67 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    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

    6G Wireless Systems: Vision, Requirements, Challenges, Insights, and Opportunities

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    Mobile communications have been undergoing a generational change every ten years or so. However, the time difference between the so-called "G's" is also decreasing. While fifth-generation (5G) systems are becoming a commercial reality, there is already significant interest in systems beyond 5G, which we refer to as the sixth-generation (6G) of wireless systems. In contrast to the already published papers on the topic, we take a top-down approach to 6G. We present a holistic discussion of 6G systems beginning with lifestyle and societal changes driving the need for next generation networks. This is followed by a discussion into the technical requirements needed to enable 6G applications, based on which we dissect key challenges, as well as possibilities for practically realizable system solutions across all layers of the Open Systems Interconnection stack. Since many of the 6G applications will need access to an order-of-magnitude more spectrum, utilization of frequencies between 100 GHz and 1 THz becomes of paramount importance. As such, the 6G eco-system will feature a diverse range of frequency bands, ranging from below 6 GHz up to 1 THz. We comprehensively characterize the limitations that must be overcome to realize working systems in these bands; and provide a unique perspective on the physical, as well as higher layer challenges relating to the design of next generation core networks, new modulation and coding methods, novel multiple access techniques, antenna arrays, wave propagation, radio-frequency transceiver design, as well as real-time signal processing. We rigorously discuss the fundamental changes required in the core networks of the future that serves as a major source of latency for time-sensitive applications. While evaluating the strengths and weaknesses of key 6G technologies, we differentiate what may be achievable over the next decade, relative to what is possible.Comment: Accepted for Publication into the Proceedings of the IEEE; 32 pages, 10 figures, 5 table

    A novel training and collaboration integrated framework for human-agent teleoperation.

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    Human operators have the trend of increasing physical and mental workloads when performing teleoperation tasks in uncertain and dynamic environments. In addition, their performances are influenced by subjective factors, potentially leading to operational errors or task failure. Although agent-based methods offer a promising solution to the above problems, the human experience and intelligence are necessary for teleoperation scenarios. In this paper, a truncated quantile critics reinforcement learning-based integrated framework is proposed for human-agent teleoperation that encompasses training, assessment and agent-based arbitration. The proposed framework allows for an expert training agent, a bilateral training and cooperation process to realize the co-optimization of agent and human. It can provide efficient and quantifiable training feedback. Experiments have been conducted to train subjects with the developed algorithm. The performances of human-human and human-agent cooperation modes are also compared. The results have shown that subjects can complete the tasks of reaching and picking and placing with the assistance of an agent in a shorter operational time, with a higher success rate and less workload than human-human cooperation

    Measuring user experience for virtual reality

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    In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. These technologies have the potential to create new experiences that combine the advantages of reality and virtuality. While the technology for input as well as output devices is market ready, only a few solutions for everyday VR - online shopping, games, or movies - exist, and empirical knowledge about performance and user preferences is lacking. All this makes the development and design of human-centered user interfaces for VR a great challenge. This thesis investigates the evaluation and design of interactive VR experiences. We introduce the Virtual Reality User Experience (VRUX) model based on VR-specific external factors and evaluation metrics such as task performance and user preference. Based on our novel UX evaluation approach, we contribute by exploring the following directions: shopping in virtual environments, as well as text entry and menu control in the context of everyday VR. Along with this, we summarize our findings by design spaces and guidelines for choosing optimal interfaces and controls in VR.In den letzten Jahren haben Virtual Reality (VR) und 3D User Interfaces (3DUI) stark an Popularität gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von Realität und Virtualität kombinieren. Während die Technologie sowohl für Eingabe- als auch für Ausgabegeräte marktreif ist, existieren nur wenige Lösungen für den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen über Leistung und Benutzerpräferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten Benutzeroberflächen für VR zu einer großen Herausforderung. Diese Arbeit beschäftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingeführt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und Benutzerpräferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und Menüsteuerung im Kontext des täglichen VR. Die Ergebnisse werden außerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst

    Quantifying Cognitive Efficiency of Display in Human-Machine Systems

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    As a side effect of fast growing informational technology, information overload becomes prevalent in the operation of many human-machine systems. Overwhelming information can degrade operational performance because it imposes large mental workload on human operators. One way to address this issue is to improve the cognitive efficiency of display. A cognitively efficient display should be more informative while demanding less mental resources so that an operator can process larger displayed information using their limited working memory and achieve better performance. In order to quantitatively evaluate this display property, a Cognitive Efficiency (CE) metric is formulated as the ratio of the measures of two dimensions: display informativeness and required mental resources (each dimension can be affected by display, human, and contextual factors). The first segment of the dissertation discusses the available measurement techniques to construct the CE metric and initially validates the CE metric with basic discrete displays. The second segment demonstrates that displays showing higher cognitive efficiency improve multitask performance. This part also identifies the version of the CE metric that is the most predictive of multitask performance. The last segment of the dissertation applies the CE metric in driving scenarios to evaluate novel speedometer displays; however, it finds that the most efficient display may not better enhance concurrent tracking performance in driving. Although the findings of dissertation show several limitations, they provide valuable insight into the complicated relationship among display, human cognition, and multitask performance in human-machine systems
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