5,271 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    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

    Multi-Sensory Interaction for Blind and Visually Impaired People

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    This book conveyed the visual elements of artwork to the visually impaired through various sensory elements to open a new perspective for appreciating visual artwork. In addition, the technique of expressing a color code by integrating patterns, temperatures, scents, music, and vibrations was explored, and future research topics were presented. A holistic experience using multi-sensory interaction acquired by people with visual impairment was provided to convey the meaning and contents of the work through rich multi-sensory appreciation. A method that allows people with visual impairments to engage in artwork using a variety of senses, including touch, temperature, tactile pattern, and sound, helps them to appreciate artwork at a deeper level than can be achieved with hearing or touch alone. The development of such art appreciation aids for the visually impaired will ultimately improve their cultural enjoyment and strengthen their access to culture and the arts. The development of this new concept aids ultimately expands opportunities for the non-visually impaired as well as the visually impaired to enjoy works of art and breaks down the boundaries between the disabled and the non-disabled in the field of culture and arts through continuous efforts to enhance accessibility. In addition, the developed multi-sensory expression and delivery tool can be used as an educational tool to increase product and artwork accessibility and usability through multi-modal interaction. Training the multi-sensory experiences introduced in this book may lead to more vivid visual imageries or seeing with the mind’s eye

    Place Experience of Nursing Home Courtyards: a Holistic Approach to Understanding Institutional Outdoor Environments

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    This dissertation research investigates place experience of three nursing home courtyards. Based on systemic place theories, each nursing home courtyard is conceptualized as place or a system consisting of three major subsystems: physical settings, people and rules of place uses. Place experience as the center of conceptualization is the result of interactions between them. Place experience is thus characterized by objective, subjective and consensual qualities of people-environment relationships. The research design follows the premises of pragmatic case study methodology; a mixed research method is employed that includes archival research of floor plans, photo documentation, a physical setting checklist and instrumented measures for physical environments; staff interviews, surveys and auditing evaluations for organizational and staff contexts; and resident interviews and behavior mapping for individual contexts and place rules. Through synthesizing different sources of data into experiential descriptions, this study suggests that each courtyard is a compound of nine desired experiential attributes including 1) privacy, 2) social interactions, 3) accessible space and built features, 4) safety & security, 5) sensory stimulation, 6) information awareness and spatial orientation, 7) familiarity, 8) sense of ownership and 9) participation in meaningful activities. Each courtyard is unique in its distinct composition of these attributes and arrangements of the three subsystems. Experience of social interactions is the shared experiential quality across the cases. The three courtyards are programmed as a social space but are not meant to be a place to mark ownership, show identities and create meaningful engagement. The shared nature is incongruent with residents’ experience of home gardens and gardening collected from the interviews. A relatively successful case is selected; it is a place with more equal emphases on the nine attributes. Its patterns of the three subsystems may guide a less effective case to make future improvement. Implications of the findings are considered at three levels. First, this study applied a pragmatic approach, which offers a means to generate a holistic understanding of institutional outdoor environments; this study may complement the current research dominated by a positivist approach. Second, the approach recognizes and acknowledges the multifaceted phenomenon of the courtyards; it describes sets of variables or quality indicators that may help further theoretical construction or the development of quality measure. Third, this comparative research highlights the importance of establishing a database of cases reports. The accumulation of successful cases would help identify effective patterns of the three subsystems. Shared features emerging from successful cases may represent findings with high generalizability

    Designing Accessible Nonvisual Maps

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    Access to nonvisual maps has long required special equipment and training to use; Google Maps, ESRI, and other commonly used digital maps are completely visual and thus inaccessible to people with visual impairments. This project presents the design and evaluation of an easy to use digital auditory map and 3D model interactive map. A co-design was also undertaken to discover tools for an ideal nonvisual navigational experience. Baseline results of both studies are presented so future work can improve on the designs. The user evaluation revealed that both prototypes were moderately easy to use. An ideal nonvisual navigational experience, according to these participants, consists of both an accurate turn by turn navigational system, and an interactive map. Future work needs to focus on the development of appropriate tools to enable this ideal experience

    Embodied-driven design : a framework to configure body representation & mapping(æœŹæ–‡)

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    Towards a complete multiple-mechanism account of predictive language processing [Commentary on Pickering & Garrod]

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    Although we agree with Pickering & Garrod (P&G) that prediction-by-simulation and prediction-by-association are important mechanisms of anticipatory language processing, this commentary suggests that they: (1) overlook other potential mechanisms that might underlie prediction in language processing, (2) overestimate the importance of prediction-by-association in early childhood, and (3) underestimate the complexity and significance of several factors that might mediate prediction during language processing

    Multisensory learning in adaptive interactive systems

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    The main purpose of my work is to investigate multisensory perceptual learning and sensory integration in the design and development of adaptive user interfaces for educational purposes. To this aim, starting from renewed understanding from neuroscience and cognitive science on multisensory perceptual learning and sensory integration, I developed a theoretical computational model for designing multimodal learning technologies that take into account these results. Main theoretical foundations of my research are multisensory perceptual learning theories and the research on sensory processing and integration, embodied cognition theories, computational models of non-verbal and emotion communication in full-body movement, and human-computer interaction models. Finally, a computational model was applied in two case studies, based on two EU ICT-H2020 Projects, "weDRAW" and "TELMI", on which I worked during the PhD
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