110 research outputs found
Virtual Reality Games for Motor Rehabilitation
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
Establishing a Framework for the development of Multimodal Virtual Reality Interfaces with Applicability in Education and Clinical Practice
The development of Virtual Reality (VR) and Augmented Reality (AR) content with
multiple sources of both input and output has led to countless contributions in a great
many number of fields, among which medicine and education.
Nevertheless, the actual process of integrating the existing VR/AR media and subsequently
setting it to purpose is yet a highly scattered and esoteric undertaking. Moreover,
seldom do the architectures that derive from such ventures comprise haptic feedback in
their implementation, which in turn deprives users from relying on one of the paramount
aspects of human interaction, their sense of touch.
Determined to circumvent these issues, the present dissertation proposes a centralized
albeit modularized framework that thus enables the conception of multimodal VR/AR
applications in a novel and straightforward manner.
In order to accomplish this, the aforesaid framework makes use of a stereoscopic VR
Head Mounted Display (HMD) from Oculus Rift©, a hand tracking controller from Leap
Motion©, a custom-made VR mount that allows for the assemblage of the two preceding
peripherals and a wearable device of our own design. The latter is a glove that encompasses
two core modules in its innings, one that is able to convey haptic feedback to its
wearer and another that deals with the non-intrusive acquisition, processing and registering
of his/her Electrocardiogram (ECG), Electromyogram (EMG) and Electrodermal
Activity (EDA). The software elements of the aforementioned features were all interfaced
through Unity3D©, a powerful game engine whose popularity in academic and scientific
endeavors is evermore increasing.
Upon completion of our system, it was time to substantiate our initial claim with
thoroughly developed experiences that would attest to its worth. With this premise
in mind, we devised a comprehensive repository of interfaces, amid which three merit
special consideration: Brain Connectivity Leap (BCL), Ode to Passive Haptic Learning
(PHL) and a Surgical Simulator
- …