189 research outputs found

    Fuzzy Mouse Cursor Control System for Computer Users with Spinal Cord Injuries

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    People with severe motor-impairments due to Spinal Cord Injury (SCI) or Spinal Cord Dysfunction (SCD), often experience difficulty with accurate and efficient control of pointing devices (Keates et al., 02). Usually this leads to their limited integration to society as well as limited unassisted control over the environment. The questions “How can someone with severe motor-impairments perform mouse pointer control as accurately and efficiently as an able-bodied person?” and “How can these interactions be advanced through use of Computational Intelligence (CI)?” are the driving forces behind the research described in this paper. Through this research, a novel fuzzy mouse cursor control system (FMCCS) is developed. The goal of this system is to simplify and improve efficiency of cursor control and its interactions on the computer screen by applying fuzzy logic in its decision-making to make disabled Internet users use the networked computer conveniently and easily. The FMCCS core consists of several fuzzy control functions, which define different user interactions with the system. The development of novel cursor control system is based on utilization of motor functions that are still available to most complete paraplegics, having capability of limited vision and breathing control. One of the biggest obstacles of developing human computer interfaces for disabled people focusing primarily on eyesight and breath control is user’s limited strength, stamina, and reaction time. Within the FMCCS developed in this research, these limitations are minimized through the use of a novel pneumatic input device and intelligent control algorithms for soft data analysis, fuzzy logic and user feedback assistance during operation. The new system is developed using a reliable and cheap sensory system and available computing techniques. Initial experiments with healthy and SCI subjects have clearly demonstrated benefits and promising performance of the new system: the FMCCS is accessible for people with severe SCI; it is adaptable to user specific capabilities and wishes; it is easy to learn and operate; point-to-point movement is responsive, precise and fast. The integrated sophisticated interaction features, good movement control without strain and clinical risks, as well the fact that quadriplegics, whose breathing is assisted by a respirator machine, still possess enough control to use the new system with ease, provide a promising framework for future FMCCS applications. The most motivating leverage for further FMCCS development is however, the positive feedback from persons who tested the first system prototype

    Understanding Minds in Real-World Environments: Toward a Mobile Cognition Approach

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    There is a growing body of evidence that important aspects of human cognition have been marginalized, or overlooked, by traditional cognitive science. In particular, the use of laboratory-based experiments in which stimuli are artificial, and response options are fixed, inevitably results in findings that are less ecologically valid in relation to real-world behavior. In the present review we highlight the opportunities provided by a range of new mobile technologies that allow traditionally lab-bound measurements to now be collected during natural interactions with the world. We begin by outlining the theoretical support that mobile approaches receive from the development of embodied accounts of cognition, and we review the widening evidence that illustrates the importance of examining cognitive processes in their context. As we acknowledge, in practice, the development of mobile approaches brings with it fresh challenges, and will undoubtedly require innovation in paradigm design and analysis. If successful, however, the mobile cognition approach will offer novel insights in a range of areas, including understanding the cognitive processes underlying navigation through space and the role of attention during natural behavior. We argue that the development of real-world mobile cognition offers both increased ecological validity, and the opportunity to examine the interactions between perception, cognition and action—rather than examining each in isolation

    Understanding minds in real-world environments : toward a mobile cognition approach

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    This work is supported by a scholarship from the University of Stirling and a research grant from SINAPSE (Scottish Imaging Network: A Platform for Scientific Excellence).There is a growing body of evidence that important aspects of human cognition have been marginalized, or overlooked, by traditional cognitive science. In particular, the use of laboratory-based experiments in which stimuli are artificial, and response options are fixed, inevitably results in findings that are less ecologically valid in relation to real-world behavior. In the present review we highlight the opportunities provided by a range of new mobile technologies that allow traditionally lab-bound measurements to now be collected during natural interactions with the world. We begin by outlining the theoretical support that mobile approaches receive from the development of embodied accounts of cognition, and we review the widening evidence that illustrates the importance of examining cognitive processes in their context. As we acknowledge, in practice, the development of mobile approaches brings with it fresh challenges, and will undoubtedly require innovation in paradigm design and analysis. If successful, however, the mobile cognition approach will offer novel insights in a range of areas, including understanding the cognitive processes underlying navigation through space and the role of attention during natural behavior. We argue that the development of real-world mobile cognition offers both increased ecological validity, and the opportunity to examine the interactions between perception, cognition and action—rather than examining each in isolation.Publisher PDFPeer reviewe

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 383)

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    This bibliography lists 100 reports, articles, and other documents introduced into the NASA Scientific and Technical Information System during Nov. 1992. Subject coverage includes the following topics: aerospace medicine and physiology, life support systems and man/system technology, protective clothing, exobiology and extraterrestrial life, planetary biology, and flight crew behavior and performance

    Modelling human emotions using immersive virtual reality, physiological signals and behavioural responses

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    Tesis por compendio[ES] El uso de la realidad virtual (RV) se ha incrementado notablemente en la comunidad cientĂ­fica para la investigaciĂłn del comportamiento humano. En particular, la RV inmersiva ha crecido debido a la democratizaciĂłn de las gafas de realidad virtual o head mounted displays (HMD), que ofrecen un alto rendimiento con una inversiĂłn econĂłmica. Uno de los campos que ha emergido con fuerza en la Ășltima dĂ©cada es el Affective Computing, que combina psicofisiologĂ­a, informĂĄtica, ingenierĂ­a biomĂ©dica e inteligencia artificial, desarrollando sistemas que puedan reconocer emociones automĂĄticamente. Su progreso es especialmente importante en el campo de la investigaciĂłn del comportamiento humano, debido al papel fundamental que las emociones juegan en muchos procesos psicolĂłgicos como la percepciĂłn, la toma de decisiones, la creatividad, la memoria y la interacciĂłn social. Muchos estudios se han centrado en intentar obtener una metodologĂ­a fiable para evocar y automĂĄticamente identificar estados emocionales, usando medidas fisiolĂłgicas objetivas y mĂ©todos de aprendizaje automĂĄtico. Sin embargo, la mayorĂ­a de los estudios previos utilizan imĂĄgenes, audios o vĂ­deos para generar los estados emocionales y, hasta donde llega nuestro conocimiento, ninguno de ellos ha desarrollado un sistema de reconocimiento emocional usando RV inmersiva. Aunque algunos trabajos anteriores sĂ­ analizan las respuestas fisiolĂłgicas en RV inmersivas, estos no presentan modelos de aprendizaje automĂĄtico para procesamiento y clasificaciĂłn automĂĄtica de bioseñales. AdemĂĄs, un concepto crucial cuando se usa la RV en investigaciĂłn del comportamiento humano es la validez: la capacidad de evocar respuestas similares en un entorno virtual a las evocadas por el espacio fĂ­sico. Aunque algunos estudios previos han usado dimensiones psicolĂłgicas y cognitivas para comparar respuestas entre entornos reales y virtuales, las investigaciones que analizan respuestas fisiolĂłgicas o comportamentales estĂĄn mucho menos extendidas. SegĂșn nuestros conocimientos, este es el primer trabajo que compara entornos fĂ­sicos con su rĂ©plica en RV, empleando respuestas fisiolĂłgicas y algoritmos de aprendizaje automĂĄtico y analizando la capacidad de la RV de transferir y extrapolar las conclusiones obtenidas al entorno real que se estĂĄ simulando. El objetivo principal de la tesis es validar el uso de la RV inmersiva como una herramienta de estimulaciĂłn emocional usando respuestas psicofisiolĂłgicas y comportamentales en combinaciĂłn con algoritmos de aprendizaje automĂĄtico, asĂ­ como realizar una comparaciĂłn directa entre un entorno real y virtual. Para ello, se ha desarrollado un protocolo experimental que incluye entornos emocionales 360Âș, un museo real y una virtualizaciĂłn 3D altamente realista del mismo museo. La tesis presenta novedosas contribuciones del uso de la RV inmersiva en la investigaciĂłn del comportamiento humano, en particular en lo relativo al estudio de las emociones. Esta ayudarĂĄ a aplicar metodologĂ­as a estĂ­mulos mĂĄs realistas para evaluar entornos y situaciones de la vida diaria, superando las actuales limitaciones de la estimulaciĂłn emocional que clĂĄsicamente ha incluido imĂĄgenes, audios o vĂ­deos. AdemĂĄs, en ella se analiza la validez de la RV realizando una comparaciĂłn directa usando una simulaciĂłn altamente realista. Creemos que la RV inmersiva va a revolucionar los mĂ©todos de estimulaciĂłn emocional en entornos de laboratorio. AdemĂĄs, su sinergia junto a las medidas fisiolĂłgicas y las tĂ©cnicas de aprendizaje automĂĄtico, impactarĂĄn transversalmente en muchas ĂĄreas de investigaciĂłn como la arquitectura, la salud, la evaluaciĂłn psicolĂłgica, el entrenamiento, la educaciĂłn, la conducciĂłn o el marketing, abriendo un nuevo horizonte de oportunidades para la comunidad cientĂ­fica. La presente tesis espera contribuir a caminar en esa senda.[EN] In recent years the scientific community has significantly increased its use of virtual reality (VR) technologies in human behaviour research. In particular, the use of immersive VR has grown due to the introduction of affordable, high performance head mounted displays (HMDs). Among the fields that has strongly emerged in the last decade is affective computing, which combines psychophysiology, computer science, biomedical engineering and artificial intelligence in the development of systems that can automatically recognize emotions. The progress of affective computing is especially important in human behaviour research due to the central role that emotions play in many background processes, such as perception, decision-making, creativity, memory and social interaction. Several studies have tried to develop a reliable methodology to evoke and automatically identify emotional states using objective physiological measures and machine learning methods. However, the majority of previous studies used images, audio or video to elicit emotional statements; to the best of our knowledge, no previous research has developed an emotion recognition system using immersive VR. Although some previous studies analysed physiological responses in immersive VR, they did not use machine learning techniques for biosignal processing and classification. Moreover, a crucial concept when using VR for human behaviour research is validity: the capacity to evoke a response from the user in a simulated environment similar to the response that might be evoked in a physical environment. Although some previous studies have used psychological and cognitive dimensions to compare responses in real and virtual environments, few have extended this research to analyse physiological or behavioural responses. Moreover, to our knowledge, this is the first study to compare VR scenarios with their real-world equivalents using physiological measures coupled with machine learning algorithms, and to analyse the ability of VR to transfer and extrapolate insights obtained from VR environments to real environments. The main objective of this thesis is, using psycho-physiological and behavioural responses in combination with machine learning methods, and by performing a direct comparison between a real and virtual environment, to validate immersive VR as an emotion elicitation tool. To do so we develop an experimental protocol involving emotional 360Âș environments, an art exhibition in a real museum, and a highly-realistic 3D virtualization of the same art exhibition. This thesis provides novel contributions to the use of immersive VR in human behaviour research, particularly in relation to emotions. VR can help in the application of methodologies designed to present more realistic stimuli in the assessment of daily-life environments and situations, thus overcoming the current limitations of affective elicitation, which classically uses images, audio and video. Moreover, it analyses the validity of VR by performing a direct comparison using highly-realistic simulation. We believe that immersive VR will revolutionize laboratory-based emotion elicitation methods. Moreover, its synergy with physiological measurement and machine learning techniques will impact transversely in many other research areas, such as architecture, health, assessment, training, education, driving and marketing, and thus open new opportunities for the scientific community. The present dissertation aims to contribute to this progress.[CA] L'Ășs de la realitat virtual (RV) s'ha incrementat notablement en la comunitat cientĂ­fica per a la recerca del comportament humĂ . En particular, la RV immersiva ha crescut a causa de la democratitzaciĂł de les ulleres de realitat virtual o head mounted displays (HMD), que ofereixen un alt rendiment amb una reduĂŻda inversiĂł econĂČmica. Un dels camps que ha emergit amb força en l'Ășltima dĂšcada Ă©s el Affective Computing, que combina psicofisiologia, informĂ tica, enginyeria biomĂšdica i intel·ligĂšncia artificial, desenvolupant sistemes que puguen reconĂ©ixer emocions automĂ ticament. El seu progrĂ©s Ă©s especialment important en el camp de la recerca del comportament humĂ , a causa del paper fonamental que les emocions juguen en molts processos psicolĂČgics com la percepciĂł, la presa de decisions, la creativitat, la memĂČria i la interacciĂł social. Molts estudis s'han centrat en intentar obtenir una metodologia fiable per a evocar i automĂ ticament identificar estats emocionals, utilitzant mesures fisiolĂČgiques objectives i mĂštodes d'aprenentatge automĂ tic. No obstant aixĂČ, la major part dels estudis previs utilitzen imatges, Ă udios o vĂ­deos per a generar els estats emocionals i, fins on arriba el nostre coneixement, cap d'ells ha desenvolupat un sistema de reconeixement emocional mitjançant l'Ășs de la RV immersiva. Encara que alguns treballs anteriors sĂ­ que analitzen les respostes fisiolĂČgiques en RV immersives, aquests no presenten models d'aprenentatge automĂ tic per a processament i classificaciĂł automĂ tica de biosenyals. A mĂ©s, un concepte crucial quan s'utilitza la RV en la recerca del comportament humĂ  Ă©s la validesa: la capacitat d'evocar respostes similars en un entorn virtual a les evocades per l'espai fĂ­sic. Encara que alguns estudis previs han utilitzat dimensions psicolĂČgiques i cognitives per a comparar respostes entre entorns reals i virtuals, les recerques que analitzen respostes fisiolĂČgiques o comportamentals estan molt menys esteses. Segons els nostres coneixements, aquest Ă©s el primer treball que compara entorns fĂ­sics amb la seua rĂšplica en RV, emprant respostes fisiolĂČgiques i algorismes d'aprenentatge automĂ tic i analitzant la capacitat de la RV de transferir i extrapolar les conclusions obtingudes a l'entorn real que s'estĂ  simulant. L'objectiu principal de la tesi Ă©s validar l'Ășs de la RV immersiva com una eina d'estimulaciĂł emocional usant respostes psicofisiolĂČgiques i comportamentals en combinaciĂł amb algorismes d'aprenentatge automĂ tic, aixĂ­ com realitzar una comparaciĂł directa entre un entorn real i virtual. Per a aixĂČ, s'ha desenvolupat un protocol experimental que inclou entorns emocionals 360Âș, un museu real i una virtualitzaciĂł 3D altament realista del mateix museu. La tesi presenta noves contribucions de l'Ășs de la RV immersiva en la recerca del comportament humĂ , en particular quant a l'estudi de les emocions. Aquesta ajudarĂ  a aplicar metodologies a estĂ­muls mĂ©s realistes per a avaluar entorns i situacions de la vida diĂ ria, superant les actuals limitacions de l'estimulaciĂł emocional que clĂ ssicament ha inclĂČs imatges, Ă udios o vĂ­deos. A mĂ©s, en ella s'analitza la validesa de la RV realitzant una comparaciĂł directa usant una simulaciĂł altament realista. Creiem que la RV immersiva revolucionarĂ  els mĂštodes d'estimulaciĂł emocional en entorns de laboratori. A mĂ©s, la seua sinergia al costat de les mesures fisiolĂČgiques i les tĂšcniques d'aprenentatge automĂ tic, impactaran transversalment en moltes Ă rees de recerca com l'arquitectura, la salut, l'avaluaciĂł psicolĂČgica, l'entrenament, l'educaciĂł, la conducciĂł o el mĂ rqueting, obrint un nou horitzĂł d'oportunitats per a la comunitat cientĂ­fica. La present tesi espera contribuir a caminar en aquesta senda.MarĂ­n Morales, J. (2020). Modelling human emotions using immersive virtual reality, physiological signals and behavioural responses [Tesis doctoral no publicada]. Universitat PolitĂšcnica de ValĂšncia. https://doi.org/10.4995/Thesis/10251/148717TESISCompendi

    Aerospace medicine and biology: A cumulative index to a continuing bibliography (supplement 384)

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    This publication is a cumulative index to the abstracts contained in Supplements 372 through 383 of Aerospace Medicine and Biology: A Continuing Bibliography. It includes seven indexes: subject, personal author, corporate source, foreign technology, contract number, report number, and accession number

    Psychophysiological indices of recognition memory

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    It has recently been found that during recognition memory tests participants’ pupils dilate more when they view old items compared to novel items. This thesis sought to replicate this novel ‘‘Pupil Old/New Effect’’ (PONE) and to determine its relationship to implicit and explicit mnemonic processes, the veracity of participants’ responses, and the analogous Event-Related Potential (ERP) old/new effect. Across 9 experiments, pupil-size was measured with a video-based eye-tracker during a variety of recognition tasks, and, in the case of Experiment 8, with concurrent Electroencephalography (EEG). The main findings of this thesis are that: - the PONE occurs in a standard explicit test of recognition memory but not in “implicit” tests of either perceptual fluency or artificial grammar learning; - the PONE is present even when participants are asked to give false behavioural answers in a malingering task, or are asked not to respond at all; - the PONE is present when attention is divided both at learning and during recognition; - the PONE is accompanied by a posterior ERP old/new effect; - the PONE does not occur when participants are asked to read previously encountered words without making a recognition decision; - the PONE does not occur if participants preload an “old/new” response; - the PONE is not enhanced by repetition during learning. These findings are discussed in the context of current models of recognition memory and other psychophysiological indices of mnemonic processes. It is argued that together these findings suggest that the increase in pupil-size which occurs when participants encounter previously studied items is not under conscious control and may reflect primarily recollective processes associated with recognition memory

    Aerospace Medicine and Biology: A continuing bibliography with indexes, supplement 187

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    This supplement to Aerospace Medicine and Biology lists 247 reports, articles and other documents announced during November 1978 in Scientific and Technical Aerospace Reports (STAR) or in International Aerospace Abstracts (IAA). In its subject coverage, Aerospace Medicine and Biology concentrates on the biological, physiological, psychological, and environmental effects to which man is subjected during and following simulated or actual flight in the earth's atmosphere or in interplanetary space. References describing similar effects of biological organisms of lower order are also included. Emphasis is placed on applied research, but reference to fundamental studies and theoretical principles related to experimental development also qualify for inclusion. Each entry in the bibliography consists of a bibliographic citation accompanied in most cases by an abstract
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