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1.
PLoS One ; 19(4): e0301052, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38630669

RESUMO

Stress is a prevalent bodily response universally experienced and significantly affects a person's mental and cognitive state. The P300 response is a commonly observed brain behaviour that provides insight into a person's cognitive state. Previous works have documented the effects of stress on the P300 behaviour; however, only a few have explored the performance in a mobile and naturalistic experimental setup. Our study examined the effects of stress on the human brain's P300 behaviour through a height exposure experiment that incorporates complex visual, vestibular, and proprioceptive stimuli. A more complex sensory environment could produce translatable findings toward real-world behaviour and benefit emerging technologies such as brain-computer interfaces. Seventeen participants experienced our experiment that elicited the stress response through physical and virtual height exposure. We found two unique groups within our participants that exhibited contrasting behavioural performance and P300 target reaction response when exposed to stressors (from walking at heights). One group performed worse when exposed to heights and exhibited a significant decrease in parietal P300 peak amplitude and increased beta and gamma power. On the other hand, the group less affected by stress exhibited a change in their N170 peak amplitude and alpha/mu rhythm desynchronisation. The findings of our study suggest that a more individualised approach to assessing a person's behaviour performance under stress can aid in understanding P300 performance when experiencing stress.


Assuntos
Encéfalo , Potenciais Evocados P300 , Humanos , Potenciais Evocados P300/fisiologia , Encéfalo/fisiologia , Simulação por Computador , Ritmo alfa , Cabeça , Eletroencefalografia
2.
PLoS One ; 18(10): e0290431, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37878584

RESUMO

Wearable smart glasses are an emerging technology gaining popularity in the assistive technologies industry. Smart glasses aids typically leverage computer vision and other sensory information to translate the wearer's surrounding into computer-synthesized speech. In this work, we explored the potential of a new technique known as "acoustic touch" to provide a wearable spatial audio solution for assisting people who are blind in finding objects. In contrast to traditional systems, this technique uses smart glasses to sonify objects into distinct sound auditory icons when the object enters the device's field of view. We developed a wearable Foveated Audio Device to study the efficacy and usability of using acoustic touch to search, memorize, and reach items. Our evaluation study involved 14 participants, 7 blind or low-visioned and 7 blindfolded sighted (as a control group) participants. We compared the wearable device to two idealized conditions, a verbal clock face description and a sequential audio presentation through external speakers. We found that the wearable device can effectively aid the recognition and reaching of an object. We also observed that the device does not significantly increase the user's cognitive workload. These promising results suggest that acoustic touch can provide a wearable and effective method of sensory augmentation.


Assuntos
Acústica , Percepção do Tato , Humanos , Cegueira , Fala , Visão Ocular
3.
IEEE Trans Vis Comput Graph ; 29(4): 1937-1950, 2023 04.
Artigo em Inglês | MEDLINE | ID: mdl-34898434

RESUMO

Advances in virtual reality technology have greatly benefited the acrophobia research field. Virtual reality height exposure is a reliable method of inducing stress with low variance across ages and demographics. When creating a virtual height exposure environment, researchers have often used haptic feedback elements to improve the sense of realism of a virtual environment. While the quality of the rendered for the virtual environment increases over time, the physical environment is often simplified to a conservative passive haptic feedback platform. The impact of the increasing disparity between the virtual and physical environment on the induced stress levels is unclear. This article presents an experiment that explored the effect of combining an elevated physical platform with different levels of virtual heights to induce stress. Eighteen participants experienced four different conditions of varying physical and virtual heights. The measurements included gait parameters, heart rate, heart rate variability, and electrodermal activity. The results show that the added physical elevation at a low virtual height shifts the participant's walking behaviour and increases the perception of danger. However, the virtual environment still plays an essential role in manipulating height exposure and inducing physiological stress. Another finding is that a person's behaviour always corresponds to the more significant perceived threat, whether from the physical or virtual environment.


Assuntos
Gráficos por Computador , Realidade Virtual , Humanos , Marcha , Meio Ambiente , Estresse Fisiológico
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