1,667 research outputs found

    Web-Based VR Experiments Powered by the Crowd

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    We build on the increasing availability of Virtual Reality (VR) devices and Web technologies to conduct behavioral experiments in VR using crowdsourcing techniques. A new recruiting and validation method allows us to create a panel of eligible experiment participants recruited from Amazon Mechanical Turk. Using this panel, we ran three different crowdsourced VR experiments, each reproducing one of three VR illusions: place illusion, embodiment illusion, and plausibility illusion. Our experience and worker feedback on these experiments show that conducting Web-based VR experiments using crowdsourcing is already feasible, though some challenges---including scale---remain. Such crowdsourced VR experiments on the Web have the potential to finally support replicable VR experiments with diverse populations at a low cost.Comment: The Web Conference 2018 (WWW 2018); update citation forma

    Crowdsourcing design guidance for contextual adaptation of text content in augmented reality

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    Funding Information: This work was supported by EPSRC (grants EP/R004471/1 and EP/S027432/1). Supporting data for this publication is available at https://doi.org/10.17863/CAM.62931.Augmented Reality (AR) can deliver engaging user experiences that seamlessly meld virtual content with the physical environment. However, building such experiences is challenging due to the developer's inability to assess how uncontrolled deployment contexts may infuence the user experience. To address this issue, we demonstrate a method for rapidly conducting AR experiments and real-world data collection in the user's own physical environment using a privacy-conscious mobile web application. The approach leverages the large number of distinct user contexts accessible through crowdsourcing to efciently source diverse context and perceptual preference data. The insights gathered through this method complement emerging design guidance and sample-limited lab-based studies. The utility of the method is illustrated by reexamining the design challenge of adapting AR text content to the user's environment. Finally, we demonstrate how gathered design insight can be operationalized to provide adaptive text content functionality in an AR headset.Publisher PD

    Crowdsensing-driven route optimisation algorithms for smart urban mobility

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    Urban rörlighet anses ofta vara en av de främsta möjliggörarna för en hållbar statsutveckling. Idag skulle det dock kräva ett betydande skifte mot renare och effektivare stadstransporter vilket skulle stödja ökad social och ekonomisk koncentration av resurser i städerna. En viktig prioritet för städer runt om i världen är att stödja medborgarnas rörlighet inom stadsmiljöer medan samtidigt minska trafikstockningar, olyckor och föroreningar. Att utveckla en effektivare och grönare (eller med ett ord; smartare) stadsrörlighet är en av de svåraste problemen att bemöta för stora metropoler. I denna avhandling närmar vi oss problemet från det snabba utvecklingsperspektivet av ITlandskapet i städer vilket möjliggör byggandet av rörlighetslösningar utan stora stora investeringar eller sofistikerad sensortenkik. I synnerhet föreslår vi utnyttjandet av den mobila rörlighetsavkännings, eng. Mobile Crowdsensing (MCS), paradigmen i vilken befolkningen exploaterar sin mobilkommunikation och/eller mobilasensorer med syftet att frivilligt samla, distribuera, lokalt processera och analysera geospecifik information. Rörlighetavkänningssdata (t.ex. händelser, trafikintensitet, buller och luftföroreningar etc.) inhämtad från frivilliga i befolkningen kan ge värdefull information om aktuella rörelsesförhållanden i stad vilka, med adekvata databehandlingsalgoriter, kan användas för att planera människors rörelseflöden inom stadsmiljön. Såtillvida kombineras i denna avhandling två mycket lovande smarta rörlighetsmöjliggörare, eng. Smart Mobility Enablers, nämligen MCS och rese/ruttplanering. Vi kan därmed till viss utsträckning sammanföra forskningsutmaningar från dessa två delar. Vi väljer att separera våra forskningsmål i två delar, dvs forskningssteg: (1) arkitektoniska utmaningar vid design av MCS-system och (2) algoritmiska utmaningar för tillämpningar av MCS-driven ruttplanering. Vi ämnar att visa en logisk forskningsprogression över tiden, med avstamp i mänskligt dirigerade rörelseavkänningssystem som MCS och ett avslut i automatiserade ruttoptimeringsalgoritmer skräddarsydda för specifika MCS-applikationer. Även om vi förlitar oss på heuristiska lösningar och algoritmer för NP-svåra ruttproblem förlitar vi oss på äkta applikationer med syftet att visa på fördelarna med algoritm- och infrastrukturförslagen.La movilidad urbana es considerada una de las principales desencadenantes de un desarrollo urbano sostenible. Sin embargo, hoy en día se requiere una transición hacia un transporte urbano más limpio y más eficiente que soporte una concentración de recursos sociales y económicos cada vez mayor en las ciudades. Una de las principales prioridades para las ciudades de todo el mundo es facilitar la movilidad de los ciudadanos dentro de los entornos urbanos, al mismo tiempo que se reduce la congestión, los accidentes y la contaminación. Sin embargo, desarrollar una movilidad urbana más eficiente y más verde (o en una palabra, más inteligente) es uno de los temas más difíciles de afrontar para las grandes áreas metropolitanas. En esta tesis, abordamos este problema desde la perspectiva de un panorama TIC en rápida evolución que nos permite construir movilidad sin la necesidad de grandes inversiones ni sofisticadas tecnologías de sensores. En particular, proponemos aprovechar el paradigma Mobile Crowdsensing (MCS) en el que los ciudadanos utilizan sus teléfonos móviles y dispositivos, para nosotros recopilar, procesar y analizar localmente información georreferenciada, distribuida voluntariamente. Los datos de movilidad recopilados de ciudadanos que voluntariamente quieren compartirlos (por ejemplo, eventos, intensidad del tráfico, ruido y contaminación del aire, etc.) pueden proporcionar información valiosa sobre las condiciones de movilidad actuales en la ciudad, que con el algoritmo de procesamiento de datos adecuado, pueden utilizarse para enrutar y gestionar el flujo de gente en entornos urbanos. Por lo tanto, en esta tesis combinamos dos prometedoras fuentes de movilidad inteligente: MCS y la planificación de viajes/rutas, uniendo en cierta medida los distintos desafíos de investigación. Hemos dividido nuestros objetivos de investigación en dos etapas: (1) Desafíos arquitectónicos en el diseño de sistemas MCS y (2) Desafíos algorítmicos en la planificación de rutas aprovechando la información del MCS. Nuestro objetivo es demostrar una progresión lógica de la investigación a lo largo del tiempo, comenzando desde los fundamentos de los sistemas de detección centrados en personas, como el MCS, hasta los algoritmos de optimización de rutas diseñados específicamente para la aplicación de estos. Si bien nos centramos en algoritmos y heurísticas para resolver problemas de enrutamiento de clase NP-hard, utilizamos ejemplos de aplicaciones en el mundo real para mostrar las ventajas de los algoritmos e infraestructuras propuestas

    Evaluation of objective tools and artificial intelligence in robotic surgery technical skills assessment: a systematic review

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    BACKGROUND: There is a need to standardize training in robotic surgery, including objective assessment for accreditation. This systematic review aimed to identify objective tools for technical skills assessment, providing evaluation statuses to guide research and inform implementation into training curricula. METHODS: A systematic literature search was conducted in accordance with the PRISMA guidelines. Ovid Embase/Medline, PubMed and Web of Science were searched. Inclusion criterion: robotic surgery technical skills tools. Exclusion criteria: non-technical, laparoscopy or open skills only. Manual tools and automated performance metrics (APMs) were analysed using Messick's concept of validity and the Oxford Centre of Evidence-Based Medicine (OCEBM) Levels of Evidence and Recommendation (LoR). A bespoke tool analysed artificial intelligence (AI) studies. The Modified Downs-Black checklist was used to assess risk of bias. RESULTS: Two hundred and forty-seven studies were analysed, identifying: 8 global rating scales, 26 procedure-/task-specific tools, 3 main error-based methods, 10 simulators, 28 studies analysing APMs and 53 AI studies. Global Evaluative Assessment of Robotic Skills and the da Vinci Skills Simulator were the most evaluated tools at LoR 1 (OCEBM). Three procedure-specific tools, 3 error-based methods and 1 non-simulator APMs reached LoR 2. AI models estimated outcomes (skill or clinical), demonstrating superior accuracy rates in the laboratory with 60 per cent of methods reporting accuracies over 90 per cent, compared to real surgery ranging from 67 to 100 per cent. CONCLUSIONS: Manual and automated assessment tools for robotic surgery are not well validated and require further evaluation before use in accreditation processes.PROSPERO: registration ID CRD42022304901

    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

    Moving Forward with Digital Disruption: What Big Data, IoT, Synthetic Biology, AI, Blockchain, and Platform Businesses Mean to Libraries

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    Digital disruption, also known as “the fourth industrial revolution,” is blurring the lines between the physical, digital, and biological spheres. This issue of Library Technology Reports (vol. 56, no. 2) examines today’s leading-edge technologies and their disruptive impacts on our society through examples such as extended reality, Big Data, the Internet of Things (IoT), synthetic biology, 3-D bio-printing, artificial intelligence (AI), blockchain, and platform businesses in the sharing economy. This report explains how new digital technologies are merging the physical and the biological with the digital; what kind of transformations are taking place as a result in production, management, and governance; and how libraries can continue to innovate with new technologies while keeping a critical distance from the rising ideology of techno-utopianism and at the same time contributing to social good

    The potential of remote XR experimentation: Defining benefits and limitations through expert survey and case study

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    Experimentation using extended reality (XR) technology is predominantly conducted in-lab with a co-present researcher. Remote XR experiments, without co-present researchers, have been less common, despite the success of remote approaches for non-XR investigations. In order to understand why remote XR experiments are atypical, this article outlines the perceived limitations, as well as potential benefits, of conducting remote XR experiments, through a thematic analysis of responses to a 30-item survey of 46 XR researchers. These are synthesized into five core research questions for the XR community, and concern types of participant, recruitment processes, potential impacts of remote setup and settings, the data-capture affordances of XR hardware and how remote XR experiment development can be optimized to reduce demands on the researcher. It then explores these questions by running two experiments in a fully “encapsulated” remote XR case study, in which the recruitment and experiment processes is distributed and conducted unsupervised. It discusses the design, experiment, and results from this case study in the context of these core questions
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