78 research outputs found

    Customizing Experiences for Mobile Virtual Reality

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    A criação manual de conteúdo para um jogo é um processo demorado e trabalhoso que requer um conjunto de habilidades diversi cado (normalmente designers, artistas e programadores) e a gestão de diferentes recursos (hardware e software especializados). Dado que o orçamento, tempo e recursos são frequentemente muito limitados, os projetos poderiam bene ciar de uma solução que permitisse poupar e investir noutros aspectos do desenvolvimento. No contexto desta tese, abordamos este desa o sugerindo a criação de pacotes especí cos para a geração de conteúdo per sonalizável, focados em aplicações de Realidade Virtual (RV) móveis. Esta abordagem divide o problema numa solução com duas facetas: em primeiro lugar, a Geração Procedural de Conteúdo, alcançada através de métodos convencionais e pela utilização inovadora de Grandes Modelos de Lin guagem (normalmente conhecidos por Large Language Models). Em segundo lugar, a Co-Criação de Conteúdo, que enfatiza o desenvolvimento colaborativo de conteúdo. Adicionalmente, dado que este trabalho se foca na compatibilidade com RV móvel, as limitações de hardware associadas a capacetes de RV autónomos (standalone VR Headsets) e formas de as ultrapassar são também abordadas. O conteúdo será gerado utilizando métodos actuais em geração procedural e facilitando a co-criação de conteúdo pelo utilizador. A utilização de ambas estas abordagens resulta em ambi entes, objectivos e conteúdo geral mais re-jogáveis com muito menos desenho. Esta abordagem está actualmente a ser aplicada no desenvolvimento de duas aplicações de RV distintas. A primeira, AViR, destina-se a oferecer apoio psicológico a indivíduos após a perda de uma gravidez. A se gunda, EmotionalVRSystem, visa medir as variações nas respostas emocionais dos participantes induzidas por alterações no ambiente, utilizando tecnologia EEG para leituras precisas

    Providing Real-Time Exercise Feedback to Patients Undergoing Physical Therapy

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    Musculoskeletal conditions, often requiring rehabilitation, affect one-third of the U.S. population annually. RehabBuddy is a rehabilitation assistance system that extends the reach of a physical rehabilitation specialist beyond the clinic. This thesis presents a system that uses body-worn motion sensors and a mobile application that provides the patient with assistance to ensure that home exercises are performed with the same precision as under clinical supervision. Assisted by a specialist in the clinic, the wearable sensors and user interface developed allow the capture of individualized exercises unique to the patient's physical abilities. Beyond the clinical setting, the system can assist patients by providing real-time corrective feedback to repeat these exercises through a correct and complete arc of motion for the prescribed number of repetitions. An inertial measurement unit (IMU) is used on the body part to be exercised to capture its pose. Presented is a kinematics data processing approach to defining custom exercises with flexibility in terms of where it is worn and the nature of the exercise, as well as real-time corrective feedback parameters. This thesis goes through the engineering approach, initial student investigator trials, and presents new preliminary subject data from subject trials currently ongoing at the University of Kentucky. The system is tested on multiple exercises performed by multiple subjects. It is then demonstrated how it can improve exercise adherence by assisting patients in reaching the full prescribed range of motion and avoid overextension, assist in adherence to the ideal plane of motion, and affect hold time.MSComputer Engineering, College of Engineering & Computer ScienceUniversity of Michigan-Dearbornhttp://deepblue.lib.umich.edu/bitstream/2027.42/169159/1/Ella Reimann Final Thesis.pd

    Proceedings of the 9th international conference on disability, virtual reality and associated technologies (ICDVRAT 2012)

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    The proceedings of the conferenc

    User Interface Design and Validation for the Automated Rehabilitation System

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    In current physical rehabilitation protocols, patients typically perform exercises with intermittent feedback or guidance following the initial demonstrations from the physiotherapist. Although many patient-centered systems have been developed for home rehabilitation, few systems have been developed to aid the physiotherapist as well as patients in the rehabilitation clinic. This thesis designs and validates the user interface of an Automated Rehabilitation System (ARS), tailored for both patients and therapists in the clinical setting. The ARS was designed using an iterative design process, developed with physiotherapists and patients in a knee and hip replacement clinic. ARS consists of body-worn inertial measurement units which are used to continuously estimate the patient's pose. The estimated pose is graphically represented as an animation and overlaid with the instructed motion on a visual display shown to the patient during exercise performance. ARS allows physiotherapists to quantitatively measure patient movement, assess recovery progress, and manage and schedule patient exercise regimens. For patients, ARS provides visual feedback and a novel exercise guidance feature to aid them while exercising. As an initial "proof of concept", two user studies were conducted with healthy participants to evaluate the usability of the visual guidance tool. Motion data was collected by the inertial measurement unit sensors and used to evaluate quality of motion, comparing user performance with and without visual feedback and with or without exercise guidance. The quantitative and qualitative results of the studies confirmed that performing the exercises with the visual guidance tool promotes more consistent exercise performance and proper technique with healthy participants. Following the user studies with healthy participants, system requirements and design requirements were derived through a focus group with 13 physiotherapists. The physiotherapists were presented with an early version of ARS and were asked to discuss how they envisioned the system could potentially be used in their current workflow and whether such a system could improve their current protocol. The physiotherapists provided comments on both the physiotherapist and patient interface of the system. The physiotherapists felt the physiotherapist interface would be useful for patient assessment and provided suggestions on how the data could be better displayed to fit their current workflow. The physiotherapists also felt the patient interface would be helpful for patients to learn the exercise motion, but they expressed concerns as to whether the patient population would be able to comprehend the guidance component of the patient interface. Following adaptations of the interface to incorporate physiotherapist feedback, the patient interface was evaluated in a user study with 26 outpatients in the clinical setting. Patients were asked to wear the inertial measurement unit sensors during their exercise session and were instructed to use the ARS interface for a subset of the exercises in their exercise regimen. At the end of the exercise session, patients were asked to complete questionnaires and participate in a semi-structured interview where the researchers asked the patients to discuss their experiences using ARS while exercising. The results show that performing the exercises with the visual guidance tool improves the quality of exercise performance and that patients had a positive experience exercising with ARS. Finally, a pilot study was conducted with two healthy participants to evaluate the effects of different forms of feedback on exercise performance. Participants were instructed to perform four different exercises and were shown a different feedback method for each exercise. The results of this pilot study showed that additional feedback from ARS may improve range of motion and increase consistency in exercise performance, and is worth further investigation in future work

    From Fan Videos to Crowdsourcing: The Political Economy of User-Driven Online Media Platforms and Practices

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    Following its rise to popularity from 2004 onwards, an increasingly idealistic and dominant conception of platforms, practices, and projects shaped by the Web 2.0 paradigm or the Social Web would emerge and rehabilitate past utopian assertions about the democratizing, participatory, and collaborative potential of the Internet, so as to attractively characterize them as enabling radically empowering forms of online participation by average citizens. In this dissertation, the core features of the affectively charged discourse surrounding this growing media environment are critically examined in order to understand their misleading character and supportive function within the communicative economy of contemporary neoliberal capitalism and the media apparatus of flexible control strategies that sustains it. Moreover, with the help of critical-theoretical, political-economic, and autonomist theories, this dissertation analyzes a set of representative online media practices driven by users and embodying the individualistic and collective incarnations of the Social Web — such as YouTube-based gameplay commentary videos and fanvid parodies of animated media from Japan along with key examples of media crowdsourcing like the Life in a Day documentary and the Star Wars Uncut remake project. Its analysis of these case studies exposes how the above media apparatus of strategies and decisions increasingly shaping this digital media ecosystem, while encouraging the creative agency of online users, often results in its flexible control by corporate interests and the formation of new forms of power relations, inequality, and exploitation

    Cinemas of Endurance

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    Cinemas of Endurance begins by questioning the way in which critics and scholars have addressed art cinema over the last decade, specifically the films referred to as “slow cinema.” These films have garnered widespread attention since the start of the 21st century for how they deploy what many believe to be anachronistic and redundant formal techniques, often discussed in terms of nostalgia and pastiche. This dissertation argues that these films have been unfairly couched within this discourse that largely judges their validity based on their stylistic similarities to the art cinema of the 1960s and 1970s. Breaking from this direction, this project proposes we take these films and their aesthetic seriously, not for stubbornly refuting the prevailing formal trends in filmmaking, but for how it creates a critical optic that grants us a greater capacity to recognize some of the most prevailing social, political, and economic issues of the last decade. Further, by using stylistic techniques that can often register as out of place, or protracted, these films can help us to understand the way our physical, mental, and affective coordinates have shifted in this historical moment. Each chapter of this dissertation takes an exemplary film from this subset of art cinema and addresses how the aesthetic works against established modes of viewing to render visible modalities of life that often escape critical ire because they are expected. This project relies on the theories and methodologies of film and media studies, aesthetic theory, realism, materialism, accelerationism, cultural studies, continental philosophy, and political philosophy. The films and filmmakers analyzed include: The Limits of Control (2009), dir. Jim Jarmusch; Ossos (1997), In Vanda’s Room (2000), and Colossal Youth (2006), dir. Pedro Costa; Dogville (2003), dir. Lars von Trier; and, 2046 (2004), dir. Wong Kar-wai

    2018 FSDG Combined Abstracts

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    https://scholarworks.gvsu.edu/fsdg_abstracts/1000/thumbnail.jp

    2019-2020 Graduate Catalog

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    https://digitalcommons.sacredheart.edu/g_cat/1063/thumbnail.jp
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