12,727 research outputs found

    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

    Adaptive Process Management in Cyber-Physical Domains

    Get PDF
    The increasing application of process-oriented approaches in new challenging cyber-physical domains beyond business computing (e.g., personalized healthcare, emergency management, factories of the future, home automation, etc.) has led to reconsider the level of flexibility and support required to manage complex processes in such domains. A cyber-physical domain is characterized by the presence of a cyber-physical system coordinating heterogeneous ICT components (PCs, smartphones, sensors, actuators) and involving real world entities (humans, machines, agents, robots, etc.) that perform complex tasks in the “physical” real world to achieve a common goal. The physical world, however, is not entirely predictable, and processes enacted in cyber-physical domains must be robust to unexpected conditions and adaptable to unanticipated exceptions. This demands a more flexible approach in process design and enactment, recognizing that in real-world environments it is not adequate to assume that all possible recovery activities can be predefined for dealing with the exceptions that can ensue. In this chapter, we tackle the above issue and we propose a general approach, a concrete framework and a process management system implementation, called SmartPM, for automatically adapting processes enacted in cyber-physical domains in case of unanticipated exceptions and exogenous events. The adaptation mechanism provided by SmartPM is based on declarative task specifications, execution monitoring for detecting failures and context changes at run-time, and automated planning techniques to self-repair the running process, without requiring to predefine any specific adaptation policy or exception handler at design-time

    The use of virtual world platforms for supporting an emergency response training exercise

    Get PDF
    The development of a computer-based simulation for emergency response exercise training to facilitate trainees' learning activities and learning outcomes is proposed. Some limitations in using these simulations in emergency services include a focus on small-scaled individual task training and highly controlled environments designed to measure trainees' performance. These problems decrease the realism of the simulation which should represent more diverse, open-ended, counter-intuitive and unpredictable environmental conditions. These problems could reduce learning outcomes brought about by allowing open-ended discussions and team working. Virtual worlds provide a new methodological framework for conducting emergency response exercises. This paper describes a research agenda for the development of a virtual training exercise for emergency response. It has three objectives: firstly, it highlights the issues of validity of exercises for emergency events; secondly, it reviews possible virtual worlds which could be deployed as test bed environments and presents methodologies for their evaluation. Lastly, it suggests a future development of a virtual environment that may be used to support the emergency planning community by considering an existing similar project

    Viewfinder: final activity report

    Get PDF
    The VIEW-FINDER project (2006-2009) is an 'Advanced Robotics' project that seeks to apply a semi-autonomous robotic system to inspect ground safety in the event of a fire. Its primary aim is to gather data (visual and chemical) in order to assist rescue personnel. A base station combines the gathered information with information retrieved from off-site sources. The project addresses key issues related to map building and reconstruction, interfacing local command information with external sources, human-robot interfaces and semi-autonomous robot navigation. The VIEW-FINDER system is a semi-autonomous; the individual robot-sensors operate autonomously within the limits of the task assigned to them, that is, they will autonomously navigate through and inspect an area. Human operators monitor their operations and send high level task requests as well as low level commands through the interface to any nodes in the entire system. The human interface has to ensure the human supervisor and human interveners are provided a reduced but good and relevant overview of the ground and the robots and human rescue workers therein

    Unmanned Aerial Systems: Research, Development, Education & Training at Embry-Riddle Aeronautical University

    Get PDF
    With technological breakthroughs in miniaturized aircraft-related components, including but not limited to communications, computer systems and sensors, state-of-the-art unmanned aerial systems (UAS) have become a reality. This fast-growing industry is anticipating and responding to a myriad of societal applications that will provide new and more cost-effective solutions that previous technologies could not, or will replace activities that involved humans in flight with associated risks. Embry-Riddle Aeronautical University has a long history of aviation-related research and education, and is heavily engaged in UAS activities. This document provides a summary of these activities, and is divided into two parts. The first part provides a brief summary of each of the various activities, while the second part lists the faculty associated with those activities. Within the first part of this document we have separated UAS activities into two broad areas: Engineering and Applications. Each of these broad areas is then further broken down into six sub-areas, which are listed in the Table of Contents. The second part lists the faculty, sorted by campus (Daytona Beach-D, Prescott-P and Worldwide-W) associated with the UAS activities. The UAS activities and the corresponding faculty are cross-referenced. We have chosen to provide very short summaries of the UAS activities rather than lengthy descriptions. If more information is desired, please contact me directly, or visit our research website (https://erau.edu/research), or contact the appropriate faculty member using their e-mail address provided at the end of this document

    Player agency in interactive narrative: audience, actor & author

    Get PDF
    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Automation in the life science research laboratory

    Get PDF

    Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)

    Get PDF
    This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio
    • 

    corecore