42,331 research outputs found

    Advanced Wireless Sensors Used to Monitor the Impact of Environment Design on Human Physiology

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    This article describes modern wireless sensor devices and their application in the measurements of the human physiology. We used our own advanced ECG Holter device and EEG helmet to record the heart and brain activity impacted by different environments, materials, colors or body positions during work. In this paper, we want to show the interactions between humans and architecture design, which modify human work performance and well-being. This paper is a conclusion of the 3 different pilot studies, where different scopes of human-space interaction were explored. In the experiments, we aimed mostly at wood materials and their beneficial effects on the nervous system. The research in its actual state is primarily focused on optimizing the methods of the ECG data analysis from our Holter device and the EEG data from helmet. Based on these data, we will improve the methodology of the experiments for the next enhanced research with aspiration to automate data analysis

    Guide to the Networked Minds Social Presence Inventory v. 1.2

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    This document introduces the Networked\ud Minds Social Presence Inventory. The\ud inventory is a self-report measure of social\ud presence, which is commonly defined as the\ud sense of being together with another in a\ud mediated environment. The guidelines\ud provide background on the use of the social\ud presence scales in studies of users’ social\ud communication and interaction with other\ud humans or with artificially intelligent agents\ud in virtual environments

    On the simulation of interactive non-verbal behaviour in virtual humans

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    Development of virtual humans has focused mainly in two broad areas - conversational agents and computer game characters. Computer game characters have traditionally been action-oriented - focused on the game-play - and conversational agents have been focused on sensible/intelligent conversation. While virtual humans have incorporated some form of non-verbal behaviour, this has been quite limited and more importantly not connected or connected very loosely with the behaviour of a real human interacting with the virtual human - due to a lack of sensor data and no system to respond to that data. The interactional aspect of non-verbal behaviour is highly important in human-human interactions and previous research has demonstrated that people treat media (and therefore virtual humans) as real people, and so interactive non-verbal behaviour is also important in the development of virtual humans. This paper presents the challenges in creating virtual humans that are non-verbally interactive and drawing corollaries with the development history of control systems in robotics presents some approaches to solving these challenges - specifically using behaviour based systems - and shows how an order of magnitude increase in response time of virtual humans in conversation can be obtained and that the development of rapidly responding non-verbal behaviours can start with just a few behaviours with more behaviours added without difficulty later in development

    Affordances and Safe Design of Assistance Wearable Virtual Environment of Gesture

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    Safety and reliability are the main issues for designing assistance wearable virtual environment of technical gesture in aerospace, or health application domains. That needs the integration in the same isomorphic engineering framework of human requirements, systems requirements and the rationale of their relation to the natural and artifactual environment.To explore coupling integration and design functional organization of support technical gesture systems, firstly ecological psychologyprovides usa heuristicconcept: the affordance. On the other hand mathematical theory of integrative physiology provides us scientific concepts: the stabilizing auto-association principle and functional interaction.After demonstrating the epistemological consistence of these concepts, we define an isomorphic framework to describe and model human systems integration dedicated to human in-the-loop system engineering.We present an experimental approach of safe design of assistance wearable virtual environment of gesture based in laboratory and parabolic flights. On the results, we discuss the relevance of our conceptual approach and the applications to future assistance of gesture wearable systems engineering

    Towards the 3D Web with Open Simulator

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    Continuing advances and reduced costs in computational power, graphics processors and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging Quality of Experience. At the same time the functionality of the World Wide Web continues to expand alongside the computing infrastructure it runs on and pages can now routinely accommodate many forms of interactive multimedia components as standard features - streaming video for example. Inevitably there is an emerging expectation that the Web will expand further to incorporate immersive 3D environments. This is exciting because humans are well adapted to operating in 3D environments and it is challenging because existing software and skill sets are focused around competencies in 2D Web applications. Open Simulator (OpenSim) is a freely available open source tool-kit that empowers users to create and deploy their own 3D environments in the same way that anyone can create and deploy a Web site. Its characteristics can be seen as a set of references as to how the 3D Web could be instantiated. This paper describes experiments carried out with OpenSim to better understand network and system issues, and presents experience in using OpenSim to develop and deliver applications for education and cultural heritage. Evaluation is based upon observations of these applications in use and measurements of systems both in the lab and in the wild.Postprin

    Gaze Behavior, Believability, Likability and the iCat

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    The iCat is a user-interface robot with the ability to express a range of emotions through its facial features. This paper summarizes our research whether we can increase the believability and likability of the iCat for its human partners through the application of gaze behaviour. Gaze behaviour serves several functions during social interaction such as mediating conversation flow, communicating emotional information and avoiding distraction by restricting visual input. There are several types of eye and head movements that are necessary for realizing these functions. We designed and evaluated a gaze behaviour system for the iCat robot that implements realistic models of the major types of eye and head movements found in living beings: vergence, vestibulo ocular reflexive, smooth pursuit movements and gaze shifts. We discuss how these models are integrated into the software environment of the iCat and can be used to create complex interaction scenarios. We report about some user tests and draw conclusions for future evaluation scenarios
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