47 research outputs found

    Design of a serious game for learning vibrotactile messages

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    To prevent accidental falls, we have designed an augmented shoe aiming at assisting a user when walking. For this, the risk level (low, medium, high and very high) represented by the current situation is conveyed to the user through vibrotactile messages. In this paper, we describe the design of a serious game dedicated to learning of these signals. The game is centered on a virtual maze, whose parts are associated with the four risk levels. To explore this maze, fitted with a pair of the augmented shoes, the user is invited to walk in a room, completely empty, whose dimensions are mapped to those of the virtual maze. When moving, for each area explored the corresponding signal is delivered to the user through the augmented shoes. An initial experiment confirmed the idea that vibrotactile messages can serve for communicating the level of risk

    Use of ecological gestures in soccer games running on mobile devices

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    The strong integration of “intelligent mobile devices” into modern societies offers a great potential for a wide spread distribution of mobile serious games. As in the case of Virtual Reality based systems, in order to be useful and efficient, these serious games need to be validated ecologically. In this context, this paper addresses the use of ecological interactions for a mobile serious game. We exploit a wearable insole in order to let users interact with a virtual soccer game via real-world soccer movements. We analyzed the concept of ecological interactions. The system used for recognition of ecological gestures is also detailed. A primary study showed that proposed system can be exploited for real time gesture recognition on a mobile device

    Use of foot for direct interactions with entities of a virtual environment displayed on a mobile device

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    With this paper, we report a novel wearable in-terface dedicated to provide new types of 3D interactions with mobile devices. Proposed interface is based on the fact that the foot can be exploited in the interaction with a virtual 3D world. By using several force sensors incorporated in the sole and an accelerometer attached to the shoe; gestures performed with the foot are interpreted in order to let the user interact with a 3D virtual environment. Being located inside a shoe this interface is fully compatible to constraints related to mobile devices. Indeed as a wearable and transparent device it can be carried everywhere and therefore can be exploited everywhere

    A serious game for training balance control over different types of soil

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    It is known that the type of the soil can affect balance. Here we report a serious game designed for training users at maintaining balance over five types of soil (broken stone, stone dust, sand, concrete and wood). By using an augmented shoe and proposed navigation metaphor, in this game, the user is invited to browse a maze while standing balance over the physical grounds. During the exploration, exercises targeting assessment of balance control are suggested. To insure the effectiveness of this training program, four exercises based on the Berg Balance Scale and the Tinetti Balance Assessment Tool are incorporated in the game

    A serious game for the learning of vibrotactile feedbacks presented under the foot : how many and how fast?

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    Vision and auditory channels are often used to convey information quickly. Knowing that hearing and vision are generally loaded with plenty of stimuli, the use of touch as an alternative medium of communication could unload those senses. Although many studies have been conducted on hapic icons or tactile icons, few of them have focused on the foot as a medium of communication. This paper particularly investigate the maximum number of vibrotactile messages that could be memorized when displayed under the foot. The method is based on a daily training wrapped in a serious game. In the latter, the avatar must be led to different locations through risky path. Risky events are displayed along the route through vibrotactile feedbacks, which have to be identified by the player. A preliminary experiment shows the usability of this serious game for learning a large number of vibrotactile stimuli

    Use of haptics to promote learning outcomes in serious games

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    Integration of haptics in Serious Games (SGs) remains limited compared to vision and audio. Many works seem to limit haptic interactions to the mimicking of real life feelings. Here, we address this by investigating the use of haptics to promote learning outcomes in serious games. By analyzing how we learn, we proposed a model that identifies three learning outcomes: (1) engage the user with the content of the game, (2) develop technical skills, and (3) develop cognitive skills. For each learning skill, we show how haptic interactions may be exploited. We also show that the proposed model may be used to describe and to evaluate existing methods. It may also help in the designing of new methods that take advantage of haptics to promote learning outcomes

    Method to determine physical properties of the ground

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    The method can determine physical properties of the ground stepped upon by a user wearing a footwear incorporating an accelerometer, and includes: receiving a raw signal from the accelerometer during at least one step being taken by the user on the ground; identifying, in the received raw signal, at least one characteristic signature; associating the at least one characteristic signature to physical properties of the ground; and generating a signal indicating the physical properties based on said association. The generated signal can further be used to advise a user of a risk of falling based on at least the physical properties of the ground

    A text-independent speaker authentication system for mobile devices

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    This paper presents a text independent speaker authentication method adapted to mobile devices. Special attention was placed on delivering a fully operational application, which admits a sufficient reliability level and an efficient functioning. To this end, we have excluded the need for any network communication. Hence, we opted for the completion of both the training and the identification processes directly on the mobile device through the extraction of linear prediction cepstral coefficients and the naive Bayes algorithm as the classifier. Furthermore, the authentication decision is enhanced to overcome misidentification through access privileges that the user should attribute to each application beforehand. To evaluate the proposed authentication system, eleven participants were involved in the experiment, conducted in quiet and noisy environments. Public speech corpora were also employed to compare this implementation to existing methods. Results were efficient regarding mobile resources’ consumption. The overall classification performance obtained was accurate with a small number of samples. Then, it appeared that our authentication system might be used as a first security layer, but also as part of a multilayer authentication, or as a fall-back mechanism

    Home-based risk of falling assessment test using a closed-loop balance model

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    The aim of this study is to improve and facilitate the methods used to assess risk of falling at home among older people through the computation of a risk of falling in real time in daily activities. In order to increase a real time computation of the risk of falling, a closed-loop balance model is proposed and compared with One-Leg Standing Test (OLST). This balance model allows studying the postural response of a person having an unpredictable perturbation. Twenty-nine volunteers participated in this study for evaluating the effectiveness of the proposed system which includes seventeen elder participants: ten healthy elderly (68.4 ± 5.5 years), seven Parkinson’s disease (PD) subjects (66.28 ± 8.9 years), and twelve healthy young adults (28.27 ± 3.74 years). Our work suggests that there is a relationship between OLST score and the risk of falling based on center of pressure (COP) measurement with four low cost force sensors located inside an instrumented insole, which could be predicted using our suggested closed-loop balance model. For long term monitoring at home, this system could be included in a medical electronic record and could be useful as a diagnostic aid tool

    Response time to a vibrotactile stimulus presented on the foot at rest and during walking on different surfaces

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    This study investigates the simple reaction time (SRT) and response time (RT) to a vibrotactile stimulus presented on two body locations at the lower extremity of the foot on different types of surface during walking. We determined RTs while walking on Concrete, Foam, Sand, and gravel surface. Also, for RT, we evaluated two vibrotactile stimulus (VS) locations on the lower extremity: the ankle (AL) and under the foot plantar (FP). A total of 21 young adult participants (n = 21), aged mean 24 ± 2.9 years, took part in a two-session experiment with two main conditions (at rest and while walking on four types of surface). The control session included 2016 repeated measures, with one-way and two-way ANOVA analyses. The findings have consistently revealed slowness of RT to VS, in particular on sand and gravel surface. In addition, we found that body location has a significant effect on RT in certain surfaces. These results showed that RTs increased with environment changes during the performance of dual tasks
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