33,473 research outputs found

    Voice Analysis for Stress Detection and Application in Virtual Reality to Improve Public Speaking in Real-time: A Review

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    Stress during public speaking is common and adversely affects performance and self-confidence. Extensive research has been carried out to develop various models to recognize emotional states. However, minimal research has been conducted to detect stress during public speaking in real time using voice analysis. In this context, the current review showed that the application of algorithms was not properly explored and helped identify the main obstacles in creating a suitable testing environment while accounting for current complexities and limitations. In this paper, we present our main idea and propose a stress detection computational algorithmic model that could be integrated into a Virtual Reality (VR) application to create an intelligent virtual audience for improving public speaking skills. The developed model, when integrated with VR, will be able to detect excessive stress in real time by analysing voice features correlated to physiological parameters indicative of stress and help users gradually control excessive stress and improve public speaking performanceComment: 41 pages, 7 figures, 4 table

    Enhancing biofeedback-driven self-guided virtual reality exposure therapy through arousal detection from multimodal data using machine learning

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    Virtual reality exposure therapy (VRET) is a novel intervention technique that allows individuals to experience anxiety-evoking stimuli in a safe environment, recognise specific triggers and gradually increase their exposure to perceived threats. Public-speaking anxiety (PSA) is a prevalent form of social anxiety, characterised by stressful arousal and anxiety generated when presenting to an audience. In self-guided VRET, participants can gradually increase their tolerance to exposure and reduce anxiety-induced arousal and PSA over time. However, creating such a VR environment and determining physiological indices of anxiety-induced arousal or distress is an open challenge. Environment modelling, character creation and animation, psychological state determination and the use of machine learning (ML) models for anxiety or stress detection are equally important, and multi-disciplinary expertise is required. In this work, we have explored a series of ML models with publicly available data sets (using electroencephalogram and heart rate variability) to predict arousal states. If we can detect anxiety-induced arousal, we can trigger calming activities to allow individuals to cope with and overcome distress. Here, we discuss the means of effective selection of ML models and parameters in arousal detection. We propose a pipeline to overcome the model selection problem with different parameter settings in the context of virtual reality exposure therapy. This pipeline can be extended to other domains of interest where arousal detection is crucial. Finally, we have implemented a biofeedback framework for VRET where we successfully provided feedback as a form of heart rate and brain laterality index from our acquired multimodal data for psychological intervention to overcome anxiety

    Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia

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    open access articleBackground: Art enhances both physical and mental health wellbeing. The health benefits include reduction in blood pressure, heart rate, pain perception and briefer inpatient stays, as well as improvement of communication skills and self-esteem. In addition to these, people living with dementia benefit from reduction of their noncognitive, behavioural changes, enhancement of their cognitive capacities and being socially active. Methods: The current study represents a narrative general literature review on available studies and knowledge about contribution of Artificial Intelligence (AI) in creative arts. Results: We review AI visual arts technologies, and their potential for use among people with dementia and care, drawing on similar experiences to date from traditional art in dementia care. Conclusion: The virtual reality, installations and the psychedelic properties of the AI created art provide a new venue for more detailed research about its therapeutic use in dementia

    Applied Cyberpsychology: Military and Defence Applications

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    Virtual environments are synthetic computer simulations that represent activities at a high degree of realism. Virtual environments have numerous applications for military and defence purposes, ranging from allowing personnel to experience realistic, high-pressure situations with a sense of presence, but in the absence of real world risk, to modelling threats to national and international infrastructure to improve resilience. Emerging opportunities also exist for communication and intelligence gathering, exploring on-line social cognition and group behaviour, and understanding how to mitigate the negative effects of combat-related stress disorders, for example. In this chapter we introduce psychological theory and contemporary cyberpsychology research, and offer an albeit very brief introduction to the rapidly developing application of technology to better understand human behaviour and facilitate performance for military and defence purposes

    Applied Cyberpsychology: Military and Defence Applications

    Get PDF
    Virtual environments are synthetic computer simulations that represent activities at a high degree of realism. Virtual environments have numerous applications for military and defence purposes, ranging from allowing personnel to experience realistic, high-pressure situations with a sense of presence, but in the absence of real world risk, to modelling threats to national and international infrastructure to improve resilience. Emerging opportunities also exist for communication and intelligence gathering, exploring on-line social cognition and group behaviour, and understanding how to mitigate the negative effects of combat-related stress disorders, for example. In this chapter we introduce psychological theory and contemporary cyberpsychology research, and offer an albeit very brief introduction to the rapidly developing application of technology to better understand human behaviour and facilitate performance for military and defence purposes

    Nuni-A case study

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    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    Health and fitness wearable technology has recently advanced, making it easier for an individual to monitor their behaviours. Previously self generated data interacts with the user to motivate positive behaviour change, but issues arise when relating this to long term mention of wearable devices. Previous studies within this area are discussed. We also consider a new approach where data is used to support instead of motivate, through monitoring and logging to encourage reflection. Based on issues highlighted, we then make recommendations on the direction in which future work could be most beneficial

    Recent trends, technical concepts and components of computer-assisted orthopedic surgery systems: A comprehensive review

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    Computer-assisted orthopedic surgery (CAOS) systems have become one of the most important and challenging types of system in clinical orthopedics, as they enable precise treatment of musculoskeletal diseases, employing modern clinical navigation systems and surgical tools. This paper brings a comprehensive review of recent trends and possibilities of CAOS systems. There are three types of the surgical planning systems, including: systems based on the volumetric images (computer tomography (CT), magnetic resonance imaging (MRI) or ultrasound images), further systems utilize either 2D or 3D fluoroscopic images, and the last one utilizes the kinetic information about the joints and morphological information about the target bones. This complex review is focused on three fundamental aspects of CAOS systems: their essential components, types of CAOS systems, and mechanical tools used in CAOS systems. In this review, we also outline the possibilities for using ultrasound computer-assisted orthopedic surgery (UCAOS) systems as an alternative to conventionally used CAOS systems.Web of Science1923art. no. 519

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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