528 research outputs found

    MeditAid:a wearable adaptive neurofeedback-based system for training mindfulness state

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    A recent interest in interaction design is towards the development of novel technologies emphasizing the value of mindfulness, monitoring, awareness, and self-regulation for both health and wellbeing. Whereas existing systems have focused mostly on relaxation and awareness of feelings, there has been little exploration on tools supporting the self-regulation of attention during mindfulness sitting meditation. This paper describes the design and initial evaluation of MeditAid, a wearable system integrating electroencephalography (EEG) technology with an adaptive aural entrainment for real time training of mindfulness state. The system identifies different meditative states and provides feedback to support users in deepening their meditation. We report on a study with 16 meditators about the perceived strengths and limitations of the MeditAid system. We demonstrate the benefits of binaural feedback in deepening meditative states, particularly for novice meditators

    The outcomes of bilateral cochlear implants in adult recipients

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    Although unilateral cochlear implants generally provide good speech understanding under quiet conditions, patients with unilateral cochlear implants frequently report difficulty in understanding speech in the presence of background noise and difficulty in localizing the source of sound. Since these two listening functions require binaural hearing in normal hearing individuals, there has been a growing interest in bilateral cochlear implants as intervention type for people with severe-to-profound bilateral hearing loss. This study investigated the outcomes of bilateral cochlear implants in all the adult recipients of the Pretoria Cochlear Implant Program. All the subjects with BCIs were asked to choose a significant other person to participate in the study. All the subjects (i.e. subjects with BCIs and their significant other people) were asked to participate in a semi-structured interview and to fill out a researcher-generated questionnaire. The subjects with BCIs also underwent audiometric testing. The majority of the subjects with BCIs were found to demonstrate improved ability to understand speech in the presence of background noise and, to some extent, in their ability to localize sound sources. As both quantitative and qualitative methods were used to determine the outcomes, it could be demonstrated that the majority of adult bilateral cochlear implant recipients gain from the auditory benefits in everyday listening situations. The majority of subjects and their significant other people conferred that their improved auditory skills allow them to be more participative in social, cultural, and other activities, which add to the quality of their lives.Dissertation (MCommunication Pathology)--University of Pretoria, 2009.Speech-Language Pathology and AudiologyUnrestricte

    Brain interaction during cooperation: Evaluating local properties of multiple-brain network

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    Subjects’ interaction is the core of most human activities. This is the reason why a lack of coordination is often the cause of missing goals, more than individual failure. While there are different subjective and objective measures to assess the level of mental effort required by subjects while facing a situation that is getting harder, that is, mental workload, to define an objective measure based on how and if team members are interacting is not so straightforward. In this study, behavioral, subjective and synchronized electroencephalographic data were collected from couples involved in a cooperative task to describe the relationship between task difficulty and team coordination, in the sense of interaction aimed at cooperatively performing the assignment. Multiple-brain connectivity analysis provided information about the whole interacting system. The results showed that averaged local properties of a brain network were affected by task difficulty. In particular, strength changed significantly with task difficulty and clustering coefficients strongly correlated with the workload itself. In particular, a higher workload corresponded to lower clustering values over the central and parietal brain areas. Such results has been interpreted as less efficient organization of the network when the subjects’ activities, due to high workload tendencies, were less coordinated

    The Berlin Brain–Computer Interface: Non-Medical Uses of BCI Technology

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    Brain–computer interfacing (BCI) is a steadily growing area of research. While initially BCI research was focused on applications for paralyzed patients, increasingly more alternative applications in healthy human subjects are proposed and investigated. In particular, monitoring of mental states and decoding of covert user states have seen a strong rise of interest. Here, we present some examples of such novel applications which provide evidence for the promising potential of BCI technology for non-medical uses. Furthermore, we discuss distinct methodological improvements required to bring non-medical applications of BCI technology to a diversity of layperson target groups, e.g., ease of use, minimal training, general usability, short control latencies

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    The Berlin Brain-Computer Interface: Progress Beyond Communication and Control

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    The combined effect of fundamental results about neurocognitive processes and advancements in decoding mental states from ongoing brain signals has brought forth a whole range of potential neurotechnological applications. In this article, we review our developments in this area and put them into perspective. These examples cover a wide range of maturity levels with respect to their applicability. While we assume we are still a long way away from integrating Brain-Computer Interface (BCI) technology in general interaction with computers, or from implementing neurotechnological measures in safety-critical workplaces, results have already now been obtained involving a BCI as research tool. In this article, we discuss the reasons why, in some of the prospective application domains, considerable effort is still required to make the systems ready to deal with the full complexity of the real world.EC/FP7/611570/EU/Symbiotic Mind Computer Interaction for Information Seeking/MindSeeEC/FP7/625991/EU/Hyperscanning 2.0 Analyses of Multimodal Neuroimaging Data: Concept, Methods and Applications/HYPERSCANNING 2.0DFG, 103586207, GRK 1589: Verarbeitung sensorischer Informationen in neuronalen Systeme

    Player–video game interaction: A systematic review of current concepts

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    International audienceVideo game design requires a user-centered approach to ensure that the experience enjoyed by players is as good as possible. However, the nature of player-video game interactions has not as yet been clearly defined in the scientific literature. The purpose of the present study was to provide a systematic review of empirical evidences of the current concepts of player-video game interactions in entertainment situations. A total of 72 articles published in scientific journals that deal with human-computer interaction met the criteria for inclusion in the present review. Major findings of these articles were presented in a narrative synthesis. Results showed that player-video game interactions could be defined with multiple concepts that are closely linked and intertwined. These concepts concern player aspects of player-video game interactions, namely engagement and enjoyment, and video game aspects, namely information input/output techniques, game contents and multiplayer games. Global approaches, such as playability, also exist to qualify player-video game interactions. Limitations of these findings are discussed to help researchers to plan future advances of the field and provide supplementary effort to better know the role of less-studied aspects. Practical implications are also discussed to help game designers to optimize the design of player-video game interactions
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