941 research outputs found
PhysioVR: a novel mobile virtual reality framework for physiological computing
Virtual Reality (VR) is morphing into a ubiquitous
technology by leveraging of smartphones and screenless cases in
order to provide highly immersive experiences at a low price
point. The result of this shift in paradigm is now known as mobile
VR (mVR). Although mVR offers numerous advantages over
conventional immersive VR methods, one of the biggest
limitations is related with the interaction pathways available for
the mVR experiences. Using physiological computing principles,
we created the PhysioVR framework, an Open-Source software
tool developed to facilitate the integration of physiological signals
measured through wearable devices in mVR applications.
PhysioVR includes heart rate (HR) signals from Android
wearables, electroencephalography (EEG) signals from a low cost brain computer interface and electromyography (EMG)
signals from a wireless armband. The physiological sensors are
connected with a smartphone via Bluetooth and the PhysioVR
facilitates the streaming of the data using UDP communication
protocol, thus allowing a multicast transmission for a third party
application such as the Unity3D game engine. Furthermore, the
framework provides a bidirectional communication with the VR
content allowing an external event triggering using a real-time
control as well as data recording options. We developed a demo
game project called EmoCat Rescue which encourage players to
modulate HR levels in order to successfully complete the in-game
mission. EmoCat Rescue is included in the PhysioVR project
which can be freely downloaded. This framework simplifies the
acquisition, streaming and recording of multiple physiological
signals and parameters from wearable consumer devices
providing a single and efficient interface to create novel
physiologically-responsive mVR applications.info:eu-repo/semantics/publishedVersio
Tap it again, Sam: Harmonizing personal environments towards lifelong learning
The increasing number of mobile vendors releas- ing NFC-enabled devices to the market and their prominent adoption has moved this technology from a niche product to a product with a large market-share. NFC facilitates natural interactions between digital world and physical learning environments. The scaffolding of learning ecologies is a key aspect for lifelong learners in their challenge to integrate learning activities into busy daily life. The contribution of this manuscript is twofold: first, a review of scientific litera- ture in which NFC has been used with a direct or indirect purpose to learn is presented, and potential uses for learners are classified according to their type of interaction; based on these findings the NFC MediaPlayer is presented as an instantiation of an ecology of resources (EoR) in a lifelong learning context. Finally, shortcomings and best practices are highlighted in the conclusions, and future work is discussed
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