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1.
IEEE Trans Haptics ; PP2023 Aug 15.
Artigo em Inglês | MEDLINE | ID: mdl-37581970

RESUMO

The ability to deliver sensations of human-like touch within virtual reality remains an important challenge to immersive, realistic experiences. Since conventional haptic actuators impart distinctively unnatural effects, we instead tackle this challenge through the design of a rendering mechanism using soft pneumatic actuators (SPA), embedded within a wearable jacket. The resulting system is then evaluated for its ability to mimic realistic touch gesture sensations of grab, touch, tap, and tickle as performed by human fingertips. The results of our experiments indicate that the stimuli produced by our design were reasonably effective in presenting realistic human-generated sensations.

2.
PLOS Digit Health ; 1(9): e0000100, 2022 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-36812624

RESUMO

Wearable sensors can continuously and passively detect potential respiratory infections before or absent symptoms. However, the population-level impact of deploying these devices during pandemics is unclear. We built a compartmental model of Canada's second COVID-19 wave and simulated wearable sensor deployment scenarios, systematically varying detection algorithm accuracy, uptake, and adherence. With current detection algorithms and 4% uptake, we observed a 16% reduction in the second wave burden of infection; however, 22% of this reduction was attributed to incorrectly quarantining uninfected device users. Improving detection specificity and offering confirmatory rapid tests each minimized unnecessary quarantines and lab-based tests. With a sufficiently low false positive rate, increasing uptake and adherence became effective strategies for scaling averted infections. We concluded that wearable sensors capable of detecting presymptomatic or asymptomatic infections have potential to help reduce the burden of infection during a pandemic; in the case of COVID-19, technology improvements or supporting measures are required to keep social and resource costs sustainable.

3.
IEEE Trans Haptics ; 14(3): 479-490, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33502983

RESUMO

In this article, we present three studies involving WhatsHap, a mobile system designed to deliver speech as vibrations on the forearm with minimal hardware demands and practice time. After only 4.2 h of training on a 24-haptic phoneme vocabulary and on how to combine these to form words, participants were able to generalize their phoneme identification skills to the understanding of untrained English words, correctly identifying 65% of words in phrases rendered with a user-controlled interval between words, and up to 59% with a fixed interval. Ultimately, participants were able to complete 88% of simple communicative tasks that elicited spontaneous speech and semi-structured bidirectional conversation using the apparatus. We conclude by providing insights as to how such a system may ultimately be used for communication under more natural conditions.


Assuntos
Percepção da Fala , Fala , Comunicação , Humanos , Idioma , Vocabulário
4.
IEEE Trans Haptics ; 13(1): 130-136, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-31944994

RESUMO

In comparison with fingers, toes are relatively unexplored candidates for multi-site haptic rendering. This is likely due to their reported susceptibility to erroneous perception of haptic stimuli, owing to their anatomical structure. We hypothesize that this shortcoming can be mitigated by careful design of the tactile encoding to account for the idiosyncrasies of toe perception. Our efforts to design such an encoding achieved an improved perceptual accuracy of 18% for poking and 16% for vibrotactile stimuli. As we demonstrate, in this article, the resulting perceptual accuracy achieved by the proposed tactile encoding approaches that of the fingers, allowing for consideration of the toes as a practical location to render multi-site haptic stimuli.


Assuntos
Discriminação Psicológica , Retroalimentação Sensorial , Dedos , Dedos do Pé , Percepção do Tato , Tato , Adolescente , Adulto , Desenho de Equipamento , Feminino , Humanos , Masculino , Estimulação Física , Adulto Jovem
5.
IEEE Trans Haptics ; 12(3): 232-246, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31352355

RESUMO

As haptics have become an ingrained part of our wearable experience, particularly through phones, smartwatches, and fitness trackers, significant research effort has been conducted to find new ways of using wearable haptics to convey information, especially while we are on-the-go. In this paper, instead of focusing on aspects of haptic information design, such as tacton encoding methods, actuators, and technical fabrication of devices, we address the more general recurring issues and "gotchas" that arise when moving from core haptic perceptual studies and in-lab wearable experiments to real world testing of wearable vibrotactile haptic systems. We summarize key issues for practitioners to take into account when designing and carrying out in-the-wild wearable haptic user studies, as well as for user studies in a lab environment that seek to simulate real-world conditions. We include not only examples from published work and commercial sources, but also hard-won illustrative examples derived from issues and failures from our own haptic studies. By providing a broad-based, accessible overview of recurring issues, we expect that both novice and experienced haptic researchers will find suggestions that will improve their own mobile wearable haptic studies.


Assuntos
Retroalimentação Sensorial , Projetos de Pesquisa , Percepção do Tato , Dispositivos Eletrônicos Vestíveis , Desenho de Equipamento , Humanos , Estimulação Física , Tato , Interface Usuário-Computador , Tecnologia sem Fio
6.
Iperception ; 6(3): 2041669515593028, 2015 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-27433314

RESUMO

Animals with front facing eyes benefit from a substantial overlap in the visual fields of each eye, and devote specialized brain processes to using the horizontal spatial disparities produced as a result of viewing the same object with two laterally placed eyes, to derived depth or 3-D stereo information. This provides the advantage to break the camouflage of objects in front of similarly textured background and improves hand eye coordination for grasping objects close at hand. It is widely thought that about 5% of the population have a lazy eye and lack stereo vision, so it is often supposed that most of the population (95%) have good stereo abilities. We show that this is not the case; 68% have good to excellent stereo (the haves) and 32% have moderate to poor stereo (the have-nots). Why so many people lack good 3-D stereo vision is unclear but it is likely to be neural and reversible.

7.
IEEE Trans Haptics ; 6(1): 117-22, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-24808273

RESUMO

We introduce the use of vibrotactile feedback as a rendering modality for solid-fluid interaction, based on the physical processes that generate sound during such interactions. This rendering approach enables the perception of vibrotactile feedback from virtual scenarios that resemble the experience of stepping into a water puddle or plunging a hand into a volume of fluid.


Assuntos
Retroalimentação Sensorial/fisiologia , Estimulação Física , Percepção do Tato/fisiologia , Interface Usuário-Computador , Humanos , Hidrodinâmica , Vibração
8.
J Vis Exp ; (70): e3927, 2012 Dec 14.
Artigo em Inglês | MEDLINE | ID: mdl-23271400

RESUMO

Amblyopia, a developmental disorder of the visual cortex, is one of the leading causes of visual dysfunction in the working age population. Current estimates put the prevalence of amblyopia at approximately 1-3%(1-3), the majority of cases being monocular(2). Amblyopia is most frequently caused by ocular misalignment (strabismus), blur induced by unequal refractive error (anisometropia), and in some cases by form deprivation. Although amblyopia is initially caused by abnormal visual input in infancy, once established, the visual deficit often remains when normal visual input has been restored using surgery and/or refractive correction. This is because amblyopia is the result of abnormal visual cortex development rather than a problem with the amblyopic eye itself(4,5) . Amblyopia is characterized by both monocular and binocular deficits(6,7) which include impaired visual acuity and poor or absent stereopsis respectively. The visual dysfunction in amblyopia is often associated with a strong suppression of the inputs from the amblyopic eye under binocular viewing conditions(8). Recent work has indicated that suppression may play a central role in both the monocular and binocular deficits associated with amblyopia(9,10) . Current clinical tests for suppression tend to verify the presence or absence of suppression rather than giving a quantitative measurement of the degree of suppression. Here we describe a technique for measuring amblyopic suppression with a compact, portable device(11,12) . The device consists of a laptop computer connected to a pair of virtual reality goggles. The novelty of the technique lies in the way we present visual stimuli to measure suppression. Stimuli are shown to the amblyopic eye at high contrast while the contrast of the stimuli shown to the non-amblyopic eye are varied. Patients perform a simple signal/noise task that allows for a precise measurement of the strength of excitatory binocular interactions. The contrast offset at which neither eye has a performance advantage is a measure of the "balance point" and is a direct measure of suppression. This technique has been validated psychophysically both in control(13,14) and patient(6,9,11) populations. In addition to measuring suppression this technique also forms the basis of a novel form of treatment to decrease suppression over time and improve binocular and often monocular function in adult patients with amblyopia(12,15,16) . This new treatment approach can be deployed either on the goggle system described above or on a specially modified iPod touch device(15).


Assuntos
Ambliopia/diagnóstico , Ambliopia/terapia , Oftalmologia/instrumentação , Oftalmologia/métodos , Ambliopia/fisiopatologia , Sensibilidades de Contraste/fisiologia , Feminino , Humanos , Limiar Sensorial/fisiologia , Visão Binocular/fisiologia
9.
J Acoust Soc Am ; 131(5): 4002-12, 2012 May.
Artigo em Inglês | MEDLINE | ID: mdl-22559373

RESUMO

Locomotion generates multisensory information about walked-upon objects. How perceptual systems use such information to get to know the environment remains unexplored. The ability to identify solid (e.g., marble) and aggregate (e.g., gravel) walked-upon materials was investigated in auditory, haptic or audio-haptic conditions, and in a kinesthetic condition where tactile information was perturbed with a vibromechanical noise. Overall, identification performance was better than chance in all experimental conditions and for both solids and the better identified aggregates. Despite large mechanical differences between the response of solids and aggregates to locomotion, for both material categories discrimination was at its worst in the auditory and kinesthetic conditions and at its best in the haptic and audio-haptic conditions. An analysis of the dominance of sensory information in the audio-haptic context supported a focus on the most accurate modality, haptics, but only for the identification of solid materials. When identifying aggregates, response biases appeared to produce a focus on the least accurate modality--kinesthesia. When walking on loose materials such as gravel, individuals do not perceive surfaces by focusing on the most accurate modality, but by focusing on the modality that would most promptly signal postural instabilities.


Assuntos
Percepção Auditiva/fisiologia , Discriminação Psicológica/fisiologia , Percepção do Tato/fisiologia , Caminhada/fisiologia , Estimulação Acústica , Adulto , Viés , Materiais de Construção , Humanos , Masculino , Mascaramento Perceptivo/fisiologia , Estimulação Luminosa , Vibração , Madeira
10.
IEEE Trans Image Process ; 21(1): 67-79, 2012 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-21693419

RESUMO

We propose a simple preconditioning method for accelerating the solution of edge-preserving image super-resolution (SR) problems in which a linear shift-invariant point spread function is employed. Our technique involves reordering the high-resolution (HR) pixels in a similar manner to what is done in preconditioning methods for quadratic SR formulations. However, due to the edge preserving requirements, the Hessian matrix of the cost function varies during the minimization process. We develop an efficient update scheme for the preconditioner in order to cope with this situation. Unlike some other acceleration strategies that round the displacement values between the low-resolution (LR) images on the HR grid, the proposed method does not sacrifice the optimality of the observation model. In addition, we describe a technique for preconditioning SR problems involving rational magnification factors. The use of such factors is motivated in part by the fact that, under certain circumstances, optimal SR zooms are nonintegers. We show that, by reordering the pixels of the LR images, the structure of the problem to solve is modified in such a way that preconditioners based on circulant operators can be used.


Assuntos
Algoritmos , Aumento da Imagem/métodos , Interpretação de Imagem Assistida por Computador/métodos , Reconhecimento Automatizado de Padrão/métodos , Reprodutibilidade dos Testes , Sensibilidade e Especificidade
11.
IEEE Trans Image Process ; 21(1): 366-78, 2012 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-21788189

RESUMO

Mosaicing is largely dependent on the quality of registration among the constituent input images. Parallax and object motion present challenges to image registration, leading to artifacts in the result. To reduce the impact of these artifacts, traditional image mosaicing approaches often impose planar scene constraints or rely on purely rotational camera motion or dense sampling. However, these requirements are often impractical or fail to address the needs of all applications. Instead, taking advantage of depth cues and a smooth transition criterion, we achieve significantly improved mosaicing results for static scenes, coping effectively with nontrivial parallax in the input. We extend this approach to the synthesis of dynamic video mosaics, incorporating foreground/background segmentation and a consistent motion perception criterion. Although further additions are required to cope with unconstrained object motion, our algorithm can synthesize a perceptually convincing output, conveying the same appearance of motion as seen in the input sequences.


Assuntos
Algoritmos , Artefatos , Aumento da Imagem/métodos , Interpretação de Imagem Assistida por Computador/métodos , Reconhecimento Automatizado de Padrão/métodos , Técnica de Subtração , Reprodutibilidade dos Testes , Sensibilidade e Especificidade
12.
PLoS One ; 6(3): e17697, 2011 Mar 25.
Artigo em Inglês | MEDLINE | ID: mdl-21464979

RESUMO

BACKGROUND: The haptic perception of ground compliance is used for stable regulation of dynamic posture and the control of locomotion in diverse natural environments. Although rarely investigated in relation to walking, vibrotactile sensory channels are known to be active in the discrimination of material properties of objects and surfaces through touch. This study investigated how the perception of ground surface compliance is altered by plantar vibration feedback. METHODOLOGY/PRINCIPAL FINDINGS: Subjects walked in shoes over a rigid floor plate that provided plantar vibration feedback, and responded indicating how compliant it felt, either in subjective magnitude or via pairwise comparisons. In one experiment, the compliance of the floor plate was also varied. Results showed that perceived compliance of the plate increased monotonically with vibration feedback intensity, and depended to a lesser extent on the temporal or frequency distribution of the feedback. When both plate stiffness (inverse compliance) and vibration amplitude were manipulated, the effect persisted, with both factors contributing to compliance perception. A significant influence of vibration was observed even for amplitudes close to psychophysical detection thresholds. CONCLUSIONS/SIGNIFICANCE: These findings reveal that vibrotactile sensory channels are highly salient to the perception of surface compliance, and suggest that correlations between vibrotactile sensory information and motor activity may be of broader significance for the control of human locomotion than has been previously acknowledged.


Assuntos
Percepção/fisiologia , Tato/fisiologia , Vibração , Caminhada/fisiologia , Adulto , Fenômenos Biomecânicos/fisiologia , Calibragem , Complacência (Medida de Distensibilidade) , Retroalimentação Fisiológica , Humanos , Estimulação Física , Desempenho Psicomotor , Propriedades de Superfície
13.
IEEE Trans Neural Syst Rehabil Eng ; 19(3): 280-9, 2011 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-21335317

RESUMO

We have developed a prototype device for take-home use that can be used in the treatment of amblyopia. The therapeutic scenario we envision involves patients first visiting a clinic, where their vision parameters are assessed and suitable parameters are determined for therapy. Patients then proceed with the actual therapeutic treatment on their own, using our device, which consists of an Apple iPod Touch running a specially modified game application. Our rationale for choosing to develop the prototype around a game stems from multiple requirements that such an application satisfies. First, system operation must be sufficiently straightforward that ease-of-use is not an obstacle. Second, the application itself should be compelling and motivate use more so than a traditional therapeutic task if it is to be used regularly outside of the clinic. This is particularly relevant for children, as compliance is a major issue for current treatments of childhood amblyopia. However, despite the traditional opinion that treatment of amblyopia is only effective in children, our initial results add to the growing body of evidence that improvements in visual function can be achieved in adults with amblyopia.


Assuntos
Ambliopia/terapia , Jogos de Vídeo , Adolescente , Adulto , Algoritmos , Calibragem , Computadores , Percepção de Profundidade , Desenho de Equipamento , Movimentos Oculares/fisiologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Estimulação Luminosa , Desempenho Psicomotor/fisiologia , Software , Interface Usuário-Computador , Visão Binocular/fisiologia , Adulto Jovem
14.
PLoS One ; 4(10): e7487, 2009 Oct 16.
Artigo em Inglês | MEDLINE | ID: mdl-19834599

RESUMO

BACKGROUND: Listening to music is amongst the most rewarding experiences for humans. Music has no functional resemblance to other rewarding stimuli, and has no demonstrated biological value, yet individuals continue listening to music for pleasure. It has been suggested that the pleasurable aspects of music listening are related to a change in emotional arousal, although this link has not been directly investigated. In this study, using methods of high temporal sensitivity we investigated whether there is a systematic relationship between dynamic increases in pleasure states and physiological indicators of emotional arousal, including changes in heart rate, respiration, electrodermal activity, body temperature, and blood volume pulse. METHODOLOGY: Twenty-six participants listened to self-selected intensely pleasurable music and "neutral" music that was individually selected for them based on low pleasure ratings they provided on other participants' music. The "chills" phenomenon was used to index intensely pleasurable responses to music. During music listening, continuous real-time recordings of subjective pleasure states and simultaneous recordings of sympathetic nervous system activity, an objective measure of emotional arousal, were obtained. PRINCIPAL FINDINGS: Results revealed a strong positive correlation between ratings of pleasure and emotional arousal. Importantly, a dissociation was revealed as individuals who did not experience pleasure also showed no significant increases in emotional arousal. CONCLUSIONS/SIGNIFICANCE: These results have broader implications by demonstrating that strongly felt emotions could be rewarding in themselves in the absence of a physically tangible reward or a specific functional goal.


Assuntos
Nível de Alerta/fisiologia , Percepção Auditiva/fisiologia , Emoções/fisiologia , Música/psicologia , Adolescente , Adulto , Velocidade do Fluxo Sanguíneo , Temperatura Corporal , Feminino , Resposta Galvânica da Pele , Frequência Cardíaca , Humanos , Masculino , Prazer , Taxa Respiratória , Temperatura Cutânea
15.
Stud Health Technol Inform ; 142: 417-9, 2009.
Artigo em Inglês | MEDLINE | ID: mdl-19377197

RESUMO

We conducted a comparative study of task performance under both monoscopic and stereoscopic display conditions, in order to assess the role of stereoscopy in supporting an understanding of three-dimensional content, and ease of interaction with the data. As our application context is that of neurosurgical visualization, the experimental goal we chose was to define a straight, vessel-free path from the cortical surface to a targeted tumor. The scene consists of a volumetric representation of the brain vasculature and a simulated tumor, as well as a separately controlled pen-like virtual probe. Under both viewing conditions, participants were able to manipulate the volume and probe using a tangible user interface, thus obtaining hand-coupled motion cues. Results indicate that on average, participants were able to perform the task in the stereographic mode in only 75% of the time and with half the error as in the monoscopic condition.


Assuntos
Biópsia/instrumentação , Apresentação de Dados , Percepção de Profundidade , Neurocirurgia , Análise e Desempenho de Tarefas , Adulto , Biópsia/normas , Feminino , Humanos , Masculino , Interface Usuário-Computador , Adulto Jovem
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