8,354 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

    Smart Computing and Sensing Technologies for Animal Welfare: A Systematic Review

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    Animals play a profoundly important and intricate role in our lives today. Dogs have been human companions for thousands of years, but they now work closely with us to assist the disabled, and in combat and search and rescue situations. Farm animals are a critical part of the global food supply chain, and there is increasing consumer interest in organically fed and humanely raised livestock, and how it impacts our health and environmental footprint. Wild animals are threatened with extinction by human induced factors, and shrinking and compromised habitat. This review sets the goal to systematically survey the existing literature in smart computing and sensing technologies for domestic, farm and wild animal welfare. We use the notion of \emph{animal welfare} in broad terms, to review the technologies for assessing whether animals are healthy, free of pain and suffering, and also positively stimulated in their environment. Also the notion of \emph{smart computing and sensing} is used in broad terms, to refer to computing and sensing systems that are not isolated but interconnected with communication networks, and capable of remote data collection, processing, exchange and analysis. We review smart technologies for domestic animals, indoor and outdoor animal farming, as well as animals in the wild and zoos. The findings of this review are expected to motivate future research and contribute to data, information and communication management as well as policy for animal welfare

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

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    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

    Exploration of Game Consoles as a legitimate computing platform for in-the-field biomedical data acquisition and management

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    Biomedical research increasingly requires for testings be conducted outside the lab, in the field such as the participant’s home or work environment. This type of research requires semi-autonomous computer systems that collect such data and send it back to the lab for processing and dissemination. A key aspect of this type of research is the selection of the required software and hardware components. These systems need to be reliable, allow considerable customizability and be readily accessible but also able to be locked down. In this paper we report a set of requirements for the hardware and software for such a system. We then utilise these requirements to evaluate the use of game consoles as a hardware platform in comparison to other hardware choices

    UTJECAJ INFORMATIČKIH MEGATRENDOVA NA GLOBALNE MEGATRENDOVE

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    In this paper, the author analyses the significant influence of IT on global megatrends. Of the five leading global megatrends, two are in the field of ICT, digital media and new technologies. The main reasons for the impact of IT megatrends are twofold: (1) the digital convergence of the media, ICT and telecommunications industries, (2)the exponential increase in information, computing power and internet transfer data. Digital convergence will significantly contribute to changing business models. In an applicative sense, the author considers the concepts of Industry 4.0 - The Fourth Industrial Revolution (4IR), to be the most significant as it marks the paradigmatic change of information, the conceptual and processual transformation of data and services ecosystems in the domains of robotics, the Internet of Things (IoT), Internet of Services, Automated Intelligence, Collaborative Robots (Cobots), Industrial Robots, Augmented Reality, and Virtual Reality. In business and strategic terms, digital media business models will transition, under the influence of digital convergence, to a multi-platform, complementary, interoperable and networked media and ICT ecosystem with a specific focus on the production and distribution of media products, services and applications within the user interface, hypermedia, immersion, mass customization, personalized, augmented and ambient media business space and environment.Autor u ovom radu analizira značajan utjecaj informatičkih na globalne megatrendove. Od pet vodećih globalnih megatrendova, dva se nalaze u području ICT, digitalnih medija i novih tehnologija. Glavni razlozi utjecaja informatičkih megatrendova su dvojaki: (1) Digitalna konvergencija medija, ICT-a i telekomunikacijske industrije, (2) Eksponencijalni porast informacija, kompjutacijske moći i brzine prijenosa podataka. Digitalna konvergencija će značajno doprinijeti promjeni poslovnih modela. U aplikativnom smislu, autor smatra posebno značajnim koncepte Industry 4.0 - The Fourth Industrial Revolution (4IR) koja čini paradigmatsku promjenu informacijske, konceptualne i procesualne transformacije ekosistema podataka i usluga u domenu: robotike, the Internet of Things (IoT), Internet of Services, autonomous vehicles, 3D printing, Smart Cloud, quantum computing, nanotechnology, Big Data (Analytics), cloud computing, edge and fog computing, artificial intelligence, collaborative robots (cobots), industrial robots, augmented reality i virtual reality. U poslovnom i strateškom smislu, poslovni modeli digitalnih medija će se, pod utjecajem digitalne konvergencije, kretati prema multi-platformskom, komplementarnom, interoperabilnom i umreženom medijskom i ICT ekosistemu, sa posebnim fokusom na proizvodnju i distribuciju medijskih proizvoda, usluga i aplikacija u okviru korisničkog interfejsa, hipermedijalnosti, imerzivnosti, masovne kastomizacije/personalizacije, augmentacije i ambijentalizacije medijskog poslovnog prostora i okruženja

    Cloud-assisted body area networks: state-of-the-art and future challenges

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    Body area networks (BANs) are emerging as enabling technology for many human-centered application domains such as health-care, sport, fitness, wellness, ergonomics, emergency, safety, security, and sociality. A BAN, which basically consists of wireless wearable sensor nodes usually coordinated by a static or mobile device, is mainly exploited to monitor single assisted livings. Data generated by a BAN can be processed in real-time by the BAN coordinator and/or transmitted to a server-side for online/offline processing and long-term storing. A network of BANs worn by a community of people produces large amount of contextual data that require a scalable and efficient approach for elaboration and storage. Cloud computing can provide a flexible storage and processing infrastructure to perform both online and offline analysis of body sensor data streams. In this paper, we motivate the introduction of Cloud-assisted BANs along with the main challenges that need to be addressed for their development and management. The current state-of-the-art is overviewed and framed according to the main requirements for effective Cloud-assisted BAN architectures. Finally, relevant open research issues in terms of efficiency, scalability, security, interoperability, prototyping, dynamic deployment and management, are discussed

    Interim research assessment 2003-2005 - Computer Science

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    This report primarily serves as a source of information for the 2007 Interim Research Assessment Committee for Computer Science at the three technical universities in the Netherlands. The report also provides information for others interested in our research activities
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