12,730 research outputs found

    From presence to consciousness through virtual reality

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    Immersive virtual environments can break the deep, everyday connection between where our senses tell us we are and where we are actually located and whom we are with. The concept of 'presence' refers to the phenomenon of behaving and feeling as if we are in the virtual world created by computer displays. In this article, we argue that presence is worthy of study by neuroscientists, and that it might aid the study of perception and consciousness

    Affective Medicine: a review of Affective Computing efforts in Medical Informatics

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    Background: Affective computing (AC) is concerned with emotional interactions performed with and through computers. It is defined as “computing that relates to, arises from, or deliberately influences emotions”. AC enables investigation and understanding of the relation between human emotions and health as well as application of assistive and useful technologies in the medical domain. Objectives: 1) To review the general state of the art in AC and its applications in medicine, and 2) to establish synergies between the research communities of AC and medical informatics. Methods: Aspects related to the human affective state as a determinant of the human health are discussed, coupled with an illustration of significant AC research and related literature output. Moreover, affective communication channels are described and their range of application fields is explored through illustrative examples. Results: The presented conferences, European research projects and research publications illustrate the recent increase of interest in the AC area by the medical community. Tele-home healthcare, AmI, ubiquitous monitoring, e-learning and virtual communities with emotionally expressive characters for elderly or impaired people are few areas where the potential of AC has been realized and applications have emerged. Conclusions: A number of gaps can potentially be overcome through the synergy of AC and medical informatics. The application of AC technologies parallels the advancement of the existing state of the art and the introduction of new methods. The amount of work and projects reviewed in this paper witness an ambitious and optimistic synergetic future of the affective medicine field

    Measuring presence: Hypothetical quantitative framework

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    Virtual Reality Head - Mounted Display (HMD) manufacturers claim that consumer electronics can finally deliver a high degree of presence in virtual and remote environments. Certainly, current consumer-grade HMD systems offer rich and coherent mediated experiences of such environments. However, the very concept of presence is still a subject of debate, and researchers\u27 investigation of the phenomenon of `presence\u27 is based primarily on qualitative (i.e. questionnaire-based) assessments. Some researchers attempted to develop real-time, quantitative methods to facilitate more objective investigation of presence in mediated environments. Most such methodologies are derived from attempts to correlate presence with cardiovascular and electrodermal activity in response to stressful stimuli [1]. Such methodologies often don\u27t comply with the underlying logic, fundamental to this approach: a high degree of presence manifests itself through similar responses to the stimulus observed in a physical and Virtual Environment (VE). Therefore, the lack of deviation from baseline measurement observed in a physical environment should be a manifestation of a high level of presence. We have argued theoretical grounds for the development of quantitative methodologies for measuring presence in VE. However, our hypothesis can be applicable to other contexts, such as presence in physical but remote location, augmented reality, and even a physical environment. We argue that the concept of presence requires further research and development and that the definition of presence should be addressed first. Presence is discussed in the context of brain function theory [2]. Three hypothetical experiments are proposed and described. The first experiment is designed to evaluate capacity of the medium for inducing presence. The second experiment evaluates factors loading on presence, through physiological deviations from baseline observed during controlled regression in quality of the VE properties. The third experiment is designed to evaluate brain function theory hypothesis in relation to Virtual Environments. Possible experiment results and their interpretation is discussed along benefits of adopting Open Science methodology in our research community

    An Empirical Study Comparing Unobtrusive Physiological Sensors for Stress Detection in Computer Work.

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    Several unobtrusive sensors have been tested in studies to capture physiological reactions to stress in workplace settings. Lab studies tend to focus on assessing sensors during a specific computer task, while in situ studies tend to offer a generalized view of sensors' efficacy for workplace stress monitoring, without discriminating different tasks. Given the variation in workplace computer activities, this study investigates the efficacy of unobtrusive sensors for stress measurement across a variety of tasks. We present a comparison of five physiological measurements obtained in a lab experiment, where participants completed six different computer tasks, while we measured their stress levels using a chest-band (ECG, respiration), a wristband (PPG and EDA), and an emerging thermal imaging method (perinasal perspiration). We found that thermal imaging can detect increased stress for most participants across all tasks, while wrist and chest sensors were less generalizable across tasks and participants. We summarize the costs and benefits of each sensor stream, and show how some computer use scenarios present usability and reliability challenges for stress monitoring with certain physiological sensors. We provide recommendations for researchers and system builders for measuring stress with physiological sensors during workplace computer use

    Revisiting the pit room:the effect of the plausibility illusion in stressful virtual reality experiences

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    Abstract. The feeling of presence is an important factor to consider when developing virtual experiences. Understanding the aspects that contribute to presence can give us better ideas on how to design and implement virtual reality (VR) applications. Previous studies have shown that presence involves a person’s sense of being in a virtual environment (VE), and how genuine the events taking place there feel, often referred to as place illusion (PI) and plausibility illusion (PSI) respectively. According to previous studies, we need both PI and PSI to elicit realistic responses. This thesis is a pilot study that explores the impact of PSI on people’s realistic responses in a stressful VE by introducing an unrealistic event that breaks PSI while still maintaining PI. To achieve this, a pit-room experiment was implemented and the users’ physiological changes, specifically heart rate, were analyzed while performing an interaction task under two conditions: one with the unrealistic event (non-scary) and one without (scary). In both conditions, the participants were tasked to drop bottles down the pit, however, in the non-scary condition, the bottles would float in the air rather than drop to the bottom. A within-subjects study was conducted on 20 participants with 2 sessions each. Participants’ responses were recorded using electrocardiogram (ECG) devices and questionnaires. Although the findings didn’t produce significant differences between the two conditions, the physiological data presented a trend according to which the unrealistic event in the non-scary condition appeared to calm participants slightly. These results give further insights into the effects of PSI in a VE and provide a basis for conducting further confirmatory studies on this topic

    The visual, the auditory and the haptic – A user study on combining modalities in virtual worlds

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    Fröhlich J, Wachsmuth I. The visual, the auditory and the haptic – A user study on combining modalities in virtual worlds. In: Shumaker R, ed. Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments. Lecture Notes in Computer Science. Vol 8021. Berlin, Heidelberg: Springer Berlin Heidelberg; 2013: 159-168.In order to make a step further towards understanding the impact of multi-modal stimuli in Virtual Reality we conducted a user study with 80 participants performing tasks in a virtual pit environment. Participants were divided into four groups, each presented a different combination of multi-sensory stimuli. Those included real-time 3D graphics, audio stimuli (ambient, static and event sounds), and haptics consisting of wind and tactile feedback when touching objects. A presence questionnaire was used to evaluate subjectively reported presence on the one hand, and on the other physiological sensors were used to measure heart rate and skin conductance as an objective measure. Results strongly indicate that an increase of modalities does not automatically result in an increase of presence

    Towards an objective measure of presence: examining startle reflexes in a commercial virtual reality game

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    A large body of literature is concerned with models of presence-the sensory illusion of being part of a virtual scene-but there is still no general agreement on how to measure it objectively and reliably. For the presented study, we applied contemporary theory to measure presence in virtual reality. Thirty-seven participants explored an existing commercial game in order to complete a collection task. Two startle events were naturally embedded in the game progression to evoke physical reactions and head tracking data was collected in response to these events. Subjective presence was recorded using a post-study questionnaire and real-time assessments. Our novel implementation of behavioral measures lead to insights which could inform future presence research: We propose a measure in which startle reflexes are evoked through specific events in the virtual environment, and head tracking data is compared to the range and speed of baseline interactions

    The potential of Virtual Reality as anxiety management tool: a randomized controlled study in a sample of patients affected by Generalized Anxiety Disorder

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    Background: Generalized anxiety disorder (GAD) is a psychiatric disorder characterized by a constant and unspecific anxiety that interferes with daily-life activities. Its high prevalence in general population and the severe limitations it causes, point out the necessity to find new efficient strategies to treat it. Together with the cognitive-behavioural treatments, relaxation represents a useful approach for the treatment of GAD, but it has the limitation that it is hard to be learned. To overcome this limitation we propose the use of virtual reality (VR) to facilitate the relaxation process by visually presenting key relaxing images to the subjects. The visual presentation of a virtual calm scenario can facilitate patients' practice and mastery of relaxation, making the experience more vivid and real than the one that most subjects can create using their own imagination and memory, and triggering a broad empowerment process within the experience induced by a high sense of presence. According to these premises, the aim of the present study is to investigate the advantages of using a VR-based relaxation protocol in reducing anxiety in patients affected by GAD. Methods/Design: The trialis based on a randomized controlled study, including three groups of 25 patients each (for a total of 75 patients): (1) the VR group, (2) the non-VR group and (3) the waiting list (WL) group. Patients in the VR group will be taught to relax using a VR relaxing environment and audio-visual mobile narratives; patients in the non-VR group will be taught to relax using the same relaxing narratives proposed to the VR group, but without the VR support, and patients in the WL group will not receive any kind of relaxation training. Psychometric and psychophysiological outcomes will serve as quantitative dependent variables, while subjective reports of participants will be used as qualitative dependent variables. Conclusion: We argue that the use of VR for relaxation represents a promising approach in the treatment of GAD since it enhances the quality of the relaxing experience through the elicitation of the sense of presence. This controlled trial will be able to evaluate the effects of the use of VR in relaxation while preserving the benefits of randomization to reduce bias

    Advanced Wireless Sensors Used to Monitor the Impact of Environment Design on Human Physiology

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    This article describes modern wireless sensor devices and their application in the measurements of the human physiology. We used our own advanced ECG Holter device and EEG helmet to record the heart and brain activity impacted by different environments, materials, colors or body positions during work. In this paper, we want to show the interactions between humans and architecture design, which modify human work performance and well-being. This paper is a conclusion of the 3 different pilot studies, where different scopes of human-space interaction were explored. In the experiments, we aimed mostly at wood materials and their beneficial effects on the nervous system. The research in its actual state is primarily focused on optimizing the methods of the ECG data analysis from our Holter device and the EEG data from helmet. Based on these data, we will improve the methodology of the experiments for the next enhanced research with aspiration to automate data analysis

    The enactive approach to architectural experience: A neurophysiological perspective on embodiment, motivation, and affordances

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    From the enactivist perspective, the way people perceptually experience the world, including architectural spaces, is governed by the dynamic sensorimotor activity of the human organism as a whole and is thereby influenced by the particular conditions of man’s embodiment
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