4,375 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

    Marshall Space Flight Center Research and Technology Report 2019

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    Today, our calling to explore is greater than ever before, and here at Marshall Space Flight Centerwe make human deep space exploration possible. A key goal for Artemis is demonstrating and perfecting capabilities on the Moon for technologies needed for humans to get to Mars. This years report features 10 of the Agencys 16 Technology Areas, and I am proud of Marshalls role in creating solutions for so many of these daunting technical challenges. Many of these projects will lead to sustainable in-space architecture for human space exploration that will allow us to travel to the Moon, on to Mars, and beyond. Others are developing new scientific instruments capable of providing an unprecedented glimpse into our universe. NASA has led the charge in space exploration for more than six decades, and through the Artemis program we will help build on our work in low Earth orbit and pave the way to the Moon and Mars. At Marshall, we leverage the skills and interest of the international community to conduct scientific research, develop and demonstrate technology, and train international crews to operate further from Earth for longer periods of time than ever before first at the lunar surface, then on to our next giant leap, human exploration of Mars. While each project in this report seeks to advance new technology and challenge conventions, it is important to recognize the diversity of activities and people supporting our mission. This report not only showcases the Centers capabilities and our partnerships, it also highlights the progress our people have achieved in the past year. These scientists, researchers and innovators are why Marshall and NASA will continue to be a leader in innovation, exploration, and discovery for years to come

    Ono: an open platform for social robotics

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    In recent times, the focal point of research in robotics has shifted from industrial ro- bots toward robots that interact with humans in an intuitive and safe manner. This evolution has resulted in the subfield of social robotics, which pertains to robots that function in a human environment and that can communicate with humans in an int- uitive way, e.g. with facial expressions. Social robots have the potential to impact many different aspects of our lives, but one particularly promising application is the use of robots in therapy, such as the treatment of children with autism. Unfortunately, many of the existing social robots are neither suited for practical use in therapy nor for large scale studies, mainly because they are expensive, one-of-a-kind robots that are hard to modify to suit a specific need. We created Ono, a social robotics platform, to tackle these issues. Ono is composed entirely from off-the-shelf components and cheap materials, and can be built at a local FabLab at the fraction of the cost of other robots. Ono is also entirely open source and the modular design further encourages modification and reuse of parts of the platform

    VIRTUAL REALITY IN BIOMEDICAL

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    Virtual reality (VR) encompasses a number of surgical research topics, including computer graphics, imaging, visualization, simulation, data fusion and telemedicine. In this paper we define virtual reality and each of these areas, focusing on a state-of-the-art review of the research and recent accomplishments. .Virtual reality is a powerful technology for solving today’s real-world problems. Virtual reality refers to computer-generated, interactive, three-dimensional (3-D) environments into which patients are immersed. It provides a way for surgeon to visualize, manipulate and interact with simulated environments through the use of computers and extremely complex data

    Designing Sugaropolis:digital games as a medium for conveying transnational narratives

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    In this paper, the authors present a case study of ‘Sugaropolis’: a two-year practice-based project that involved interdisciplinary co-design and stakeholder evaluation of two digital game prototypes. Drawing on the diverse expertise of the research team (game design and development, human geography, and transnational narratives), the paper aims to contribute to debates about the use of digital games as a medium for representing the past. With an emphasis on design-as-research, we consider how digital games can be (co-)designed to communicate complex histories and geographies in which people, objects, and resources are connected through space and time

    Li-BIM, an agent-based approach to simulate occupant-building interaction from the Building-Information Modelling

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    International audienceBuilding design involves many challenges and requires to take into account the interaction between the building and the users. Different occupant behaviour models implemented with building simulation tools (thermal, air quality, lighting) have been proposed. Among these, models based on the agent approach seem to be the most promising. However, existing models poorly describe human cognition and the social dimension. Moreover, they are often oriented towards a specific use (thermal simulation, waste management) without being transposable to another field, and they require a significant instantiation effort for each new case, making their use difficult. This article proposes an agent-based model called Li-BIM that simulates the behaviour of the occupants in a building and their indoor comfort. Li-BIM model is structured around the numerical modelling of the building-BIM-(with standard exchange format IFC), a high-resolution cognitive model, and the coupling with various physical models. Li-BIM simulates the reactive, deliberative and social behaviour of occupants in residential dwellings based on the Belief-Desire-Intention architecture. This model, thanks its ease of use and flexibility, is an operational and relevant tool to support building design process with a human-centred approach. An application of the model is presented, focusing on energy consumption and the inhabitants' comfort. In-situ data obtained from the instrumented house that served as case study have been compared with simulation results from Li-BIM and a standard energy simulation software, demonstrating the reliability of the proposed model
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