6 research outputs found

    Augmented Interaction Systems for Supporting Autistic Children. Evolution of a Multichannel Expressive Tool: The SEMI Project Feasibility Study

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    International audienceBackground: Over the past ten years, the authors have been designing, developing, and testing pervasive technology to support children with autism (ASD). Methods: In the present study, an integrated system based on multimedia and augmented interaction technologies have been tested on young subjects with ASD and dyspraxia in the age range of 6-10 years, in charge for rehabilitation treatments; a team of clinical psychologists has analyzed the results of the experimentation. The ten children involved in the project underwent an initial assessment of praxis skills and motor coordination. Subsequently, the subjects were subdivided into two subgroups: five children participated in the experimentation and five were evaluated as the control group (treatment as usual). Results: The evaluation showed an increased score in the several aspects considered, and particularly those related to motor coordination. An improvement in balancing tests and in hands-movement testing was found. Conclusion: The children involved in the sessions showed greater ability to self-control the movement as well as to select specific motor areas. The methods used seem to be promising to improve emotional and social skills too in a motivating and enjoyable climate. A high level of acceptance by professionals was observed and parents' feedback was also positive

    The Perception/Action loop: A Study on the Bandwidth of Human Perception and on Natural Human Computer Interaction for Immersive Virtual Reality Applications

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    Virtual Reality (VR) is an innovating technology which, in the last decade, has had a widespread success, mainly thanks to the release of low cost devices, which have contributed to the diversification of its domains of application. In particular, the current work mainly focuses on the general mechanisms underling perception/action loop in VR, in order to improve the design and implementation of applications for training and simulation in immersive VR, especially in the context of Industry 4.0 and the medical field. On the one hand, we want to understand how humans gather and process all the information presented in a virtual environment, through the evaluation of the visual system bandwidth. On the other hand, since interface has to be a sort of transparent layer allowing trainees to accomplish a task without directing any cognitive effort on the interaction itself, we compare two state of the art solutions for selection and manipulation tasks, a touchful one, the HTC Vive controllers, and a touchless vision-based one, the Leap Motion. To this aim we have developed ad hoc frameworks and methodologies. The software frameworks consist in the creation of VR scenarios, where the experimenter can choose the modality of interaction and the headset to be used and set experimental parameters, guaranteeing experiments repeatability and controlled conditions. The methodology includes the evaluation of performance, user experience and preferences, considering both quantitative and qualitative metrics derived from the collection and the analysis of heterogeneous data, as physiological and inertial sensors measurements, timing and self-assessment questionnaires. In general, VR has been found to be a powerful tool able to simulate specific situations in a realistic and involving way, eliciting user\u2019s sense of presence, without causing severe cybersickness, at least when interaction is limited to the peripersonal and near-action space. Moreover, when designing a VR application, it is possible to manipulate its features in order to trigger or avoid triggering specific emotions and voluntarily create potentially stressful or relaxing situations. Considering the ability of trainees to perceive and process information presented in an immersive virtual environment, results show that, when people are given enough time to build a gist of the scene, they are able to recognize a change with 0.75 accuracy when up to 8 elements are in the scene. For interaction, instead, when selection and manipulation tasks do not require fine movements, controllers and Leap Motion ensure comparable performance; whereas, when tasks are complex, the first solution turns out to be more stable and efficient, also because visual and audio feedback, provided as a substitute of the haptic one, does not substantially contribute to improve performance in the touchless case

    Serious Games for education and training

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    Serious Games (SGs) are gaining an ever increasing interest for education and traning. Exploiting the latest simulation and visualization technologies, SGs are able to contextualize the player's experience in challenging, realistic environments, supporting situated cognition. However, we still miss methods and tools for effectively and deeply infusing pedagogy and instruction inside digital games. After presenting an overview of the state of the art of the SG taxonomies, the paper introduces the pedagogical theories and models most relevant to SGs and their implications on SG design. We also present a schema for a proper integration of games in education, supporting different goals in different steps of a formal education process. By analyzing a set of well-established SGs and formats, the paper presents the main mechanics and models that are being used in SG designs, with a particular focus on assessment, feedback and learning analytics. An overview of tools and models for SG design is also presented. Finally, based on the performed analysis, indications for future research in the field are provided

    Psychophysiological measurements in programming task:guidelines for conducting EMG research

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    Abstract. Programming languages have been studied and developed throughout history of programming. There are lots of different programming languages that are being used in software development, but only core languages are taught in Universities. Programming languages usually have their own syntax, which may differ greatly from each other. Using different programming languages for same task may provoke different emotions in programmers, depending their knowledge on the language. Research on programming and programming languages have generally focused on technical and exterior aspects. More recently, there has been some research on the programmers and their emotions during the programming tasks. This master’s thesis focuses on latter and aims to provide new information of programmers experienced emotions during the programming tasks by using EMG-recordings. This master thesis’ main study focus is in psychophysiology, which combines psychology to physiological research, by finding correlation between physiological activity and emotional phenomenon. This study assessed university students experienced emotions when conducting programming tasks with C and Python programming languages. EMG measurement device was used on the test participants to record signal data from facial based muscles for smiling and frowning activity, which are linked to positive and negative emotions. This study’s results showed small differences with emotional experiences during the programming tasks, but the overall results were not statistically significant. Therefore, more research on this topic is needed for more consistent results. Additionally, this research has provided guidelines on how EMG studies are conducted on laboratory setting and suggestions for future studies

    Real Time System for Gesture Tracking in Psycho-motorial Rehabilitation

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    Plessner's Philosophical Anthropology. Perspectives and Prospects

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    Helmuth Plessner (1892-1985) was one of the founders of philosophical anthropology, and his book The Stages of the Organic and Man, first published in 1928, has inspired generations of philosophers, biologists, social scientists, and humanities scholars. This volume offers the first substantial introduction to Plessner’s philosophical anthropology in English, not only setting it in context with such familiar figures as Bergson, Cassirer, and Merleau-Ponty, but also showing Plessner’s relevance to contemporary discussions in a wide variety of fields in the humanities and sciences
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