54 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

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

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    The proceedings of the conferenc

    Proceedings of the 10th international conference on disability, virtual reality and associated technologies (ICDVRAT 2014)

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    The proceedings of the conferenc

    Products and Services

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    Todayñ€ℱs global economy offers more opportunities, but is also more complex and competitive than ever before. This fact leads to a wide range of research activity in different fields of interest, especially in the so-called high-tech sectors. This book is a result of widespread research and development activity from many researchers worldwide, covering the aspects of development activities in general, as well as various aspects of the practical application of knowledge

    Let’s Play: Understanding the Role and Significance of Digital Gaming in Old Age

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    Despite a marked increase in the use of digital games among older persons, there is insufficient research that provides insight into the gaming experiences of this population. A major demographic shift within the senior gaming market has ushered in a new perspective on the use of digital games as a tool for physical and cognitive health, and improved socialization. It is proposed that individual notions of play, which are developed over the life course, influence digital game play engagement and interaction preferences, and contribute to well-being. This study explored how self-perceptions of play over the course of the senior gamer’s life influence digital game engagement. Because the emerging area of senior gaming lacks theoretical structure, grounded theory methodology was employed. A qualitative study based on semi-structured interviews of aging gamers was conducted. A total of forty participants (age 44 to 77 with a digital gameplay average of 11 hours per week) were identified and interviewed with the aid of an interview guide. Designed with a life course perspective in mind, this guide sought to explore each participant’s perception of play, personal forms of play throughout their life, and the role of digital games as a component of play in old age. Transcription and analysis (open, axial, and selective coding utilizing the method of constant comparisons) was employed throughout the entire interview process. Findings indicated that digital gaming is a valued form of play and a means for play continuity. An analysis of emergent themes led to the development of a theory that emphasizes three domains: ability, motivation, and experience. Two theoretical models that represent the static and dynamic nature of these domains within the life of a gamer demonstrate the theory. This theory provides understanding of the key factors that influence gameplay, which has the potential of being applied toward the development of better age- and ability-appropriate digital games for aging gamers

    AmĂ©liorer les interactions homme-machine et la prĂ©sence sociale avec l’informatique physiologique

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    This thesis explores how physiological computing can contribute to human-computer interaction (HCI) and foster new communication channels among the general public. We investigated how physiological sensors, such as electroencephalography (EEG), could be employed to assess the mental state of the users and how they relate to other evaluation methods. We created the first brain-computer interface that could sense visual comfort during the viewing of stereoscopic images and shaped a framework that could help to assess the over all user experience by monitoring workload, attention and error recognition.To lower the barrier between end users and physiological sensors,we participated in the software integration of a low-cost and open hardware EEG device; used off-the shelf webcams to measure heart rate remotely, crafted we arables that can quickly equip users so that electrocardiography, electrodermal activity or EEG may be measured during public exhibitions. We envisioned new usages for our sensors, that would increase social presence. In a study about human-agent interaction, participants tended to prefer virtual avatars that were mirroring their own internal state. A follow-up study focused on interactions between users to describe how physiological monitoringcould alter our relationships. Advances in HCI enabled us to seam lesslyintegrate biofeedback to the physical world. We developped Teegi, apuppet that lets novices discover by themselves about their brain activity. Finally, with Tobe, a toolkit that encompasses more sensors and give more freedom about their visualizations, we explored how such proxy shifts our representations, about our selves as well as about the others.Cette thĂšse explore comment l’informatique physiologique peut contribuer aux interactions homme-machine (IHM) et encourager l’apparition de nouveaux canaux de communication parmi le grand public. Nous avons examinĂ© comment des capteurs physiologiques,tels que l’électroencĂ©phalographie (EEG), pourraient ĂȘtre utilisĂ©s afin d’estimer l’état mental des utilisateurs et comment ils se positionnent par rapport Ă  d’autres mĂ©thodes d’évaluation. Nous avons crĂ©Ă© la premiĂšre interface cerveau-ordinateur capable de discriminer le confort visuel pendant le visionnage d’images stĂ©rĂ©oscopiques et nous avons esquissĂ© un systĂšme qui peux aider Ă  estimer l’expĂ©rience utilisateur dans son ensemble, en mesurant charge mentale, attention et reconnaissance d’erreur. Pour abaisser la barriĂšre entre utilisateurs finaux et capteurs physiologiques, nous avons participĂ© Ă  l’intĂ©gration logicielle d’un appareil EEG bon marchĂ© et libre, nous avons utilisĂ© des webcams du commerce pour mesurer le rythme cardiaque Ă  distance, nous avons confectionnĂ© des wearables dont les utilisateurs peuvent rapidement s’équiper afin qu’électrocardiographie, activitĂ© Ă©lectrodermale et EEG puissent ĂȘtre mesurĂ©es lors de manifestations publiques. Nous avons imaginĂ© de nouveaux usages pour nos capteurs, qui augmenteraient la prĂ©sence sociale. Dans une Ă©tude autour de l’interaction humain agent,les participants avaient tendance Ă  prĂ©fĂ©rer les avatars virtuels rĂ©pliquant leurs propres Ă©tats internes. Une Ă©tude ultĂ©rieure s’est concentrĂ©e sur l’interaction entre utilisateurs, profitant d’un jeu de plateau pour dĂ©crire comment l’examen de la physiologie pourrait changer nos rapports. Des avancĂ©es en IHM ont permis d’intĂ©grer de maniĂšre transparente du biofeedback au monde physique. Nous avons dĂ©veloppĂ© Teegi, une poupĂ©e qui permet aux novices d’en dĂ©couvrir plus sur leur activitĂ© cĂ©rĂ©brale, par eux-mĂȘmes. Enfin avec Tobe, un toolkit qui comprend plus de capteurs et donne plus de libertĂ© quant Ă  leurs visualisations, nous avons explorĂ© comment un tel proxy dĂ©calenos reprĂ©sentations, tant de nous-mĂȘmes que des autres

    The Role of Age in Technology-induced Workplace Stress

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    Recent research shows that such Information and Communication Technologies (ICTs) as instant messengers can cause workplace interruptions, which lead to stress for employees and substantial productivity losses for U.S. organizations. Since the introduction of ICTs, workplace interruptions have evolved in both frequency and nature from irregular phone calls to a continuous stream of e-mail notifications and other electronic interruptions, mediated through a large number of technological devices that constantly beep and buzz. This trend of an increasing frequency of workplace interruptions closely relates to another workplace trend: the graying of the workforce, implying that the U.S. workforce is aging at an increased rate. Since older people are particularly vulnerable to interruptions, the interdependencies inherent in these two workplace trends need to be better understood. Accordingly, this dissertation aims to understand whether, how, and why technology-mediated (T-M) interruptions impact stress and task performance differently for older compared to younger adults. To examine these questions, this research applies two complementary theoretical frames that explain interruptions\u27 influence on older and younger adults\u27 cognition. First, the Person-Environment Fit perspective suggests that T-M interruptions may lessen the fit between the mental resources available for performing a task and those required, thereby inducing workplace stress and, in turn, reducing individual task performance. Second, the Inhibitory Deficit Theory of Cognitive Aging holds that older peoples\u27 ability to actively disregard distracting stimuli is impaired. Thus, more T-M interruptions may \u27steal\u27 resources from the processing of task-related content in older adults. In combining these theories with user characteristics and technology features, this research develops an integrative model of ICTs, aging, stress, and task performance. We propose that older people are more distracted by T-M interruptions than younger, thereby experiencing greater mental workload and, in turn, more stress and lower performance. We test the model through a laboratory experiment that integrates the manipulation of ICT features with objective measures of stress and task performance, unlike the subjective measures commonly used. Experimental manipulations include the frequency with which interruptions appear as well as such interruption design characteristics as color codes. Outcome measures include actual performance in terms of the number of task elements solved, as well as the change in stress hormones found in saliva, a state-of-the art physiological measure of stress. In developing and testing the model, we help to clarify the role of age in technostress. This research also sheds more light on the mental processes that connect ICTs to stress and performance, and it has begun to open the black box of the ICT features linked to these outcomes. For managers, we provide guidance on assisting older employees in realizing their full potential for contributing to firm success. This research further advises systems designers on such issues as user involvement

    License to Supervise:Influence of Driving Automation on Driver Licensing

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    To use highly automated vehicles while a driver remains responsible for safe driving, places new – yet demanding, requirements on the human operator. This is because the automation creates a gap between drivers’ responsibility and the human capabilities to take responsibility, especially for unexpected or time-critical transitions of control. This gap is not being addressed by current practises of driver licensing. Based on literature review, this research collects drivers’ requirements to enable safe transitions in control attuned to human capabilities. This knowledge is intended to help system developers and authorities to identify the requirements on human operators to (re)take responsibility for safe driving after automation

    Foundations of Human-Aware Planning -- A Tale of Three Models

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    abstract: A critical challenge in the design of AI systems that operate with humans in the loop is to be able to model the intentions and capabilities of the humans, as well as their beliefs and expectations of the AI system itself. This allows the AI system to be "human- aware" -- i.e. the human task model enables it to envisage desired roles of the human in joint action, while the human mental model allows it to anticipate how its own actions are perceived from the point of view of the human. In my research, I explore how these concepts of human-awareness manifest themselves in the scope of planning or sequential decision making with humans in the loop. To this end, I will show (1) how the AI agent can leverage the human task model to generate symbiotic behavior; and (2) how the introduction of the human mental model in the deliberative process of the AI agent allows it to generate explanations for a plan or resort to explicable plans when explanations are not desired. The latter is in addition to traditional notions of human-aware planning which typically use the human task model alone and thus enables a new suite of capabilities of a human-aware AI agent. Finally, I will explore how the AI agent can leverage emerging mixed-reality interfaces to realize effective channels of communication with the human in the loop.Dissertation/ThesisDoctoral Dissertation Computer Science 201
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