212 research outputs found

    Enhancing Proprioception and Regulating Cognitive Load in Neurodiverse Populations through Biometric Monitoring with Wearable Technologies

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    This paper considers the realm of wearable technologies and their prospective applications for individuals with neurodivergent conditions, specifically Autism Spectrum Disorders (ASDs). The study undertakes a multifaceted analysis that encompasses biomarker sensing technologies, AI-driven biofeedback mechanisms, and haptic devices, focusing on their implications for enhancing proprioception and social interaction among neurodivergent populations. While wearables offer a range of opportunities for societal advancement, a discernable gap remains: a scarcity of consumer-oriented applications tailored to the unique physiological and psychological needs of these individuals. Key takeaways underscore the emergent promise of tailored auditory stimuli in workplace dynamics and the efficacy of haptic feedback in sensory substitution. The investigation concludes with an urgent call for multidisciplinary research aimed at the development of specific consumer applications, rigorous empirical validation, and an ethical framework encompassing data privacy and user consent. As the pervasiveness of technology in daily life continues to expand, the article posits that there is an imperative for future research to shift from generalized solutions to individualized applications, thereby ensuring that the spectrum of wearable technology truly accommodates the full scope of human neurodiversity

    Altering body perception and emotion in physically inactive people through movement sonification

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    Reino Unido. Cambridge (3-6 Septiembre 2019)Physical inactivity is an increasing problem. It has been linked to psychological and emotional barriers related to the perception of one's body, such as physical capabilities. It remains a challenge to design technologies to increase physical activity in inactive people. We propose the use of a sound interactive system where inputs from movement sensors integrated in shoes are transformed into sounds that evoke body sensations at a metaphorical level. Our user study investigates the effects of various gesture-sound mappings on the perception of one's body and its movement qualities (e.g. being flexible or agile), the related emotional state and movement patterns, when people performed two exercises, walking and thigh stretch. The results confirm the effect of the "metaphor" conditions vs. the control conditions in feelings of body weight; feeling less tired and more in control; or being more comfortable, motivated, and happier. These changes linked to changes in affective state and body movement. We discuss the results in terms of how acting upon body perception and affective states through sensory feedback may in turn enhance physical activity, and the opportunities opened by our findings for the design of wearable technologies and interventions in inactive populations.The work is supported by Ministerio de Economía, Industria y Competitividad of Spain Grants RYC-2014–15421 and PSI2016-79004-R (“MAGIC SHOES”; AEI/FEDER, UE) and doctoral training grant BES-2017-080471. FB was supported by the ELEMENT project (ANR-18-CE33-0002)

    Using movement sonification to alter body perception and promote physical activity in physically inactive people

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    MenciĂłn Internacional en el tĂ­tulo de doctorWorldwide, one out of four adults are not physically active enough. Supporting people to be physically active through technology remains thus an important challenge in the field of Human-Computer Interaction (HCI). Some technologies have tried to tackle this challenge of increasing physical activity (PA) by using sensing devices for monitoring the amount and quality of PA and providing motivational feedback on it. However, such technologies provide very limited support to physically inactive users: while users are aware of their physical inactivity level, they are frequently incapable of acting on these problems by themselves. Among the reasons for it are negative perceptions about one’s body (e.g., feelings of body tiredness or weakness in self-esteem) which may act as psychological barriers to PA. This research project aims to address this limitation by employing an approach that, through movement sonification (i.e., real-time auditory feedback on body movement), exploits bottom-up multisensory mechanisms related to BPs to ultimately support PA. This thesis presents the design, development, and evaluation of SoniShoes and SoniBand, two wearable technological devices with a gesture-sound palette that allows for a range of body movement sonifications aimed to alter BPs. These prototypes aim at changing BPs, and in turn emotional state and movement behavior, to address psychological barriers related to the perception of one’s body, and ultimately impact positively on people’s adherence to PA. First, this work proposes to organize knowledge through a taxonomy of the barriers to PA related to body perception (BP), which follows a process of four steps to inform the design of the movement-sound palette: (1) Identification, (2) Extraction and clustering of attributes, (3) Definition of instructions or considerations, and (4) Strategies. The first two steps allowed the identification and grouping of barriers to PA that are related to BPs, with inputs from a literature review, a survey, and a focus group with HCI experts. The third and fourth steps allowed defining the body features and dimensions to act upon, to finally propose movement sonification strategies that have the potential to tackle the barriers. Second, several movement-sound mappings, based on metaphors, are presented. Movements were selected from exercises included in guidelines for becoming more physically active (e.g., walking). The mappings of these movements into sounds were implemented in SoniShoes and SoniBand prototypes. They were evaluated through an iterative process, starting with an exploratory study that tested for the first time the potential of the proposed mappings to change BPs. In this first study, participants were asked to think aloud about their experiences using the first prototype of SoniShoes (from MagicShoes project), by describing their body sensations and sound characteristics during the exercise. Results suggested the potential of movement sonification to alter BP through movement sonification and informed the design of the subsequent studies and prototypes. This exploratory study was followed by quantitative and qualitative studies aimed to understand how to design movement sonifications and wearable devices integrating them to facilitate PA by tackling barriers related to BP. The quantitative studies were controlled laboratory studies, in which different versions of SoniShoes and SoniBand prototypes were evaluated, and which results led to further iterations of the prototypes. The results of these quantitative evaluations revealed movement-sound mappings that can lead to changes in feelings about the body (e.g., feeling lighter or less tired), feelings about the movement (e.g., having more movement control over the movement), and emotional feelings (e.g., having more comfort, motivation to complete the exercise, or feeling happier) during PA. Results also showed effects of sound on movement behavior, such as effects in movement deceleration/acceleration and stance time, and proprioceptive awareness. Furthermore, two qualitative studies were carried out, which involved using the SoniBand prototype for several days and in two different contexts of use, laboratory and home. The aim of these studies was two-fold. First, elucidating the effects that particular metaphorical sonifications’ qualities and characteristics have on people’s perception of their own body and their PA. Second, understanding how the observed effects may be specific to physically inactive (vs. active) populations. The results revealed specific connections between properties of the movement sonifications (e.g., gradual or frequency changes) on the one hand, and particular body feelings (e.g., feeling strong) and aspects of PA (e.g., repetitions) on the other hand, but effects seem to vary according to the PA-level of the populations. Finally, the findings, contributions, and principles for the design of movement sonifications and wearable technology to promote PA through acting upon BP are discussed, finishing by considering implications for potential interventions and applications supporting PA, as well as opportunities opened for future research.En todo el mundo, uno de cada cuatro adultos no es lo suficientemente activo fĂ­sicamente. Por ello, ayudar a las personas a ser fĂ­sicamente activas a travĂ©s de la tecnologĂ­a sigue siendo un reto importante en el campo de “Human-Computer Interaction” (HCI). Algunas tecnologĂ­as han tratado de abordar el reto de aumentar la actividad fĂ­sica (PA) mediante el uso de dispositivos de detecciĂłn para controlar la cantidad y la calidad de la PA y proporcionar retroalimentaciĂłn motivacional al respecto. Sin embargo, estas tecnologĂ­as proporcionan una ayuda muy limitada a los usuarios fĂ­sicamente inactivos: aunque los usuarios son conscientes de su nivel de inactividad fĂ­sica, a menudo son incapaces de actuar por sĂ­ mismos sobre estos problemas. Entre las razones estĂĄn las percepciones negativas sobre el propio cuerpo (por ejemplo, la sensaciĂłn de cansancio corporal o el no sentirse capaces) que pueden actuar como barreras psicolĂłgicas para la PA. Este proyecto de investigaciĂłn pretende abordar esta limitaciĂłn empleando un enfoque que, a travĂ©s de la sonificaciĂłn del movimiento (es decir, la retroalimentaciĂłn auditiva en tiempo real sobre el movimiento del cuerpo), explota los mecanismos “bottom-up” multisensoriales relacionados con las percepciones del cuerpo (BPs) para apoyar la PA. Esta tesis presenta el diseño, el desarrollo y la evaluaciĂłn de “SoniShoes” y “SoniBand”, dos dispositivos tecnolĂłgicos vestibles con una paleta de gestos y sonidos que permiten una serie de sonificaciones del movimiento corporal destinadas a modificar las BPs. Estos prototipos tienen como objetivo cambiar las BPs, y a su vez el estado emocional y el comportamiento de movimiento, para abordar las barreras psicolĂłgicas relacionadas con la BP, y en Ășltima instancia impactar positivamente en la adherencia de las personas a la PA. En primer lugar, este trabajo propone organizar el conocimiento a travĂ©s de una taxonomĂ­a de las barreras a la PA relacionadas con la BP, que sigue un proceso de cuatro pasos para informar el diseño de la paleta de movimiento-sonido: (1) IdentificaciĂłn, (2) ExtracciĂłn y agrupaciĂłn de atributos, (3) DefiniciĂłn de instrucciones o consideraciones, y (4) Estrategias. Los dos primeros pasos permitieron identificar y agrupar las barreras a la PA relacionadas con los BP, con aportaciones de una revisiĂłn bibliogrĂĄfica, una encuesta y un grupo de discusiĂłn con expertos en HCI. El tercero y cuarto paso permitiĂł definir las caracterĂ­sticas y dimensiones corporales sobre las que actuar, para finalmente proponer estrategias de sonificaciĂłn del movimiento que tienen el potencial de abordar las barreras. En segundo lugar, se presentan varios mapeos de movimiento-sonido, basados en metĂĄforas. Los movimientos se seleccionaron a partir de ejercicios incluidos en las guĂ­as para ser mĂĄs activos fĂ­sicamente (por ejemplo, caminar). Los mapeos de estos movimientos en sonidos se implementaron en los prototipos “SoniShoes” y “SoniBand”. Se evaluaron a travĂ©s de un proceso iterativo, comenzando con un estudio exploratorio que probĂł por primera vez el potencial de los mapeos propuestos para cambiar los BP. En este primer estudio, se pidiĂł a los participantes que pensaran en voz alta sobre sus experiencias utilizando el primer prototipo de “SoniShoes” (llamado “MagicShoes”), describiendo sus sensaciones corporales y las caracterĂ­sticas del sonido durante el ejercicio. Los resultados mostraron el potencial de la sonificaciĂłn del movimiento para alterar la BP a travĂ©s de la sonificaciĂłn del movimiento e informaron el diseño de los estudios y prototipos posteriores. A este estudio exploratorio le siguieron estudios cuantitativos y cualitativos destinados a comprender cĂłmo diseñar sonificaciones del movimiento y dispositivos vestibles que las integren para facilitar la PA abordando las barreras relacionadas con la BP. Los estudios cuantitativos fueron estudios de laboratorio controlados, en los que se evaluaron diferentes versiones de los prototipos “SoniShoes” y “SoniBand”, y cuyos resultados condujeron a nuevas iteraciones de los prototipos. Los resultados de estas evaluaciones cuantitativas mostraron que existen mapeos de movimiento-sonido que pueden provocar cambios en las sensaciones sobre el cuerpo (por ejemplo, sentirse mĂĄs ligero o menos cansado), en las sensaciones sobre el movimiento (por ejemplo, tener mĂĄs control sobre el movimiento) y en las sensaciones emocionales (por ejemplo, tener mĂĄs comodidad, motivaciĂłn para completar el ejercicio o sentirse mĂĄs feliz) durante la PA. Los resultados tambiĂ©n mostraron los efectos del sonido en el comportamiento del movimiento, como los efectos en la desaceleraciĂłn/aceleraciĂłn del movimiento y el tiempo de postura, y la conciencia propioceptiva. AdemĂĄs, se llevaron a cabo dos estudios cualitativos, en los que se utilizĂł el prototipo “SoniBand” durante varios dĂ­as y en dos contextos de uso diferentes, el laboratorio y el hogar. El objetivo de estos estudios era doble. En primer lugar, dilucidar los efectos que determinadas cualidades y caracterĂ­sticas de las sonificaciones con metĂĄforas tienen en la percepciĂłn que las personas tienen de su propio cuerpo y de su PA. En segundo lugar, comprender cĂłmo los efectos observados pueden ser especĂ­ficos de las poblaciones fĂ­sicamente inactivas (vs. las activas). Los resultados revelaron conexiones especĂ­ficas entre las propiedades de las sonificaciones de movimiento (por ejemplo, los cambios graduales o de frecuencia) por un lado, y las sensaciones corporales particulares (por ejemplo, sentirse fuerte) y los aspectos de la PA (por ejemplo, las repeticiones) por otro lado, pero los efectos parecen variar segĂșn el nivel de PA de las poblaciones. Por Ășltimo, se discuten los hallazgos, las contribuciones y las guĂ­as de diseño de sonificaciĂłn de movimiento y tecnologĂ­a vestible para promover la PA a travĂ©s de la actuaciĂłn sobre la BP, para finalmente considerar las implicaciones para las posibles intervenciones y aplicaciones de apoyo a la PA, asĂ­ como las oportunidades abiertas para futuras investigaciones.I owe thanks to “MAGIC SHOES” (PSI2016-79004-R and BES-2017-080471) and “CROSS-COLAB” (PGC2018-101884-B-I00) projects that funded my research. Thanks to “MAGIC OUTFIT” (PID2019-105579RB-I00) for letting me be part of the team and project.Programa de Doctorado en Ciencia y TecnologĂ­a InformĂĄtica por la Universidad Carlos III de MadridPresidente: Paloma MartĂ­nez FernĂĄndez.- Secretario: Domna Banakou.- Vocal: Mar GonzĂĄlez Franc

    IoT Based Virtual Reality Game for Physio-therapeutic Patients

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    Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game

    The Information of Things: A Study on the Potential of Journalism with 5G Technology

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    This research conducted at the University of Barcelona explores the intersection of emerging technologies such as Artificial Intelligence (AI), mobile 5G, and the Internet of Things (IoT) within journalistic frameworks, aiming to uncover the evolving dynamics in newsrooms influenced by these advancements. By employing methodologies such as bibliographic research for a theoretical exploration of IoT, AI, 5G, and participant observation with the Research Group on Information, Communication, and Culture, the study aims to offer a qualitative insight into the integration of these technologies in journalism. The study focuses on how AI-driven algorithms, 5G connectivity, and IoT devices are collectively transforming journalistic content creation and dissemination, offering new opportunities for enhanced efficiency and creativity while also introducing challenges in real-time data handling, analysis, and distribution. The expected results include a deeper understanding of the impact and potential of these technologies in journalism, emphasizing the need for transparency, accountability, and ethical practices to uphold journalistic integrity and promote informed public discourse amidst these technological advancements

    Reimagining Robotic Walkers For Real-World Outdoor Play Environments With Insights From Legged Robots: A Scoping Review

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    PURPOSE For children with mobility impairments, without cognitive delays, who want to participate in outdoor activities, existing assistive technology (AT) to support their needs is limited. In this review, we investigate the control and design of a selection of robotic walkers while exploring a selection of legged robots to develop solutions that address this gap in robotic AT. METHOD We performed a comprehensive literature search from four main databases: PubMed, Google Scholar, Scopus, and IEEE Xplore. The keywords used in the search were the following: “walker”, “rollator”, “smart walker”, “robotic walker”, “robotic rollator”. Studies were required to discuss the control or design of robotic walkers to be considered. A total of 159 papers were analyzed. RESULTS From the 159 papers, 127 were excluded since they failed to meet our inclusion criteria. The total number of papers analyzed included publications that utilized the same device, therefore we classified the remaining 32 studies into groups based on the type of robotic walker used. This paper reviewed 15 different types of robotic walkers. CONCLUSIONS The ability of many-legged robots to negotiate and transition between a range of unstructured substrates suggests several avenues of future consideration whose pursuit could benefit robotic AT, particularly regarding the present limitations of wheeled paediatric robotic walkers for children’s daily outside use. For more information: Kod*lab (link to kodlab.seas.upenn.edu

    International Conference on Mechatronics, System Engineering And Robotics & Informations System And Engineering

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    UBT Annual International Conference is the 9th international interdisciplinary peer reviewed conference which publishes works of the scientists as well as practitioners in the area where UBT is active in Education, Research and Development. The UBT aims to implement an integrated strategy to establish itself as an internationally competitive, research-intensive university, committed to the transfer of knowledge and the provision of a world-class education to the most talented students from all background. The main perspective of the conference is to connect the scientists and practitioners from different disciplines in the same place and make them be aware of the recent advancements in different research fields, and provide them with a unique forum to share their experiences. It is also the place to support the new academic staff for doing research and publish their work in international standard level. This conference consists of sub conferences in different fields like: Art and Digital Media Agriculture, Food Science and Technology Architecture and Spatial Planning Civil Engineering, Infrastructure and Environment Computer Science and Communication Engineering Dental Sciences Education and Development Energy Efficiency Engineering Integrated Design Information Systems and Security Journalism, Media and Communication Law Language and Culture Management, Business and Economics Modern Music, Digital Production and Management Medicine and Nursing Mechatronics, System Engineering and Robotics Pharmaceutical and Natural Sciences Political Science Psychology Sport, Health and Society Security Studies This conference is the major scientific event of the UBT. It is organizing annually and always in cooperation with the partner universities from the region and Europe. We have to thank all Authors, partners, sponsors and also the conference organizing team making this event a real international scientific event. Edmond Hajrizi, President of UBT UBT – Higher Education Institutio

    Electrotactile feedback applications for hand and arm interactions: A systematic review, meta-analysis, and future directions

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    Haptic feedback is critical in a broad range of human-machine/computer-interaction applications. However, the high cost and low portability/wearability of haptic devices remain unresolved issues, severely limiting the adoption of this otherwise promising technology. Electrotactile interfaces have the advantage of being more portable and wearable due to their reduced actuators' size, as well as their lower power consumption and manufacturing cost. The applications of electrotactile feedback have been explored in human-computer interaction and human-machine-interaction for facilitating hand-based interactions in applications such as prosthetics, virtual reality, robotic teleoperation, surface haptics, portable devices, and rehabilitation. This paper presents a technological overview of electrotactile feedback, as well a systematic review and meta-analysis of its applications for hand-based interactions. We discuss the different electrotactile systems according to the type of application. We also discuss over a quantitative congregation of the findings, to offer a high-level overview into the state-of-art and suggest future directions. Electrotactile feedback systems showed increased portability/wearability, and they were successful in rendering and/or augmenting most tactile sensations, eliciting perceptual processes, and improving performance in many scenarios. However, knowledge gaps (e.g., embodiment), technical (e.g., recurrent calibration, electrodes' durability) and methodological (e.g., sample size) drawbacks were detected, which should be addressed in future studies.Comment: 18 pages, 1 table, 8 figures, under review in Transactions on Haptics. This work has been submitted to the IEEE for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessible.Upon acceptance of the article by IEEE, the preprint article will be replaced with the accepted versio

    New Waves of IoT Technologies Research – Transcending Intelligence and Senses at the Edge to Create Multi Experience Environments

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    The next wave of Internet of Things (IoT) and Industrial Internet of Things (IIoT) brings new technological developments that incorporate radical advances in Artificial Intelligence (AI), edge computing processing, new sensing capabilities, more security protection and autonomous functions accelerating progress towards the ability for IoT systems to self-develop, self-maintain and self-optimise. The emergence of hyper autonomous IoT applications with enhanced sensing, distributed intelligence, edge processing and connectivity, combined with human augmentation, has the potential to power the transformation and optimisation of industrial sectors and to change the innovation landscape. This chapter is reviewing the most recent advances in the next wave of the IoT by looking not only at the technology enabling the IoT but also at the platforms and smart data aspects that will bring intelligence, sustainability, dependability, autonomy, and will support human-centric solutions.acceptedVersio

    New techniques for neuro-rehabilitation: Transcranial Electric Stimulation and Virtual Reality

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    Recovery of motor and cognitive performances after a neurological illness remains a significant challenge for rehabilitation specialists. The traditional rehabilitative interventions are usually delivered using a multidisciplinary approach, whose results are not always satisfactory. These limitations in functional recovery have led researchers to consider alternative approaches. The hypothesis of providing new therapeutic possibilities in the different patients treated is, as a rehabilitator, very rewarding and represents a challenge for the future. The application of simple and low-cost techniques, defined by the literature as "unconventional" or “novel”, can provide new ideas not only in the field of research but above all of application in clinical reality.A suitable approach to improve the rehabilitation outcome is to utilize these novel rehabilitation techniques that act as a substitute or an addition to the traditional ones. In this context, some recent approaches have been proposed that might increase the effectiveness of a traditional treatment. Among them, two techniques have been demonstrated to be very promising, namely non-invasive brain stimulation (NIBS) and Virtual Reality (VR).In light of the foregoing, my thesis has been divided into two main lines of research, namely: a) the study of the effects of transcranial direct current stimulation (tDCS) in different neurological conditions; b) the application of VR (used alone or combined with tDCS) in the treatment of some neurocognitive disorders. A semi-immersive VR tool (ReMOVES system) has been used as a user-friendly platform providing activities based on exergames
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