278 research outputs found

    Applying affective design patterns in VR firefighter training simulator

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    We present a prototype of virtual reality training simulator for firefighters. Our approach is based on the concept of Affective Patterns in Serious Games. One of the most serious problems when it comes to training firefighters is to maintain the right level of their commitment. The idea to solve the problem of repetitive and monotonous exercises is to combine them with those implemented in VR. While creating the solution for optimizing a psychological background of knowledge acquisition in training, we used concepts from the Motivational Intensity Theory

    Interactive Reading Using Low Cost Brain Computer Interfaces

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    This work shows the feasibility for document reader user applications using a consumer grade non-invasive BCI headset. Although Brain Computer Interface (BCI) type devices are beginning to aim at the consumer level, the level at which they can actually detect brain activity is limited. There is however progress achieved in allowing for interaction between a human and a computer when this interaction is limited to around 2 actions. We employed the Emotiv Epoc, a low-priced BCI headset, to design and build a proof-of-concept document reader system that allows users to navigate the document using this low cast BCI device. Our prototype has been implemented and evaluated with 12 participants who were trained to navigate documents using signals acquired by Emotive Epoc

    Brownie: A Platform for Conducting NeuroIS Experiments

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    In the NeuroIS field, experimental software needs to simultaneously present experimental stimuli to participants while recording, analyzing, or displaying neurophysiological measures. For example, a researcher might record a user’s heart beat (neurophysiological measure) as the user interacts with an e-commerce website (stimulus) to track changes in user arousal or show a user’s changing arousal levels during an exciting game. In this paper, we identify requirements for a NeuroIS experimental platform that we call Brownie and present its architecture and functionality. We then evaluate Brownie via a literature review and a case study that demonstrates Brownie’s capability to meet the requirements in a complex research context. We also verify Brownie’s usability via a quantitative study with prospective experimenters who implemented a test experiment in Brownie and an alternative software. We summarize the salient features of Brownie as follows: 1) it integrates neurophysiological measurements, 2) it incorporates real-time processing of neurophysiological data, 3) it facilitates research on individual and group behavior in the lab, 4) it offers a large variety of options for presenting experimental stimuli, and 5) it is open source and easily extensible with open source libraries. In summary, we conclude that Brownie is innovative in its potential to reduce barriers for IS researchers by fostering replicability and research collaboration and to support NeuroIS and interdisciplinary research in cognate areas, such as management, economics, or human-computer interaction

    Low-Cost Sensors and Biological Signals

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    Many sensors are currently available at prices lower than USD 100 and cover a wide range of biological signals: motion, muscle activity, heart rate, etc. Such low-cost sensors have metrological features allowing them to be used in everyday life and clinical applications, where gold-standard material is both too expensive and time-consuming to be used. The selected papers present current applications of low-cost sensors in domains such as physiotherapy, rehabilitation, and affective technologies. The results cover various aspects of low-cost sensor technology from hardware design to software optimization

    Cognitive load estimation in VR flight simulator

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    This paper discusses the design and development of a low-cost virtual reality (VR) based flight simulator with cognitive load estimation feature using ocular and EEG signals.  Focus is on exploring methods to evaluate pilot’s interactions with aircraft by means of quantifying pilot’s perceived cognitive load under different task scenarios. Realistic target tracking and context of the battlefield is designed in VR. Head mounted eye gaze tracker and EEG headset are used for acquiring pupil diameter, gaze fixation, gaze direction and EEG theta, alpha, and beta band power data in real time. We developed an AI agent model in VR and created scenarios of interactions with the piloted aircraft. To estimate the pilot’s cognitive load, we used low-frequency pupil diameter variations, fixation rate, gaze distribution pattern, EEG signal-based task load index and EEG task engagement index. We compared the physiological measures of workload with the standard user’s inceptor control-based workload metrics. Results of the piloted simulation study indicate that the metrics discussed in the paper have strong association with pilot’s perceived task difficulty

    Low-cost methodologies and devices applied to measure, model and self-regulate emotions for Human-Computer Interaction

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    En aquesta tesi s'exploren les diferents metodologies d'anàlisi de l'experiència UX des d'una visió centrada en usuari. Aquestes metodologies clàssiques i fonamentades només permeten extreure dades cognitives, és a dir les dades que l'usuari és capaç de comunicar de manera conscient. L'objectiu de la tesi és proposar un model basat en l'extracció de dades biomètriques per complementar amb dades emotives (i formals) la informació cognitiva abans esmentada. Aquesta tesi no és només teòrica, ja que juntament amb el model proposat (i la seva evolució) es mostren les diferents proves, validacions i investigacions en què s'han aplicat, sovint en conjunt amb grups de recerca d'altres àrees amb èxit.En esta tesis se exploran las diferentes metodologías de análisis de la experiencia UX desde una visión centrada en usuario. Estas metodologías clásicas y fundamentadas solamente permiten extraer datos cognitivos, es decir los datos que el usuario es capaz de comunicar de manera consciente. El objetivo de la tesis es proponer un modelo basado en la extracción de datos biométricos para complementar con datos emotivos (y formales) la información cognitiva antes mencionada. Esta tesis no es solamente teórica, ya que junto con el modelo propuesto (y su evolución) se muestran las diferentes pruebas, validaciones e investigaciones en la que se han aplicado, a menudo en conjunto con grupos de investigación de otras áreas con éxito.In this thesis, the different methodologies for analyzing the UX experience are explored from a user-centered perspective. These classical and well-founded methodologies only allow the extraction of cognitive data, that is, the data that the user is capable of consciously communicating. The objective of this thesis is to propose a methodology that uses the extraction of biometric data to complement the aforementioned cognitive information with emotional (and formal) data. This thesis is not only theoretical, since the proposed model (and its evolution) is complemented with the different tests, validations and investigations in which they have been applied, often in conjunction with research groups from other areas with success

    Multimodal interaction for deliberate practice

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    Emotions and cognitive workload in economic decision processes - A NeuroIS Approach

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    The influence of cognitive and emotions on decision processes have been recently highlighted. Emotions interplay with the process of cognition, and determine decision processes. In this work, the role of external and internal influences on economic decision processes are studied. A NeuroIS method is applied for measuring emotions and cognitive workload. The lack of a suitable experimental platform for performing NeuroIS studies was recognized and the platform Brownie was developed and evaluated

    Advances in Human Factors in Wearable Technologies and Game Design

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    Design of a robotic toy and user interfaces for autism spectrum disorder risk assessment

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    Autism Spectrum Disorder (ASD) is an umbrella term for a spectrum of complex developmental disorders resulting in deficits in social communication and repetitive and stereotyped behaviors (APA, 2013). Research in the area revealed that young children with ASD are interested in technology. This preference for technology may lead to promising intervention models (Annaz et al., 2012; Klin et al., 2009; Fong et al., 2003). This paper includes research into how to design and use technology to create suitable products for deficits of ASD. With all the concern over the high prevalence ratios of ASD, this study presents the methodology and design of a risk assessment device, which aims to capture the interest of children with ASD aged 3-4, and direct children who score low on the tests towards a diagnosis. The tests in the device are designed to detect differences with ToM tests between ASD and typically developing (TD) children. In the scope of the paper, 2D illustrations, interface design, and outer shell design of the device are created in compliance with the research data in the field
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