514 research outputs found
Inclusive Intelligent Learning Management System Framework
Machado, D. S-M., & Santos, V. (2023). Inclusive Intelligent Learning Management System Framework. International Journal of Automation and Smart Technology, 13(1), [2423]. https://doi.org/10.5875/ausmt.v13i1.2423The article finds context and the current state of the art in a systematic literature review on intelligent systems employing PRISMA Methodology which is complemented with narrative literature review on disabilities, digital accessibility and legal and standards context. The main conclusion from this review was the existing gap between the available knowledge, standards, and law and what is put into practice in higher education institutions in Portugal. Design Science Research Methodology was applied to output an Inclusive Intelligent Learning Management System Framework aiming to help higher education professors to share accessible pedagogic content and deliver on-line and presential classes with a high level of accessibility for students with different types of disabilities, assessing the uploaded content with Web content Accessibility Guidelines 3.0, clustering students according to their profile, conscient feedback and emotional assessment during content consumption, applying predictive models and signaling students at risk of failing classes according to study habits and finally applying a recommender system. The framework was validated by a focus group to which experts in digital accessibility, information systems and a disabled PhD graduate.publishersversionpublishe
The Smartphone Brain Scanner: A Portable Real-Time Neuroimaging System
Combining low cost wireless EEG sensors with smartphones offers novel
opportunities for mobile brain imaging in an everyday context. We present a
framework for building multi-platform, portable EEG applications with real-time
3D source reconstruction. The system - Smartphone Brain Scanner - combines an
off-the-shelf neuroheadset or EEG cap with a smartphone or tablet, and as such
represents the first fully mobile system for real-time 3D EEG imaging. We
discuss the benefits and challenges of a fully portable system, including
technical limitations as well as real-time reconstruction of 3D images of brain
activity. We present examples of the brain activity captured in a simple
experiment involving imagined finger tapping, showing that the acquired signal
in a relevant brain region is similar to that obtained with standard EEG lab
equipment. Although the quality of the signal in a mobile solution using a
off-the-shelf consumer neuroheadset is lower compared to that obtained using
high density standard EEG equipment, we propose that mobile application
development may offset the disadvantages and provide completely new
opportunities for neuroimaging in natural settings
Methods and metrics for the improvement of the interaction and the rehabilitation of cerebral palsy through inertial technology
Cerebral palsy (CP) is one of the most limiting disabilities in childhood, with 2.2 cases
per 1000 1-year survivors. It is a disorder of movement and posture due to a defect or
lesion of the immature brain during the pregnancy or the birth. These motor limitations
appear frequently in combination with sensory and cognitive alterations generally result
in great difficulties for some people with CP to manipulate objects, communicate and
interact with their environment, as well as limiting their mobility.
Over the last decades, instruments such as personal computers have become a popular
tool to overcome some of the motor limitations and promote neural plasticity, especially
during childhood. According to some estimations, 65% of youths with CP that present
severely limited manipulation skills cannot use standard mice nor keyboards. Unfortunately,
even when people with CP use assistive technology for computer access, they face
barriers that lead to the use of typical mice, track balls or touch screens for practical
reasons. Nevertheless, with the proper customization, novel developments of alternative
input devices such as head mice or eye trackers can be a valuable solution for these
individuals.
This thesis presents a collection of novel mapping functions and facilitation algorithms
that were proposed and designed to ease the act of pointing to graphical elements on
the screen—the most elemental task in human-computer interaction—to individuals with
CP. These developments were implemented to be used with any head mouse, although
they were all tested with the ENLAZA, an inertial interface. The development of such
techniques required the following approach:
Developing a methodology to evaluate the performance of individuals with CP in
pointing tasks, which are usually described as two sequential subtasks: navigation
and targeting.
Identifying the main motor abnormalities that are present in individuals with CP
as well as assessing the compliance of these people with standard motor behaviour
models such as Fitts’ law.
Designing and validating three novel pointing facilitation techniques to be implemented
in a head mouse. They were conceived for users with CP and muscle
weakness that have great difficulties to maintain their heads in a stable position.
The first two algorithms consist in two novel mapping functions that aim to facilitate
the navigation phase, whereas the third technique is based in gravity wells
and was specially developed to facilitate the selection of elements in the screen.
In parallel with the development of the facilitation techniques for the interaction
process, we evaluated the feasibility of use inertial technology for the control of
serious videogames as a complement to traditional rehabilitation therapies of posture
and balance. The experimental validation here presented confirms that this
concept could be implemented in clinical practice with good results.
In summary, the works here presented prove the suitability of using inertial technology
for the development of an alternative pointing device—and pointing algorithms—based
on movements of the head for individuals with CP and severely limited manipulation
skills and new rehabilitation therapies for the improvement of posture and balance. All
the contributions were validated in collaboration with several centres specialized in CP
and similar disorders and users with disability recruited in those centres.La parálisis cerebral (PC) es una de las deficiencias más limitantes de la infancia, con
un incidencia de 2.2 casos por cada 1000 supervivientes tras un año de vida. La PC
se manifiesta principalmente como una alteración del movimiento y la postura y es
consecuencia de un defecto o lesión en el cerebro inmaduro durante el embarazo o el
parto. Las limitaciones motrices suelen aparecer además en compañía de alteraciones
sensoriales y cognitivas, lo que provoca por lo general grandes dificultades de movilidad,
de manipulación, de relación y de interacción con el entorno.
En las últimas décadas, el ordenador personal se ha extendido como herramienta para la
compensación de parte de estas limitaciones motoras y como medio de promoción de la
neuroplasticidad, especialmente durante la infancia. Desafortunadamente, cerca de un
65% de las personas PC que son diagnosticadas con limitaciones severas de manipulación
son incapaces de utilizar ratones o teclados convencionales. A veces, ni siquiera la
tecnología asistencial les resulta de utilidad ya que se encuentran con impedimentos que
hacen que opten por usar dispositivos tradicionales aun sin dominar su manejo. Para
estas personas, los desarrollos recientes de ratones operados a través de movimientos
residuales con la cabeza o la mirada podrían ser una solución válida, siempre y cuando
se personalice su manejo.
Esta tesis presenta un conjunto de novedosas funciones de mapeo y algoritmos de facilitaci
ón que se han propuesto y diseñado con el ánimo de ayudar a personas con PC
en las tareas de apuntamiento de objetos en la pantalla —las más elementales dentro
de la interacción con el ordenador. Aunque todas las contribuciones se evaluaron con
la interfaz inercial ENLAZA, desarrollada igualmente en nuestro grupo, podrían ser
aplicadas a cualquier ratón basado en movimientos de cabeza. El desarrollo de los
trabajos se resume en las siguientes tareas abordadas:
Desarrollo de una metodología para la evaluación de la habilidad de usuarios con
PC en tareas de apuntamiento, que se contemplan como el encadenamiento de dos
sub-tareas: navegación (alcance) y selección (clic).
Identificación de los tipos de alteraciones motrices presentes en individuos con PC
y el grado de ajuste de éstos a modelos estándares de comportamiento motriz como
puede ser la ley de Fitts.
Propuesta y validación de tres técnicas de facilitación del alcance para ser implementadas
en un ratón basado en movimientos de cabeza. La facilitación se ha centrado
en personas que presentan debilidad muscular y dificultades para mantener
la posición de la cabeza. Mientras que los dos primeros algoritmos se centraron
en facilitar la navegación, el tercero tuvo como objetivo ayudar en la selección a
través de una técnica basada en pozos gravitatorios de proximidad.
En paralelo al desarrollo de estos algoritmos de facilitación de la interacción, evaluamos
la posibilidad de utilizar tecnología inercial para el control de videojuegos en
rehabilitación. Nuestra validación experimental demostró que este concepto puede
implementarse en la práctica clínica como complemento a terapias tradicionales de
rehabilitación de la postura y el equilibrio.
Como conclusión, los trabajos desarrollados en esta tesis vienen a constatar la idoneidad
de utilizar sensores inerciales para el desarrollo de interfaces de accesso alternativo al
ordenador basados en movimientos residuales de la cabeza para personas con limitaciones
severas de manipulación. Esta solución se complementa con algoritmos de facilitación
del alcance. Por otra parte, estas soluciones tecnológicas de interfaz con el ordenador
representan igualmente un complemento de terapias tradicionales de rehabilitación de
la postura y el equilibrio. Todas las contribuciones se validaron en colaboración con
una serie de centros especializados en parálisis cerebral y trastornos afines contando con
usuarios con discapacidad reclutados en dichos centros.This thesis was completed in the Group of Neural and Cognitive Engineering (gNEC) of the CAR UPM-CSIC with the financial support of the FP7 Framework EU Research Project ABC (EU-2012-287774), the IVANPACE Project (funded by Obra Social de Caja Cantabria, 2012-2013), and the Spanish Ministry of Economy and Competitiveness in the framework of two projects: the Interplay Project (RTC-2014-1812-1) and most
recently the InterAAC Project (RTC-2015-4327-1)Programa Oficial de Doctorado en Ingeniería Eléctrica, Electrónica y AutomáticaPresidente: Juan Manuel Belda Lois.- Secretario: María Dolores Blanco Rojas.- Vocal: Luis Fernando Sánchez Sante
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
A review and framework for designing interactive technologies for emotion regulation training
Emotion regulation is foundational to mental health and well-being. In the last ten years there has been an increasing focus on the use of interactive technologies to support emotion regulation training in a variety of contexts. However, research has been done in diverse fields, and no cohesive framework exists that explicates what features of such system are important to consider, guidance on how to design these features, and what remains unknown, which should be explored in future design research. To address this gap, this thesis presents the results of a descriptive review of 54 peer-reviewed papers. Through qualitative and frequency analysis I analyzed previous technologies, reviewed their theoretical foundations, the opportunities where they appear to provide unique benefits, and their conceptual and usability challenges. Based on the findings I synthesized a design framework that presents the main concepts and design considerations that researchers and designers may find useful in designing future technologies in the context of emotion regulation training
Overview of some Command Modes for Human-Robot Interaction Systems
Interaction and command modes as well as their combination are essential features of modern and futuristic robotic systems interacting with human beings in various dynamical environments. This paper presents a synthetic overview concerning the most command modes used in Human-Robot Interaction Systems (HRIS). It includes the first historical command modes which are namely tele-manipulation, off-line robot programming, and traditional elementary teaching by demonstration. It then introduces the most recent command modes which have been fostered later on by the use of artificial intelligence techniques implemented on more powerful computers. In this context, we will consider specifically the following modes: interactive programming based on the graphical-user-interfaces, voice-based, pointing-on-image-based, gesture-based, and finally brain-based commands.info:eu-repo/semantics/publishedVersio
Designing an Adaptive Video Game for Children with Attention Deficit Hyperactivity Disorder: Learning Proportional Reasoning through Play
Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental disorder marked by
symptoms of inattention and/or hyperactivity and impulsivity. Many children with ADHD suffer
from poor reasoning and decision-making that impedes their readiness for learning. Proportional
reasoning is an important skill in everyday decision making, and it is essential for children’s
academic success, which is linked to higher self-esteem, lower levels of anxiety and depression,
better family and peer relationship.
Therefore, the goal of the thesis was to design an educational video game for children with
ADHD that will teach them proportional reasoning through enjoyable play. The second goal of
the thesis was to verify whether the designed game, which uses a low-cost mobile electroencephalogram
(EEG)-based device to adapt the in-game difficulty based on players’ attention,
makes the learning of proportional reasoning faster through faster progression and helps players
to maintain their attention span for a longer period of time.
To answer my research questions, I developed an in-game difficulty level model for the experimental
game that consists of 4 designed conditions, which are a combination of the game
trial win or loss with focused or not focused attention states. The faster progression is granted
after at least 2 wins in the first 3 trials of the same difficulty level. To evaluate the game design
and my adaptive difficulty algorithm, I performed a formal experiment. The participants (n=20),
randomly assigned to two groups (ADAPTIVE and CONTROL), were asked to play the designed
videos game while wearing a mobile EEG-based headset MindWave by Neurosky. During the
study, I collected players’ brain activity data, such as attention and meditation states, and the
users’ evaluations of the game experience and the difficulty of each level. I also conducted a
qualitative analysis of players’ in-game behavior.
The data analysis revealed a strong negative correlation between the total number of games
played and the average time spent on the task in the CONTROL group, (r(10) = -0.72, p = 0.02),
suggesting the presence of a learning effect that supports the ultimate goal to design a game that
teaches players proportional reasoning. Although in the ADAPTIVE group we did not observe
statistical difference between these parameters, the ADAPTIVE game design showed a potential
to be more efficient in teaching proportional reasoning since the players were able to finish the
gameplay in a shorter period of time having attention, meditation and flow states no different
from the CONTROL group. The quantitative study findings in combination with the qualitative
analysis of players’ in-game behavior pointed to the necessity of the minor level design modifications
that might improve the quality of game experience. Players’ improved game satisfaction in
combination with the already successfully implemented learning component, based on the presence
of learning effect in the groups, will make the learning process an enjoyable experience
Toward emotional interactive videogames for children with autism spectrum disorder
Technology and videogames have been proven as motivating tools for working attention and complex communication skills, especially in children with autism spectrum disorder (ASD). In this work, we present two experiences that used interactive games for promoting communication and attention. The first game considers emotions in order to measure children’s attention, concentration and satisfaction, while the second uses tangible tabletops for fostering cognitive planning. The analysis of the results obtained allows to propose a new study integrating both, in which the tangible interactive game is complemented with the emotional trainer in a way that allows identifying and classifying children’s emotion with ASD when they collaborate to solve cognitively significant and contextualized challenges. The first application proposed is an emotional trainer application in which the child can work out the seven basic emotions (happiness, sadness, fear, disgust, anger, surprise and neutral). Further, a serious videogame is proposed: a 3D maze where the emotions can be captured. The second case study was carried out in a Special Education Center, where a set of activities for working cognitive planning was proposed. In this case, a tangible interactive tabletop was used to analyze, in students with ASD, how the communication processes with these interfaces affect to the attention, memory, successive and simultaneous processing that compose cognitive planning from the PASS model. The results of the first study, suggest that the autistic children did not act with previous planning, but they used their perception to adjust their actions a posteriori (that explains the higher number of collisions). On the second case study, the successive processing was not explored. The inclusion of the mazes of case study 1 to a semantic rich scenario could allow us to measure the prior planning and the emotions involved in the maze game. The new physiological sensors will also help to validate the emotions felt by the children. The first study has as objective the capability to imitate emotions and resolve a maze without semantic context. The second study organized all the actions from a semantic context close to users. The attention results presented by the second study are coherent with the first study and complement it showing that attention can be receptive or selective. In the first study case, the receptive attention was the focus of analysis. In the second case, both contributed to explain and understand how it can be developed from a videogame
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