386 research outputs found
Can virtual reality predict body part discomfort and performance of people in realistic world for assembling tasks?
This paper presents our work on relationship of evaluation results between
virtual environment (VE) and realistic environment (RE) for assembling tasks.
Evaluation results consist of subjective results (BPD and RPE) and objective
results (posture and physical performance). Same tasks were performed with same
experimental configurations and evaluation results were measured in RE and VE
respectively. Then these evaluation results were compared. Slight difference of
posture between VE and RE was found but not great difference of effect on
people according to conventional ergonomics posture assessment method.
Correlation of BPD and performance results between VE and RE are found by
linear regression method. Moreover, results of BPD, physical performance, and
RPE in VE are higher than that in RE with significant difference. Furthermore,
these results indicates that subjects feel more discomfort and fatigue in VE
than RE because of additional effort required in VE
Титульні сторінки та зміст
This exploratory qualitative study provides insight into the role that exergames can play for seniors. Fifteen participants (aged 53–78) engaged in playing Your Shape Fitness Evolved 2 on the Xbox 360 Kinect. We conducted semi-structured interviews with each participant and we found that in all cases, their innate psychological needs of autonomy and competence (Self Determination Theory) were met. Playing the exergame not only served as a serious therapeutic instrument with positive effects on the subjective physical and social wellbeing, but it also brought entertainment, providing excitement and fun
Risk-taking on the road and in the mind: behavioural and neural patterns of decision making between risky and safe drivers
Objective: Drivers’ risk tendency is a key issue of on-road safety. The purpose of the present study was to explore individual differences in drivers’ decision-making processes, linking external behaviors to internal neural activity, to reveal the cognitive mechanisms of on-road risky behaviors. Methods: Twenty-four male drivers were split into two groups (risky versus safe drivers) by their self-reported risky driving, measured by the Driving Behavior Questionnaire (DBQ). To assess the drivers’ behavioral and neural patterns of decision-making, two psychological paradigms were adopted: the Iowa Gambling Task (IGT) and the Balloon Analogue Risk Task (BART). The performance of each task and corresponding Event Related Potentials (ERPs) evoked by feedback were recorded. Results: In IGT, both driver groups demonstrated similar capacities to realize the advantage choices (decks with larger expected rewards) through long-term selection-feedback process. However, the risky drivers showed higher preference for the risky choices (decks with identical expected rewards but larger variances) than the safe drivers. In BART, the risky drivers demonstrated higher adjusted pumps than that of the safe drivers, especially for the trials following previous negative feedback. More importantly, the risky drivers showed lower amplitudes of Feedback-Related Negativity (FRN) after negative feedbacks, as well as the lower amplitudes of loss-minus-gain FRN, in both paradigms. The significant between-group difference of P300 amplitudes was also reported, which was modified by specific paradigms and according feedbacks. Conclusion: The drivers’ on-road behaviors were determined by the cognitive process, indicated by the behavioral and neural patterns of decision-making. The risky drivers were relatively less error-revised and more reward-motivated, which were associated with the according neural processing of error-detection and reward-evaluation. In this light, it is feasible to quantize divers’ risk tendency in the cognitive stage before actual risky driving or traffic accidents, and intervene accordingly
Player immersion in the computer game narrative
Abstract. The main characteristics of the computer game narrative are interactive and nonlinear, so this study proposes a questionnaire aim at studying player immersion in the computer game narrative. To evaluate the questionnaire, a survey was conducted on the Internet. After factor analysis and reliability test, an instrument for measuring player immersion were obtained. This instrument not only can be applied to the computer game narrative, it also ca be used to measure user experience in story-oriented virtual reality
Distributed situation awareness in dynamic systems: Theoretical development and application of an ergonomics methodology
The purpose of this paper is to propose foundations for a theory of situation awareness based on the analysis of interactions between agents (i.e., both human and non-human) in subsystems. This approach may help promote a better understanding of technology-mediated interaction in systems, as well as helping in the formulation of hypotheses and predictions concerning distributed situation awareness. It is proposed that agents within a system each hold their own situation awareness which may be very different from (although compatible with) other agents. It is argued that we should not always hope for, or indeed want, sharing of this awareness, as different system agents have different purposes. This view marks situation awareness as a
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dynamic and collaborative process that binds agents together on tasks on a moment-by-moment basis. Implications of this viewpoint for development of a new theory of, and accompanying methodology for, distributed situation awareness are offered
The Positive and Negative Impact of an Intergenerational Digital Technology Education Programme on Younger People's Perceptions of Older Adults
In order to meet the technological needs of older adults, and ensure digital inclusion, it is important for digital technology designers to accurately assess and understand older adults’ needs and requirements, free from the influence of societal assumptions of their capabilities. This study evaluated the impact of an intergenerational digital technology education programme on younger adults’ stereotypes of older people. Using an experimental design, results show that compared to a control group, students taking part in the programme subsequently rated older adults as more friendly but less competent. Practical implications for developing intergenerational education programmes are discussed
Six Human-Centered Artificial Intelligence Grand Challenges
Widespread adoption of artificial intelligence (AI) technologies is substantially affecting the human condition in ways that are not yet well understood. Negative unintended consequences abound including the perpetuation and exacerbation of societal inequalities and divisions via algorithmic decision making. We present six grand challenges for the scientific community to create AI technologies that are human-centered, that is, ethical, fair, and enhance the human condition. These grand challenges are the result of an international collaboration across academia, industry and government and represent the consensus views of a group of 26 experts in the field of human-centered artificial intelligence (HCAI). In essence, these challenges advocate for a human-centered approach to AI that (1) is centered in human well-being, (2) is designed responsibly, (3) respects privacy, (4) follows human-centered design principles, (5) is subject to appropriate governance and oversight, and (6) interacts with individuals while respecting human’s cognitive capacities. We hope that these challenges and their associated research directions serve as a call for action to conduct research and development in AI that serves as a force multiplier towards more fair, equitable and sustainable societies
Performance adaptive training control strategy for recovering wrist movements in stroke patients: a preliminary, feasibility study
<p>Abstract</p> <p>Background</p> <p>In the last two decades robot training in neuromotor rehabilitation was mainly focused on shoulder-elbow movements. Few devices were designed and clinically tested for training coordinated movements of the wrist, which are crucial for achieving even the basic level of motor competence that is necessary for carrying out ADLs (activities of daily life). Moreover, most systems of robot therapy use point-to-point reaching movements which tend to emphasize the pathological tendency of stroke patients to break down goal-directed movements into a number of jerky sub-movements. For this reason we designed a wrist robot with a range of motion comparable to that of normal subjects and implemented a self-adapting training protocol for tracking smoothly moving targets in order to facilitate the emergence of smoothness in the motor control patterns and maximize the recovery of the normal RoM (range of motion) of the different DoFs (degrees of Freedom).</p> <p>Methods</p> <p>The IIT-wrist robot is a 3 DoFs light exoskeleton device, with direct-drive of each DoF and a human-like range of motion for Flexion/Extension (FE), Abduction/Adduction (AA) and Pronation/Supination (PS). Subjects were asked to track a variable-frequency oscillating target using only one wrist DoF at time, in such a way to carry out a progressive splinting therapy. The RoM of each DoF was angularly scanned in a staircase-like fashion, from the "easier" to the "more difficult" angular position. An Adaptive Controller evaluated online performance parameters and modulated both the assistance and the difficulty of the task in order to facilitate smoother and more precise motor command patterns.</p> <p>Results</p> <p>Three stroke subjects volunteered to participate in a preliminary test session aimed at verify the acceptability of the device and the feasibility of the designed protocol. All of them were able to perform the required task. The wrist active RoM of motion was evaluated for each patient at the beginning and at the end of the test therapy session and the results suggest a positive trend.</p> <p>Conclusion</p> <p>The positive outcomes of the preliminary tests motivate the planning of a clinical trial and provide experimental evidence for defining appropriate inclusion/exclusion criteria.</p
Study of the Usability of the WYRED Ecosystem Using Heuristic Evaluation
[EN]The WYRED ecosystem is a composition of Open Source tools and the people involved in the project, i.e., partners, stakeholders and young people between the ages of 7 and 30 years. The main component of this ecosystem is the WYRED Platform. The WYRED Platform relies on communities, which are a set of interaction spaces where conversations and research projects are developed. Every community has a person or persons in charge of its management, which are the so-called facilitators, and also a set of members, mainly young people, interacting through discussion threads. The high levels of interaction required to accomplish the WYRED Platform’s goals lead to the necessity of ensuring that the system is accepted by its final users. Given this need, a preliminary study was performed to analyze the usability of the Platform from the point of view of young people. However, it is also crucial that the ecosystem meets usability criteria for the facilitators, due to their role of encouraging young people to participate and serving as a guide in the conversations taking place within communities, as well as in the research projects developed by the young people about different topics related to the digital society. Therefore, a usability study targeting facilitators was carried out to reach insights about how these users value the system’s usability. This usability study was performed through a combination of two techniques, a heuristic analysis by experts and the Computer System Usability Questionnaire to collect the experience of the real users
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