697 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

    Interactive Visualization of Virtual Orchard

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    Colloque avec actes et comité de lecture. internationale.International audienceIn the application in agriculture and forestry of modeling and simulation of three-dimensional plant growth, interactive visualization of virtual plant community using recently developed model processing and model simplification technology in computer graphics and virtual reality becomes a new focus. The new methods in this paper are the simplifications of models with special shapes: Progressive Leaves Union and View-Dependent Branch Mesh Reorganization, where the originalities include: (1) topological structure modifying progressive simplification with error analysis for sparse parts of a plant, i.e., leaves, flowers and fruits; (2) multi-resolution remeshing for continuous parts, mainly branches; (3) simplification degree determined by viewpoint position, permitted errors, display resolution, and different positions of plants. Therefore, plant models with high proportional simplification are obtained keeping original visual effect within permission scope. Plant modeling and the growth simulation methods in AMAP team are used and plant-positioning data are generated from software AMAP-OrchestraTM as data source. An interactive navigation in virtual orchard is accomplished, and a virtual apple orchard is presented as an example. All of this work is taken in the organization and environment of the high performance computation and visualization in ISA and SILVES projects of INRIA

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 324)

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    This bibliography lists 200 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during May, 1989. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance

    Annotated Bibliography: Anticipation

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    A Biosymtic (Biosymbiotic Robotic) Approach to Human Development and Evolution. The Echo of the Universe.

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    In the present work we demonstrate that the current Child-Computer Interaction paradigm is not potentiating human development to its fullest – it is associated with several physical and mental health problems and appears not to be maximizing children’s cognitive performance and cognitive development. In order to potentiate children’s physical and mental health (including cognitive performance and cognitive development) we have developed a new approach to human development and evolution. This approach proposes a particular synergy between the developing human body, computing machines and natural environments. It emphasizes that children should be encouraged to interact with challenging physical environments offering multiple possibilities for sensory stimulation and increasing physical and mental stress to the organism. We created and tested a new set of computing devices in order to operationalize our approach – Biosymtic (Biosymbiotic Robotic) devices: “Albert” and “Cratus”. In two initial studies we were able to observe that the main goal of our approach is being achieved. We observed that, interaction with the Biosymtic device “Albert”, in a natural environment, managed to trigger a different neurophysiological response (increases in sustained attention levels) and tended to optimize episodic memory performance in children, compared to interaction with a sedentary screen-based computing device, in an artificially controlled environment (indoors) - thus a promising solution to promote cognitive performance/development; and that interaction with the Biosymtic device “Cratus”, in a natural environment, instilled vigorous physical activity levels in children - thus a promising solution to promote physical and mental health

    Benelux meeting on systems and control, 23rd, March 17-19, 2004, Helvoirt, The Netherlands

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    Book of abstract

    From cinema education to the omnipresence of digital screens: challenging the assumptions in view of educational experiences

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    Digital anthropology

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    The textbook supplements the lecture material with topical issues of the philosophy of neural technologies. The material belongs to the section "Philosophy of natural science and technology" of the lecture course on the philosophy and methodology of science. The natural-science aspects of human conscious-ness and technological trends in the evolution of convergent structures of digital ecosystems are described. The evolution of system computer engineering is analyzed
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