2,107 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

    An Overview of Self-Adaptive Technologies Within Virtual Reality Training

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    This overview presents the current state-of-the-art of self-adaptive technologies within virtual reality (VR) training. Virtual reality training and assessment is increasingly used for five key areas: medical, industrial & commercial training, serious games, rehabilitation and remote training such as Massive Open Online Courses (MOOCs). Adaptation can be applied to five core technologies of VR including haptic devices, stereo graphics, adaptive content, assessment and autonomous agents. Automation of VR training can contribute to automation of actual procedures including remote and robotic assisted surgery which reduces injury and improves accuracy of the procedure. Automated haptic interaction can enable tele-presence and virtual artefact tactile interaction from either remote or simulated environments. Automation, machine learning and data driven features play an important role in providing trainee-specific individual adaptive training content. Data from trainee assessment can form an input to autonomous systems for customised training and automated difficulty levels to match individual requirements. Self-adaptive technology has been developed previously within individual technologies of VR training. One of the conclusions of this research is that while it does not exist, an enhanced portable framework is needed and it would be beneficial to combine automation of core technologies, producing a reusable automation framework for VR training

    Fall prevention intervention technologies: A conceptual framework and survey of the state of the art

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    In recent years, an ever increasing range of technology-based applications have been developed with the goal of assisting in the delivery of more effective and efficient fall prevention interventions. Whilst there have been a number of studies that have surveyed technologies for a particular sub-domain of fall prevention, there is no existing research which surveys the full spectrum of falls prevention interventions and characterises the range of technologies that have augmented this landscape. This study presents a conceptual framework and survey of the state of the art of technology-based fall prevention systems which is derived from a systematic template analysis of studies presented in contemporary research literature. The framework proposes four broad categories of fall prevention intervention system: Pre-fall prevention; Post-fall prevention; Fall injury prevention; Cross-fall prevention. Other categories include, Application type, Technology deployment platform, Information sources, Deployment environment, User interface type, and Collaborative function. After presenting the conceptual framework, a detailed survey of the state of the art is presented as a function of the proposed framework. A number of research challenges emerge as a result of surveying the research literature, which include a need for: new systems that focus on overcoming extrinsic falls risk factors; systems that support the environmental risk assessment process; systems that enable patients and practitioners to develop more collaborative relationships and engage in shared decision making during falls risk assessment and prevention activities. In response to these challenges, recommendations and future research directions are proposed to overcome each respective challenge.The Royal Society, grant Ref: RG13082

    Driving vivid virtual environments from sensor networks

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    Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.Cataloged from PDF version of thesis.Includes bibliographical references (pages 89-95).The rise of ubiquitous sensing enables the harvesting of massive amounts of data from the physical world. This data is often used to drive the behavior of devices, but when presented to users, it is most commonly visualized quantitatively, as graphs and charts. Another approach for the representation of sensor network data presents the data within a rich, virtual environment. This thesis introduces the concept of Resynthesizing Reality through the construction of Doppelmarsh, the virtual counterpart of a real marsh located in Plymouth Massachusetts, where the Responsive Environments Group has deployed and maintained a network of environmental sensors. By freely exploring such environments, users gain a vivid, multi-modal, and experiential perspective into large, multi-dimensional datasets. We present a variety of approaches to manifesting data in "avatar landscape", including landscapes generated off live video, tinting frames in correspondence with temperature, or representing sensor history in the appearance and behavior of animals. The concept of virtual lenses is also introduced, which makes it easy to dynamically switch sensor-to-reality mapping from within virtual environments. In this thesis, we describe the implementation and design of Doppelmarsh, present techniques to visualize sensor data within virtual environments, and discuss potential applications for Resynthesizing Reality.by Don Derek Haddad.S.M

    Mixed reality entertainment with wearable computers

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    Master'sMASTER OF ENGINEERIN

    A 360 VR and Wi-Fi Tracking Based Autonomous Telepresence Robot for Virtual Tour

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    This study proposes a novel mobile robot teleoperation interface that demonstrates the applicability of a robot-aided remote telepresence system with a virtual reality (VR) device to a virtual tour scenario. To improve realism and provide an intuitive replica of the remote environment for the user interface, the implemented system automatically moves a mobile robot (viewpoint) while displaying a 360-degree live video streamed from the robot to a VR device (Oculus Rift). Upon the user choosing a destination location from a given set of options, the robot generates a route based on a shortest path graph and travels along that the route using a wireless signal tracking method that depends on measuring the direction of arrival (DOA) of radio signals. This paper presents an overview of the system and architecture, and discusses its implementation aspects. Experimental results show that the proposed system is able to move to the destination stably using the signal tracking method, and that at the same time, the user can remotely control the robot through the VR interface

    Customising games for non-formal rehabilitation

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    The field of rehabilitation has increasingly adopted commercially available games using perceptual interfaces as a means for physically training patients. The adaptability of such systems to match each person’s need and rehabilitation goal remains problematic. This paper presents a rapid prototyping approach for customising gaming technology using various affordable commercial devices and open source software. We first demonstrate how a freely available game is adapted for training disabled people through different sensors and control modes. We then show how an open online virtual world such as Second Life® offers sufficient conditions for quickly building custom content for testing with interactive devices. When presented with these prototyping possibilities, people from the target groups (healthcare professionals, patients, people with disabilities, older people, families) related such systems to their needs and further elaborated on the use of such systems. Our research indicates how availability of simple prototyping platforms expands upon the possibilities for developers and practitioners
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