Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 6 de 6
Filtrar
Mais filtros










Base de dados
Intervalo de ano de publicação
1.
Sci Data ; 10(1): 386, 2023 06 15.
Artigo em Inglês | MEDLINE | ID: mdl-37322034

RESUMO

Electroencephalography (EEG) is a widely-used neuroimaging technique in Brain Computer Interfaces (BCIs) due to its non-invasive nature, accessibility and high temporal resolution. A range of input representations has been explored for BCIs. The same semantic meaning can be conveyed in different representations, such as visual (orthographic and pictorial) and auditory (spoken words). These stimuli representations can be either imagined or perceived by the BCI user. In particular, there is a scarcity of existing open source EEG datasets for imagined visual content, and to our knowledge there are no open source EEG datasets for semantics captured through multiple sensory modalities for both perceived and imagined content. Here we present an open source multisensory imagination and perception dataset, with twelve participants, acquired with a 124 EEG channel system. The aim is for the dataset to be open for purposes such as BCI related decoding and for better understanding the neural mechanisms behind perception, imagination and across the sensory modalities when the semantic category is held constant.


Assuntos
Interfaces Cérebro-Computador , Humanos , Eletroencefalografia/métodos , Imaginação , Percepção , Semântica
2.
PLoS One ; 18(3): e0280390, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36928040

RESUMO

Users' emotions may influence the formation of presence in virtual reality (VR). Users' expectations, state of arousal and personality may also moderate the relationship between emotions and presence. An interoceptive predictive coding model of conscious presence (IPCM) considers presence as a product of the match between predictions of interoceptive emotional states and the actual states evoked by an experience (Seth et al. 2012). The present paper aims to test this model's applicability to VR for both high-arousal and low-arousal emotions. The moderating effect of personality traits on the creation of presence is also investigated. Results show that user expectations about emotional states in VR have an impact on presence, however, expression of this relationship is moderated by the intensity of an emotion, with only high-arousal emotions showing an effect. Additionally, users' personality traits moderated the relationship between emotions and presence. A refined model is proposed that predicts presence in VR by weighting emotions according to their level of arousal and by considering the impact of personality traits.


Assuntos
Emoções , Realidade Virtual , Emoções/fisiologia , Personalidade , Nível de Alerta , Euforia
3.
Cogn Res Princ Implic ; 5(1): 37, 2020 08 08.
Artigo em Inglês | MEDLINE | ID: mdl-32770416

RESUMO

Sensory substitution techniques are perceptual and cognitive phenomena used to represent one sensory form with an alternative. Current applications of sensory substitution techniques are typically focused on the development of assistive technologies whereby visually impaired users can acquire visual information via auditory and tactile cross-modal feedback. But despite their evident success in scientific research and furthering theory development in cognition, sensory substitution techniques have not yet gained widespread adoption within sensory-impaired populations. Here we argue that shifting the focus from assistive to mainstream applications may resolve some of the current issues regarding the use of sensory substitution devices to improve outcomes for those with disabilities. This article provides a tutorial guide on how to use research into multisensory processing and sensory substitution techniques from the cognitive sciences to design new inclusive cross-modal displays. A greater focus on developing inclusive mainstream applications could lead to innovative technologies that could be enjoyed by every person.


Assuntos
Associação , Percepção Auditiva , Tecnologia Assistiva , Auxiliares Sensoriais , Percepção do Tato , Percepção Visual , Humanos
4.
Front Psychol ; 11: 1443, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32754082

RESUMO

Human adults can optimally combine vision with self-motion to facilitate navigation. In the absence of visual input (e.g., dark environments and visual impairments), sensory substitution devices (SSDs), such as The vOICe or BrainPort, which translate visual information into auditory or tactile information, could be used to increase navigation precision when integrated together or with self-motion. In Experiment 1, we compared and assessed together The vOICe and BrainPort in aerial maps task performed by a group of sighted participants. In Experiment 2, we examined whether sighted individuals and a group of visually impaired (VI) individuals could benefit from using The vOICe, with and without self-motion, to accurately navigate a three-dimensional (3D) environment. In both studies, 3D motion tracking data were used to determine the level of precision with which participants performed two different tasks (an egocentric and an allocentric task) and three different conditions (two unisensory conditions and one multisensory condition). In Experiment 1, we found no benefit of using the devices together. In Experiment 2, the sighted performance during The vOICe was almost as good as that for self-motion despite a short training period, although we found no benefit (reduction in variability) of using The vOICe and self-motion in combination compared to the two in isolation. In contrast, the group of VI participants did benefit from combining The vOICe and self-motion despite the low number of trials. Finally, while both groups became more accurate in their use of The vOICe with increased trials, only the VI group showed an increased level of accuracy in the combined condition. Our findings highlight how exploiting non-visual multisensory integration to develop new assistive technologies could be key to help blind and VI persons, especially due to their difficulty in attaining allocentric information.

5.
IEEE Comput Graph Appl ; 33(2): 47-55, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-24807939

RESUMO

Users increasingly expect more-interactive experiences with public displays for applications including learning, gaming, urban visualization, and planning. However, user interaction with applications on public displays is challenging and often doesn't lend itself to established interaction techniques. Navigation using only freehand gestures captured with low-cost devices might often be an appropriate solution. A formal, quantitative lab experiment and an informal, qualitative field study compared freehand gestural interaction with keyboard-and-mouse interaction. No significant difference in navigation performance existed between the two interaction types. However, gestural interaction provided a more natural experience in both personal and public environments.


Assuntos
Gráficos por Computador , Setor Público , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino , Movimento , Adulto Jovem
6.
Phys Rev Lett ; 94(14): 143901, 2005 Apr 15.
Artigo em Inglês | MEDLINE | ID: mdl-15904064

RESUMO

We analyze the general features of the formation and interaction of transverse traveling waves and the appearance of filamentation in broad area semiconductor lasers with current profiling. For small apertures, the emitted profile is symmetric consisting of two counterpropagating transverse traveling waves, both emanating from the center of the device. For larger apertures, the emission becomes asymmetric as one of the traveling waves expands to occupy an increased area while the other occupies the remaining, smaller spatial region. In both devices, the pattern becomes unstable at higher injection currents due to optical filamentation, although an intermediate state is present in the wider device whereby the dominant wave undergoes a Hopf bifurcation before filamentation occurs.

SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...