Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 10 de 10
Filtrar
1.
Opt Express ; 30(2): 1841-1859, 2022 Jan 17.
Artículo en Inglés | MEDLINE | ID: mdl-35209338

RESUMEN

With strip-type timing-apertures attached to each eye of a viewer, more than one perspective views can be guided to either eye sequentially through different timing-apertures, thus implementing VAC-free (vergence-accommodation conflict-free) SMV (Super Multi-view) 3D (three-dimensional) display. To overcome the FOV (field of view) limitation problem due to small size of the timing-apertures along their arrangement direction, novel polarization architectures are designed to the timing-apertures in this paper. Correspondingly, the display screen of the proposed SMV display system is divided into M > 1 sub-screens along the arrangement direction of the timing-apertures, with adjacent sub-screens emitting light of mutually orthogonal polarization. At a time-point of each time period, a group of M timing-apertures, which correspond to the M sub-screens in a one-by-one manner along the arrangement direction, are turned on for creating an M-fold FOV, with each polarized timing-aperture of the group allowing light from the corresponding sub-screen passing through and blocking light from sub-screen(s) adjacent to the corresponding sub-screen. At 2T > 1 time-points of each time period, 2T groups of timing-apertures are turned on sequentially for presenting more than one two-dimensional images of the displayed scene to each eye, to implement SMV display based on persistence of vision. M stands for the FOV magnification number and T stands for the two-dimensional image number for each eye. As proof, a 3-fold FOV of 41° gets implemented experimentally with a currently available timing-aperture array of M = 3, accompanied by an effective noise-free region (ENFR) of 8.34 mm. Furthermore, the promising of freeing FOV from timing-aperture constraint fundamentally by larger M is described, out-of-screen blur along strip direction of the timing-apertures and the problem of limited ENFR are discussed.


Asunto(s)
Procesamiento de Imagen Asistido por Computador/métodos , Microscopía de Polarización/instrumentación , Pupila/fisiología , Retina/diagnóstico por imagen , Acomodación Ocular/fisiología , Diseño de Equipo , Humanos , Imagenología Tridimensional/métodos , Luz , Modelos Teóricos
2.
Sensors (Basel) ; 22(9)2022 Apr 20.
Artículo en Inglés | MEDLINE | ID: mdl-35590853

RESUMEN

Literature suggests that anxiety affects gait and balance among young adults. However, previous studies using machine learning (ML) have only used gait to identify individuals who report feeling anxious. Therefore, the purpose of this study was to identify individuals who report feeling anxious at that time using a combination of gait and quiet balance ML. Using a cross-sectional design, participants (n = 88) completed the Profile of Mood Survey-Short Form (POMS-SF) to measure current feelings of anxiety and were then asked to complete a modified Clinical Test for Sensory Interaction in Balance (mCTSIB) and a two-minute walk around a 6 m track while wearing nine APDM mobility sensors. Results from our study finds that Random Forest classifiers had the highest median accuracy rate (75%) and the five top features for identifying anxious individuals were all gait parameters (turn angles, variance in neck, lumbar rotation, lumbar movement in the sagittal plane, and arm movement). Post-hoc analyses suggest that individuals who reported feeling anxious also walked using gait patterns most similar to older individuals who are fearful of falling. Additionally, we find that individuals who are anxious also had less postural stability when they had visual input; however, these individuals had less movement during postural sway when visual input was removed.


Asunto(s)
Ansiedad , Marcha , Equilibrio Postural , Estudios Transversales , Miedo , Humanos , Aprendizaje Automático , Caminata , Adulto Joven
3.
Sensors (Basel) ; 22(19)2022 Sep 29.
Artículo en Inglés | MEDLINE | ID: mdl-36236511

RESUMEN

Failure to obtain the recommended 7−9 h of sleep has been associated with injuries in youth and adults. However, most research on the influence of prior night's sleep and gait has been conducted on older adults and clinical populations. Therefore, the objective of this study was to identify individuals who experience partial sleep deprivation and/or sleep extension the prior night using single task gait. Participants (n = 123, age 24.3 ± 4.0 years; 65% female) agreed to participate in this study. Self-reported sleep duration of the night prior to testing was collected. Gait data was collected with inertial sensors during a 2 min walk test. Group differences (<7 h and >9 h, poor sleepers; 7−9 h, good sleepers) in gait characteristics were assessed using machine learning and a post-hoc ANCOVA. Results indicated a correlation (r = 0.79) between gait parameters and prior night's sleep. The most accurate machine learning model was a Random Forest Classifier using the top 9 features, which had a mean accuracy of 65.03%. Our findings suggest that good sleepers had more asymmetrical gait patterns and were better at maintaining gait speed than poor sleepers. Further research with larger subject sizes is needed to develop more accurate machine learning models to identify prior night's sleep using single-task gait.


Asunto(s)
Privación de Sueño , Sueño , Adolescente , Adulto , Anciano , Femenino , Marcha , Humanos , Aprendizaje Automático , Masculino , Autoinforme , Adulto Joven
4.
Sleep Sci ; 16(4): e399-e407, 2023 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-38197030

RESUMEN

Objective The objective of the present study was to find biomechanical correlates of single-task gait and self-reported sleep quality in a healthy, young population by replicating a recently published study. Materials and Methods Young adults ( n = 123) were recruited and were asked to complete the Pittsburgh Sleep Quality Inventory to assess sleep quality. Gait variables ( n = 53) were recorded using a wearable inertial measurement sensor system on an indoor track. The data were split into training and test sets and then different machine learning models were applied. A post-hoc analysis of covariance (ANCOVA) was used to find statistically significant differences in gait variables between good and poor sleepers. Results AdaBoost models reported the highest correlation coefficient (0.77), with Support-Vector classifiers reporting the highest accuracy (62%). The most important features associated with poor sleep quality related to pelvic tilt and gait initiation. This indicates that overall poor sleepers have decreased pelvic tilt angle changes, specifically when initiating gait coming out of turns (first step pelvic tilt angle) and demonstrate difficulty maintaining gait speed. Discussion The results of the present study indicate that when using traditional gait variables, single-task gait has poor accuracy prediction for subjective sleep quality in young adults. Although the associations in the study are not as strong as those previously reported, they do provide insight into how gait varies in individuals who report poor sleep hygiene. Future studies should use larger samples to determine whether single task-gait may help predict objective measures of sleep quality especially in a repeated measures or longitudinal or intervention framework.

5.
IEEE Trans Vis Comput Graph ; 28(5): 1993-2002, 2022 05.
Artículo en Inglés | MEDLINE | ID: mdl-35167474

RESUMEN

Construction industry has the largest number of preventable fatal injuries, providing effective safety training practices can play a significant role in reducing the number of fatalities. Building on recent advancements in virtual reality-based training, we devised a novel approach to synthesize construction safety training scenarios to train users on how to proficiently inspect the potential hazards on construction sites in virtual reality. Given the training specifications such as individual training preferences and target training time, we synthesize personalized VR training scenarios through an optimization approach. We validated our approach by conducting user studies where users went through our personalized guidance VR training, free exploration VR training, or slides training. Results suggest that personalized guidance VR training approach can more effectively improve users' construction hazard inspection skills.


Asunto(s)
Industria de la Construcción , Realidad Virtual , Gráficos por Computador , Industria de la Construcción/educación , Lugar de Trabajo
6.
IEEE Trans Vis Comput Graph ; 28(5): 2058-2068, 2022 May.
Artículo en Inglés | MEDLINE | ID: mdl-35167476

RESUMEN

One of the challenging tasks in virtual scene design for Virtual Reality (VR) is causing it to invoke a particular mood in viewers. The subjective nature of moods brings uncertainty to the purpose. We propose a novel approach to automatic adjustment of the colors of textures for objects in a virtual indoor scene, enabling it to match a target mood. A dataset of 25,000 images, including building/home interiors, was used to train a classifier with the features extracted via deep learning. It contributes to an optimization process that colorizes virtual scenes automatically according to the target mood. Our approach was tested on four different indoor scenes, and we conducted a user study demonstrating its efficacy through statistical analysis with the focus on the impact of the scenes experienced with a VR headset.

7.
Med Sci Sports Exerc ; 52(3): 754-761, 2020 03.
Artículo en Inglés | MEDLINE | ID: mdl-31652241

RESUMEN

PURPOSE: To test whether an 8-wk exergaming (EG) program would improve cognition and gait characteristics compared with a traditional physical exercise (TPE) program in older adults at risk for falling. METHODS: A pilot quasi-experimental study was conducted in adults age ≥65 yr at risk for falls, living in senior communities. Participants enrolled (n = 35) in either exercise program offered twice weekly for 8 wk. Cognition and single-task and dual-task gait characteristics were measured before and after the 8-wk exercise intervention. For each outcome, a repeated-measures ANCOVA adjusted for age, gender, and exercise intensity (ratings of perceived exertion, RPE) was used to examine the group-time interaction. RESULTS: Twenty-nine participants (age, 77 ± 7 yr) completed either the EG program (n = 15) or the TPE program (n = 14). Statistically significant group-time interactions were observed in Trail Making Test Part A (P < 0.05) and single-task gait speed, stride length, swing time percentage, and double support percentage (all P < 0.05), and marginal group differences were observed in Mini-Mental State Examination (P = 0.07), all favoring the EG program. There were no statistically significant group differences in dual-task gait measurements except for swing time percentage and double support percentage, favoring the EG program. CONCLUSIONS: An 8-wk EG program for older adults at risk for falls contributed to modest improvements in a number of cognitive measures and single-task but limited improvements in dual-task gait measures, compared with TPE. These findings support the need for larger trials to determine cognitive and mobility benefits related to EG.


Asunto(s)
Accidentes por Caídas/prevención & control , Cognición/fisiología , Ejercicio Físico/fisiología , Ejercicio Físico/psicología , Marcha/fisiología , Juegos Recreacionales/psicología , Juegos de Video/psicología , Anciano , Anciano de 80 o más Años , Femenino , Humanos , Masculino , Percepción/fisiología , Esfuerzo Físico/fisiología , Proyectos Piloto , Factores de Riesgo
8.
Technol Health Care ; 27(4): 353-362, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31033470

RESUMEN

BACKGROUND: Exergaming has the potential to improve physical function, cognition and dual-task function, and could be an effective new strategy for reducing risk of falling in older adults. OBJECTIVE: To evaluate and test custom Microsoft Kinect-based motion-tracking exergames in older adults at risk for falls. METHODS: Community-dwelling older adults who reported mobility difficulties or had fallen in the past year played three newly developed exergames (Target Trackers, Double Decision, and Visual Sweeps, 5 minutes each) in random order. Heart rate (HR) was measured during, and blood pressures (BPs), rating of perceived exertion (RPE), and rating of the enjoyment were recorded immediately after each exergame. RESULTS: Seven participants (median age 75 y; 4 females) completed the study. There were no adverse events reported during the exergaming session. Exercise HRs and RPEs were statistically significantly higher than resting for all exergames (p< 0.05). The differences were not significant for BPs. Enjoyment ratings ranged from 79.6-90.6% and there were no statistically significant differences between the exergames. CONCLUSIONS: The newly developed exergames were light in exercise intensity and enjoyable for older adults at risk for falls. Future intervention studies are warranted to examine the benefits of exergames for this special population.


Asunto(s)
Accidentes por Caídas/prevención & control , Terapia por Ejercicio/instrumentación , Terapia por Ejercicio/métodos , Equilibrio Postural/fisiología , Adaptación Fisiológica , Anciano , Diseño de Equipo , Tolerancia al Ejercicio/fisiología , Estudios de Factibilidad , Femenino , Evaluación Geriátrica/métodos , Frecuencia Cardíaca/fisiología , Humanos , Vida Independiente , Masculino , Seguridad del Paciente , Estudios Prospectivos , Sensibilidad y Especificidad , Juegos de Video
9.
IEEE Trans Vis Comput Graph ; 24(4): 1661-1670, 2018 04.
Artículo en Inglés | MEDLINE | ID: mdl-29553931

RESUMEN

Games and experiences designed for virtual or augmented reality usually require the player to move physically to play. This poses substantial challenge for level designers because the player's physical experience in a level will need to be considered, otherwise the level may turn out to be too exhausting or not challenging enough. This paper presents a novel approach to optimize level designs by considering the physical challenge imposed upon the player in completing a level of motion-based games. A game level is represented as an assembly of chunks characterized by the exercise intensity levels they impose on players. We formulate game level synthesis as an optimization problem, where the chunks are assembled in a way to achieve an optimized level of intensity. To allow the synthesis of game levels of varying lengths, we solve the trans-dimensional optimization problem with a Reversible-jump Markov chain Monte Carlo technique. We demonstrate that our approach can be applied to generate game levels for s of motion-based virtual reality games. A user evaluation validates the effectiveness of our approach in generating levels with the desired amount of physical challenge.


Asunto(s)
Terapia por Ejercicio/métodos , Juegos de Video , Terapia de Exposición Mediante Realidad Virtual/métodos , Realidad Virtual , Adolescente , Adulto , Gráficos por Computador , Femenino , Humanos , Masculino , Interfaz Usuario-Computador , Adulto Joven
10.
IEEE Trans Vis Comput Graph ; 24(9): 2516-2530, 2018 09.
Artículo en Inglés | MEDLINE | ID: mdl-29028200

RESUMEN

Wayfinding signs play an important role in guiding users to navigate in a virtual environment and in helping pedestrians to find their ways in a real-world architectural site. Conventionally, the wayfinding design of a virtual environment is created manually, so as the wayfinding design of a real-world architectural site. The many possible navigation scenarios, as well as the interplay between signs and human navigation, can make the manual design process overwhelming and non-trivial. As a result, creating a wayfinding design for a typical layout can take months to several years. In this paper, we introduce the Way to Go! approach for automatically generating a wayfinding design for a given layout. The designer simply has to specify some navigation scenarios; our approach will automatically generate an optimized wayfinding design with signs properly placed considering human agents' visibility and possibility of making mistakes during a navigation. We demonstrate the effectiveness of our approach in generating wayfinding designs for different layouts such as a train station, a downtown and a canyon. We evaluate our results by comparing different wayfinding designs and show that our optimized wayfinding design can guide pedestrians to their destinations effectively and efficiently. Our approach can also help the designer visualize the accessibility of a destination from different locations, and correct any "blind zone" with additional signs.

SELECCIÓN DE REFERENCIAS
DETALLE DE LA BÚSQUEDA