2 research outputs found

    Video Activity Recognition Framework for assessing motor behavioural disorders in Alzheimer Disease Patients

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    International audiencePatients with Alzheimers disease show cognitive decline commonly associated with psycho-behavioural disorders like depression, apathy and motor behaviour disturbances. However current evaluations of psycho-behavioural disorders are based on interviews and battery of neuropsychological tests with the presence of a clinician. So these evaluations show limits of subjectivity (e.g., subjective interpretation of clinician at a date t). In this work, we study the ability of a proposed automatic video activity recognition system to detect activity changes between elderly subjects with and without dementia during a clinical experimentation. A total of 28 volunteers (11 healthy elderly subjects, 17 Alzheimer's disease patients (AD)) participate to the experimentation. The proposed study shows that we could differentiate the two profiles of participants based on motor activity parameters, such as the walking speed, computed from the proposed automatic video activity recognition system. These primary results are promising and validating the interest of automatic analysis of video as an objective evaluation tool providing comparative results between participants and over the time

    Don’t forget to save! User experience principles for video game narrative authoring tools.

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    Interactive Digital Narratives (IDNs) are a natural evolution of traditional storytelling melded with technological improvements brought about by the rapidly increasing digital revolution. This has and continues to enhance the complexities and functionality of the stories that we can tell. Video game narratives, both old and new, are considered close relatives of IDN, and due to their enhanced interactivity and presentational methods, further complicate the creation process. Authoring tool software aims to alleviate the complexities of this by abstracting underlying data models into accessible user interfaces that creatives, even those with limited technical experience, can use to author their stories. Unfortunately, despite the vast array of authoring tools in this space, user experience is often overlooked even though it is arguably one of the most vital components. This has resulted in a focus on the audience within IDN research rather than the authors, and consequently our knowledge and understanding of the impacts of user experience design decisions in authoring tools are limited. This thesis tackles the modeling of complex video game narrative structures and investigates how user experience design decisions within IDN authoring tools may impact the authoring process. I first introduce my concept of Discoverable Narrative which establishes a vocabulary for the analysis, categorization, and comparison of aspects of video game narrative that are discovered, observed, or experienced by players — something that existing models struggle to detail. I also develop and present my Novella Narrative Model which provides support for video game narrative elements and makes several novel innovations that set it apart from existing narrative models. This thesis then builds upon these models by presenting two bespoke user studies that examine the user experience of the state-of-the-art in IDN authoring tool design, together building a listing of seven general Themes and five principles (Metaphor Testing, Fast Track Testing, Structure, Experimentation, Branching) that highlight evidenced behavioral trends of authors based on different user experience design factors within IDN authoring tools. This represents some of the first work in this space that investigates the relationships between the user experience design of IDN authoring tools and the impacts that they can have on authors. Additionally, a generalized multi-stage pipeline for the design and development of IDN authoring tools is introduced, informed by professional industry- standard design techniques, in an effort to both ensure quality user experience within my own work and to raise awareness of the importance of following proper design processes when creating authoring tools, also serving as a template for doing so
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