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1.
Front Digit Health ; 6: 1307817, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38698890

RESUMO

Emotions play an important role in human-computer interaction, but there is limited research on affective and emotional virtual agent design in the area of teaching simulations for healthcare provision. The purpose of this work is twofold: firstly, to describe the process for designing affective intelligent agents that are engaged in automated communications such as person to computer conversations, and secondly to test a bespoke prototype digital intervention which implements such agents. The presented study tests two distinct virtual learning environments, one of which was enhanced with affective virtual patients, with nine 3rd year nursing students specialising in mental health, during their professional practice stage. All (100%) of the participants reported that, when using the enhanced scenario, they experienced a more realistic representation of carer/patient interaction; better recognition of the patients' feelings; recognition and assessment of emotions; a better realisation of how feelings can affect patients' emotional state and how they could better empathise with the patients.

2.
Sci Rep ; 14(1): 17864, 2024 08 01.
Artigo em Inglês | MEDLINE | ID: mdl-39090130

RESUMO

Visually-induced dizziness (visual vertigo) is a core symptom of Persistent Perceptual Postural Dizziness (PPPD) and occurs in other conditions and general populations. It is difficult to treat and lacks new treatments and research. We incorporated the existing rehabilitation approach of visual desensitisation into an online game environment to enhance control over visual motion and complexity. We report a mixed-methods feasibility trial assessing: Usage and adherence; rehabilitation potential; system usability and enjoyment; relationship with daily dizziness. Participants played online with (intervention, N = 37) or without (control, N = 39) the visual desensitisation component for up to 5-10 min, twice daily for 6 weeks. Dropout was 45%. In the intervention group, N = 17 played for the recommended time while N = 20 played less. Decreases in visual vertigo symptoms, anxiety and depression correlated with playtime for the intervention but not control. System usability was high. Daily symptoms predicted playtime. Qualitative responses broadly supported the gamified approach. The data suggest gamified visual desensitisation is accessible, acceptable and, if adherence challenges can be overcome, could become a useful addition to rehabilitation schedules for visually-induced dizziness and associated anxiety. Further trials are needed.


Assuntos
Tontura , Estudos de Viabilidade , Jogos de Vídeo , Humanos , Masculino , Tontura/reabilitação , Tontura/terapia , Feminino , Adulto , Vertigem/terapia , Vertigem/reabilitação , Pessoa de Meia-Idade , Adulto Jovem
3.
Front Res Metr Anal ; 8: 1096226, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37476020

RESUMO

Our work provides a novel method for rich information discovery about the evolution of technical fields and company developments through patent relationships. A new exploratory method and graphical tool to discover technology proximity based on patent classification information are introduced. By technology we mean a technical field (defined by an International Patent Classification-IPC-code or a combination of them) or an organization (such as a tech company, research center, or institution). A single data structure is used for characterizing both technical fields and organizations, to visualize them as items of the very same body. This new method generates two graphs: the first graph, the TechnologyMap, visualizes technology items in a 2D plot wherein technical fields and companies will appear positioned relative to each other; the. A second graph, the Focused TechnologyMap, visualizes technology items with respect to a selected one, the focus, which is located in the center of a circle whose radii correspond to the complete set of IPC codes. This article represents the process and algorithms used for production of the graphs, and solidifies the assumptions of validity by presenting two of the many successful test cases to which it was applied.

4.
Assist Technol ; 35(4): 330-338, 2023 07 04.
Artigo em Inglês | MEDLINE | ID: mdl-35435810

RESUMO

In recent years, rapid advancements have taken place for automatic speech recognition (ASR) systems and devices. Though ASR technologies have increased, the accessibility of these novel interaction systems is underreported and may present difficulties for people with speech impediments. In this article, we attempt to identify gaps in current research on the interaction between people with dysarthria and ASR systems and devices. We cover the period from 2011, when Siri (the first and the leading commercial voice assistant) was launched, to 2020. The review employs an interaction framework in which each element (user, input, system, and output) contributes to the interaction process. To select the articles for review, we conducted a search of scientific databases and academic journals. A total of 36 studies met the inclusion criteria, which included use of the word error rate (WER) as a measurement for evaluating ASR systems. This review determines that challenges in interacting with ASR systems persist even in light of the most recent commercial technologies. Further, understanding of the entire interaction process remains limited; thus, to improve this interaction, the recent progress of ASR systems must be elucidated.


Assuntos
Percepção da Fala , Fala , Humanos , Interface para o Reconhecimento da Fala , Disartria , Bases de Dados Factuais
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