187 research outputs found

    Good vibrations: Guiding body movements with vibrotactile feedback

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    We describe the ongoing development of a system to support the teaching of good posture and bowing technique to novice violin players. Using an inertial motion capture system we can track in real-time a player’s bowing action and how it deviates from a target trajectory set by their music teacher. The system provides real-time vibrotactile feedback on the correctness of the student’s posture and bowing action. We present the findings of an initial study that shows that vibrotactile feedback can guide arm movements in one and two dimension pointing tasks. The advantages of vibrotactile feedback for teaching basic bowing technique to novice violin players are that it does not place demands on the students’ visual and auditory systems which are already heavily involved in the activity of music making, and is understood with little training

    Peripheral Interaction for Sports - Exploring Two Modalities for Real-Time Feedback

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    We believe that sports is a domain that would both provide valuable input to the area of peripheral interaction, as well as benefit from peripheral interaction itself. We present two pilot studies on peripheral interaction for cross-country skiing and golf using vibration feedback and audio feedback respectively. We believe the results of these initial studies are encouraging and aim to pursue the concept of peripheral interaction for the sports domain

    Insights from Snowboard Pedagogy for the Legal Studies Instructor

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    This paper intends to inform and avail instructors of pedagogical approaches proven effective in winter sports environments, specifically in the sport of snowboarding, that we suggest may be particularly effective in teaching business law to non-law students in undergraduate business programs. We join other scholars in examining the approach to teaching business law to non-law students in an effort to develop the knowledge and skills necessary to manage the “dynamic and untidy” legal issues that business professionals deal with, while mitigating the difficult and confusing subject matter and pedagogy associated with business law courses. Broadly speaking, teaching requires the acquisition of skills and knowledge; teaching law, the practice of law, and snowboarding are no different. Undergraduate business law courses are an essential accompaniment to the suite of curricula associated with various majors within business schools, such as management, accounting, economics and supply chain. It is particularly important for business school students to develop and retain skills and knowledge associated with legal studies for several reasons. Students’ exposure to legal studies concepts is typically limited, yet the topics are critical for developing the conceptual skill to understand and work within the broader business environment. A basic understanding of business law can help managers make sound business decisions, and in the wake of corporate scandals over the last twenty years, an awareness of the legal environment of business is ever more urgent. One important way that business law courses develop students’ knowledge and conceptual skills is through the critical thinking required to identify legal issues in cases presented and to apply abstract legal concepts to the management of those legal issues. This is often a difficult challenge for students; mastery requires high-impact learning experiences and significant applied practice. The same can be said of snowboarding knowledge and skills. A snowboard instructor can talk about snowboarding with a new athlete, but the athlete can only learn how to snowboard by the significant applied practice of snowboarding. Business law instruction is similar to snowboarding instruction in a number of other, more specific ways. In both domains, it is critical that students receive frequent instruction on how to perform relevant skills and feedback on performance to improve at their craft. The learning curve is steep for both business law and snowboarding students – concepts are often not intuitive, they can be overwhelming, and it can be a frustrating and painful process. A common reason that snow sports enthusiasts give for avoiding snowboarding is the steep and often physically painful learning curve that must be endured. In undergraduate business law courses, students are given background for the cases they study, yet spillover from law school pedagogy often means that business law instructors are hesitant to engage in high-touch practices that lead to internalized learning. Snowboard pedagogy provides several key insights into learning involving a shift from transmitting knowledge to facilitating active learning. We believe these insights have the potential to enhance dramatically student learning of business law concepts. In this paper, we explore snow-sport pedagogy, snowboarding in particular, to gather specific insights into how to improve business law instruction in business schools. We first present a brief background describing the dominant paradigm in business law education, drawing from select scholarly literature on legal studies education in business, and then introduce sport and snow-sport pedagogy, including connections to legal studies pedagogy. We then turn specifically to snowboarding pedagogy, discussing how the development of the field generated specific pedagogical approaches in response to the nature of snowboarding as a sport. In particular, snowboard instructors have proven to be innovative and encouraged to disrupt pedagogical boundaries. Here, we offer specific core insights from snowboard pedagogy and how they may be applied to business law instruction

    Supporting sit-to-stand rehabilitation using smartphone sensors and arduino haptic feedback modules

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    The aim of this project is to design and build a system to aid patients in their rehabilitation after suffering a stroke. A stroke is one of the most serious conditions that an individual can suffer from, and the rehabilitation is often a long and difficult process. For many with movement effects, the sit-to-stand exercise is an important step in rehabilitation. The focus of this ongoing project is to create a system to assist sit-to-stand rehabilitation through the use of haptic feedback on balance. In this poster we present our initial prototype using standard smartphone accelerometers linked wirelessly to Arduino based vibration feedback modules mounted on the patients' legs. Initial feedback on the prototype is promising

    Somatic ABC's: A Theoretical Framework for Designing, Developing and Evaluating the Building Blocks of Touch-Based Information Delivery

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    abstract: Situations of sensory overload are steadily becoming more frequent as the ubiquity of technology approaches reality--particularly with the advent of socio-communicative smartphone applications, and pervasive, high speed wireless networks. Although the ease of accessing information has improved our communication effectiveness and efficiency, our visual and auditory modalities--those modalities that today's computerized devices and displays largely engage--have become overloaded, creating possibilities for distractions, delays and high cognitive load; which in turn can lead to a loss of situational awareness, increasing chances for life threatening situations such as texting while driving. Surprisingly, alternative modalities for information delivery have seen little exploration. Touch, in particular, is a promising candidate given that it is our largest sensory organ with impressive spatial and temporal acuity. Although some approaches have been proposed for touch-based information delivery, they are not without limitations including high learning curves, limited applicability and/or limited expression. This is largely due to the lack of a versatile, comprehensive design theory--specifically, a theory that addresses the design of touch-based building blocks for expandable, efficient, rich and robust touch languages that are easy to learn and use. Moreover, beyond design, there is a lack of implementation and evaluation theories for such languages. To overcome these limitations, a unified, theoretical framework, inspired by natural, spoken language, is proposed called Somatic ABC's for Articulating (designing), Building (developing) and Confirming (evaluating) touch-based languages. To evaluate the usefulness of Somatic ABC's, its design, implementation and evaluation theories were applied to create communication languages for two very unique application areas: audio described movies and motor learning. These applications were chosen as they presented opportunities for complementing communication by offloading information, typically conveyed visually and/or aurally, to the skin. For both studies, it was found that Somatic ABC's aided the design, development and evaluation of rich somatic languages with distinct and natural communication units.Dissertation/ThesisPh.D. Computer Science 201

    Pre-Operative Outpatient Physical Therapy Of A Torn Rotator Cuff And Suspected Nerve Injury Caused By Anterior Shoulder Dislocation: A Case Report

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    Background and purpose: Rotator cuff repair surgeries are very common and there are many different post-operative rehabilitation protocols available, but there is little to no literature on pre-operative therapy. The purpose of this case report is to investigate the effectiveness of pre-operative passive range of motion (ROM), joint mobilization and exercises for a patient with both a torn rotator cuff and a suspected neuropraxic peripheral nerve injury. Case Description: The patient was a healthy 47-year-old male with no prior medical or surgical history. He was referred to outpatient physical therapy for pre-operative joint mobilization and exercise for his left shoulder, which he anteriorly dislocated in a snowboarding accident. He also reported progressive loss of function and sensation in his left distal upper extremity (UE), which began 1-2 days after his accident. He was seen for four physical therapy sessions including the initial evaluation prior to undergoing rotator cuff surgery. Outcomes: The patient reported decreased pain, and improved sensation and demonstrated improved motor control of his left distal UE; but showed little measurable improvement in the QuickDASH functional outcome measure during the short time before his rotator cuff surgery. Discussion: Although the patient was only seen for a short period of time, and demonstrated little improvements on the QuickDASH, pre-operative physical therapy may still be effective for rotator cuff repairs. The patient reported decreased pain levels and improved motor control and sensation of his left distal UE. He also reported feeling less anxious about his surgery and better prepared for post-operative rehabilitation

    Design opportunities for wearable devices in learning to climb

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    In this paper, we present a field study on the learning of climbing aimed at defining the design space of wearable devices to support beginners. Three main findings have emerged from our study. First, climbing has a strong emotional impact on beginners; therefore, learning to climb requires mastering new motor patterns as well as negative emotions, such as stress and fear. Second, the feeling of danger that climbers often experience can be mitigated by trust in the climbing partner and the perception of her active presence. Finally, a big problem in climbing is the communication difficulty between the climbing partners and between climber and instructor. We conclude the paper presenting four design considerations for the design of wearable devices meant to support the learning of climbing by providing the actors involved with augmented communication. Such augmented communication should address both the physical and the emotional difficulties of this sport

    Beyond reality - extending a presentation trainer with an immersive VR module

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    The development of multimodal sensor-based applications designed to support learners with the improvement of their skills is expensive since most of these applications are tailor-made and built from scratch. In this paper, we show how the Presentation Trainer (PT), a multimodal sensor-based application designed to support the development of public speaking skills, can be modularly extended with a Virtual Reality real-time feedback module (VR module), which makes usage of the PT more immersive and comprehensive. The described study consists of a formative evaluation and has two main objectives. Firstly, a technical objective is concerned with the feasibility of extending the PT with an immersive VR Module. Secondly, a user experience objective focuses on the level of satisfaction of interacting with the VR extended PT. To study these objectives, we conducted user tests with 20 participants. Results from our test show the feasibility of modularly extending existing multimodal sensor-based applications, and in terms of learning and user experience, results indicate a positive attitude of the participants towards using the application (PT+VR module). (DIPF/Orig.

    The digitally 'Hand Made' object

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    This article will outline the author’s investigations of types of computer interfaces in practical three-dimensional design practice. The paper contains a description of two main projects in glass and ceramic tableware design, using a Microscribe G2L digitising arm as an interface to record three-dimensional spatial\ud design input.\ud \ud The article will provide critical reflections on the results of the investigations and will argue that new approaches in digital design interfaces could have relevance in developing design methods which incorporate more physical ‘human’ expressions in a three-dimensional design practice. The research builds on concepts indentified in traditional craft practice as foundations for constructing new types of creative practices based on the use of digital technologies, as outlined by McCullough (1996)
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