843 research outputs found

    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

    Complex networks analysis in team sports performance: multilevel hypernetworks approach to soccer matches

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    Humans need to interact socially with others and the environment. These interactions lead to complex systems that elude naïve and casuistic tools for understand these explanations. One way is to search for mechanisms and patterns of behavior in our activities. In this thesis, we focused on players’ interactions in team sports performance and how using complex systems tools, notably complex networks theory and tools, can contribute to Performance Analysis. We began by exploring Network Theory, specifically Social Network Analysis (SNA), first applied to Volleyball (experimental study) and then on soccer (2014 World Cup). The achievements with SNA proved limited in relevant scenarios (e.g., dynamics of networks on n-ary interactions) and we moved to other theories and tools from complex networks in order to tap into the dynamics on/off networks. In our state-of-the-art and review paper we took an important step to move from SNA to Complex Networks Analysis theories and tools, such as Hypernetworks Theory and their structural Multilevel analysis. The method paper explored the Multilevel Hypernetworks Approach to Performance Analysis in soccer matches (English Premier League 2010-11) considering n-ary cooperation and competition interactions between sets of players in different levels of analysis. We presented at an international conference the mathematical formalisms that can express the players’ relationships and the statistical distributions of the occurrence of the sets and their ranks, identifying power law statistical distributions regularities and design (found in some particular exceptions), influenced by coaches’ pre-match arrangement and soccer rules.Os humanos necessitam interagir socialmente com os outros e com o envolvimento. Essas interações estão na origem de sistemas complexos cujo entendimento não é captado através de ferramentas ingénuas e casuísticas. Uma forma será procurar mecanismos e padrões de comportamento nas atividades. Nesta tese, o foco centra-se na utilização de ferramentas dos sistemas complexos, particularmente no contributo da teoria e ferramentas de redes complexas, na Análise do Desempenho Desportivo baseado nas interações dos jogadores de equipas desportivas. Começámos por explorar a Teoria das Redes, especificamente a Análise de Redes Sociais (ARS) no Voleibol (estudo experimental) e depois no futebol (Campeonato do Mundo de 2014). As aplicações da ARS mostraram-se limitadas (por exemplo, na dinâmica das redes em interações n-árias) o que nos trouxe a outras teorias e ferramentas das redes complexas. No capítulo do estadoda- arte e artigo de revisão publicado, abordámos as vantagens de utilização de outras teorias e ferramentas, como a análise Multinível e Teoria das Híperredes. No artigo de métodos, apresentámos a Abordagem de Híperredes Multinível na Análise do Desempenho em jogos de futebol (Premier League Inglesa 2010-11) considerando as interações de cooperação e competição nos conjuntos de jogadores, em diferentes níveis de análise. Numa conferência internacional, apresentámos os formalismos matemáticos que podem expressar as relações dos jogadores e as distribuições estatísticas da ocorrência dos conjuntos e a sua ordem, identificando regularidades de distribuições estatísticas de power law e design (encontrado nalgumas exceções estatísticas específicas), promovidas pelos treinadores na preparação dos jogos e constrangidas pelas regras do futebol

    Unique Experiences:Designing Warm Technology to Support Personal Dynamics in Dementia

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    Unique Experiences:Designing Warm Technology to Support Personal Dynamics in Dementia

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    The Word Has Become Game:Researching Religion in Digital Games

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    In this article, the author proposes a multi-layered methodology for researching religion in video games. The author differentiates between five levels at which religion can be encountered in video games and/or video game research: material, referential, reflexive, ritual and meta level. These levels range from explicitly religious to implicitly religious, from game-immanent to game-transcendent, and from developer-intended to gamer-experienced. In this context, the author proposes a four-step methodology, which incorporates insights from both game-immanent and actor-centered approaches: internal reading (playing the game), internal research (collection of in-game information), external reading (mapping the intermedial relationships), and external research (gathering out-game information). Before doing so, the author proposes a new definition of video games as ‘digital, playable (narrative) texts’ that incorporate both ludological and narratological elements

    Mobile Robots

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    The objective of this book is to cover advances of mobile robotics and related technologies applied for multi robot systems' design and development. Design of control system is a complex issue, requiring the application of information technologies to link the robots into a single network. Human robot interface becomes a demanding task, especially when we try to use sophisticated methods for brain signal processing. Generated electrophysiological signals can be used to command different devices, such as cars, wheelchair or even video games. A number of developments in navigation and path planning, including parallel programming, can be observed. Cooperative path planning, formation control of multi robotic agents, communication and distance measurement between agents are shown. Training of the mobile robot operators is very difficult task also because of several factors related to different task execution. The presented improvement is related to environment model generation based on autonomous mobile robot observations

    Development of the huggable social robot Probo: on the conceptual design and software architecture

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    This dissertation presents the development of a huggable social robot named Probo. Probo embodies a stuffed imaginary animal, providing a soft touch and a huggable appearance. Probo's purpose is to serve as a multidisciplinary research platform for human-robot interaction focused on children. In terms of a social robot, Probo is classified as a social interface supporting non-verbal communication. Probo's social skills are thereby limited to a reactive level. To close the gap with higher levels of interaction, an innovative system for shared control with a human operator is introduced. The software architecture de nes a modular structure to incorporate all systems into a single control center. This control center is accompanied with a 3D virtual model of Probo, simulating all motions of the robot and providing a visual feedback to the operator. Additionally, the model allows us to advance on user-testing and evaluation of newly designed systems. The robot reacts on basic input stimuli that it perceives during interaction. The input stimuli, that can be referred to as low-level perceptions, are derived from vision analysis, audio analysis, touch analysis and object identification. The stimuli will influence the attention and homeostatic system, used to de ne the robot's point of attention, current emotional state and corresponding facial expression. The recognition of these facial expressions has been evaluated in various user-studies. To evaluate the collaboration of the software components, a social interactive game for children, Probogotchi, has been developed. To facilitate interaction with children, Probo has an identity and corresponding history. Safety is ensured through Probo's soft embodiment and intrinsic safe actuation systems. To convey the illusion of life in a robotic creature, tools for the creation and management of motion sequences are put into the hands of the operator. All motions generated from operator triggered systems are combined with the motions originating from the autonomous reactive systems. The resulting motion is subsequently smoothened and transmitted to the actuation systems. With future applications to come, Probo is an ideal platform to create a friendly companion for hospitalised children
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