490 research outputs found

    Toward impactful collaborations on computing and mental health

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    We describe an initiative to bring mental health researchers, computer scientists, human-computer interaction researchers, and other communities together to address the challenges of the global mental ill health epidemic. Two face-to-face events and one special issue of the Journal of Medical Internet Research were organized. The works presented in these events and publication reflect key state-of-the-art research in this interdisciplinary collaboration. We summarize the special issue articles and contextualize them to present a picture of the most recent research. In addition, we describe a series of collaborative activities held during the second symposium and where the community identified 5 challenges and their possible solutions

    Usability and acceptability assessment of an empathic virtual agent to prevent major depression

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    In Human-Computer Interaction, the adaptation of the content and the way of how this content is communicated to the users in interactive sessions is a critical issue to promote the acceptability and usability of any computational system. We present a user-adapted interactive platform to identify and provide an early intervention for symptoms of depression and suicide. In particular, we describe the work performed to assess users' system acceptability and usability. An empathic Virtual Agent is the main interface with the user, and it has been designed to generate the appropriate dialogues and emotions during the interactions according to the detected user's specific needs. This personalization is based on a dynamic user model nurtured with clinical, demographical and behavioural information. The evaluation was performed with 60 participants from the university community. The obtained results were promising, allowing the execution of a further clinical trial. The system's usability score was 75.7%, and the score of the user-adapted content and the emotional responses of the Virtual Agent was 70.9%.The work presented in this manuscript has been partially funded by the Conselleria de Sanidad of Generalitat Valenciana, in the research project entitled 'Sistema computacional de ayuda a la prevencion de episodios de depresion y suicidio - PREVENDEP'. We thank the company Faceshift (www.faceshift.com) for providing their software to perform facial motion capture in order to develop the talking head that represent our empathic virtual agent.Bresó Guardado, A.; Martinez-Miranda, J.; Botella Arbona, C.; Baños Rivera, RM.; García Gómez, JM. (2016). Usability and acceptability assessment of an empathic virtual agent to prevent major depression. Expert Systems. 33(4):297-312. doi:10.1111/exsy.12151S29731233

    BlokCar: Creating Interactive In-Car Entertainment System For Children

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    The research proposes an in-car entertainment system for children to relieve their in-car boredom and further enhance the travel experience. While more and more attention has already been paid on human-car interaction, there is still very limited research considering the interaction between back seat passengers and the car. This project aims to explore the new research area and solve the problems for the children passengers. Based on the research (Price & Matthews, 2013; Wilfinger et al., 2011), many parents reported the quality time they spent with their children in the car was invaluable. Due to the limited space of a car, car travelling is a perfect opportunity to pull a family together and build the memory. However, the travel experience with children is usually not so pleasant for the parents. More than 60% of parents in the survey (Daily Mail, 2011) admitted that travelling without children made them happier. Besides, driving with children also possibly compromise driving safety. According to the previous studies (Koppel, Charlton, Kopinathan, & Taranto, 2011; Wilfinger et al., 2011), children in the car are 12 times more distracting than using cell phone while driving. And the most distracting child-related activities are 1. Looking back at their children, 2. Helping the children and 3. Playing with their children. If searching the keywords about traveling with children, plenty of strategies are suggested to help parents overcome the difficulty. Among them, one of the most mentioned methods is entertainment. Therefore, I further do the user research to understand the real users and their travel experience especially on the entertainment devices. And I found they are having a hard time in preparing the entertainment devices for their children, figuring out what can be played in the car, selecting the adequate toys for the limited space and worrying about the children’s eyes health. With the findings and insights, I generate the designs iteratively. Finally I proposed a system composed of three major components- 1. Mobile Application, 2. Interactive Block- BlokCar and 3. AR Interactive Window. The mobile application helps to better plan and prepare for the trip and also provide a variety of entertainment resources for the users during the car travel. When they arrive, the application records the travel history automatically and generate the memorable data. On the children’s side, they play with the interactive block which is connected with the mobile application so both of the parents or the children can engage in. Instead of allowing children to play games on the digital devices, the interactive block attempts to entertain children without compromising the eyes health and to create the variations of toys. Finally, the AR interactive window broadens the playground and allows the children to interact with the surroundings. The whole system is cross-media interactive and location-based. It aims not only to solve the problems of the current travel experience, but also to create the values of a family trip

    Designing for Aesthetic Experiences from the Body and Felt-Sense

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    Third Wave Human Computer Interaction (HCI) has opened the door for research agendas placing the lived body in the centre of discussion. However, aspects such as the articulation of aesthetic experiences, as well as the transference of somatic values into the design practice require more systematic methods to analyse, articulate and frame those values into practical design solutions. Recognising this gap, this thesis investigates the use of bodily self-awareness and subjective experience as a material for accessing discoveries, by integrating theoretical and practical principles from Eugene Gendlin’s psychosomatic technique Focusing into the fields of design and HCI. Particularly important is Gendlin’s notion of felt sense, which can be defined as a state; a complex bodily sense of implicit knowing, consisting of an implicit source of sensations, feelings, memories, thoughts and other manifestations difficult to label through straightforward definitions. These manifestations are carefully articulated and documented by those who experience the felt-sense, becoming the material capture of aesthetic experiences used for research and practice. The research questions are developed around how aesthetic qualities emerging from the interaction with the felt-sense, objects and technology assist in the meaning-generation process, and how these outcomes can be utilised in design practice. In terms of methodology, this thesis is inspired by phenomenological research, and follows the conventions of design-oriented research towards the generation of knowledge for design. Four studies were run, dealing with the exploration of novel design methods, and the use of sensory stimuli on the body during the practice of Focusing. As a result, this thesis contributes with a set of Focusing-oriented design methods dealing with different stages of the design process, ranging from inspiration, data collection, ideation, evaluation and prototyping

    A Computational Framework for Planning Therapeutical Sessions aimed to Support the Prevention and Treatment of Mental Health Disorders using Emotional Virtual Agents

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    [EN] Interaction is defined as the realization of a reciprocal action between two or more people or things. Particularly in computer science, the term interaction refers to the discipline that studies the exchange of information between people and computers, and is generally known by the term Human-Computer Interaction (HCI). Good design decisions and an adequate development of the software is required for efficient HCI to facilitate the acceptability of computer-based applications by the users. In clinical settings it is essential to eliminate any barrier and facilitate the interaction between patients and the system. A smooth communication between the user and the computer-based application is fundamental to maximise the advantages and functionalities offered by the system. The design of these applications must consider the personal and current needs of the user by applying a User-Centered Design methodology. The main purpose of this research work is to contribute in the improvement of HCI-based applications addressed to the clinical context, particularly to enhance computer-based interactive sessions to support people suffering from a mental disorder such as Major Depression (MD). Thanks to the advances in Artificial Intelligence techniques, it is now possible to partially automate complex tasks such as the continuous provision of Cognitive-Behavioural Therapies (CBTs) to patients. These CBTs require good levels of adaptability and variability during the interaction with the patient that facilitates the acceptability in the user, an optimal usability and good level of engagement for a successful mid/long term use of the application and treatment adherence. The modelling of complex deliberative and affective processes in artificial systems can be applied to support the prevention and treatment of mental health related issues, enhancing the continuous and remote assistance of patients, saving some economical and clinical resources and reducing the waiting lists in the health services. In this regard, the efforts of this Thesis have been concentrated on the research of two main lines: (1) the generation and planning of adequate contents in an interactive system to support the prevention and treatment of MD based on characteristics of the user; and (2) the modelling of relevant affective processes able to communicate the contents in an emotional effective way taking into account the importance of the affective conditions associated with the MD in the users. Rule Based Systems and the appraisal theory of emotions have been the roots used to develop the main two modules of the computational Framework presented: the Contents Management and the Emotional Modules. Finally, the obtained Framework was integrated into two interactive systems to evaluate the achievement of the research objectives. The first system has been developed in the context of the Help4Mood European research project and its main aim was to support the remote treatment of patients with MD. The second scenario was a system developed to prevent MD and suicidal thoughts in the University community, which was developed in the context of the local PrevenDep research project. These evaluations have indicated that the proposed Framework has reached good levels of usability and acceptability in the target users thanks to the personalizations and adaptation capabilities of the contents and in the way how these contents are communicated to the user. The research work and the obtained results in this Thesis has contributed to the state of the art in HCI-based systems used as support in therapeutic interventions for the prevention and treatment of MD. This was obtained by the combination of a personalized content management to the patient, and the management of the affective processes associated to these pathologies. The developed work also identifies some research lines that need to be addressed in future works to get better HCI systems used for therapeutic purposes.[ES] Interactuar se define como la realización de una acción recíproca entre dos o más personas o cosas. Particularmente en informática, el término interacción se refiere a la disciplina que estudia el intercambio de información entre las personas y computadoras, y suele conocerse por el término anglosajón Human-Computer Interaction (HCI). Un buen diseño y un adecuado desarrollo del software es necesario para lograr una HCI eficiente que facilite la aceptabilidad del sistema por el usuario. En entornos clínicos es fundamental eliminar cualquier tipo de barrera y facilitar la interacción entre los pacientes y el computador. Es de vital importancia que haya una buena comunicación entre usuario y computador, por este motivo el sistema debe de estar diseñado pensando en las necesidades actuales, cambiantes y personales del usuario, basándose en la metodología de diseño centrado en el usuario. El propósito principal de esta investigación es la identificación de mejoras en HCI aplicada en entornos clínicos, en concreto para dar soporte a personas con trastornos mentales como la Depresión Mayor (DM) y que precisan de terapias psicológicas adecuadas y continuas. Gracias a técnicas de Inteligencia Artificial, es posible automatizar eficientemente ciertas acciones asociadas a los procesos de las terapias cognitivo-conductuales (CBTs, del inglés Cognitive-Behavioural Therapies). Los sistemas de ayuda a la CBT, requieren de una adaptabilidad y variabilidad en la interacción para favorecer la usabilidad del sistema y asegurar la continuidad de la motivación del paciente. Una buena gestión de esta automatización influiría en la aceptabilidad de los pacientes y podría mejorar su adherencia a los tratamientos y por consiguiente mejorar su estado de salud. Adicionalmente, la unión de procesos deliberativos dinámicos pueden liberar recursos clínicos, mejorando el control de los pacientes, y reduciendo los tiempos de espera y los costes económicos. En este sentido, los esfuerzos de esta Tesis se han centrado en la investigación de dos líneas diferentes: (1) la selección y planificación adecuada de los contenidos presentados durante la interacción a través de una planificación dinámica y personalizada, y (2) la adecuación de la comunicación de los contenidos hacia el paciente tomando en cuenta la importancia de los procesos afectivos asociados a estas patologías. Los Sistemas Basados en Reglas (SBR) han sido la herramienta utilizada para dar soporte a los dos módulos principales que componen el Framework presentado en esta Tesis: el módulo de gestión de los contenidos y el módulo emocional. Concluida la fase de diseño, desarrollo y testeo, el Framework fue adaptado e integrado en sistemas reales, para validar la viabilidad y la adecuación del marco de trabajo de esta Tesis. En primer lugar, el sistema se aplicó durante tres años en el tratamiento de la DM en varios centros clínicos europeos en el contexto del Proyecto Europeo de investigación Help4Mood. Finalmente, el sistema fue evaluado en la tarea de prevención de la DM y del suicidio en el Proyecto Local de investigación PrevenDep, de un año de duración. El feedback de estas evaluaciones demostraron que el HCI del Framework tiene unos niveles altos de usabilidad y aceptación, gracias a la personalización, variabilidad y adaptación de los contenidos y de la comunicación de los mismos. Los experimentos computacionales llevados a cabo en esta Tesis han permitido avanzar el estado del arte de sistemas computacionales emocionales aplicados en entornos terapéuticos para la prevención y tratamiento de la DM. Principalmente, gracias a la combinación de una gestión personalizada de los contenidos hacia el paciente tomando en cuenta la importancia de los procesos afectivos asociados a estas patologías. Este trabajo abre nuevas líneas de investigación, como la aplicación de este sistema en otras patologías de salud mental en las qu[CA] Interactuar es defineix com la realització d'una acció recíproca entre dos o més persones o coses. Particularment en informàtica, el terme interacció es refereix a la disciplina que estudia l'intercanvi d'informació entre les persones i computadores, i es sol conèixer pel terme anglosaxó Human-Computer Interaction (HCI). Un bon disseny i un adequat desenvolupament del software és necessari per aconseguir una HCI eficient que faciliti l'acceptabilitat del sistema per l'usuari. En entorns clínics és fonamental eliminar qualsevol tipus de barrera i facilitar la interacció entre els pacients i el computador. És de vital importància que hi hagi una bona comunicació entre l'usuari (o pacient) i el computador, per aquest motiu el sistema ha d'estar dissenyat pensant en les necessitats actuals, cambiants i personals de l'usuari, basant-se en la metodologia de disseny centrat en l'usuari. El propòsit principal d'aquesta investigació és la identificació de millores en HCI aplicada en entorns clínics, en concret per donar suport a persones amb trastorns mentals com la Depressió Major (DM) i que precisen de teràpies psicològiques adequades i contínues. Gràcies a tècniques d'Intel·ligència Artificial, és possible automatitzar eficientment certes accions asociades al processos de les teràpies cognitiu-conductuals. Els sistemes computacionals de ajuda a la CBT, requereixen d'una adaptabilitat i variabilitat en la interacció per afavorir la usabilitat del sistema i assegurar la continuïtat de la motiviació del pacient. Una bona gestió d'aquesta automatització influiria en l'acceptabilitat dels pacients i podria millorar la seva adherència als tractaments i per tant millorar el seu estat de salut. Addicionalment, la unió de processos deliberatius dinàmics poden alliberar recursos clínics, millorant el control dels pacients, i reduint els temps d'espera i els costos econòmics. En aquest sentit, els esforços d'aquesta Tesi s'han centrat en la investigació de dues línies diferents: (1) la selecció i planificació adequada dels continguts presentats durant la interacció a través d'una planificació dinàmica i personalitzada, i (2) l'adequació de la comunicació dels continguts cap al pacient tenint en compte la importància dels processos afectius associats a aquestes patologies. Els Sistemes Basats en Regles (SBR) han estat la eina utilitzada per donar suport als dos mòduls principals que componen el Framework presentat en aquesta Tesi: el mòdul de gestió dels continguts oferits a l'usuari; i el mòdul emocional. Conclosa la fase de disseny, desenvolupament i testeig, el Framework va ser adaptat als dominis corresponents i integrat en sistemes madurs per ser avaluat en dos escenaris reals, per validar la viabilitat i l'adequació del Framework d'aquesta tesi. Primerament, el sistema es va aplicar durant tres anys en el tractament de la DM major en diversos centres clínics europeus en el context del Projecte Europeu d'investigació Help4Mood. Finalment, el sistema va ser avaluat en la tasca de prevenció de la DM i del suïcidi al Projecte Local d'investigació PrevenDep, d'un any de durada. El feedback de les avaluacions han demostrat que el HCI del Framework obté uns nivells alts d'usabilitat i acceptació, gràcies a la personalització, variabilitat i adaptació dels continguts i de la comunicació. Els experiments computacionals duts a terme en aquesta Tesi han permès avançar l'estat de l'art de sistemes computacionals emocionals aplicats en entorns terapèutics per a la prevenció i tractament de la DM. Principalment, gracies a la combinació d'una gestió personalitzada dels continguts cap al pacient tenint en compte la importància dels processos afectius associats a aquestes patologies. Aquest treball obre noves línies d'investigació, com l'aplicació d'aquest sistema en altres patologies de salut mental en què sigui recomanable l'aplicació de sessions terapèutiques.Bresó Guardado, A. (2016). A Computational Framework for Planning Therapeutical Sessions aimed to Support the Prevention and Treatment of Mental Health Disorders using Emotional Virtual Agents [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/64082TESI

    XR, music and neurodiversity: design and application of new mixed reality technologies that facilitate musical intervention for children with autism spectrum conditions

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    This thesis, accompanied by the practice outputs,investigates sensory integration, social interaction and creativity through a newly developed VR-musical interface designed exclusively for children with a high-functioning autism spectrum condition (ASC).The results aim to contribute to the limited expanse of literature and research surrounding Virtual Reality (VR) musical interventions and Immersive Virtual Environments (IVEs) designed to support individuals with neurodevelopmental conditions. The author has developed bespoke hardware, software and a new methodology to conduct field investigations. These outputs include a Virtual Immersive Musical Reality Intervention (ViMRI) protocol, a Supplemental Personalised, immersive Musical Experience(SPiME) programme, the Assisted Real-time Three-dimensional Immersive Musical Intervention System’ (ARTIMIS) and a bespoke (and fully configurable) ‘Creative immersive interactive Musical Software’ application (CiiMS). The outputs are each implemented within a series of institutional investigations of 18 autistic child participants. Four groups are evaluated using newly developed virtual assessment and scoring mechanisms devised exclusively from long-established rating scales. Key quantitative indicators from the datasets demonstrate consistent findings and significant improvements for individual preferences (likes), fear reduction efficacy, and social interaction. Six individual case studies present positive qualitative results demonstrating improved decision-making and sensorimotor processing. The preliminary research trials further indicate that using this virtual-reality music technology system and newly developed protocols produces notable improvements for participants with an ASC. More significantly, there is evidence that the supplemental technology facilitates a reduction in psychological anxiety and improvements in dexterity. The virtual music composition and improvisation system presented here require further extensive testing in different spheres for proof of concept

    THE VARIETIES OF USER EXPERIENCE BRIDGING EMBODIED METHODOLOGIES FROM SOMATICS AND PERFORMANCE TO HUMAN COMPUTER INTERACTION

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    Embodied Interaction continues to gain significance within the field of Human Computer Interaction (HCI). Its growing recognition and value is evidenced in part by a remarkable increase in systems design and publication focusing on various aspects of Embodiment. The enduring need to interact through experience has spawned a variety of interdisciplinary bridging strategies in the hope of gaining deeper understanding of human experience. Along with phenomenology, cognitive science, psychology and the arts, recent interdisciplinary contributions to HCI include the knowledge-rich domains of Somatics and Performance that carry long-standing traditions of embodied practice. The common ground between HCI and the fields of Somatics and Performance is based on the need to understand and model human experience. Yet, Somatics and Performance differ from normative HCI in their epistemological frameworks of embodiment. This is particularly evident in their histories of knowledge construction and representation. The contributions of Somatics and Performance to the history of embodiment are not yet fully understood within HCI. Differing epistemologies and their resulting approaches to experience identify an under-theorized area of research and an opportunity to develop a richer knowledge and practice base. This is examined by comparing theories and practices of embodied experience between HCI and Somatics (Performance) and analyzing influences, values and assumptions underlying epistemological frameworks. The analysis results in a set of design strategies based in embodied practices within Somatics and Performance. The subsequent application of these strategies is examined through a series of interactive art installations that employ embodied interaction as a central expression of technology. Case Studies provide evidence in the form of rigorously documented design processes that illustrate these strategies. This research exemplifies 'Research through Art' applied in the context of experience design for tangible, wearable and social interaction

    Artifacts for Agile User-Centered Design: A Systematic Mapping

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    Abstract—The integration of Agile and User-Centered Design methods is a fundamental condition to improve the quality of software products. However, one of the main problems faced to establish this integration on a day-to-day basis is how to improve communication among the invariably distinct involved teams. We believe that the artifacts involved in the development process could be used to support and increase teams’ communication. To better understand this scenario, we performed a systematic mapping study on artifacts and their role in the communication between Agile and User-Centered Design fields. Through the analysis of 56 papers dealing with this specific topic, we present the artifacts used for communication in these approaches and software development events when they are used. The analyzed studies reinforced our beliefs about the importance of artifacts to improve teams’ communication

    Six Human-Centered Artificial Intelligence Grand Challenges

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    Widespread adoption of artificial intelligence (AI) technologies is substantially affecting the human condition in ways that are not yet well understood. Negative unintended consequences abound including the perpetuation and exacerbation of societal inequalities and divisions via algorithmic decision making. We present six grand challenges for the scientific community to create AI technologies that are human-centered, that is, ethical, fair, and enhance the human condition. These grand challenges are the result of an international collaboration across academia, industry and government and represent the consensus views of a group of 26 experts in the field of human-centered artificial intelligence (HCAI). In essence, these challenges advocate for a human-centered approach to AI that (1) is centered in human well-being, (2) is designed responsibly, (3) respects privacy, (4) follows human-centered design principles, (5) is subject to appropriate governance and oversight, and (6) interacts with individuals while respecting human’s cognitive capacities. We hope that these challenges and their associated research directions serve as a call for action to conduct research and development in AI that serves as a force multiplier towards more fair, equitable and sustainable societies
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