9 research outputs found

    Towards integrated flood risk and resilience management

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    This is the final version. Available from MDPI via the DOI in this record. Flood resilience is an emerging concept for tackling extreme weathers and minimizing the associated adverse impacts. There is a significant knowledge gap in the study of resilience concepts, assessment frameworks and measures, and management strategies. This editorial introduces the latest advances in flood risk and resilience management, which are published in 11 papers in the Special Issue. A synthesis of these papers is provided in the following themes: hazard and risk analysis, flood behaviour analysis, assessment frameworks and metrics, and intervention strategies. The contributions are discussed in the broader context of the field of flood risk and resilience management and future research directions are identified for sustainable flood management.Engineering and Physical Sciences Research Council (EPSRC

    User-centered virtual environment design for virtual rehabilitation

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    <p>Abstract</p> <p>Background</p> <p>As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy.</p> <p>Methods</p> <p>An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design.</p> <p>Results</p> <p>The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient populations.</p> <p>Conclusions</p> <p>The stereoacuity testing confirms that without benchmarking in the design cycle poor user performance could be misconstrued as resulting from the participant's injury state. Thus, a user-centered design cycle that includes benchmarking for the different sensory modalities is recommended for accurate interpretation of the efficacy of the virtual environment based rehabilitation programs.</p

    Head and hand tracking devices in virtual reality

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    This short introduction to head and hand tracking devices summarizes the characteristics of some of the technologies most relevant to medical application and presents the configuration chosen in three representative test beds.287-29

    Navigation Help in 3D Worlds: Some Empirical Evidences on Use of Sound

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    The concept of Interaction Locus (IL) has been introduced to help the users to orient, navigate, and identify relevant interaction areas in 3D Virtual Environments (VEs). The IL is a multimodal concept: it adds to the 3D visual scene parallel information channels that are perceived by other senses. In particular, the IL emphasizes the role of music as a navigation aid in a VE. This paper reports three user-evaluations of different IL enriched virtual worlds, and in particular of the role of the IL auditory component. Results suggest that audio in 3D plays not only an aesthetic role, which the users greatly appreciate, but also a functional role simplifying navigation and helping the users to recognise scenes in the environment. Such a functional role however is subordinated to a proper understanding of the link between music and virtual space. While these experiments refer to desktop virtual reality environments, their findings are general enough to inform the design of navigational tools for other segments of the mixed reality domain
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