119 research outputs found

    Nonverbal communication in text based virtual realities

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    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Low-Cost Objective Measurement of Prehension Skills

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    This thesis aims to explore the feasibility of using low-cost, portable motion capture tools for the quantitative assessment of sequential 'reach-to-grasp' and repetitive 'finger-tapping' movements in neurologically intact and deficit populations, both in clinical and non-clinical settings. The research extends the capabilities of an existing optoelectronic postural sway assessment tool (PSAT) into a more general Boxed Infrared Gross Kinematic Assessment Tool (BIGKAT) to evaluate prehensile control of hand movements outside the laboratory environment. The contributions of this work include the validation of BIGKAT against a high-end motion capture system (Optotrak) for accuracy and precision in tracking kinematic data. BIGKAT was subsequently applied to kinematically resolve prehensile movements, where concurrent recordings with Optotrak demonstrate similar statistically significant results for five kinematic measures, two spatial measures (Maximum Grip Aperture – MGA, Peak Velocity – PV) and three temporal measures (Movement Time – MT, Time to MGA – TMGA, Time to PV – TPV). Regression analysis further establishes a strong relationship between BIGKAT and Optotrak, with nearly unity slope and low y-intercept values. Results showed reliable performance of BIGKAT and its ability to produce similar statistically significant results as Optotrak. BIGKAT was also applied to quantitatively assess bradykinesia in Parkinson's patients during finger-tapping movements. The system demonstrated significant differences between PD patients and healthy controls in key kinematic measures, paving the way for potential clinical applications. The study characterized kinematic differences in prehensile control in different sensory environments using a Virtual Reality head mounted display and finger tracking system (the Leap Motion), emphasizing the importance of sensory information during hand movements. This highlighted the role of hand vision and haptic feedback during initial and final phases of prehensile movement trajectory. The research also explored marker-less pose estimation using deep learning tools, specifically DeepLabCut (DLC), for reach-to-grasp tracking. Despite challenges posed by COVID-19 limitations on data collection, the study showed promise in scaling reaching and grasping components but highlighted the need for diverse datasets to resolve kinematic differences accurately. To facilitate the assessment of prehension activities, an Event Detection Tool (EDT) was developed, providing temporal measures for reaction time, reaching time, transport time, and movement time during object grasping and manipulation. Though initial pilot data was limited, the EDT holds potential for insights into disease progression and movement disorder severity. Overall, this work contributes to the advancement of low-cost, portable solutions for quantitatively assessing upper-limb movements, demonstrating the potential for wider clinical use and guiding future research in the field of human movement analysis

    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

    Development of an Inexpensive, Haptic Graphical Display Device

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    A finger-worn haptic device capable of rendering 2-D graphics through vibrotactile feedback is presented. The device development is presented from its initial stages of being a stylus design using a photo-interrupter optical sensor and pager-motor actuator to a small case worn on the finger using a RGB color sensor and a piezoelectric actuator. Testing of the latest prototype design shows that it has a spatial sensitivity (\u3c2mm) comparable to natural touch (~1mm) and can be used to output a variety of vibrotactile textures. The design can be expanded for a multiple finger, independent device, while remaining affordable (\u3c$100) and highly portable (\u3c500g)

    Integrating the Nintendo Wii into Therapy: Resources for Occupational Therapy Practitioners

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    Therapists have the challenge of identifying a variety of interesting, meaningful, and purposeful intervention activities for individuals needing rehabilitation services (Weiss, Rand, Katz, & Kizony, 2004). The purpose of this project was to develop educational resources for occupational therapists on the integration of the Nintendo Wii as an intervention. An extensive literature review was conducted using PubMed, SCOPUS, CINAHL, professional journals, and news articles to investigate the health related effects of utilizing virtual reality and video games in the rehabilitation process. Currently, there is minimal research identifying the benefits of video games in occupational therapy practice and no protocols were found to assist occupational therapists with implementing the Nintendo Wii into occupational therapy practice. Resources were developed to educate occupational therapy practitioners on integrating the Nintendo Wii as an occupational therapy intervention. Resources include an educational in-service, a system set-up guide, instructions for creating a Mii character, an activity analysis of the Nintendo Wii Sports games, suggested intervention chart for select performance skills, and case scenario application activities. The educational inservice provides information on the role of virtual reality in rehabilitation, benefits and precautions/contraindications of virtual reality, identification of Nintendo Wii equipment, and system set-up instructions. The Adult Learning Theory and the Model of Human Occupation were utilized in the development of the product. This educational in-service provides occupational therapists with information on the integration of the Nintendo Wii. It provides foundational knowledge allowing therapists to adapt and modify the use of the Nintendo Wii to facilitate occupational performance and client-centered practice. The authors of this scholarly project recommend that the Nintendo Wii be used as an adjunct to occupation-based intervention. It is also recommended that more research be conducted regarding the use of video games, specifically the Nintendo Wii, in occupational therapy to determine the efficacy of this type of approach
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