15,177 research outputs found

    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

    User-Centered Virtual Reality for Promoting Relaxation: An Innovative Approach

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    [EN] Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on genetic environments filled with relaxing "narratives" to induce control over one's own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a second step, distinctive features of such events may be rendered with symbols, activities or other virtual environments contents. According to literature, it is possible that such an approach would obtain more sophisticated and long-lasting relaxation in users. The present contribution explores this innovative theoretical proposal and its potential applications within future research and interventionsPizzoli, SFM.; Mazzocco, K.; Triberti, S.; Monzani, D.; Alcañiz Raya, ML.; Pravettoni, G. (2019). User-Centered Virtual Reality for Promoting Relaxation: An Innovative Approach. Frontiers in Psychology. 10:1-8. https://doi.org/10.3389/fpsyg.2019.00479S1810Alcañiz, M., Botella, C., Baños, R. M., Zaragoza, I., & Guixeres, J. (2009). The Intelligent e-Therapy system: a new paradigm for telepsychology and cybertherapy. British Journal of Guidance & Counselling, 37(3), 287-296. doi:10.1080/03069880902957015Alcañiz, M., Botella, C., Rey, B., Baños, R., Lozano, J. A., de la Vega, N. L., … Hospitaler, A. (2007). EMMA: An Adaptive Display for Virtual Therapy. Lecture Notes in Computer Science, 258-265. doi:10.1007/978-3-540-73216-7_29Anderson, A. P., Mayer, M. D., Fellows, A. M., Cowan, D. R., Hegel, M. T., & Buckey, J. C. (2017). 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Virtual Reality Pain Control during Physical Therapy Range of Motion Exercises for a Patient with Multiple Blunt Force Trauma Injuries. CyberPsychology & Behavior, 12(1), 47-49. doi:10.1089/cpb.2008.0056Baños, R. M., Botella, C., Guillen, V., García-Palacios, A., Quero, S., Bretón-López, J., & Alcañiz, M. (2009). An adaptive display to treat stress-related disorders: EMMA’s World. British Journal of Guidance & Counselling, 37(3), 347-356. doi:10.1080/03069880902957064Baños, R. M., Botella, C., Rubió, I., Quero, S., García-Palacios, A., & Alcañiz, M. (2008). Presence and Emotions in Virtual Environments: The Influence of Stereoscopy. CyberPsychology & Behavior, 11(1), 1-8. doi:10.1089/cpb.2007.9936Baños, R. M., Guillen, V., Quero, S., García-Palacios, A., Alcaniz, M., & Botella, C. (2011). A virtual reality system for the treatment of stress-related disorders: A preliminary analysis of efficacy compared to a standard cognitive behavioral program. 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    Virtual reality exposure-based therapy for the treatment of post-traumatic stress disorder: a review of its efficacy, the adequacy of the treatment protocol, and its acceptability

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    Introduction The essential feature of post-traumatic stress disorder (PTSD) is the development of characteristic symptoms following exposure to one or more traumatic events. According to evidence-based intervention guidelines and empirical evidence, one of the most extensively researched and validated treatments for PTSD is prolonged exposure to traumatic events; however, exposure therapy can present some limitations. Virtual reality (VR) can help to improve prolonged exposure because it creates fictitious, safe, and controllable situations that can enhance emotional engagement and acceptance. Objective In addition to carrying out a review to evaluate the efficacy of VR exposure-based therapy (VR-EBT) for the treatment of PTSD, the aim of this study was to contribute to analyzing the use of VR-EBT by: first, evaluating the adequacy of psychological treatment protocols that use VR-EBT to treat PTSD; and second, analyzing the acceptability of VR-EBT. Method We performed a replica search with descriptors and databases used in two previous reviews and updated to April 2015. Next, we carried out an evaluation of the efficacy, adequacy, and acceptability of VR-EBT protocols. Results Results showed that VR-EBT was effective in the treatment of PTSD. The findings related to adequacy showed that not all studies using VR-EBT reported having followed the clinical guidelines for evidence-based interventions in the treatment of PTSD. Regarding acceptability, few studies evaluated this subject. However, the findings are very promising, and patients reported high acceptability and satisfaction with the inclusion of VR in the treatment of PTSD. Conclusion The main weaknesses identified in this review focus on the need for more controlled studies, the need to standardize treatment protocols using VR-EBT, and the need to include assessments of acceptability and related variables. Finally, this paper highlights some directions and future perspectives for using VR-EBT in PTSD treatmen

    Elevating metaverse virtual reality experiences through network-integrated neuro-fuzzy emotion recognition and adaptive content generation algorithms

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    Interactions between individuals and digital material have completely changed with the advent of the Metaverse. Due to this, there is an immediate need to construct cutting-edge technology that can recognize the emotions of users and continuously provide material that is relevant to their psychological states, improving their overall experience. An inventive method that combines natural language processing adaptive content generation algorithms and neuro-fuzzy-based support vector machines natural language processing (SVM-NLP) is proposed by researchers to meet this demand. With this merging, the Metaverse will be able to offer highly tailored and engaging experiences. Initially, a neuro-fuzzy algorithm was developed to identify people's emotional moods from their physiological reactions and other biometric information. Fuzzy Logic and Support Vector Machine work together to manage the inherent ambiguity and unpredictability, which results in a more exact and accurate categorization of emotions. A key component of the ACGA is NLP technology, which uses real-time emotional data to dynamically modify and personalize characters, stories, and interactive features in the Metaverse. The novelty of the proposed approach lies in the innovative integration of neuro-fuzzy-based SVM-NLP algorithms to accurately recognize and adapt to users' emotional states, enhancing the Metaverse experience across various applications. The proposed method is implemented using Python software. This adaptive approach significantly enhances users' immersion, emotional involvement, and overall satisfaction within the augmented reality environment by tailoring information to their responses. The findings show that the SVM-NLP emotion identification algorithm based on neuro-fuzzy, has a high degree of accuracy in recognizing emotional states, which holds promise for creating a Metaverse that is more emotionally compelling and immersive. Stronger human–computer interactions and a wider range of applications, including virtual therapy, educational resources, entertainment, and social media networking, might be made possible by integrating SVM-NLP. These sophisticated systems are around 92% accurate in interpreting the emotions

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    Cross validation of bi-modal health-related stress assessment

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    This study explores the feasibility of objective and ubiquitous stress assessment. 25 post-traumatic stress disorder patients participated in a controlled storytelling (ST) study and an ecologically valid reliving (RL) study. The two studies were meant to represent an early and a late therapy session, and each consisted of a "happy" and a "stress triggering" part. Two instruments were chosen to assess the stress level of the patients at various point in time during therapy: (i) speech, used as an objective and ubiquitous stress indicator and (ii) the subjective unit of distress (SUD), a clinically validated Likert scale. In total, 13 statistical parameters were derived from each of five speech features: amplitude, zero-crossings, power, high-frequency power, and pitch. To model the emotional state of the patients, 28 parameters were selected from this set by means of a linear regression model and, subsequently, compressed into 11 principal components. The SUD and speech model were cross-validated, using 3 machine learning algorithms. Between 90% (2 SUD levels) and 39% (10 SUD levels) correct classification was achieved. The two sessions could be discriminated in 89% (for ST) and 77% (for RL) of the cases. This report fills a gap between laboratory and clinical studies, and its results emphasize the usefulness of Computer Aided Diagnostics (CAD) for mental health care

    Designing interactive virtual environments with feedback in health applications.

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    One of the most important factors to influence user experience in human-computer interaction is the user emotional reaction. Interactive environments including serious games that are responsive to user emotions improve their effectiveness and user satisfactions. Testing and training for user emotional competence is meaningful in healthcare field, which has motivated us to analyze immersive affective games using emotional feedbacks. In this dissertation, a systematic model of designing interactive environment is presented, which consists of three essential modules: affect modeling, affect recognition, and affect control. In order to collect data for analysis and construct these modules, a series of experiments were conducted using virtual reality (VR) to evoke user emotional reactions and monitoring the reactions by physiological data. The analysis results lead to the novel approach of a framework to design affective gaming in virtual reality, including the descriptions on the aspects of interaction mechanism, graph-based structure, and user modeling. Oculus Rift was used in the experiments to provide immersive virtual reality with affective scenarios, and a sample application was implemented as cross-platform VR physical training serious game for elderly people to demonstrate the essential parts of the framework. The measurements of playability and effectiveness are discussed. The introduced framework should be used as a guiding principle for designing affective VR serious games. Possible healthcare applications include emotion competence training, educational softwares, as well as therapy methods

    Кибербезопасность в образовательных сетях

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    The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.У статті обговорюється можливий вплив цифрового простору на людину, а також пов'язані з людиною напрямки кібербезпеки в освіті: рівні кібербезпеки, роль соціального інжинірингу в кібербезпеці освіти, «когнітивна вакцинація». «Людина» розглядається в загальному значенні, головним чином як та, що навчається. Аналіз надається на основі досвіду гібридної війни в Україні, яка продемонструвала зміну цілей військових операцій з військовослужбовців та критичної інфраструктури на людину загалом. Молодь - це вразлива група, яка може бути основною метою таких операцій в довгостроковій перспективі, і вони є найслабшою ланкою системи.В документе обсуждается возможное влияние цифрового пространства на человека, а также связанные с ним направления в анализе кибербезопасности в образовании: уровни кибербезопасности, роль социальной инженерии в кибербезопасности образования, «когнитивная вакцинация». «Человек» рассматривается в общем смысле, в основном как ученик. Анализ представлен на основе опыта гибридной войны в Украине, которая продемонстрировала изменение цели военных действий с военного персонала и критической инфраструктуры на человека в целом. Молодые люди являются уязвимой группой, которая может быть главной целью когнитивных операций в долгосрочной перспективе, и они являются самым слабым звеном Систем

    The Practical Applications of Video Games Beyond Entertainment

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    Much of the attention directed toward video games is focused on their role as entertainment. However, researchers have found that video games can have other, more practical uses for society. This thesis is designed to examine three specific examples of the practical applications of video games: video games in education, video games as accessible technology, and the social uses of video games. This project is based on pre-existing research conducted by professionals studying the aforementioned subtopics. Anecdotal stories from educators, people with disabilities, and developers are also discussed. The thesis explores specific examples of video games being used practically, and the researcher suggests several opportunities for further research on the topic
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