449 research outputs found

    Train vs. play: Evaluating the effects of gamified and non-gamified wheelchair skills training using virtual reality

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    This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disabled participants volunteered for the study, of whom eleven undertook the gamified VR training, and eleven engaged in the non-gamified VR training. To measure the efficacy of the VR-based wheelchair skills training, we captured the heart rate (HR), number of joystick movements, completion time, and number of collisions. In addition, an adapted version of the Wheelchair Skills Training Program Questionnaire (WSTP-Q), the Igroup Presence Questionnaire (IPQ), and the Simulator Sickness Questionnaire (SSQ) questionnaires were administered after the VR training. The results showed no differences in wheelchair driving performance, the level of involvement, or the ratings of presence between the two environments. In contrast, the perceived cybersickness was statistically higher for the group of participants who trained in the non-gamified VR environment. Remarkably, heightened cybersickness symptoms aligned with increased HR, suggesting physiological connections. As such, while direct gamification effects on the efficacy of VR-based wheelchair skills training were not statistically significant, its potential to amplify user engagement and reduce cybersickness is evident

    Quantum Mechanics of Spin Transfer in Coupled Electron-Spin Chains

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    The manner in which spin-polarized electrons interact with a magnetized thin film is currently described by a semi-classical approach. This in turn provides our present understanding of the spin transfer, or spin torque phenomenon. However, spin is an intrinsically quantum-mechanical quantity. Here, we make the first strides towards a fully quantum-mechanical description of spin transfer through spin currents interacting with a Heisenberg-coupled spin chain. Because of quantum entanglement, this requires a formalism based on the density matrix approach. Our description illustrates how individual spins in the chain time-evolve as a result of spin transfer

    Do I smell coffee? The tale of a 360º Mulsemedia experience

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    One of the main challenges in current multimedia networking environments is to find solutions to help accommodate the next generation of mobile application classes with stringent Quality of Service (QoS) requirements whilst enabling Quality of Experience (QoE) provisioning for users. One such application class, featured in this paper, is 360º mulsemedia—multiple sensorial media—which enriches 360º video by adding sensory effects that stimulate human senses beyond those of sight and hearing, such as the tactile and olfactory ones. In this paper, we present a conceptual framework for 360º mulsemedia delivery and a 360º mulsemedia-based prototype that enables users to experience 360º mulsemedia content. User evaluations revealed that higher video resolutions do not necessarily lead to the highest QoE levels in our experimental setup. Therefore, bandwidth savings can be leveraged with no detrimental impact on QoE

    360° Mulsemedia: a way to improve subjective QoE in 360° videos

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    Previous research has shown that adding multisensory media-mulsemedia-to traditional audiovisual content has a positive effect on user Quality of Experience (QoE). However, the QoE impact of employing mulsemedia in 360° videos has remained unexplored. Accordingly, in this paper, a QoE study for watching a 360° video-with and without multisensory effects-in a full free-viewpoint VR setting is presented. The parametric space we considered to influence the QoE consists of the encoding quality and the motion level of the transmitted media. To achieve our research aim, we propose a wearable VR system that provides multisensory enhancement of 360° videos. Then, we utilise its capabilities to systematically evaluate the effects of multisensory stimulation on perceived quality degradation for videos with different motion levels and encoding qualities. Our results make a strong case for the inclusion of multisensory effects in 360° videos, as they reveal that both user-perceived quality, as well as enjoyment, are significantly higher when mulsemedia (as opposed to traditional multimedia) is employed in this context. Moreover, these observations hold true independent of the underlying 360° video encoding quality-thus QoE can be significantly enhanced with a minimal impact on networking resources

    The influence of human factors on 360∘ mulsemedia QoE

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    Quality of Experience (QoE) is indelibly linked to the human side of the multimedia experience. Surprisingly, however, there is a paucity of research which explores the impact that human factors has in determining QoE. Whilst this is true of multimedia, it is even more starkly so as far as mulsemedia - applications that involve media engaging three or more of human senses - is concerned. Hence, in the study reported in this paper, we focus on an exciting subset of mulsemedia applications - 360∘ mulsemedia - particularly important given that the upcoming 5G technology is foreseen to be a key enabler for the proliferation of immersive Virtual Reality (VR) applications. Accordingly, we study the impact that human factors such as gender, age, prior computing experience, and smell sensitivity have on 360∘ mulsemedia QoE. Results showed insight into the potential of 360∘ mulsemedia to inspire and to enrich experiences for Generation Z - a generation empowered by rapidly advancing technology. Patterns of prior media usage and smell sensitivity play also an important role in influencing the QoE evaluation - users who have a preference for dynamic videos enjoy and find realistic the 360∘ mulsemedia experiences

    Multisensory 360 videos under varying resolution levels enhance presence

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    Omnidirectional videos have become a leading multimedia format for Virtual Reality applications. While live 360â—¦ videos offer a unique immersive experience, streaming of omnidirectional content at high resolutions is not always feasible in bandwidth-limited networks. While in the case of flat videos, scaling to lower resolutions works well, 360â—¦ video quality is seriously degraded because of the viewing distances involved in head-mounted displays. Hence, in this paper, we investigate first how quality degradation impacts the sense of presence in immersive Virtual Reality applications. Then, we are pushing the boundaries of 360â—¦ technology through the enhancement with multisensory stimuli. 48 participants experimented both 360â—¦ scenarios (with and without multisensory content), while they were divided randomly between four conditions characterised by different encoding qualities (HD, FullHD, 2.5K, 4K). The results showed that presence is not mediated by streaming at a higher bitrate. The trend we identified revealed however that presence is positively and significantly impacted by the enhancement with multisensory content. This shows that multisensory technology is crucial in creating more immersive experiences

    Impurity Scattering of Wave Packets on a Lattice

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    Quantum transport in a lattice is distinct from its counterpart in continuum media. Even a free wave packet travels differently in a lattice than in the continuum. We describe quantum scattering in a one dimensional lattice using three different formulations and illustrate characteristics of quantum transport such as resonant transmission. We demonstrate the real time propagation of a wave packet and its phase shift due to impurity configurations. Spin-flip scattering is also taken into account in a spin chain system. We show how individual spins in the chain evolve as a result of a spin-flip interaction between an incoming electron and a spin chain.Comment: submitted to Phys. Rev.

    Neurobehavioral function and low-level exposure to brominated flame retardants in adolescents : a cross-sectional study

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    Background: Animal and in vitro studies demonstrated a neurotoxic potential of brominated flame retardants, a group of chemicals used in many household and commercial products to prevent fire. Although the first reports of detrimental neurobehavioral effects in rodents appeared more than ten years ago, human data are sparse. Methods: As a part of a biomonitoring program for environmental health surveillance in Flanders, Belgium, we assessed the neurobehavioral function with the Neurobehavioral Evaluation System (NES-3), and collected blood samples in a group of high school students. Cross-sectional data on 515 adolescents (13.6-17 years of age) was available for the analysis. Multiple regression models accounting for potential confounders were used to investigate the associations between biomarkers of internal exposure to brominated flame retardants [serum levels of polybrominated diphenyl ether (PBDE) congeners 47, 99, 100, 153, 209, hexabromocyclododecane (HBCD), and tetrabromobisphenol A (TBBPA)] and cognitive performance. In addition, we investigated the association between brominated flame retardants and serum levels of FT3, FT4, and TSH. Results: A two-fold increase of the sum of serum PBDE's was associated with a decrease of the number of taps with the preferred-hand in the Finger Tapping test by 5.31 (95% CI: 0.56 to 10.05, p = 0.029). The effects of the individual PBDE congeners on the motor speed were consistent. Serum levels above the level of quantification were associated with an average decrease of FT3 level by 0.18 pg/mL (95% CI: 0.03 to 0.34, p = 0.020) for PBDE-99 and by 0.15 pg/mL (95% CI: 0.004 to 0.29, p = 0.045) for PBDE-100, compared with concentrations below the level of quantification. PBDE-47 level above the level of quantification was associated with an average increase of TSH levels by 10.1% (95% CI: 0.8% to 20.2%, p = 0.033), compared with concentrations below the level of quantification. We did not observe effects of PBDE's on neurobehavioral domains other than the motor function. HBCD and TBBPA did not show consistent associations with performance in the neurobehavioral tests. Conclusions: This study is one of few studies and so far the largest one investigating the neurobehavioral effects of brominated flame retardants in humans. Consistently with experimental animal data, PBDE exposure was associated with changes in the motor function and the serum levels of the thyroid hormones

    Evaluation of environmental quality of mediterranean coastal lagoons using persistent organic pollutants and metals in thick-lipped grey mullet

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    The evaluation of past and present anthropogenic impacts affecting the ecological quality status of transitional ecosystems is crucial from the perspective of protecting them from further deterioration, and to evaluate remediation and restoration measures. Contamination patterns of thick-lipped grey mullet from two Mediterranean coastal lagoons within a protected area in Italy were assessed and compared in order to evaluate their overall quality status and to collect information that can provide useful feedback on management choices aimed at enhancing environmental quality and biodiversity conservation. The quality status of the two lagoons was evaluated by an environmental assessment methodology based on indicators of direct and indirect human pressures, while a broad range of analyses were carried out to determine the presence and concentration of persistent organic pollutants (POPs) and metals in fish muscle tissue. A good quality status resulted for both lagoons, and an overall limited anthropogenic impact in the surrounding area. This could account for POPs and metal contamination levels found in mullet, although limited, and relating to their patterns. The overlap of results achieved with the two evaluation approaches can provide support for management choices in Mediterranean lagoon environments, especially for those committed to the protection and conservation of biodiversity
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