129 research outputs found
Biocybernetic Adaptation Strategies: Machine awareness of human state for improved operational performance
Human operators interacting with machines or computers continually adapt to the needs of the system ideally resulting in optimal performance. In some cases, however, deteriorated performance is an outcome. Adaptation to the situation is a strength expected of the human operator which is often accomplished by the human through self-regulation of mental state. Adaptation is at the core of the human operator’s activity, and research has demonstrated that the implementation of a feedback loop can enhance this natural skill to improve training and human/machine interaction. Biocybernetic adaptation involves a “loop upon a loop,” which may be visualized as a superimposed loop which senses a physiological signal and influences the operator’s task at some point. Biocybernetic adaptation in, for example, physiologically adaptive automation employs the “steering” sense of “cybernetic,” and serves a transitory adaptive purpose – to better serve the human operator by more fully representing their responses to the system. The adaptation process usually makes use of an assessment of transient cognitive state to steer a functional aspect of a system that is external to the operator’s physiology from which the state assessment is derived. Therefore, the objective of this paper is to detail the structure of biocybernetic systems regarding the level of engagement of interest for adaptive systems, their processing pipeline, and the adaptation strategies employed for training purposes, in an effort to pave the way towards machine awareness of human state for self-regulation and improved operational performance
Biocybernetic Adaptation Strategies: Machine Awareness of Human Engagement for Improved Operational Performance
Human operators interacting with machines or computers continually adapt to the needs of the system ideally resulting in optimal performance. In some cases, however, deteriorated performance is an outcome. Adaptation to the situation is a strength expected of the human operator which is often accomplished by the human through self-regulation of mental state. Adaptation is at the core of the human operator's activity, and research has demonstrated that the implementation of a feedback loop can enhance this natural skill to improve training and human/machine interaction. Biocybernetic adaptation involves a loop upon a loop, which may be visualized as a superimposed loop which senses a physiological signal and influences the operators task at some point. Biocybernetic adaptation in, for example, physiologically adaptive automation employs the steering sense of cybernetic, and serves a transitory adaptive purpose to better serve the human operator by more fully representing their responses to the sys- tem. The adaptation process usually makes use of an assessment of transient cog- nitive state to steer a functional aspect of a system that is external to the operators physiology from which the state assessment is derived. Therefore, the objective of this paper is to detail the structure of biocybernetic systems regarding the level of engagement of interest for adaptive systems, their processing pipeline, and the adaptation strategies employed for training purposes, in an effort to pave the way towards machine awareness of human state for self-regulation and improved operational performance
Co-Design with Myself: A Brain-Computer Interface Design Tool that Predicts Live Emotion to Enhance Metacognitive Monitoring of Designers
Intuition, metacognition, and subjective uncertainty interact in complex ways
to shape the creative design process. Design intuition, a designer's innate
ability to generate creative ideas and solutions based on implicit knowledge
and experience, is often evaluated and refined through metacognitive
monitoring. This self-awareness and management of cognitive processes can be
triggered by subjective uncertainty, reflecting the designer's self-assessed
confidence in their decisions. Despite their significance, few creativity
support tools have targeted the enhancement of these intertwined components
using biofeedback, particularly the affect associated with these processes. In
this study, we introduce "Multi-Self," a BCI-VR design tool designed to amplify
metacognitive monitoring in architectural design. Multi-Self evaluates
designers' affect (valence and arousal) to their work, providing real-time,
visual biofeedback. A proof-of-concept pilot study with 24 participants
assessed its feasibility. While feedback accuracy responses were mixed, most
participants found the tool useful, reporting that it sparked metacognitive
monitoring, encouraged exploration of the design space, and helped modulate
subjective uncertainty
Leveraging eXtented Reality & Human-Computer Interaction for User Experi- ence in 360◦ Video
EXtended Reality systems have resurged as a medium for work and entertainment. While
360o video has been characterized as less immersive than computer-generated VR, its
realism, ease of use and affordability mean it is in widespread commercial use. Based
on the prevalence and potential of the 360o video format, this research is focused on
improving and augmenting the user experience of watching 360o video. By leveraging
knowledge from Extented Reality (XR) systems and Human-Computer Interaction (HCI),
this research addresses two issues affecting user experience in 360o video: Attention
Guidance and Visually Induced Motion Sickness (VIMS).
This research work relies on the construction of multiple artifacts to answer the de-
fined research questions: (1) IVRUX, a tool for analysis of immersive VR narrative expe-
riences; (2) Cue Control, a tool for creation of spatial audio soundtracks for 360o video, as
well as enabling the collection and analysis of captured metrics emerging from the user
experience; and (3) VIMS mitigation pipeline, a linear sequence of modules (including
optical flow and visual SLAM among others) that control parameters for visual modi-
fications such as a restricted Field of View (FoV). These artifacts are accompanied by
evaluation studies targeting the defined research questions. Through Cue Control, this
research shows that non-diegetic music can be spatialized to act as orientation for users.
A partial spatialization of music was deemed ineffective when used for orientation. Addi-
tionally, our results also demonstrate that diegetic sounds are used for notification rather
than orientation. Through VIMS mitigation pipeline, this research shows that dynamic
restricted FoV is statistically significant in mitigating VIMS, while mantaining desired
levels of Presence. Both Cue Control and the VIMS mitigation pipeline emerged from a
Research through Design (RtD) approach, where the IVRUX artifact is the product of de-
sign knowledge and gave direction to research. The research presented in this thesis is
of interest to practitioners and researchers working on 360o video and helps delineate
future directions in making 360o video a rich design space for interaction and narrative.Sistemas de Realidade EXtendida ressurgiram como um meio de comunicação para o tra-
balho e entretenimento. Enquanto que o vídeo 360o tem sido caracterizado como sendo
menos imersivo que a Realidade Virtual gerada por computador, o seu realismo, facili-
dade de uso e acessibilidade significa que tem uso comercial generalizado. Baseado na
prevalência e potencial do formato de vídeo 360o, esta pesquisa está focada em melhorar e
aumentar a experiência de utilizador ao ver vídeos 360o. Impulsionado por conhecimento
de sistemas de Realidade eXtendida (XR) e Interacção Humano-Computador (HCI), esta
pesquisa aborda dois problemas que afetam a experiência de utilizador em vídeo 360o:
Orientação de Atenção e Enjoo de Movimento Induzido Visualmente (VIMS).
Este trabalho de pesquisa é apoiado na construção de múltiplos artefactos para res-
ponder as perguntas de pesquisa definidas: (1) IVRUX, uma ferramenta para análise de
experiências narrativas imersivas em VR; (2) Cue Control, uma ferramenta para a criação
de bandas sonoras de áudio espacial, enquanto permite a recolha e análise de métricas
capturadas emergentes da experiencia de utilizador; e (3) canal para a mitigação de VIMS,
uma sequência linear de módulos (incluindo fluxo ótico e SLAM visual entre outros) que
controla parâmetros para modificações visuais como o campo de visão restringido. Estes
artefactos estão acompanhados por estudos de avaliação direcionados para às perguntas
de pesquisa definidas. Através do Cue Control, esta pesquisa mostra que música não-
diegética pode ser espacializada para servir como orientação para os utilizadores. Uma
espacialização parcial da música foi considerada ineficaz quando usada para a orientação.
Adicionalmente, os nossos resultados demonstram que sons diegéticos são usados para
notificação em vez de orientação. Através do canal para a mitigação de VIMS, esta pesquisa
mostra que o campo de visão restrito e dinâmico é estatisticamente significante ao mitigar
VIMS, enquanto mantem níveis desejados de Presença. Ambos Cue Control e o canal para
a mitigação de VIMS emergiram de uma abordagem de Pesquisa através do Design (RtD),
onde o artefacto IVRUX é o produto de conhecimento de design e deu direcção à pesquisa.
A pesquisa apresentada nesta tese é de interesse para profissionais e investigadores tra-
balhando em vídeo 360o e ajuda a delinear futuras direções em tornar o vídeo 360o um
espaço de design rico para a interação e narrativa
NON-VERBAL COMMUNICATION WITH PHYSIOLOGICAL SENSORS. THE AESTHETIC DOMAIN OF WEARABLES AND NEURAL NETWORKS
Historically, communication implies the transfer of information between bodies, yet this
phenomenon is constantly adapting to new technological and cultural standards. In a
digital context, it’s commonplace to envision systems that revolve around verbal modalities.
However, behavioural analysis grounded in psychology research calls attention to
the emotional information disclosed by non-verbal social cues, in particular, actions that
are involuntary. This notion has circulated heavily into various interdisciplinary computing
research fields, from which multiple studies have arisen, correlating non-verbal
activity to socio-affective inferences. These are often derived from some form of motion
capture and other wearable sensors, measuring the ‘invisible’ bioelectrical changes that
occur from inside the body.
This thesis proposes a motivation and methodology for using physiological sensory
data as an expressive resource for technology-mediated interactions. Initialised from a
thorough discussion on state-of-the-art technologies and established design principles
regarding this topic, then applied to a novel approach alongside a selection of practice
works to compliment this. We advocate for aesthetic experience, experimenting with
abstract representations. Atypically from prevailing Affective Computing systems, the
intention is not to infer or classify emotion but rather to create new opportunities for rich
gestural exchange, unconfined to the verbal domain.
Given the preliminary proposition of non-representation, we justify a correspondence
with modern Machine Learning and multimedia interaction strategies, applying an iterative,
human-centred approach to improve personalisation without the compromising
emotional potential of bodily gesture. Where related studies in the past have successfully
provoked strong design concepts through innovative fabrications, these are typically limited
to simple linear, one-to-one mappings and often neglect multi-user environments;
we foresee a vast potential. In our use cases, we adopt neural network architectures to
generate highly granular biofeedback from low-dimensional input data.
We present the following proof-of-concepts: Breathing Correspondence, a wearable
biofeedback system inspired by Somaesthetic design principles; Latent Steps, a real-time auto-encoder to represent bodily experiences from sensor data, designed for dance performance;
and Anti-Social Distancing Ensemble, an installation for public space interventions,
analysing physical distance to generate a collective soundscape. Key findings are
extracted from the individual reports to formulate an extensive technical and theoretical
framework around this topic. The projects first aim to embrace some alternative perspectives
already established within Affective Computing research. From here, these concepts
evolve deeper, bridging theories from contemporary creative and technical practices with
the advancement of biomedical technologies.Historicamente, os processos de comunicação implicam a transferência de informação
entre organismos, mas este fenómeno está constantemente a adaptar-se a novos padrões
tecnológicos e culturais. Num contexto digital, é comum encontrar sistemas que giram
em torno de modalidades verbais. Contudo, a análise comportamental fundamentada
na investigação psicológica chama a atenção para a informação emocional revelada por
sinais sociais não verbais, em particular, acções que são involuntárias. Esta noção circulou
fortemente em vários campos interdisciplinares de investigação na área das ciências da
computação, dos quais surgiram múltiplos estudos, correlacionando a actividade nãoverbal
com inferências sócio-afectivas. Estes são frequentemente derivados de alguma
forma de captura de movimento e sensores “wearable”, medindo as alterações bioeléctricas
“invisíveis” que ocorrem no interior do corpo.
Nesta tese, propomos uma motivação e metodologia para a utilização de dados sensoriais
fisiológicos como um recurso expressivo para interacções mediadas pela tecnologia.
Iniciada a partir de uma discussão aprofundada sobre tecnologias de ponta e princípios
de concepção estabelecidos relativamente a este tópico, depois aplicada a uma nova abordagem,
juntamente com uma selecção de trabalhos práticos, para complementar esta.
Defendemos a experiência estética, experimentando com representações abstractas. Contrariamente
aos sistemas de Computação Afectiva predominantes, a intenção não é inferir
ou classificar a emoção, mas sim criar novas oportunidades para uma rica troca gestual,
não confinada ao domínio verbal.
Dada a proposta preliminar de não representação, justificamos uma correspondência
com estratégias modernas de Machine Learning e interacção multimédia, aplicando uma
abordagem iterativa e centrada no ser humano para melhorar a personalização sem o
potencial emocional comprometedor do gesto corporal. Nos casos em que estudos anteriores
demonstraram com sucesso conceitos de design fortes através de fabricações
inovadoras, estes limitam-se tipicamente a simples mapeamentos lineares, um-para-um,
e muitas vezes negligenciam ambientes multi-utilizadores; com este trabalho, prevemos
um potencial alargado. Nos nossos casos de utilização, adoptamos arquitecturas de redes
neurais para gerar biofeedback altamente granular a partir de dados de entrada de baixa dimensão.
Apresentamos as seguintes provas de conceitos: Breathing Correspondence, um sistema
de biofeedback wearable inspirado nos princípios de design somaestético; Latent
Steps, um modelo autoencoder em tempo real para representar experiências corporais
a partir de dados de sensores, concebido para desempenho de dança; e Anti-Social Distancing
Ensemble, uma instalação para intervenções no espaço público, analisando a
distância física para gerar uma paisagem sonora colectiva. Os principais resultados são
extraídos dos relatórios individuais, para formular um quadro técnico e teórico alargado
para expandir sobre este tópico. Os projectos têm como primeiro objectivo abraçar algumas
perspectivas alternativas às que já estão estabelecidas no âmbito da investigação
da Computação Afectiva. A partir daqui, estes conceitos evoluem mais profundamente,
fazendo a ponte entre as teorias das práticas criativas e técnicas contemporâneas com o
avanço das tecnologias biomédicas
Artificial Collective Intelligence Engineering: a Survey of Concepts and Perspectives
Collectiveness is an important property of many systems--both natural and
artificial. By exploiting a large number of individuals, it is often possible
to produce effects that go far beyond the capabilities of the smartest
individuals, or even to produce intelligent collective behaviour out of
not-so-intelligent individuals. Indeed, collective intelligence, namely the
capability of a group to act collectively in a seemingly intelligent way, is
increasingly often a design goal of engineered computational systems--motivated
by recent techno-scientific trends like the Internet of Things, swarm robotics,
and crowd computing, just to name a few. For several years, the collective
intelligence observed in natural and artificial systems has served as a source
of inspiration for engineering ideas, models, and mechanisms. Today, artificial
and computational collective intelligence are recognised research topics,
spanning various techniques, kinds of target systems, and application domains.
However, there is still a lot of fragmentation in the research panorama of the
topic within computer science, and the verticality of most communities and
contributions makes it difficult to extract the core underlying ideas and
frames of reference. The challenge is to identify, place in a common structure,
and ultimately connect the different areas and methods addressing intelligent
collectives. To address this gap, this paper considers a set of broad scoping
questions providing a map of collective intelligence research, mostly by the
point of view of computer scientists and engineers. Accordingly, it covers
preliminary notions, fundamental concepts, and the main research perspectives,
identifying opportunities and challenges for researchers on artificial and
computational collective intelligence engineering.Comment: This is the author's final version of the article, accepted for
publication in the Artificial Life journal. Data: 34 pages, 2 figure
Computer-supported movement guidance: investigating visual/visuotactile guidance and informing the design of vibrotactile body-worn interfaces
This dissertation explores the use of interactive systems to support
movement guidance, with applications in various fields such as sports,
dance, physiotherapy, and immersive sketching. The research focuses
on visual, haptic, and visuohaptic approaches and aims to overcome
the limitations of traditional guidance methods, such as dependence
on an expert and high costs for the novice. The main contributions of
the thesis are (1) an evaluation of the suitability of various types of
displays and visualizations of the human body for posture guidance,
(2) an investigation into the influence of different viewpoints/perspectives,
the addition of haptic feedback, and various movement
properties on movement guidance in virtual environments, (3) an
investigation into the effectiveness of visuotactile guidance for hand
movements in a virtual environment, (4) two in-depth studies of haptic
perception on the body to inform the design of wearable and handheld
interfaces that leverage tactile output technologies, and (5) an
investigation into new interaction techniques for tactile guidance of
arm movements. The results of this research advance the state of the
art in the field, provide design and implementation insights, and pave
the way for new investigations in computer-supported movement
guidance
Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments
Mit stetig steigender Bildschirmauflösung, genauerem Tracking und fallenden Preisen stehen Virtual Reality (VR) Systeme kurz davor sich erfolgreich am Markt zu etablieren. Verschiedene Werkzeuge helfen Entwicklern bei der Erstellung komplexer Interaktionen mit mehreren Benutzern innerhalb adaptiver virtueller Umgebungen. Allerdings entstehen mit der Verbreitung der VR-Systeme auch zusätzliche Herausforderungen: Diverse Eingabegeräte mit ungewohnten Formen und Tastenlayouts verhindern eine intuitive Interaktion. Darüber hinaus zwingt der eingeschränkte Funktionsumfang bestehender Software die Nutzer dazu, auf herkömmliche PC- oder Touch-basierte Systeme zurückzugreifen. Außerdem birgt die Zusammenarbeit mit anderen Anwendern am gleichen Standort Herausforderungen hinsichtlich der Kalibrierung unterschiedlicher Trackingsysteme und der Kollisionsvermeidung. Beim entfernten Zusammenarbeiten wird die Interaktion durch Latenzzeiten und Verbindungsverluste zusätzlich beeinflusst. Schließlich haben die Benutzer unterschiedliche Anforderungen an die Visualisierung von Inhalten, z.B. Größe, Ausrichtung, Farbe oder Kontrast, innerhalb der virtuellen Welten. Eine strikte Nachbildung von realen Umgebungen in VR verschenkt Potential und wird es nicht ermöglichen, die individuellen Bedürfnisse der Benutzer zu berücksichtigen.
Um diese Probleme anzugehen, werden in der vorliegenden Arbeit Lösungen in den Bereichen Eingabe, Zusammenarbeit und Erweiterung von virtuellen Welten und Benutzern vorgestellt, die darauf abzielen, die Benutzerfreundlichkeit und Produktivität von VR zu erhöhen. Zunächst werden PC-basierte Hardware und Software in die virtuelle Welt übertragen, um die Vertrautheit und den Funktionsumfang bestehender Anwendungen in VR zu erhalten. Virtuelle Stellvertreter von physischen Geräten, z.B. Tastatur und Tablet, und ein VR-Modus für Anwendungen ermöglichen es dem Benutzer reale Fähigkeiten in die virtuelle Welt zu übertragen. Des Weiteren wird ein Algorithmus vorgestellt, der die Kalibrierung mehrerer ko-lokaler VR-Geräte mit hoher Genauigkeit und geringen Hardwareanforderungen und geringem Aufwand ermöglicht. Da VR-Headsets die reale Umgebung der Benutzer ausblenden, wird die Relevanz einer Ganzkörper-Avatar-Visualisierung für die Kollisionsvermeidung und das entfernte Zusammenarbeiten nachgewiesen. Darüber hinaus werden personalisierte räumliche oder zeitliche Modifikationen vorgestellt, die es erlauben, die Benutzerfreundlichkeit, Arbeitsleistung und soziale Präsenz von Benutzern zu erhöhen. Diskrepanzen zwischen den virtuellen Welten, die durch persönliche Anpassungen entstehen, werden durch Methoden der Avatar-Umlenkung (engl. redirection) kompensiert. Abschließend werden einige der Methoden und Erkenntnisse in eine beispielhafte Anwendung integriert, um deren praktische Anwendbarkeit zu verdeutlichen.
Die vorliegende Arbeit zeigt, dass virtuelle Umgebungen auf realen Fähigkeiten und Erfahrungen aufbauen können, um eine vertraute und einfache Interaktion und Zusammenarbeit von Benutzern zu gewährleisten. Darüber hinaus ermöglichen individuelle Erweiterungen des virtuellen Inhalts und der Avatare Einschränkungen der realen Welt zu überwinden und das Erlebnis von VR-Umgebungen zu steigern
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