115,768 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 empirical framework for human-robot proxemics

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    The work described in this paper was conducted within the EU Integrated Projects COGNIRON ("The Cognitive Robot Companion") and LIREC (LIving with Robots and intEractive Companions) and was funded by the European Commission under contract numbers FP6- 002020 and FP7-215554.An empirical framework for Human-Robot (HR) proxemics is proposed which shows how the measurement and control of interpersonal distances between a human and a robot can be potentially used by the robot to interpret, predict and manipulate proxemic behaviour for Human-Robot Interactions (HRIs). The proxemic framework provides for incorporation of inter-factor effects, and can be extended to incorporate new factors, updated values and results. The framework is critically discussed and future work proposed
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