39 research outputs found
Mind tricks for presence
As virtual and mixed reality (VR/MR) technology moves steadily towards general availability accessible descriptions of the surrounding theory is desirable. An initial focus on high-level concepts can provide common language for diverse teams, including artists, designers and engineers, helping them to quickly get a sense of basic principles and gain a familiarity with related research for further study. The concepts of synchronized reality and grounded simulation are introduced as helpful starting points for thinking about the design and development of mixed reality systems with optimal presence. This paper provides case studies where recent commercial VR applications are analyzed with the proposed principles in mind, in an attempt to illustrate to developers how to think about design of mixed reality games for optimal presence
Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG
[EN] In the virtual reality field, presence refers to the sense of being there in the virtual world. Our aim in this work is to evaluate the usefulness of the Emotiv EPOC EEG device to measure brain activations due to the sense of presence in a virtual environment (VE), using for the analysis the sLORETA tool. We compare between three experimental conditions: photographs, video and free navigation through a VE. We also compare the differences in the sense of presence due to the visualization of the VE in different screens: a common desktop screen and a high-resolution power wall screen. We monitored 20 healthy subjects, obtaining significant differences between the navigation and video conditions in the activity of the right Insula for the Theta band. We also found a higher activation of the Insula for the Alpha and Theta bands while navigating, when comparing the two screen types. The Insula activation is related to stimulus attention and self-awareness processes, directly related with the sense of presence.This study was funded by Vicerrectorado de Investigacion de la Universitat Politecnica de Valencia, Spain, PAID-06-2011, R.N. 1984; by Ministerio de Educacion y Ciencia Spain, Project Game Teen (TIN2010-20187) and partially by projects Consolider-C (SEJ2006-14301/PSIC), "CIBER of Physiopathology of Obesity and Nutrition, an initiative of ISCIII", the Excellence Research Program PROMETEO (Generalitat Valenciana. Conselleria de Educacion, 2008-157) and the Consolider INGENIO program (CSD2007-00012). The work of Miriam Clemente was supported by the Generalitat Valenciana under a VALi+d Grant. The work of Alejandro Rodriguez was supported by the Spanish MEC under an FPI Grant BES-2011-043316.Clemente Bellido, M.; RodrĂguez Ortega, A.; Rey, B.; Alcañiz Raya, ML. (2014). Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG. Expert Systems with Applications. 41(4):1584-1592. https://doi.org/10.1016/j.eswa.2013.08.055S1584159241
Early discharge in acute mental health: a rapid literature review
Long psychiatric hospital stays are unpopular with services users, harmful and costly. Economic pressures alongside a drive for recovery orientated care in the least restrictive contexts, have led to increasing pressure to discharge people from hospital early. Hospital discharge is however complex, stressful and risky for service users and families. This rapid literature review aimed to assess what is known about early discharge in acute mental health. Searches were conducted in nine bibliographic databases, reference lists and targeted grey literature sources. Fourteen included papers focused on early discharge in mental health, a population over 18 years with a mental health condition and reported outcomes on therapeutic care or service delivery. Quality appraisal was undertaken using The Mixed Method Appraisal Tool. The meta-summary of the literature found that early discharge was neither provided to all inpatients nor limited to the Crisis Resolution and Home Treatment (CRHT) service model internationally. Early discharge interventions required collaborative working and discharge planning. It was not associated with unplanned readmissions and had a small effect on length of stay. Most studies reported service outcomes whereas health outcomes were underreported. Professionals and service users were positive about early discharge and service users asked for peer support. Carers preferred hospital or day hospital care suggesting their need for respite. Limitations in the scope, detail and quality of the evidence about early discharge leaves an unclear picture of the components of early discharge as an intervention, its effectiveness, cost effectiveness or outcomes
Flow and immersion in video games: The aftermath of a conceptual challenge
One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an
immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the
video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed differences. We
conclude that immersion and flow do not substantially differ in current studies and that more evidence is needed to justify their separatio
Conflict Barometer 2008 : Crises, Wars, Coups dâĂtat, Negotiations, Mediations, Peace Settlements
Recent developments within human-computer interaction (HCI) and cognitive neuroscience have come together to motivate and enable a framework for HCI with a solid basis in brain function and human reality. Human cognition is increasingly considered to be critically related to the development of human capabilities in the everyday environment (reality). At the same time, increasingly powerful computers continuously make the development of complex applications with realistic interaction easier. Advances in cognitive neuroscience and brain-computer interfaces (BCIs) make it possible to use an understanding of how the brain works in realistic environments to interpret brain measurements and adapt interaction in computer-generated virtual environments (VEs). Adaptive and realistic computer applications have great potential for training, rehabilitation and diagnosis. Realistic interaction environments are important to facilitate transfer to everyday reality and to gain ecological validity. The ability to adapt the interaction is very valuable as any training or learning must be done at the right level in order to optimize the development of skills. The use of brain measurements as input to computer applications makes it possible to get direct information about how the brain reacts to aspects of a VE. This provides a basis for the development of realistic and adaptive computer applications that target cognitive skills and abilities. Theories of cognition and brain function provide a basis for how such cognitive skills develop, through internalization of interaction with the current environment. By considering how internalization leads to the neural implementation and continuous adaptation of mental simulations in the brain it is possible to relate designed phenomena in a VE to brain measurements. The work presented in this thesis contributes to a foundation for the development of reality-based brain-computer interaction (RBBCI) applications by combining VR with emerging BCI methods based on an understanding of the human brain in human reality. RBBCI applications can be designed and developed to interact directly with the brain by interpreting brain measurements as responses to deliberate manipulations of a computer-generated reality. As the application adapts to these responses an interaction loop is created that excludes the conscious user. The computer interacts with the brain, through (the virtual) reality.Den senaste tidens utveckling inom mÀnniska-dator-interaktion (MDI) och kognitiv neurovetenskap har samverkat till att motivera och möjliggöra ett ramverk för MDI med en stabil grund i hjÀrnfunktion och mÀnniskors verklighet. MÀnsklig kognition anses till allt högre grad vara kritisk beroende av hur mÀnniskors förmÄgor utvecklas i den vardagliga miljön (verkligheten). Samtidigt har stÀndigt kraftfullare datorer gjort det allt lÀttare att utveckla komplexa applikationer med realistisk interaktion. Framsteg inom kognitiv neurovetenskap och hjÀrna-dator-grÀnssnitt (brain-computer interface, BCI) gör det möjligt att dra nytta av en förstÄelse av hur hjÀrnan fungerar i realistiska miljöer för att tolka hjÀrnmÀtningar och anpassa interaktion i datorgenererade virtuella miljöer (virtual environment, VE). Adaptiva och realistiska datorapplikationer har stor potential för trÀning, rehabilitering och diagnostik. Realistiska interaktionsmiljöer Àr viktiga för att underlÀtta överföring (transfer) till vardagen och för att nÄ ekologisk validitet. Möjligheten att anpassa interaktion Àr mycket vÀrdefull eftersom trÀning och lÀrande mÄste ske pÄ rÀtt nivÄ för att optimera effekten. Genom att anvÀnda sig av hjÀrnmÀtningar som indata till datorprogram blir det möjligt att fÄ direkt information om hur hjÀrnan reagerar pÄ olika aspekter av en VE. Detta ger en grund för utveckling av realistiska och adaptiva datorprogram som riktar in sig pÄ kognitiva fÀrdigheter och förmÄgor. Teorier om kognition och hjÀrnan ger en bas för att förstÄ hur sÄdana kognitiva fÀrdigheter utvecklas genom att interaktion med omgivningen internaliseras. Genom att ta hÀnsyn till hur internalisering leder till stÀndig utveckling av mentala simuleringar i hjÀrnan Àr det möjligt att relatera designade fenomen i en VE till hjÀrnmÀtningar. Det arbete som presenteras i denna avhandling lÀgger en grund för utveckling av verklighets-baserad hjÀrna-dator-interaktions (reality-based brain-computer interaction, RBBCI) applikationer genom att kombinera VR med nya BCI metoder, baserat pÄ en förstÄelse av den mÀnskliga hjÀrnan i mÀnniskans verklighet. RBBCI-program kan designas och utvecklas för att interagera direkt med hjÀrnan genom att tolka hjÀrnmÀtningar som respons pÄ avsiktliga manipulationer av den datorgenererade verkligheten. NÀr programmet anpassar sig till denna respons uppstÄr en interaktionsloop som exkluderar den medvetna anvÀndaren. Datorn interagerar med hjÀrnan, genom (den virtuella) verkligheten
MÀnskliga hjÀrnor och virtuella verkligheter : Datorgenererad nÀrvaro i teori och praktik
A combined view of the human brain and computer-generated virtual realities is motivated by recent developments in cognitive neuroscience and human-computer interaction (HCI). The emergence of new theories of human brain function, together with an increasing use of realistic human-computer interaction, give reason to believe that a better understanding of the relationship between human brains and virtual realities is both possible and valuable. The concept of âpresenceâ, described as the subjective feeling of being in a place that feels real, can serve as a cornerstone concept in the development of such an understanding, as computer-generated presence is tightly related to how human brains work in virtual realities. In this thesis, presence is related both to theoretical discussions rooted in theories of human brain function, and to measurements of brain activity during realistic interaction. The practical implications of such results are further developed by considering potential applications. This includes the development and evaluation of a prototype application, motivated by presented principles. The theoretical conception of presence in this thesis relies on general principles of brain function, and describes presence as a general cognitive function, not specifically related to virtual realities. Virtual reality (VR) is an excellent technology for investigating and taking advantage of all aspects of presence, but a more general interpretation allows the same principles to be applied to a wide range of applications. Functional magnetic resonance imaging (fMRI) was used to study the working human brain in VR. Such data can inform and constrain further discussion about presence. Using two different experimental designs we have investigated both the effect of basic aspects of VR interaction, as well as the neural correlates of disrupted presence in a naturalistic environment. Reality-based brain-computer interaction (RBBCI) is suggested as a concept for summarizing the motivations for, and the context of, applications building on an understanding of human brains in virtual realities. The RBBCI prototype application we developed did not achieve the set goals, but much remains to be investigated and lessons from our evaluation point to possible ways forward. A developed use of methods and techniques from computer gaming is of particular interest.Ett kombinerat perspektiv pĂ„ den mĂ€nskliga hjĂ€rnan och datorgenererade virtuella verkligheter motiveras av den senaste utvecklingen inom kognitiv neurovetenskap och mĂ€nniska-datorinteraktion (MDI). FramvĂ€xten av nya teorier om den mĂ€nskliga hjĂ€rnan, tillsammans med en ökande anvĂ€ndning av realistisk mĂ€nniska-datorinteraktion, gör det troligt att en bĂ€ttre förstĂ„else för relationen mellan mĂ€nskliga hjĂ€rnor och virtuella verkligheter Ă€r bĂ„de möjlig och vĂ€rdefull. Begreppet "nĂ€rvaro", som i detta sammanhang beskrivs som den subjektiva kĂ€nslan av att vara pĂ„ en plats som kĂ€nns verklig, kan fungera som en hörnsten i utvecklingen av en sĂ„dan förstĂ„else, dĂ„ datorgenererad nĂ€rvaro Ă€r tĂ€tt kopplat till hur mĂ€nskliga hjĂ€rnor fungerar i virtuella verkligheter. I denna avhandling kopplas nĂ€rvaro bĂ„de till teoretiska diskussioner grundade i teorier om den mĂ€nskliga hjĂ€rnan, och till mĂ€tningar av hjĂ€rnans aktivitet under realistisk interaktion. De praktiska konsekvenserna av sĂ„dana resultat utvecklas vidare med en nĂ€rmare titt pĂ„ potentiella tillĂ€mpningar. Detta inkluderar utveckling och utvĂ€rdering av en prototypapplikation, motiverad av de presenterade principerna. Den teoretiska diskussionen av nĂ€rvaro i denna avhandling bygger pĂ„ allmĂ€nna principer för hjĂ€rnans funktion, och beskriver kĂ€nslan av nĂ€rvaro som en generell kognitiv funktion, inte specifikt relaterad till virtuella verkligheter. Virtuell verklighet (virtual reality, VR) Ă€r en utmĂ€rkt teknik för att undersöka och dra nytta av alla aspekter av nĂ€rvaro, men en mer allmĂ€n tolkning gör att samma principer kan tillĂ€mpas pĂ„ ett brett spektrum av applikationer. Funktionell hjĂ€rnavbildning (fMRI) anvĂ€ndes för att studera den arbetande mĂ€nskliga hjĂ€rnan i VR. SĂ„dant data kan informera och begrĂ€nsa en vidare diskussion av nĂ€rvaro. Med hjĂ€lp av tvĂ„ olika försöksdesigner har vi har undersökt bĂ„de effekten av grundlĂ€ggande aspekter av VR-interaktion, och neurala korrelat av störd nĂ€rvaro i en naturalistisk miljö. Verklighets-baserad hjĂ€rna-dator interaktion (reality-based brain-computer interaction, RBBCI) föreslĂ„s som ett begrepp för att sammanfatta motiv och kontext för applikationer som bygger pĂ„ en förstĂ„else av den mĂ€nskliga hjĂ€rnan i virtuella verkligheter. Den prototypapplikation vi utvecklade uppnĂ„dde inte de uppsatta mĂ„len, men mycket Ă„terstĂ„r att utforska och lĂ€rdomar frĂ„n vĂ„r utvĂ€rdering pekar pĂ„ möjliga vĂ€gar framĂ„t. En vidare anvĂ€ndning av metoder och tekniker frĂ„n dataspel Ă€r speciellt intressant
A national survey about Work-based Learning in Special Education High Schools : The views on Work-based Learning and itâs relevance for students in National Programs
AbstractThe purpose of this study is to illustrate how Work-based Learning (WBL) is handled in Special Education High Schools. With this purpose in mind, four questions have been formulated and they focus on what proportion of the total amount of high school students in the Special Education High School National Program who is completing their WBL according to governmental regulations, what challenges the WBL managers experience in working with WBL, what reasons the WBL managers see as decisive for students not completing their WBL and what benefits the WBL managers see with WBL. To answer the studyâs purpose and questions, a survey was conducted, where we looked for respondents on a nationwide level. Data from the survey was analyzed with the help of a theoretical basis that we chose. This theory was based on three different perspectives on special education; the compensatory, the critical and the dilemma perspective by Nilholm (2007). A total of 127 respondents were included in the study and there were respondents from all three parts of Sweden; Norrland, Svealand and Götaland. The majority of respondents work as vocational teachers, Special Ed teachers working with the developmentally disabled and high school level teachers. The results showed that compulsory WBL education is an important part of the Special Education High School National Program, but at the same time difficult to implement due to lack of time, lack of internships and studentsâ individual abilities to complete a WBL.SammanfattningSyftet med denna studie Ă€r att belysa hur styrdokumentens krav nĂ€r det gĂ€ller arbetsplatsförlagt lĂ€rande (APL) hanteras i gymnasiesĂ€rskolan. Kopplat till syftet har fyra frĂ„gestĂ€llningar formulerats och de fokuserar pĂ„ hur stor andel av det totala elevantalet pĂ„ gymnasiesĂ€rskolans nationella program som genomför sin APL enligt styrdokumentens krav i dagslĂ€get, vilka utmaningar de APL-ansvariga upplever sig möta i arbetet med APL, vilka orsaker de APL-ansvariga ser som avgörande för att eleven inte genomför sin APL, vilken nytta de APL-ansvariga ser med APL. För att besvara studiens syfte och frĂ„gestĂ€llningar genomfördes en enkĂ€tundersökning, dĂ€r vi sökte efter informanter pĂ„ ett rikstĂ€ckande plan. Data frĂ„n enkĂ€ten analyserades med hjĂ€lp av en av oss vald teoretisk utgĂ„ngspunkt. Denna teori utgick frĂ„n tre olika perspektiv pĂ„ specialpedagogik; det kompensatoriska, det kritiska och dilemmaperspektivet av Nilholm (2007). Det var sammanlagt 127 informanter som ingick i enkĂ€tstudien och det fanns informanter hemmahörande frĂ„n alla tre landsdelar i Sverige, Norrland, Svealand och Götaland. Majoriteten av informanterna arbetar som yrkeslĂ€rare, speciallĂ€rare mot utvecklingsstörning och Ă€mneslĂ€rare pĂ„ gymnasienivĂ„. Resultatet visade att den obligatoriska APL utbildningen Ă€r en viktig del av ett nationellt program i gymnasiesĂ€rskolan, men den Ă€r samtidigt svĂ„r att genomföra pĂ„ grund av tidsbrist för uppdraget, brist pĂ„ APL-platser och elevernas individuella förutsĂ€ttningar att klara av en APL
A national survey about Work-based Learning in Special Education High Schools : The views on Work-based Learning and itâs relevance for students in National Programs
AbstractThe purpose of this study is to illustrate how Work-based Learning (WBL) is handled in Special Education High Schools. With this purpose in mind, four questions have been formulated and they focus on what proportion of the total amount of high school students in the Special Education High School National Program who is completing their WBL according to governmental regulations, what challenges the WBL managers experience in working with WBL, what reasons the WBL managers see as decisive for students not completing their WBL and what benefits the WBL managers see with WBL. To answer the studyâs purpose and questions, a survey was conducted, where we looked for respondents on a nationwide level. Data from the survey was analyzed with the help of a theoretical basis that we chose. This theory was based on three different perspectives on special education; the compensatory, the critical and the dilemma perspective by Nilholm (2007). A total of 127 respondents were included in the study and there were respondents from all three parts of Sweden; Norrland, Svealand and Götaland. The majority of respondents work as vocational teachers, Special Ed teachers working with the developmentally disabled and high school level teachers. The results showed that compulsory WBL education is an important part of the Special Education High School National Program, but at the same time difficult to implement due to lack of time, lack of internships and studentsâ individual abilities to complete a WBL.SammanfattningSyftet med denna studie Ă€r att belysa hur styrdokumentens krav nĂ€r det gĂ€ller arbetsplatsförlagt lĂ€rande (APL) hanteras i gymnasiesĂ€rskolan. Kopplat till syftet har fyra frĂ„gestĂ€llningar formulerats och de fokuserar pĂ„ hur stor andel av det totala elevantalet pĂ„ gymnasiesĂ€rskolans nationella program som genomför sin APL enligt styrdokumentens krav i dagslĂ€get, vilka utmaningar de APL-ansvariga upplever sig möta i arbetet med APL, vilka orsaker de APL-ansvariga ser som avgörande för att eleven inte genomför sin APL, vilken nytta de APL-ansvariga ser med APL. För att besvara studiens syfte och frĂ„gestĂ€llningar genomfördes en enkĂ€tundersökning, dĂ€r vi sökte efter informanter pĂ„ ett rikstĂ€ckande plan. Data frĂ„n enkĂ€ten analyserades med hjĂ€lp av en av oss vald teoretisk utgĂ„ngspunkt. Denna teori utgick frĂ„n tre olika perspektiv pĂ„ specialpedagogik; det kompensatoriska, det kritiska och dilemmaperspektivet av Nilholm (2007). Det var sammanlagt 127 informanter som ingick i enkĂ€tstudien och det fanns informanter hemmahörande frĂ„n alla tre landsdelar i Sverige, Norrland, Svealand och Götaland. Majoriteten av informanterna arbetar som yrkeslĂ€rare, speciallĂ€rare mot utvecklingsstörning och Ă€mneslĂ€rare pĂ„ gymnasienivĂ„. Resultatet visade att den obligatoriska APL utbildningen Ă€r en viktig del av ett nationellt program i gymnasiesĂ€rskolan, men den Ă€r samtidigt svĂ„r att genomföra pĂ„ grund av tidsbrist för uppdraget, brist pĂ„ APL-platser och elevernas individuella förutsĂ€ttningar att klara av en APL