27 research outputs found

    A Wearable Foot-mounted / Instrument-mounted Effect Controller:Design and Evaluation

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    This paper explores a new interaction possibility for increasing performer freedom via a foot-mounted wearable, and an instrument-mounted device that maintain stomp-box styles of interactivity, but without the restrictions normally associated with the original design of guitar effect pedals. The classic foot activated effect pedals that are used to alter the sound of the instrument are stationary, forcing the performer to return to the same location in order to interact with the pedals. This paper presents a new design that enables the performer to interact with the effect pedals anywhere on the stage. By designing a foot\&instrument-mounted effect controller, we kept the strongest part of the classical pedal design, while allowing the activation of the effect at any location on the stage. The usability of the device has been tested on thirty experienced guitar players. Their performance has been recorded and compared, and their opinion has been investigated through questionnaire and interview. The results of the experiment showed that, in theory, foot\&instrument-mounted effect controller can replace standard effect pedals and at the same time provide more mobility on a stage

    Touch or Touchless? Evaluating Usability of Interactive Displays for Persons with Autistic Spectrum Disorders

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    Interactive public displays have been exploited and studied for engaging interaction in several previous studies. In this context, applications have been focused on supporting learning or entertainment activities, specifically designed for people with special needs. This includes, for example, those with Autism Spectrum Disorders (ASD). In this paper, we present a comparison study aimed at understanding the difference in terms of usability, effectiveness, and enjoyment perceived by users with ASD between two interaction modalities usually supported by interactive displays: touch-based and touchless gestural interaction. We present the outcomes of a within-subject setup involving 8 ASD users (age 18-25 y.o., IQ 40-60), based on the use of two similar user interfaces, differing only by the interaction modality. We show that touch interaction provides higher usability level and results in more effective actions, although touchless interaction is more effective in terms of enjoyment and engagemen

    Virtual reality-assisted cognitive behavioural therapy for outpatients with alcohol use disorder (CRAVR):A protocol for a randomised controlled trial

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    Introduction Alcohol use disorder (AUD) is a brain disorder linked to over 200 health conditions. Cognitive behavioural therapy (CBT) is considered the best practice in the treatment of AUD, but more than 60% of patients relapse within the first year after treatment. Psychotherapy combined with virtual reality (VR) has received increasing interest in the treatment of AUD. However, existing studies have primarily investigated the use of VR for cue reactivity. We therefore aimed to investigate the effect of VR-assisted CBT (VR-CBT). Methods and analysis This study is an assessor-blinded, randomised clinical trial being conducted at three outpatient clinics in Denmark. We will randomise 102 patients to 14 individual sessions of either manualised VR-CBT or CBT. The VR-CBT group will receive exposure to immersive high-risk VR situations from a pub, bar/party, restaurant, supermarket and at-home (30 videos) to activate high-risk-related beliefs and cravings for subsequent modification using CBT techniques. The treatment period is 6 months, and follow-up visits will be performed 3, 6, 9 and 12 months after inclusion. The primary outcome measure is the change in total alcohol consumption from baseline to 6 months after inclusion, measured with the Timeline Followback Method. Key secondary outcome measures include changes in the number of heavy drinking days, alcohol cravings, cognition, and symptoms of depression and anxiety. Ethics and dissemination Approval has been obtained by the research ethics committee in the Capital Region of Denmark (H-20082136) and the Danish Data Protection Agency (P-2021-217). All patients will receive both oral and written information about the trial and written informed consent will be obtained from each patient before inclusion. The study results will be disseminated in peer-reviewed publications and conference presentations. Trial registration number ClinicalTrial.gov, NCT05042180.</p

    Teachers' Views on how to use Virtual Reality to Instruct Children and Adolescents Diagnosed with Autism Spectrum Disorder

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