4,237 research outputs found

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

    Get PDF
    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control

    What the study of spinal cord injured patients can tell us about the significance of the body in cognition

    Get PDF
    Although in the last three decades philosophers, psychologists and neuroscientists have produced numerous studies on human cognition, the debate concerning its nature is still heated and current views on the subject are somewhat antithetical. On the one hand, there are those who adhere to a view implying ‘disembodiment’ which suggests that cognition is based entirely on symbolic processes. On the other hand, a family of theories referred to as the Embodied Cognition Theories (ECT) postulate that creating and maintaining cognition is linked with varying degrees of inherence to somatosensory and motor representations. Spinal cord injury induces a massive body-brain disconnection with the loss of sensory and motor bodily functions below the lesion level but without directly affecting the brain. Thus, SCI may represent an optimal model for testing the role of the body in cognition. In this review, we describe post-lesional cognitive modifications in relation to body, space and action representations and various instances of ECT. We discuss the interaction between body-grounded and symbolic processes in adulthood with relevant modifications after body-brain disconnection

    Human Machine Interaction

    Get PDF
    In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction

    Annotated Bibliography: Anticipation

    Get PDF

    Respiratory, postural and spatio-kinetic motor stabilization, internal models, top-down timed motor coordination and expanded cerebello-cerebral circuitry: a review

    Get PDF
    Human dexterity, bipedality, and song/speech vocalization in Homo are reviewed within a motor evolution perspective in regard to 

(i) brain expansion in cerebello-cerebral circuitry, 
(ii) enhanced predictive internal modeling of body kinematics, body kinetics and action organization, 
(iii) motor mastery due to prolonged practice, 
(iv) task-determined top-down, and accurately timed feedforward motor adjustment of multiple-body/artifact elements, and 
(v) reduction in automatic preflex/spinal reflex mechanisms that would otherwise restrict such top-down processes. 

Dual-task interference and developmental neuroimaging research argues that such internal modeling based motor capabilities are concomitant with the evolution of 
(vi) enhanced attentional, executive function and other high-level cognitive processes, and that 
(vii) these provide dexterity, bipedality and vocalization with effector nonspecific neural resources. 

The possibility is also raised that such neural resources could 
(viii) underlie human internal model based nonmotor cognitions. 
&#xa

    Database of Video Games and Their Therapeutic Properties

    Get PDF
    There are reported to be 2.96 billion video game players in the world as of 2021 and this number is expected to grow to 3.32 billion by the year 2024. Of that total, 215.5 million video game players live in the United States with a reported average age of 33 years old. Thousands of commercial video games are released every year. There is evidence to support video game technology use as therapeutic media however it predominately utilizes outdated technology or technology designed for a specific purpose also called “serious games.” The problem is that OT practitioners are unaware of the potential therapeutic properties of video games they have not played, so are unable to integrate unfamiliar video games as therapeutic media in clinical practice. The purpose of this capstone project is to develop an online database of commercial video games, and their therapeutic properties, to facilitate their use as therapeutic media in OT practice. To address this problem a webpage was developed in partnership with the Family Gaming Database that cataloged 10 commercial video games from commercially available video game subscription services and the Nintendo Switch. The 10 games were subject to an activity analysis based on the AMPS to determine their therapeutic potential. The resulting webpage contains three main lists in which filters can be applied in order to display games that meet a specific desired criterion. Applicable filters include platform, age rating, difficulty, and specific accessibility features. Keywords: database, occupational therapy, video game, video game
    corecore