articles - All 3 versions
  6. WikiAnswers - How do you use accelerometer measure tilt angleiPhone question: How do you use accelerometer measure tilt angle? First, you have to make sure you're measuring the right thing. Tilt isn't specific enough.
    wiki.answers.com/.../How_do_you_use_accelerometer_measure_tilt_angle - Cached - Similar -
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#12
In reply to #10

Re: Sign Language Console

08/14/2009 10:45 AM

Hello amolkokje,[p]

I think accelerometers are necessary for your idea. They will give the feed-back and you can adjust the hand movements by using a very thin glove. It has to be comfortable to use for maybe hours?

I would get together with a person who does these hand gestures, and you can try putting the accelerometers on slightly differing parts of the glove until the 'hand speaker' is happy!

You may be able to remove accelerometers from broken phones for instance. You may get smaller one but you will need to do some searching to find out. A smaller on will allow you to place perhaps one at each finger tip and one on the palm or on the back of the hand. Perhaps even use four on each finger, back and front, and both sides near the finger tip to translate the twisty movements? You will need to check out computer software to see how many accelerometers you can get feed-back from.

I will leave it there for now. Do some research and keep in touch, but, it does not have to be every hour! You have enough info' to be turning your ideas into something real!

Take care.

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#13

Re: Sign Language Console

08/14/2009 10:52 AM

Hello amolkokje,[p]

It might be handy to fit a strain guage in the palm or, along the fingers from the tip to the third (fist knuckle). This could be used when the fist is squeezed to say 'tightness or grip' is strong?

Just a suggestion.

Good luck.

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#14

Re: Sign Language Console

08/14/2009 11:20 AM

Hello amolkoje,

How about this sight. It looks to answer at least some of your questions like how to get the signals to a computer?

Take care.

virtual reality

(VR) Entertainment computer science

Entertainment

As virtual worlds became more detailed and immersive, people began to spend time in these spaces for entertainment, aesthetic inspiration, and socializing. Research that conceived of virtual places as fantasy spaces, focusing on the activity of the subject rather than replication of some real environment, was particularly conducive to entertainment. Beginning in 1969, Myron Krueger of the University of Wisconsin created a series of projects on the nature of human creativity in virtual environments, which he later called artificial reality. Much of Krueger's work, especially his VIDEOPLACE system, processed interactions between a participant's digitized image and computer-generated graphical objects. VIDEOPLACE could analyze and process the user's actions in the real world and translate them into interactions with the system's virtual objects in various preprogrammed ways. Different modes of interaction with names like "finger painting" and "digital drawing" suggest the aesthetic dimension of this system. VIDEOPLACE differed in several aspects from training and research simulations. In particular, the system reversed the emphasis from the user perceiving the computer's generated world to the computer perceiving the user's actions and converting these actions into compositions of objects and space within the virtual world. With the emphasis shifted to responsiveness and interaction, Krueger found that fidelity of representation became less important than the interactions between participants and the rapidity of response to images or other forms of sensory input.

The ability to manipulate virtual objects and not just see them is central to the presentation of compelling virtual worlds—hence the iconic significance of the data glove in the emergence of VR in commerce and popular culture. Data gloves relay a user's hand and finger movements to a VR system, which then translates the wearer's gestures into manipulations of virtual objects. The first data glove, developed in 1977 at the University of Illinois for a project funded by the National Endowment for the Arts, was called the Sayre Glove after one of the team members. In 1982 Thomas Zimmerman invented the first optical glove, and in 1983 Gary Grimes at Bell Laboratories constructed the Digital Data Entry Glove, the first glove with sufficient flexibility and tactile and inertial sensors to monitor hand position for a variety of applications, such as providing an alternative to keyboard input for data entry.

Zimmerman's glove would have the greatest impact. He had been thinking for years about constructing an interface device for musicians based on the common practice of playing "air guitar"—in particular, a glove capable of tracking hand and finger movements could be used to control instruments such as electronic synthesizers. He patented an optical flex-sensing device (which used light-conducting fibres) in 1982, one year after Grimes patented his glove-based computer interface device. By then, Zimmerman was working at the Atari Research Center in Sunnyvale, California, along with Scott Fisher, Brenda Laurel, and other VR researchers who would be active during the 1980s and beyond. Jaron Lanier, another researcher at Atari, shared Zimmerman's interest in electronic music. Beginning in 1983, they worked together on improving the design of the data glove, and in 1985 they left Atari to start up VPL Research; its first commercial product was the VPL DataGlove.

By 1985, Fisher had also left Atari to join NASA's Ames Research Center at Moffett Field, California, as founding director of the Virtual Environment Workstation (VIEW) project. The VIEW project put together a package of objectives that summarized previous work on artificial environments, ranging from creation of multisensory and immersive "virtual environment workstations" to telepresence and teleoperation applications. Influenced by a range of prior projects that included Sensorama, flight simulators, and arcade rides, and surprised by the expense of the air force's Darth Vader helmets, Fisher's group focused on building low-cost, personal simulation environments. While the objective of NASA was to develop telerobotics for automated space stations in future planetary exploration, the group also considered the workstation's use for entertainment, scientific, and educational purposes. The VIEW workstation, called the Virtual Visual Environment Display when completed in 1985, established a standard suite of VR technology that included a stereoscopic head-coupled display, head tracker, speech recognition, computer-generated imagery, data glove, and 3-D audio technology.

The VPL DataGlove was brought to market in 1987, and in October of that year it appeared on the cover of Scientific American (see photograph). VPL also spawned a full-body, motion-tracking system called the DataSuit, a head-mounted display called the EyePhone, and a shared VR system for two people called RB2 ("Reality Built for Two"). VPL declared June 7, 1989, "Virtual Reality Day." On that day, both VPL and Autodesk publicly demonstrated the first commercial VR systems. The Autodesk VR CAD (computer-aided design) system was based on VPL's RB2 technology but was scaled down for operation on personal computers. The marketing splash introduced Lanier's new term virtual reality as a realization of "cyberspace," a concept introduced in science fiction writer William Gibson's Neuromancer in 1984. Lanier, the dreadlocked chief executive officer of VPL, became the public celebrity of the new VR industry, while announcements by Autodesk and VPL let loose a torrent of enthusiasm, speculation, and marketing hype. Soon it seemed that VR was everywhere, from the Mattel/Nintendo PowerGlove (1989) to the HMD in the movie The Lawnmower Man (1992), the Nintendo VirtualBoy game system (1995), and the television series VR5 (1995).

Numerous VR companies were founded in the early 1990s, most of them in Silicon Valley, but by mid-decade most of the energy unleashed by the VPL and Autodesk marketing campaigns had dissipated. The VR configuration that took shape over a span of projects leading from Sutherland to Lanier—HMD, data gloves, multimodal sensory input, and so forth—failed to have a broad appeal as quickly as the enthusiasts had predicted. Instead, the most visible and successfully marketed products were "location-based entertainment" systems rather than personal VR systems. These VR arcades and simulators, designed by teams from the game, movie, simulation, and theme park industries, combined the attributes of video games, amusement park rides, and highly immersive storytelling. Perhaps the most important of the early projects was Disneyland's Star Tours, an immersive flight simulator ride based on the Star Wars movie series and designed in collaboration with producer George Lucas's Industrial Light & Magic. Disney had long built themed rides utilizing advanced technology, such as animatronic characters—notably in Pirates of the Caribbean, an attraction originally installed at Disneyland in 1967. Star Tours utilized simulated motion and special-effects technology, mixing techniques learned from Hollywood films and military flight simulators with strong story lines and architectural elements that shaped the viewers' experience from the moment they entered the waiting line for the attraction. After the opening of Star Tours in 1987, Walt Disney Imagineering embarked on a series of projects to apply interactive technology and immersive environments to ride systems, including 3-D motion-picture photography used in Honey, I Shrunk the Audience (1995), the DisneyQuest "indoor interactive theme park" (1998), and the multiplayer-gaming virtual world, Toontown Online (2001).

In 1990, Virtual World Entertainment opened the first BattleTech emporium in Chicago. Modeled loosely on the U.S. military's SIMNET system of networked training simulators, BattleTech centres put players in individual "pods," essentially cockpits that served as immersive, interactive consoles for both narrative and competitive game experiences. All the vehicles represented in the game were controlled by other players, each in his own pod and linked to a high-speed network set up for a simultaneous multiplayer experience. The player's immersion in the virtual world of the competition resulted from a combination of elements, including a carefully constructed story line, the physical architecture of the arcade space and pod, and the networked virtual environment. During the 1990s, BattleTech centres were constructed in other cities around the world, and the BattleTech franchise also expanded to home electronic games, books, toys, and television.

While the Disney and Virtual World Entertainment projects were the best-known instances of location-based VR entertainments, other important projects included Iwerks Entertainment's Turbo Tour and Turboride 3-D motion simulator theatres, first installed in San Francisco in 1992; motion-picture producer Steven Spielberg's Gameworks arcades, the first of which opened in 1997 as a joint project of Universal Studios, Sega Corporation, and Dreamworks SKG; many individual VR arcade rides, beginning with Sega Arcade's R360 gyroscope flight simulator, released in 1991; and, finally, Visions of Reality's VR arcades, the spectacular failure of which contributed to the bursting of the investment bubble for VR ventures in the mid-1990s.

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#15
In reply to #14

Re: Sign Language Console

08/15/2009 6:33 AM

thank you....will surely let you know about how things proceed..

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#16
In reply to #15

Re: Sign Language Console

08/15/2009 9:22 AM

Hello amolkokje,

I thank you, cheer my friend.

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#17

Re: Sign Language Console

08/21/2009 10:23 PM

Hello amolkokje,

I cannot recall whether I sent any details on accelerometers or not so I have enclosed some sights.

Accelerometer Data Logger

www.etb.co.uk

3-axis motion sensing, small, light, no cables Wireless Accelerometers

www.microstrain.com/g-link

Triaxial, High-Speed, Standalone Wireless or Serial Communication

3 Axis Accelerometers

www.sensr.com

Data Loggers, USB and Ethernet - based solutions, Easy to Use

Five cool things you can do with an accelerometer—and the g's you ...

And as cell phones pick up GPS capability, you can use the accelerometer to ...

Handheld game controllers: Nintendo's Wii is a precursor of things to come ...

www.edn.com/blog/1470000147/post/1350009735.html

- Similar -

A beginner's guide to accelerometers

Some accelerometers use the piezoelectric effect - they contain microscopic crystal ... What things should I consider when buying an accelerometer? ...

www.dimensionengineering.com/accelerometers.htm

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Apples New Mighty Mouse to Use An Accelerometer, Like the Wiimote I'm sure there will be lots of neat apps that use it for other things like the accelerometer in the MacBooks but it's primary purpose is power efficiency. ...

digg.com/.../Apples_New_Mighty_Mouse_to_Use_An_Accelerometer_Like_ the_Wiimote

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Accelerometer - Wikipedia, the free encyclopedia The widespread use of accelerometers in the automotive industry has pushed their cost down dramatically. Another automotive application is the monitoring of ...

en.wikipedia.org/wiki/Accelerometer - 13 hours ago

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Sci-Spot.com - Accelerometer COM) MAKES A VERY SMALL, EASY TO USE ACCELEROMETER, THE ADXL103. ... HOPEFULLY YOU'LL HAVE LAID THINGS OUT BETTER THAN I DID. ...

www.sci-spot.com/Electronic/accelerometer.htm

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Accelerometers: the next big thing on edopter.com 28 May 2008 ... NEXT INThings. Accelerometers ... Chumby use accelerometer. via

www.linuxdevices .com ...

THINGS. SODA GETS BACK TO BASICS ... www.edopter.com/trends/Accelerometers

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Near Future Laboratory » Blog Archive » Laboratories ... 29 May 2009 ... Laboratories, Accelerometers And Kitchen Crockery ... We've been out of the Laboratory proper — the place where things are constructed and soldered ... It also makes use of the Wire library for the Arduino, and, as well, ...

www.nearfuturelaboratory.com/.../laboratories-accelerometers-and-kitchen- crocker/

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Making things talk: practical methods for connecting physical objects - Google Books Result by Tom Igoe - 2007 - Technology & Engineering - 426 pages In the following example, you'll use an accelerometer to control the pitch and roll of a disk onscreen in Processing. The numeric values from the sensor are ...

books.google.com/books?isbn=0596510519...

Wockets: Open Source Accelerometers for Phones There are many things about the iPhone that are impressive. .... will permit the use of wockets only, the phone's internal accelerometer only, or both. ...

web.mit.edu/wockets/FAQ.htm

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Accelerometers To Power Innovation In Phones Of The Future ... 11 Apr 2008 ... of the accelerometer, they'll be able to create applications that make use of it. What they create could be a hint of things to come. ...

www.informationweek.com/blog/main/.../accelerometers.html

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Searches related to: things which use accelerometers analog devices accelerometer apple iphone accelerometer

=

Good luck.

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