12,351 research outputs found

    Comparing Different Control Approaches to Implement a Human-like Virtual Player in the Mirror Game

    Get PDF

    Design of a Virtual Player for Joint Improvisation with Humans in the Mirror Game

    Get PDF
    Joint improvisation is often observed among humans performing joint action tasks. Exploring the underlying cognitive and neural mechanisms behind the emergence of joint improvisation is an open research challenge. This paper investigates jointly improvised movements between two participants in the mirror game, a paradigmatic joint task example. First, experiments involving movement coordination of different dyads of human players are performed in order to build a human benchmark. No designation of leader and follower is given beforehand. We find that joint improvisation is characterized by the lack of a leader and high levels of movement synchronization. Then, a theoretical model is proposed to capture some features of their interaction, and a set of experiments is carried out to test and validate the model ability to reproduce the experimental observations. Furthermore, the model is used to drive a computer avatar able to successfully improvise joint motion with a human participant in real time. Finally, a convergence analysis of the proposed model is carried out to confirm its ability to reproduce joint movements between the participants.This work was supported by European Project AlterEgo FP7 ICT 2.9 - Cognitive 321 Sciences and Robotics, Grant Number 600610 (MdB, http://www.euromov.eu/alterego/project)

    An aesthetics of touch: investigating the language of design relating to form

    Get PDF
    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    A Person-Centric Design Framework for At-Home Motor Learning in Serious Games

    Get PDF
    abstract: In motor learning, real-time multi-modal feedback is a critical element in guided training. Serious games have been introduced as a platform for at-home motor training due to their highly interactive and multi-modal nature. This dissertation explores the design of a multimodal environment for at-home training in which an autonomous system observes and guides the user in the place of a live trainer, providing real-time assessment, feedback and difficulty adaptation as the subject masters a motor skill. After an in-depth review of the latest solutions in this field, this dissertation proposes a person-centric approach to the design of this environment, in contrast to the standard techniques implemented in related work, to address many of the limitations of these approaches. The unique advantages and restrictions of this approach are presented in the form of a case study in which a system entitled the "Autonomous Training Assistant" consisting of both hardware and software for guided at-home motor learning is designed and adapted for a specific individual and trainer. In this work, the design of an autonomous motor learning environment is approached from three areas: motor assessment, multimodal feedback, and serious game design. For motor assessment, a 3-dimensional assessment framework is proposed which comprises of 2 spatial (posture, progression) and 1 temporal (pacing) domains of real-time motor assessment. For multimodal feedback, a rod-shaped device called the "Intelligent Stick" is combined with an audio-visual interface to provide feedback to the subject in three domains (audio, visual, haptic). Feedback domains are mapped to modalities and feedback is provided whenever the user's performance deviates from the ideal performance level by an adaptive threshold. Approaches for multi-modal integration and feedback fading are discussed. Finally, a novel approach for stealth adaptation in serious game design is presented. This approach allows serious games to incorporate motor tasks in a more natural way, facilitating self-assessment by the subject. An evaluation of three different stealth adaptation approaches are presented and evaluated using the flow-state ratio metric. The dissertation concludes with directions for future work in the integration of stealth adaptation techniques across the field of exergames.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    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

    ReLiPh: rehabilitation for lower limb with phantom pain

    Get PDF
    O membro fantasma ou sensação fantasma, ao longo dos anos, têm se destacado por ser originada de diferentes causas. Pesquisas e estudos mostram que, após uma amputação, na maioria dos casos, experienciam a sensação de membro fantasma e em muitos desses casos dolorosos. A presente tese baseia-se em uma pequena parte deste amplo tópico. Baseada na terapia de espelho usada na reabilitação e tratamento da dor fantasma. Ao longo do projeto, nós estudamos quais são os componentes mais relevantes para a reorganização/reestruturação, a fim de eliminar os sintomas negativos e futuros distúrbios/perturbações. Associada na relação do cérebro com o corpo, ou seja, as imagens formadas pelo cérebro em relação ao corpo físico desempenhando um papel crucial na relação do membro fantasma e da dor no membro fantasma, bem como no processo de cura e tratamento através de exercícios e no relacionamento da imagem que o cérebro tem do corpo físico. Esta dissertação tem como objetivo na construção de uma nova abordagem tecnológica, baseando-se nos princípios e critérios utilizados na terapia de espelho. A metodologia assenta na criação de um ambiente de realidade virtual controlado por um dispositivo que captura a atividade muscular em tempo real. Implementado num jogo baseado em movimentos/exercícios simples e naturais, sem uso de força ou esforço. Os elevados resultados verificados e testados, em indivíduos saudáveis e em um estudo de caso, na redução da dor fantasma, gerando um interesse e motivação, além de um melhor senso de presença e foco durante o seu uso. Concluindo, o projeto abre novas direções futuras de como novas abordagens tecnológicas podem ser usados nas pesquisas médicas na área do membro e na dor fantasma, em ambientes controlados e contextualizados. Melhorando a eficácia e eficiência, garantindo uma maior flexibilidade nos diferentes casos de amputação.The phantom limb or phantom sensation, over the years, has stood out being originated from different causes. Research and studies show that after an amputation, in most cases, they experience the sensation of a phantom limb and in many of those painful feelings. This thesis is based on a small part of this wide topic. Based on the mirror therapy used in rehabilitation and treatment for phantom pain. Throughout the project, we study what are the most relevant components to reorganization/restructuring in order to eliminate negative symptoms and future disturbances. Moreover it is established in the relationship of the brain with the body, that the images formed by the brain in relation to the physical body play a crucial role in the relationship with the phantom limb and phantom limb pain, as well as in the process of healing and treatment throughout exercises and the relationship of the image that the brain has to the physical body. This dissertation aims to build a new technological approach, based on the principles and criteria used in mirror therapy. The methodology is based on the creation of a virtual reality environment controlled by a device which captures the muscle activity in real time. Implemented in a game based on natural and simple effortless exercises without the use of strength. The high results verified and tested, in healthy subjects and in a case study, to reduce phantom pain, generating an interest and motivation, as well as a better sense of presence and focus during its use. In conclusion, the project opens up new future directions of how new technological approaches can be used in medical research in the field of phantom limbs and in phantom pain, in a controlled and contextualized environments and/or movements. Improving effectiveness and efficiency ensuring greater flexibility in different cases of amputation

    Bodily resonance: Exploring the effects of virtual embodiment on pain modulation and the fostering of empathy toward pain sufferers

    Get PDF
    Globally, around 20% of people suffer from chronic pain, an illness that cannot be cured and has been linked to numerous physical and mental conditions. According to the BioPsychoSocial model of pain, chronic pain presents patients with biological, psychological, and social challenges and difficulties. Immersive virtual reality (VR) has shown great promise in helping people manage acute and chronic pain, and facilitating empathy of vulnerable populations. Therefore, the first research trajectory of this dissertation targets chronic pain patients’ biological and psychological sufferings to provide VR analgesia, and the second research trajectory targets healthy people to build empathy and reduce patients’ social stigma. Researchers have taken the attention distraction approach to study how acute pain patients can manage their condition in VR, while the virtual embodiment approach has mostly been studied with healthy people exposed to pain stimulus. My first research trajectory aimed to understand how embodied characteristics affect users’ sense of embodiment and pain. Three studies have been carried out with healthy people under heat pain, complex regional pain syndrome patients, and phantom limb pain patients. My findings indicate that for all three studies, when users see a healthy or intact virtual body or body parts, they experience significant reductions in their self-reported pain ratings. Additionally, I found that the appearance of a virtual body has a significant impact on pain, whereas the virtual body’s motions do not. Despite the prevalence of chronic pain, public awareness of it is remarkably low, and pain patients commonly experience social stigma. Thus, having an embodied perspective of chronic pain patients is critical to understand their social stigma. Although there is a growing interest in using embodied VR to foster empathy towards gender or racial bias, few studies have focused on people with chronic pain. My second trajectory explored how researchers can foster empathy towards pain patients in embodied VR. To conclude, this dissertation uncovers the role of VR embodiment and dissects embodied characteristics in pain modulation and empathy generation. Finally, I summarized a novel conceptual design framework for embodied VR applications with design recommendations and future research directions
    • …
    corecore