15,782 research outputs found

    When Agents Become Partners: A Review of the Role the Implicit Plays in the Interaction with Artificial Social Agents

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    The way we interact with computers has significantly changed over recent decades. However, interaction with computers still falls behind human to human interaction in terms of seamlessness, effortlessness, and satisfaction. We argue that simultaneously using verbal, nonverbal, explicit, implicit, intentional, and unintentional communication channels addresses these three aspects of the interaction process. To better understand what has been done in the field of Human Computer Interaction (HCI) in terms of incorporating the type channels mentioned above, we reviewed the literature on implicit nonverbal interaction with a specific emphasis on the interaction between humans on the one side, and robot and virtual humans on the other side. These Artificial Social Agents (ASA) are increasingly used as advanced tools for solving not only physical but also social tasks. In the literature review, we identify domains of interaction between humans and artificial social agents that have shown exponential growth over the years. The review highlights the value of incorporating implicit interaction capabilities in Human Agent Interaction (HAI) which we believe will lead to satisfying human and artificial social agent team performance. We conclude the article by presenting a case study of a system that harnesses subtle nonverbal, implicit interaction to increase the state of relaxation in users. This “Virtual Human Breathing Relaxation System” works on the principle of physiological synchronisation between a human and a virtual, computer-generated human. The active entrainment concept behind the relaxation system is generic and can be applied to other human agent interaction domains of implicit physiology-based interaction

    TOBE: Tangible Out-of-Body Experience

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    We propose a toolkit for creating Tangible Out-of-Body Experiences: exposing the inner states of users using physiological signals such as heart rate or brain activity. Tobe can take the form of a tangible avatar displaying live physiological readings to reflect on ourselves and others. Such a toolkit could be used by researchers and designers to create a multitude of potential tangible applications, including (but not limited to) educational tools about Science Technologies Engineering and Mathematics (STEM) and cognitive science, medical applications or entertainment and social experiences with one or several users or Tobes involved. Through a co-design approach, we investigated how everyday people picture their physiology and we validated the acceptability of Tobe in a scientific museum. We also give a practical example where two users relax together, with insights on how Tobe helped them to synchronize their signals and share a moment

    Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing

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    There is a wide range of sensory therapies using sound, music and visual stimuli. Some focus on soothing or distracting stimuli such as natural sounds or classical music as analgesic, while other approaches emphasize the active performance of producing music as therapy. This paper proposes an immersive multi-sensory Exposure Therapy for people suffering from anxiety disorders, based on a rich, detailed surround-soundscape. This soundscape is composed to include the users’ own idiosyncratic anxiety triggers as a form of habituation, and to provoke psychological catharsis, as a non-verbal, visceral and enveloping exposure. To accurately pinpoint the most effective sounds and to optimally compose the soundscape we will monitor the participants’ physiological responses such as electroencephalography, respiration, electromyography, and heart rate during exposure. We hypothesize that such physiologically optimized sensory landscapes will aid the development of future immersive therapies for various psychological conditions, Sound is a major trigger of anxiety, and auditory hypersensitivity is an extremely problematic symptom. Exposure to stress-inducing sounds can free anxiety sufferers from entrenched avoidance behaviors, teaching physiological coping strategies and encouraging resolution of the psychological issues agitated by the sound

    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

    A mobile VR-based respiratory biofeedback game to foster diaphragmatic breathing

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    Haptic and Audio-visual Stimuli: Enhancing Experiences and Interaction

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    EnviroScape: Coping With Stress Using Implicit Biofeedback Application

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    Stress has been identified by the Word Health Organization as an epidemic that has negative impacts on work productivity. It costs the American industry approximately $300 billion/year and is also the leading contributor to obesity and cardiovascular diseases. Current stress remediation tools incorporate techniques such as deep breathing, meditation and biofeedback responses. These type of exercises require a substantial amount of time and resources along with adhering to their strict system in order to see results. Most biofeedback mechanisms are repetitive and mundane and also require complex equipment to participate, in order to receive proper evaluation on stress levels. The purpose of this study is to develop an engaging relaxation technique and analyze the effects of the biofeedback mechanism on the stress levels of a user. An interactive application is developed such that the user receives subtle cues when they are in a “stressed” state, which is determined through the physiological indicator of the user’s breathing rate (BR) signal. Unlike previous research, this biofeedback game focuses on providing a soothing natural environment with no specific objectives in order to distract them from their current stressful state. This will help analyze and discuss the effects of a non-competitive video game on a user’s stress levels, their awareness to recognize signs of stress and their ability to reduce them

    A personalised emotion-based model for relaxation in virtual reality

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    One of the most frequent health problems is stress. It has been linked to negative effects on employee well-being in many occupations, and it is considered responsible for many physical and psychological problems. Traditional in-person relaxation therapy has proven to be effective in reducing stress. However, it has some drawbacks such as high cost, required infrastructure and the need for qualified trainers. Relaxation therapy in Virtual Reality (VR) tries to solve these problems. However, one aspect has received little attention, that is personalised therapy. Indeed, while many studies show the need for patient-tailored relaxation exercises, little existing work focuses on personalised VR content. One reason for this is the complexity of recognising emotions, which is required for emotion-based adaptive VR. In this work, a method for adapting VR content to the emotional state of the user is presented. This model has been applied in a VR relaxation therapy application, which adapts to the user's emotional state utilising a heuristic optimiser. Simulations have proven the performance and usability of the emotion model. Additionally, this paper explores the impact of the order in which adaptations are performed on the effectiveness of the relaxation experience

    Informational Mode of the Brain Operation and Consciousness as an Informational Related System

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    Introduction: the objective of the investigation is to analyse the informational operating-mode of the brain and to extract conclusions on the structure of the informational system of the human body and consciousness. Analysis: the mechanisms and processes of the transmission of information in the body both by electrical and non-electrical ways are analysed in order to unify the informational concepts and to identify the specific essential requirements supporting the life. It is shown that the electrical transmission can be described by typical YES/NO (all or nothing) binary units as defined by the information science, while the inter and intra cell communication, including within the synaptic junction, by mechanisms of embodiment/disembodiment of information. The virtual received or operated information can be integrated in the cells as matter-related information, with a maximum level of integration as genetically codified info. Therefore, in terms of information, the human appears as a reactive system changing information with the environment and between inner informational subsystems which are: the centre of acquisition and storing of information (acquired data), the centre of decision and command (decision), the info-emotional system (emotions), the maintenance informational system (matter absorption/desorption/distribution), the genetic transmission system (reproduction) and info-genetic generator (genetically assisted body evolution). The dedicated areas and components of the brain are correlated with such systems and their functions are specified. Result: the corresponding cognitive centres projected into consciousness are defined and described according to their specific functions. The cognitive centres, suggestively named to appropriately include their main characteristics are detected at the conscious level respectively as: memory, decisional operation (attitude), emotional state, power/energy status and health, associativity and offspring formation, inherited predispositions, skills and mentality. The near-death and religious experiences can be explained by an Info-Connection pole. Conclusion: consciousness could be fully described and understood in informational terms
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