302 research outputs found

    Inter-stimulus Interval Study for the Tactile Point-pressure Brain-computer Interface

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    The paper presents a study of an inter-stimulus interval (ISI) influence on a tactile point-pressure stimulus-based brain-computer interface's (tpBCI) classification accuracy. A novel tactile pressure generating tpBCI stimulator is also discussed, which is based on a three-by-three pins' matrix prototype. The six pin-linear patterns are presented to the user's palm during the online tpBCI experiments in an oddball style paradigm allowing for "the aha-responses" elucidation, within the event related potential (ERP). A subsequent classification accuracies' comparison is discussed based on two ISI settings in an online tpBCI application. A research hypothesis of classification accuracies' non-significant differences with various ISIs is confirmed based on the two settings of 120 ms and 300 ms, as well as with various numbers of ERP response averaging scenarios.Comment: 4 pages, 5 figures, accepted for EMBC 2015, IEEE copyrigh

    Finger tracking and hand recognition technologies in virtual reality maritime safety training applications

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    The competitiveness and development of the maritime sector together with the continuous effort on increasing operations performance while reducing operations costs, drives the needs for on-board effective and qualitative training safety related issues. Virtual reality (VR) has been considered by classification societies and training organizations as a technology that can significantly improve seafarer's performance and competence with the adaptation of maritime applications developed for design simulation and gaming. This paper presents the evolution of the MarSEVR (Maritime Safety Education with VR) technology as a new concept and technology by integrating finger tracking and hand recognition technologies that increase immersiveness and user engagement within the MarISOT technology, a Green Ocean innovation composed of VR safety applications. The paper approaches this integration by addressing game design, pedagogic and cognitive neuroscience principles and challenges on the use of hand recognition and finger tracking in the MarSEVR learning episodes

    Multimodal Human-Machine Interface For Haptic-Controlled Excavators

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    The goal of this research is to develop a human-excavator interface for the hapticcontrolled excavator that makes use of the multiple human sensing modalities (visual, auditory haptic), and efficiently integrates these modalities to ensure intuitive, efficient interface that is easy to learn and use, and is responsive to operator commands. Two empirical studies were conducted to investigate conflict in the haptic-controlled excavator interface and identify the level of force feedback for best operator performance

    Human-Computer interaction methodologies applied in the evaluation of haptic digital musical instruments

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    Recent developments in interactive technologies have seen major changes in the manner in which artists, performers, and creative individuals interact with digital music technology; this is due to the increasing variety of interactive technologies that are readily available today. Digital Musical Instruments (DMIs) present musicians with performance challenges that are unique to this form of computer music. One of the most significant deviations from conventional acoustic musical instruments is the level of physical feedback conveyed by the instrument to the user. Currently, new interfaces for musical expression are not designed to be as physically communicative as acoustic instruments. Specifically, DMIs are often void of haptic feedback and therefore lack the ability to impart important performance information to the user. Moreover, there currently is no standardised way to measure the effect of this lack of physical feedback. Best practice would expect that there should be a set of methods to effectively, repeatedly, and quantifiably evaluate the functionality, usability, and user experience of DMIs. Earlier theoretical and technological applications of haptics have tried to address device performance issues associated with the lack of feedback in DMI designs and it has been argued that the level of haptic feedback presented to a user can significantly affect the user’s overall emotive feeling towards a musical device. The outcome of the investigations contained within this thesis are intended to inform new haptic interface

    Sonic Interactions in Virtual Environments

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    Sonic interactions in virtual environments

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    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

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    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Quantifying Cognitive Efficiency of Display in Human-Machine Systems

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    As a side effect of fast growing informational technology, information overload becomes prevalent in the operation of many human-machine systems. Overwhelming information can degrade operational performance because it imposes large mental workload on human operators. One way to address this issue is to improve the cognitive efficiency of display. A cognitively efficient display should be more informative while demanding less mental resources so that an operator can process larger displayed information using their limited working memory and achieve better performance. In order to quantitatively evaluate this display property, a Cognitive Efficiency (CE) metric is formulated as the ratio of the measures of two dimensions: display informativeness and required mental resources (each dimension can be affected by display, human, and contextual factors). The first segment of the dissertation discusses the available measurement techniques to construct the CE metric and initially validates the CE metric with basic discrete displays. The second segment demonstrates that displays showing higher cognitive efficiency improve multitask performance. This part also identifies the version of the CE metric that is the most predictive of multitask performance. The last segment of the dissertation applies the CE metric in driving scenarios to evaluate novel speedometer displays; however, it finds that the most efficient display may not better enhance concurrent tracking performance in driving. Although the findings of dissertation show several limitations, they provide valuable insight into the complicated relationship among display, human cognition, and multitask performance in human-machine systems

    Sensory integration through the scope of body ownership

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    Sensory integration is the process by which the brain combines distinct sensory modalities, such that the merged information can be efficiently used to interact with the environment. Body ownership is an example of a subjective experience that emerges through sensory integration. The mechanisms of sensory integration are not yet fully understood. By employing illusions such as the body ownership illusion, where a person falsely perceives an artificial limb as part of their body, brain processes governing sensory integration can be investigated. In this PhD project, a virtual reality platform capable of eliciting a body ownership illusion via accurately timed visuo-tactile stimulation was developed, and used as a tool for studying sensory integration. A threat perception experiment, and an experiment inducing visuo-tactile stimulation with temporal delay were conducted using this platform. Biophysical and behavioural results from this study showed that threat perception and body ownership are not necessarily correlated, but can be viewed as parallel processes within the context of embodiment, and can be observed in distinct neural correlates of brain activity. Based on the results from these studies, it is proposed that the experience of body ownership is not an all-or-nothing, binary experience, but instead, can be considered as a graded experience and having multiple levels
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