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1.
Artigo em Inglês | MEDLINE | ID: mdl-38294913

RESUMO

In cinematic VR applications, haptic feedback can significantly enhance the sense of reality and immersion for users. The increasing availability of emerging haptic devices opens up possibilities for future cinematic VR applications that allow users to receive haptic feedback while they are watching videos. However, automatically rendering haptic cues from real-time video content, particularly from video motion, is a technically challenging task. In this paper, we propose a novel framework called "Video2Haptics" that leverages the emerging bio-inspired event camera to capture event signals as a lightweight representation of video motion. We then propose efficient event-based visual processing methods to estimate force or intensity from video motion in the event domain, rather than the pixel domain. To demonstrate the application of Video2Haptics, we convert the estimated force or intensity to dynamic vibrotactile feedback on emerging haptic gloves, synchronized with the corresponding video motion. As a result, Video2Haptics allows users not only to view the video but also to perceive the video motion concurrently. Our experimental results show that the proposed event-based processing methods for force and intensity estimation are one to two orders of magnitude faster than conventional methods. Our user study results confirm that the proposed Video2Haptics framework can considerably enhance the users' video experience.

2.
Artigo em Inglês | MEDLINE | ID: mdl-36048999

RESUMO

Experiential learning (ExL) is the process of learning through experience or more specifically "learning through reflection on doing". In this paper, we propose a simulation of these experiences, in Augmented Reality (AR), addressing the problem of language learning. Such systems provide an excellent setting to support "adaptive guidance", in a digital form, within a real environment. Adaptive guidance allows the instructions and learning content to be customised for the individual learner, thus creating a unique learning experience. We developed an adaptive guidance AR system for language learning, we call Arigato (Augmented Reality Instructional ¯ Guidance & Tailored Omniverse), which offers immediate assistance, resources specific to the learner's needs, manipulation of these resources, and relevant feedback. Considering guidance, we employ this prototype to investigate the effect of the amount of guidance (fixed vs. adaptive-amount) and the type of guidance (fixed vs. adaptive-associations) on the engagement and consequently the learning outcomes of language learning in an AR environment. The results for the amount of guidance show that compared to the adaptive-amount, the fixed-amount of guidance group scored better in the immediate and delayed (after 7 days) recall tests. However, this group also invested a significantly higher mental effort to complete the task. The results for the type of guidance show that the adaptive-associations group outperforms the fixed-associations group in the immediate, delayed (after 7 days) recall tests, and learning efficiency. The adaptive-associations group also showed significantly lower mental effort and spent less time to complete the task.

3.
IEEE Trans Vis Comput Graph ; 28(11): 3748-3758, 2022 11.
Artigo em Inglês | MEDLINE | ID: mdl-36044496

RESUMO

Learning vocabulary in a primary or secondary language is enhanced when we encounter words in context. This context can be afforded by the place or activity we are engaged with. Existing learning environments include formal learning, mnemonics, flashcards, use of a dictionary or thesaurus, all leading to practice with new words in context. In this work, we propose an enhancement to the language learning process by providing the user with words and learning tools in context, with VocabulARy. VocabulARy visually annotates objects in AR, in the user's surroundings, with the corresponding English (first language) and Japanese (second language) words to enhance the language learning process. In addition to the written and audio description of each word, we also present the user with a keyword and its visualisation to enhance memory retention. We evaluate our prototype by comparing it to an alternate AR system that does not show an additional visualisation of the keyword, and, also, we compare it to two non-AR systems on a tablet, one with and one without visualising the keyword. Our results indicate that AR outperforms the tablet system regarding immediate recall, mental effort and task-completion time. Additionally, the visualisation approach scored significantly higher than showing only the written keyword with respect to immediate and delayed recall and learning efficiency, mental effort and task-completion time.


Assuntos
Aprendizagem Verbal , Vocabulário , Gráficos por Computador , Aprendizagem , Idioma
4.
IEEE Trans Haptics ; 15(2): 328-338, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35171776

RESUMO

Haptic rendering enables people to touch, perceive, and manipulate virtual objects in a virtual environment. Using six cascaded identical hollow disk electromagnets and a small permanent magnet attached to an operator's finger, this paper proposes and develops an untethered haptic interface through magnetic field control. The concentric hole inside the six cascaded electromagnets provides the workspace, where the 3D position of the permanent magnet is tracked with a Microsoft Kinect sensor. The driving currents of six cascaded electromagnets are calculated in real-time for generating the desired magnetic force. Offline data from an FEA (finite element analysis) based simulation, determines the relationship between the magnetic force, the driving currents, and the position of the permanent magnet. A set of experiments including the virtual object recognition experiment, the virtual surface identification experiment, and the user perception evaluation experiment were conducted to demonstrate the proposed system, where Microsoft HoloLens holographic glasses are used for visual rendering. The proposed magnetic haptic display leads to an untethered and non-contact interface for natural haptic rendering applications, which overcomes the constraints of mechanical linkages in tool-based traditional haptic devices.


Assuntos
Percepção do Tato , Interface Usuário-Computador , Tecnologia Háptica , Humanos , Campos Magnéticos , Tato
5.
Artigo em Inglês | MEDLINE | ID: mdl-19964488

RESUMO

Recent research suggests that falls are the most common cause of injury and disability in older persons. Invasive systems or body worn sensors can be employed in controlled clinical and laboratory settings to determine clinical measures of gait and stability. This study by contrast aims to explore how video technology, can be employed to unobtrusively determine the same measures. Data from 63 elderly subjects, recruited through a research clinic was analyzed. The derived parameters include: the walk time, the number of steps of the TUG test and stability out of the turn. The results show that video analysis can be used to automate current clinical measures of gait and stability as well as to inform future automated interventions.


Assuntos
Actigrafia/métodos , Algoritmos , Marcha/fisiologia , Interpretação de Imagem Assistida por Computador/métodos , Caminhada/fisiologia , Imagem Corporal Total/métodos , Idoso , Idoso de 80 Anos ou mais , Proteínas de Drosophila , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Proteínas Mitocondriais
6.
BMC Bioinformatics ; 9: 468, 2008 Nov 04.
Artigo em Inglês | MEDLINE | ID: mdl-18983678

RESUMO

BACKGROUND: Various measures of semantic similarity of terms in bio-ontologies such as the Gene Ontology (GO) have been used to compare gene products. Such measures of similarity have been used to annotate uncharacterized gene products and group gene products into functional groups. There are various ways to measure semantic similarity, either using the topological structure of the ontology, the instances (gene products) associated with terms or a mixture of both. We focus on an instance level definition of semantic similarity while using the information contained in the ontology, both in the graphical structure of the ontology and the semantics of relations between terms, to provide constraints on our instance level description.Semantic similarity of terms is extended to annotations by various approaches, either though aggregation operations such as min, max and average or through an extrapolative method. These approaches introduce assumptions about how semantic similarity of terms relates to the semantic similarity of annotations that do not necessarily reflect how terms relate to each other. RESULTS: We exploit the semantics of relations in the GO to construct an algorithm called SSA that provides the basis of a framework that naturally extends instance based methods of semantic similarity of terms, such as Resnik's measure, to describing annotations and not just terms. Our measure attempts to correctly interpret how terms combine via their relationships in the ontological hierarchy. SSA uses these relationships to identify the most specific common ancestors between terms. We outline the set of cases in which terms can combine and associate partial order constraints with each case that order the specificity of terms. These cases form the basis for the SSA algorithm. The set of associated constraints also provide a set of principles that any improvement on our method should seek to satisfy. CONCLUSION: We derive a measure of semantic similarity between annotations that exploits all available information without introducing assumptions about the nature of the ontology or data. We preserve the principles underlying instance based methods of semantic similarity of terms at the annotation level. As a result our measure better describes the information contained in annotations associated with gene products and as a result is better suited to characterizing and classifying gene products through their annotations.


Assuntos
Biologia Computacional/métodos , Genes , Proteínas/genética , Vocabulário Controlado , Algoritmos , Classificação , Bases de Dados de Proteínas , Lógica Fuzzy , Processamento de Linguagem Natural , Proteínas/classificação , Reprodutibilidade dos Testes , Semântica , Terminologia como Assunto
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