9,600 research outputs found

    Creating Interaction Scenarios With a New Graphical User Interface

    Full text link
    The field of human-centered computing has known a major progress these past few years. It is admitted that this field is multidisciplinary and that the human is the core of the system. It shows two matters of concern: multidisciplinary and human. The first one reveals that each discipline plays an important role in the global research and that the collaboration between everyone is needed. The second one explains that a growing number of researches aims at making the human commitment degree increase by giving him/her a decisive role in the human-machine interaction. This paper focuses on these both concerns and presents MICE (Machines Interaction Control in their Environment) which is a system where the human is the one who makes the decisions to manage the interaction with the machines. In an ambient context, the human can decide of objects actions by creating interaction scenarios with a new visual programming language: scenL.Comment: 5th International Workshop on Intelligent Interfaces for Human-Computer Interaction, Palerme : Italy (2012

    Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms

    Get PDF
    The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent “devices”, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew “cognitive devices” are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications

    Theory of the Avatar

    Get PDF
    The internet has given birth to an expanding number of shared virtual reality spaces, with a collective population well into the millions. These virtual worlds exhibit most of the traits we associate with the Earth world: economic transactions, interpersonal relationships, organic political institutions, and so on. A human being experiences these worlds through an avatar, which is the representation of the self in a given physical medium. Most worlds allow an agent to choose what kind of avatar she or he will inhabit, allowing a person with any kind of Earth body to inhabit a completely different body in the virtual world. The emergence of avatar-mediated living raises both positive and normative questions. This paper explores several choice models involving avatars. Analysis of these models suggests that the emergence of avatar-mediated life may increase aggregate human well-being, while decreasing its cross-sectional variance. These efficiency and equity effects are contingent on the maintenance and protection of certain rights, however, including the right of agents to free movement, unbiased information, and political participation.information and internet services, computer software, equity, justice, inequality, synthetic worlds

    Analysis of the interaction between elderly people and a simulated virtual coach

    Get PDF
    The EMPATHIC project develops and validates new interaction paradigms for personalized virtual coaches (VC) to promote healthy and independent aging. To this end, the work presented in this paper is aimed to analyze the interaction between the EMPATHIC-VC and the users. One of the goals of the project is to ensure an end-user driven design, involving senior users from the beginning and during each phase of the project. Thus, the paper focuses on some sessions where the seniors carried out interactions with a Wizard of Oz driven, simulated system. A coaching strategy based on the GROW model was used throughout these sessions so as to guide interactions and engage the elderly with the goals of the project. In this interaction framework, both the human and the system behavior were analyzed. The way the wizard implements the GROW coaching strategy is a key aspect of the system behavior during the interaction. The language used by the virtual agent as well as his or her physical aspect are also important cues that were analyzed. Regarding the user behavior, the vocal communication provides information about the speaker's emotional status, that is closely related to human behavior and which can be extracted from the speech and language analysis. In the same way, the analysis of the facial expression, gazes and gestures can provide information on the non verbal human communication even when the user is not talking. In addition, in order to engage senior users, their preferences and likes had to be considered. To this end, the effect of the VC on the users was gathered by means of direct questionnaires. These analyses have shown a positive and calm behavior of users when interacting with the simulated virtual coach as well as some difficulties of the system to develop the proposed coaching strategy.The research presented in this paper is conducted as part of the project EMPATHIC that has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement no 769872

    Renewing Universities of the Third Age : challenges and visions for the future

    Get PDF
    The University of the Third Age [UTA] has developed into a global success story. Whether holding a ‘top-down’ administrative arrangement or embodying a culture of self-help, there can be no doubt as to the triumph of UTAs in meeting the educational, social, and psychological needs of older persons. However, on the basis of fieldwork conducted at the UTA in Malta a cautionary note must be warranted. UTAs may also function as yet another example of glorified occupational therapy that is both conservative and oppressive. At the same time, UTA models seem to be running the risk of becoming obsolete as societies embark on a ‘late-modern’ model of the life course in which the sequential division between learning, work and retirement is becoming increasingly blurred. This article calls for the UTA movement to go through a cultural revolution to remain relevant to contemporary ageing lifestyles. Six key directions are forwarded: embracing a trans formational rationale, ensuring that access overcomes class, gender and ethnic biases, guaranteeing that teaching and learning strategies are skilfully suited to older persons, making greater use of eLearning techniques, extending its activities to frail and physically dependent older people especially those in residential/nursing homes, and organising activities that promote intergenerational learning.peer-reviewe

    A study of virtual reality-mediated affective state and cognitive decline in Alzheimer’s disease

    Full text link
    NeuroscienceLa dĂ©mence de type d’Alzheimer est la plus commune des dĂ©mences. Elle entraĂźne un dĂ©clin dans les capacitĂ©s cognitives et fonctionnelles, se traduisant dans des difficultĂ©s au niveau de la prise de dĂ©cision, de l’accomplissement de tĂąches quotidiennes, de la communication ainsi qu’au niveau de la mĂ©moire et de l’attention. On remarque Ă©galement une diminution de l’état Ă©motionnel et une apathie chez ces patients. Ce mĂ©moire explore une nouvelle approche pour attĂ©nuer les effets psychologiques et cognitifs de la maladie. Les recherches effectuĂ©es dans ce mĂ©moire explorent les impacts cognitifs et les effets sur le bien-ĂȘtre d'une intervention utilisant la rĂ©alitĂ© virtuelle sur les personnes souffrant de dĂ©clin cognitif subjectif. Deux environnements virtuels ont Ă©tĂ© testĂ©s : le premier Ă©tant un environnement dans lequel le participant voyage en train Ă  travers diffĂ©rents climats, et le second Ă©tant un environnement de musicothĂ©rapie qui s’adapte en fonction de la rĂ©ponse Ă©motionnelle du participant. Pour mesurer les impacts sur l'Ă©tat affectif, des lectures Ă©lectroencĂ©phalographiques ont Ă©tĂ© prises et analysĂ©es afin de dĂ©duire l'Ă©motion ressentie par le participant avant, pendant et aprĂšs l'expĂ©rience. Les rĂ©sultats montrent une amĂ©lioration gĂ©nĂ©rale de l'Ă©tat Ă©motionnel pour les deux environnements. Quant Ă  la mesure des effets sur les fonctions cognitives, des tĂąches d'attention et de mĂ©moire ont Ă©tĂ© effectuĂ©es par les participants avant et aprĂšs l'immersion. Les rĂ©sultats montrent une lĂ©gĂšre amĂ©lioration des capacitĂ©s d'attention et une meilleure amĂ©lioration de la mĂ©moire. Nous approprions cet Ă©cart dans l'expĂ©rience de musicothĂ©rapie Ă  l'activation musicale d'un rĂ©seau de structures cĂ©rĂ©brales impliquĂ©es dans les expĂ©riences agrĂ©ables : le circuit de rĂ©compense. Nous proposons que la musique facilite la rĂ©tention de la mĂ©moire chez les personnes souffrant de dĂ©mence. En effet, les rĂ©sultats de l’amĂ©lioration des fonctions cognitives pour les deux expĂ©riences prĂ©cĂ©dentes dĂ©pendent fortement de la prĂ©cision de l'outil de mesure cognitive utilisĂ© pour Ă©valuer les performances d'attention et de mĂ©moire avant et aprĂšs l'intervention. Pour assurer cette prĂ©cision, ce mĂ©moire prĂ©sente un outil de mesure des performances cognitives basĂ© sur des tĂąches cognitives qui ont montrĂ© Ă  plusieurs reprises leur fiabilitĂ©. Cet outil d’adresse aux personnes atteintes de la maladie d'Alzheimer prĂ©-clinique et diagnostiquĂ©e.Alzheimer’s disease is an irreversible disease which causes progressive memory loss and cognitive decline, eventually leading to severe inability to perform basic day-to-day tasks. The urgency to find an effective cure to the disease is crucial, as the medical and economical spin-offs could be disastrous. The present thesis explores a novel approach to help attenuate the psychological and cognitive effects of the disease. The research carried out for this thesis explored cognitive effects and impacts on overall well-being of a virtual reality intervention on people suffering from subjective cognitive decline. Two virtual environments were tested: the first being an environment in which the participant travels through different climates by train, and the second being a music therapy environment modified as a function of emotional response. To measure the effects on affective state, electroencephalography readings were taken and analyzed to infer the emotion felt by the participant before, during the experiment. Results show a general improvement in emotional state. To measure the effects of the environments on cognitive functions, attention and memory tasks were carried out by the participants before and after the immersion. Results show a small improvement in attention skills and a more substantial improvement in memory skills. We appropriate this discrepancy in the music therapy experiment to the musical activation of a network of brain structures involved in rewarding and pleasurable experiences. We propose that music could facilitate memory retention in people sufferance for dementia. Importantly, the results of the previous experiments rely heavily on the accuracy of the cognitive measurement tool used to evaluate attention and memory performances before and after the intervention. To provide this accuracy, this thesis presents a cognitive performance measurement tool based on cognitive tasks which have repeatedly shown to output reliable results. This tool is created to serve for people with pre-clinical Alzheimer’s disease and diagnosed Alzheimer’s disease. Additionally, this tool is designed in such a way as to minimize the effects of repetition as well as varying levels of education and language. This thesis presents a novel and promising research in the realms of computer sciences and health care

    Robotics for social welfare

    Get PDF
    Supported by developments in the field of social robotics, virtual worlds and ICT tools it is possible to build new solutions in health and welfare. Two projects are described in this article. They are intended to improve efficiency and quality of current therapeutic procedures. The ESTIMULO project improves emotional and cognitive status of people with dementia using a reactive pet-robot. The ELDERTOY project modifies the classical concept from the toy industry to develop a new solution for the aged people. ELDERTOY involves a double purpose, fun and therapeutic. In a complementary way, these projects aim to be an example of the breaking of the technology gap both of seniors and of people with disabilities. Therefore, the ultimate goal is to promote and adapt scientific and technological knowledge to be applied to improve significantly the standard of quality of life in society

    An Evidence-Based Approach To Digital Inclusion for Health

    Get PDF
    This report is the first deliverable of the ?Digital Inclusion and Social Knowledge Media for Health: Frameworks and Roadmaps? project. It discusses the concept of social and digital exclusion and suggests that a focus on the digital mediation of social processes may provide more purchase for public service providers. This focus leads to the consideration of the way in which digital services might support a range of health-related factors which are both directly and indirectly linked to specific health outcomes. The report discusses some examples in the light of a consideration of the specific (and spatial) health needs and priorities of Solihull Care Trust. The report concludes with suggestions for directions for future research and development
    • 

    corecore