39 research outputs found

    Towards Predicting Control of a Brain-Computer Interface

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    Individuals suffering from locked-in syndrome are completely paralyzed and unable to speak but otherwise cognitively intact. Traditional assistive technology is ineffective for this population of users due to the physical nature of input devices. Brain-computer and biometric interfaces offer users with severe motor disabilities a non-muscular input channel for communication and control, but require that users be able to harness their appropriate electrophysiological responses for effective use of the interface. There is currently no formalized process for determining a user’s aptitude for control of various biometric interfaces without testing on an actual system. This study presents how basic information captured about users may be used to predict their control of a brain-computer interface that is based on electrical variations in the motor cortex region of the brain. Based on data from 55 able-bodied users, we found that the interaction of age and daily average amount of hand-and-arm movement by individuals correlates to their ability in brain- computer interface control. This research may be expanded into a more robust model linking individual characteristics and control of various biometric interfaces

    Individual-Technology Fit: Matching Individual Characteristics and Features of Biometric Interface Technologies with Performance

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    Abstract INDIVIDUAL-TECHNOLOGY FIT: MATCHING INDIVIDUAL CHARACTERISTICS AND FEATURES OF BIOMETRIC INTERFACE TECHNOLOGIES WITH PERFORMANCE By ADRIANE B. RANDOLPH MAY 2007 Committee Chair: Dr. Melody Moore Jackson Major Department: Computer Information Systems The term biometric literally means “to measure the body”, and has recently been associated with physiological measures commonly used for personal verification and security applications. In this work, biometric describes physiological measures that may be used for non-muscularly controlled computer applications, such as brain-computer interfaces. Biometric interface technology is generally targeted for users with severe motor disabilities which may last long-term due to illness or injury or short-term due to temporary environmental conditions. Performance with a biometric interface can vary widely across users depending upon many factors ranging from health to experience. Unfortunately, there is no systematic method for pairing users with biometric interface technologies to achieve the best performance. The current methods to accommodate users through trial-and-error result in the loss of valuable time and resources as users sometimes have diminishing abilities or suffer from terminal illnesses. This dissertation presents a framework and methodology that links user characteristics and features of biometric interface technologies with performance, thus expediting the technology-fit process. The contributions include an outline of the underlying components of capturing and representing individual user characteristics and the impact on the performance of basic interaction tasks using a methodology called biometric user profiling. In addition, this work describes a methodology for objectively measuring an individual’s ability to control a specific biometric interface technology such as one based on measures of galvanic skin response or neural activity. Finally, this work incorporates these concepts into a new individual-technology fit framework for biometric interface technologies stemming from literature on task-technology fit. Key words: user profiles, biometric user profiling, biometric interfaces, fit, individual-technology fit, galvanic skin response, functional near-infrared, brain-computer interfac

    Governing by internet architecture

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    In the past thirty years, the exponential rise in the number of Internet users around the word and the intensive use of the digital networks have brought to light crucial political issues. Internet is now the object of regulations. Namely, it is a policy domain. Yet, its own architecture represents a new regulative structure, one deeply affecting politics and everyday life. This article considers some of the main transformations of the Internet induced by privatization and militarization processes, as well as their consequences on societies and human beings.En los últimos treinta años ha crecido de manera exponencial el número de usuarios de Internet alrededor del mundo y el uso intensivo de conexiones digitales ha traído a la luz cuestiones políticas cruciales. Internet es ahora objeto de regulaciones. Es decir, es un ámbito de la política. Aún su propia arquitectura representa una nueva estructura reguladora, que afecta profundamente la política y la vida cotidiana. Este artículo considera algunas de las principales transformaciones de Internet inducida por procesos de privatización y militarización, como también sus consecuencias en las sociedades y en los seres humanos

    Communicating Spiritual Experience with Video Game Technology.

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    Michael Highland and Gino Yu “Communicating Spiritual Experience with Video Game Technology” deal with the aspect of experience. They stress that given the interactive nature of video game technology, it is an ideal medium for representing and communicating experience. As the game world is causally dependent on input from individual players, they evoke feelings that are urgent, direct, and personalized. Online virtual spaces therefore provide an environment for people of different faiths to come together in conversation

    Plug-in to fear: game biosensors and negative physiological responses to music

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    The games industry is beginning to embark on an ambitious journey into the world of biometric gaming in search of more exciting and immersive gaming experiences. Whether or not biometric game technologies hold the key to unlock the “ultimate gaming experience” hinges not only on technological advancements alone but also on the game industry’s understanding of physiological responses to stimuli of different kinds, and its ability to interpret physiological data in terms of indicative meaning. With reference to horror genre games and music in particular, this article reviews some of the scientific literature relating to specific physiological responses induced by “fearful” or “unpleasant” musical stimuli, and considers some of the challenges facing the games industry in its quest for the ultimate “plugged-in” experience

    Transition Pathways towards Design Principles of Self-Sovereign Identity

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    Society\u27s accelerating digital transformation during the COVID-19 pandemic highlighted clearly that the Internet lacks a secure, efficient, and privacy-oriented model for identity. Self-sovereign identity (SSI) aims to address core weaknesses of siloed and federated approaches to digital identity management from both users\u27 and service providers\u27 perspectives. SSI emerged as a niche concept in libertarian communities, and was initially strongly associated with blockchain technology. Later, when businesses and governments began to invest, it quickly evolved towards a mainstream concept. To investigate this evolution and its effects on SSI, we conduct design science research rooted in the theory of technological transition pathways. Our study identifies nine core design principles of SSI as deployed in relevant applications, and discusses associated competing political and socio-technical forces in this space. Our results shed light on SSI\u27s key characteristics, its development pathway, and tensions in the transition between regimes of digital identity management

    Interaction evaluation of a mobile voice authentication system

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    Biometric recognition is nowadays widely used in smartphones, making the users' authentication easier and more transparent than PIN codes or patterns. Starting from this idea, the EU project PIDaaS aims to create a secure authentication system through mobile devices based on voice and face recognition as two of the most reliable and user-accepted modalities. This work introduces the project and the first PIDaaS usability evaluation carried out by means of the well-known HBSI model In this experiment, participants interact with a mobile device using the PIDaaS system under laboratory conditions: video recorded and assisted by an operator. Our findings suggest variability among sessions in terms of usability and feed the next PIDaaS HCI design

    A Comparison of Exergaming Interfaces for Use in Rehabilitation Programs and Research

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    Exergames or active video games are video games with interfaces that require active involvement and the exertion of physical force by participants. These exergames are designed to track body motion and provide both fun and exercise for game players. Numerous video game console companies have designed exergaming interfaces that are becoming very popular. This paper examines the nature of the interfaces and explores the possibility of using these interfaces for rehabilitation programs and research. While many systems exist, this paper will focus on three major players: Sony PlayStation Move, Nintendo Wii, and Microsoft Xbox 360 Kinect. Comparisons include the technical specifications, the motion sensed by each interface, and the motion required in each therapeutic activity type. Discussion addresses the research implications of using these tools

    A Longitudinal Field Trial with a Hemiplegic Guitarist Using The Actuated Guitar

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    Common emotional effects following a stroke include depression, apathy and lack of motivation. We conducted a longitudinal case study to investigate if enabling a post-stroke former guitarist re-learn to play guitar would help increase motivation for self rehabilitation and quality of life after suffering a stroke. The intervention lasted three weeks during which the participant had a fully functional electrical guitar fitted with a strumming device controlled by a foot pedal at his free disposal. The device replaced right strumming of the strings, and the study showed that the participant, who was highly motivated, played 20 sessions despite system latency and reduced musical expression. He incorporated his own literature and equipment into his playing routine and improved greatly as the study progressed. He was able to play alone and keep a steady rhythm in time with backing tracks that went as fast as 120bpm. During the study he was able to lower his error rate to 33%, while his average flutter also decreased
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