1,967 research outputs found

    Common Issues of Virtual Reality in Neuro-Rehabilitation

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    2010-2011 > Academic research: not refereed > Chapter in an edited book (author)201803 bcwhVersion of RecordPublishe

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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    Computer detection of spatial visualization in a location-based task

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    An untapped area of productivity gains hinges on automatic detection of user cognitive characteristics. One such characteristic, spatial visualization ability, relates to users’ computer performance. In this dissertation, we describe a novel, behavior-based, spatial visualization detection technique. The technique does not depend on sensors or knowledge of the environment and can be adopted on generic computers. In a Census Bureau location-based address verification task, detection rates exceeded 80% and approached 90%

    Developing virtual watersheds for evaluating the dynamics of land use change

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    Enhancing the broadcasted TV consumption experience with broadband omnidirectional video content

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    [EN] The current wide range of heterogeneous consumption devices and delivery technologies, offers the opportunity to provide related contents in order to enhance and enrich the TV consumption experience. This paper describes a solution to handle the delivery and synchronous consumption of traditional broadcast TV content and related broadband omnidirectional video content. The solution is intended to support both hybrid (broadcast/broadband) delivery technologies and has been designed to be compatible with the Hybrid Broadcast Broadband TV (HbbTV) standard. In particular, some specifications of HbbTV, such as the use of global timestamps or discovery mechanisms, have been adopted. However, additional functionalities have been designed to achieve accurate synchronization and to support the playout of omnidirectional video content in current consumption devices. In order to prove that commercial hybrid environments could be immediately enhanced with this type of content, the proposed solution has been included in a testbed, and objectively and subjectively evaluated. Regarding the omnidirectional video content, the two most common types of projections are supported: equirectangular and cube map. The results of the objective assessment show that the playout of broadband delivered omnidirectional video content in companion devices can be accurately synchronized with the playout on TV of traditional broadcast 2D content. The results of the subjective assessment show the high interest of users in this type of new enriched and immersive experience that contributes to enhance their Quality of Experience (QoE) and engagement.This work was supported by the Generalitat Valenciana, Investigacion Competitiva Proyectos, through the Research and Development Program Grants for Research Groups to be Consolidated, under Grant AICO/2017/059 and Grant AICO/2017Marfil-Reguero, D.; Boronat, F.; López, J.; Vidal Meló, A. (2019). Enhancing the broadcasted TV consumption experience with broadband omnidirectional video content. IEEE Access. 7:171864-171883. https://doi.org/10.1109/ACCESS.2019.2956084S171864171883

    Development of a model based on virtual reality for the evaluation of behavioral compliance with warnings and wayfinding contexts

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    Virtual Reality (VR) when framed in adequate methodologies, has an ample field of application for Ergonomics and for Design, since it allows to analyze and understand how people interaction with simulated situations in Virtual Environments (VEs). As such, it is of extreme importance for research and the practice of Ergonomics, to understand how it is possible to optimize, create, implement and evaluate solutions based in VEs in different contexts, including dangerous one, in particular those that can place in risk the physical integrity of people. These VEs can be used to study the Human behavior in critical situations, which is important when projecting products and systems that involve dangers to the users that would be difficult to study otherwise. In this context, this project has as its general objective the study of the factors that influence the development of VEs for VR and in the implementation of solutions (with a focus on the software and hardware) that better can correspond to the development of this type of studies, namely in studies of behavioral compliance with warnings and in studies of wayfinding. The methodological proposal described in this document focuses in a User-Centered Design (UCD) perspective, which involved the participation of the users, in the different phases of development of the project. As a result, it was developed and evaluated software and hardware solutions for the understanding and evaluation of the factors associated to the study of Human behavior, namely in behavioral compliance with warnings and in wayfinding contexts. It was also studied the best solutions for interaction and navigation in VEs, that correspond to high levels of presence, which is a fundamental aspect in behavioral compliance with warnings and wayfinding studies that use VR as a support tool. With this purpose, two navigational interfaces were developed (i.e., Balance Board and Walk-in-Place), also in a UCD perspective, to guarantee a constant cycle of tests and improvement of the implementations among the users. A comparative study was made between these two navigational interfaces and another that is commonly used in studies with VR (i.e., a Joystick). This comparative study was conducted in a context of evaluation of behavioral compliance with warnings and performance variables were analyzed, as well as the levels of presence in the different navigational interfaces. There were no statistically significant differences in the levels of presence or in the behavioral compliance between the three navigational interfaces. However, statistically significant differences were found in several performance variables (e.g., average speed, total distance). Future directions for the research are also discussed.A Realidade Virtual (RV) quando enquadrada em metodologias adequadas, tem um campo de aplicação alargado para a Ergonomia e o Design, visto permitir analisar e compreender como as pessoas interagem com situações simuladas em Ambientes Virtuais (AVs). Desta forma, é de extrema importância para a investigação ou prática da Ergonomia, perceber como se pode optimizar, construir, implementar e avaliar soluções baseadas em AVs em diferentes contextos, incluindo contextos perigosos, particularmente aqueles que podem colocar em risco a integridade física das pessoas. Estes AVs podem ser usados para estudar o comportamento Humano em situações críticas, o que é importante quando se projecta produtos e sistemas que envolvam perigos para os utilizadores que de outra forma seria muito difícil avaliar. Neste contexto, este projecto tem como objectivo geral o estudo dos factores que influenciam o desenvolvimento de ambientes para Realidade Virtual e na implementação de soluções (com um foco maior no software e hardware) que melhor possam corresponder ao desenvolvimento deste tipo de estudos, nomeadamente em estudos de consonância comportamental com avisos de segurança e estudos de wayfinding. A proposta metodológica descrita neste documento foca-se numa perspectiva de Design Centrado no Utilizador (DCU), que envolveu a participação dos utilizadores, nas várias fases de desenvolvimento do projecto. Como resultado, desenvolveu-se e avaliou-se soluções de software e hardware para a compreensão e avaliação dos factores associados ao estudo do comportamento Humano, nomeadamente para a consonância comportamental com avisos de segurança e para situações de wayfinding. Foram também estudadas as melhores soluções para interacção e navegação em AVs, que correspondam a níveis de presença elevados, aspecto fundamental em estudos de consonância comportamental com avisos de segurança e em estudos de wayfinding que usam RV. Com este intuito, foram desenvolvidas duas interfaces de navegação para Realidade Virtual (i.e., Balance Board e Walk-in-Place), também numa perspectiva de DCU, para garantir um constante ciclo de testes e aperfeiçoamento das implementações junto dos utilizadores. Foi realizado um estudo comparativo entre estas duas interfaces de navegação e uma outra que é utilizada mais frequentemente em estudos com RV (i.e., um Joystick). Este estudo comparativo realizou-se num contexto de avaliação da consonância comportamental com avisos de segurança e foram analisadas variáveis de desempenho, assim como os níveis de presença das diferentes interfaces de navegação. Não se observaram diferenças estatisticamente significativas em relação aos níveis de presença nem em relação à consonância comportamental entre as três interfaces de navegação. No entanto, foram encontradas diferenças estatisticamente significativas em várias variáveis de desempenho (e.g., velocidade média, distância percorrida). Também são discutidas as possíveis linhas de investigação de continuação ao trabalho

    The use of virtual reality and augmented reality in psychosocial rehabilitation for adults with neurodevelopmental disorders: A systematic review

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    ObjectivesVirtual reality and augmented reality have been used in psychosocial rehabilitation for adults with neurodevelopmental disorders in recent years, to provide functional training in a scaffolded and appealing manner. This systematic review attempted to evaluate (1) how virtual reality or augmented reality technology was deployed, when used as an intervention for adults with neurodevelopmental disorders; and (2) how virtual or augmented reality-assisted psychosocial rehabilitation programs impacted on the functional domains of community living, employment and social participation.MethodsThe Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines was adopted and a search of publications between June 2012 and June 2022 was carried out. The target groups were adults with schizophrenia/schizoaffective disorders, autism spectrum disorder, intellectual disabilities and attention deficit hyperactivity disorder. Interventions that targeted at least one functional domain were included.ResultsThe database search generated 1,267 records and 38 studies met the inclusion criteria. Three studies utilized augmented reality while the rest utilized virtual reality. The virtual scenarios were displayed in various ways, such as head-mounted displays, computer screens, mobile devices and cave rooms. A few studies also used features such as speech recognition, eye tracking and motion-capture device to provide real-time feedback to participants during rehabilitation. Eleven studies reported interventions that addressed community living, 15 studies addressed vocational skills and nine studies trained participants in social skills or social cognition. Three studies sought to improve quality of life using virtual scenarios to expose participants to various situations. Majority of these studies reported preliminary promising results, with improvement in the functional domains addressed. However, several studies had small sample sizes and many single-arm pretest-posttest studies were assessed to be of serious or critical risk of bias.ConclusionVirtual reality and augmented reality are deployed in various ways to augment psychosocial rehabilitation for adults with neurodevelopmental disorders. Most interventions target skills training or strategy learning in the areas of community living, work and social participation. Preliminary positive findings of their effects on functional performance were reported. Larger and robust studies using ecologically valid outcome measures will be needed to establish their effects on real-world functional outcomes.Systematic review registrationidentifier: CRD42022335443
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