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Haptic Gamer Suit for Enhancing VR Games Experience 增强 VR 游戏体验的触觉玩家套装
Pub Date : 2024-11-17 DOI: 10.1007/s41133-024-00079-3
Sathonkorn Saladtook, Phumiphat Rujirotthamrong, Cherapa Eiwaroon, Jirutchaya Phunpar, Chattaporn Saladtook, Chutisant Kerdvibulvech

In recent times, virtual reality (VR) games have gained immense popularity, captivating gamers worldwide. While VR games offer an immersive experience, they do have certain limitations, particularly when it comes to the utilization of hand controllers. This research endeavors to overcome these limitations and provide players with an enhanced and realistic gaming experience by introducing a novel accessory called the Haptic Gamer Suit (H-Suit), designed to complement VR headsets. This paper presents the development of the H-Suit, achieved through an exploration of haptic technologies and conducting in-depth interviews with gaming experts. The H-Suit is a comprehensive outfit comprising five components: a shirt, pants, belt, gloves, and socks, all seamlessly integrated with the VR headset. Embedded within the suit are sensors and circuit boards, meticulously engineered to simulate the sensations experienced by game characters when they encounter damage. By employing the H-Suit, users can engage in VR games without the need for handheld controllers, enabling a heightened level of realism throughout their gaming sessions. Through extensive research in haptic technologies and insights gained from expert gamers, the H-Suit has been conceptualized and brought to fruition. Its seamless integration with the VR headset ensures effortless connectivity, and the incorporation of sensors and circuit boards in the suit delivers a tangible and authentic gaming experience. As a result, players can engage in VR games without the constraints of holding controllers, thereby immersing themselves in a world that feels remarkably lifelike, courtesy of the H-Suit.

近来,虚拟现实(VR)游戏大受欢迎,吸引了全世界的游戏玩家。虽然 VR 游戏能给玩家带来身临其境的体验,但也存在一定的局限性,尤其是在使用手控器方面。本研究致力于克服这些局限性,通过引入一种名为 "触觉玩家套装(H-Suit)"的新型配件,为玩家提供增强的逼真游戏体验,该配件旨在与 VR 头显相辅相成。本文通过对触觉技术的探索以及对游戏专家的深入访谈,介绍了 H-Suit 的开发过程。H-Suit 是一套综合装备,由五部分组成:衬衫、裤子、腰带、手套和袜子,全部与 VR 头显无缝集成。衣服内嵌传感器和电路板,经过精心设计,可以模拟游戏角色在受到伤害时的感觉。通过使用 H-Suit,用户无需手持控制器就能参与 VR 游戏,从而在整个游戏过程中获得更高的逼真度。通过对触觉技术的广泛研究以及从专业游戏玩家那里获得的见解,H-Suit 的概念得以实现。它与 VR 头显的无缝集成确保了轻松的连接性,而套装中的传感器和电路板则带来了切实而真实的游戏体验。因此,玩家可以不受手持控制器的限制参与 VR 游戏,从而沉浸在 H-Suit 带来的逼真世界中。
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引用次数: 0
Retraction Note: Application on Virtual Reality for Enhanced Education Learning, Military Training and Sports 撤稿说明:虚拟现实在强化教育学习、军事训练和体育运动中的应用
Pub Date : 2024-11-14 DOI: 10.1007/s41133-024-00076-6
Kunjal Ahir, Kajal Govani, Rutvik Gajera, Manan Shah
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引用次数: 0
The Impact of Transferring Embodiment and Work Efficiency Between Natural Body and Modular Body Systems 在自然躯体和模块化躯体系统之间传递体现和工作效率的影响
Pub Date : 2024-11-14 DOI: 10.1007/s41133-024-00078-4
Vitvasin Vimolmongkolporn, Yukiko Iwasaki, Fumihiro Kato, Hiroyasu Iwata

Human augmentation technology, particularly supernumerary robotic limbs, has seen rapid growth and offers promising applications. However, the cognitive aspects of supernumerary robotic limbs, such as the sense of embodiment, remain underexplored in the context of modular body systems that which provide the part of one’s own body feeling, especially when detached, and how this might impact work efficiency. This study aims to investigate the impact of experience of synchronizing Sense of Embodiment and work efficiency between the user’s innate body and a modular body system. The experiment was conducted using a modular body prototype and compared between with wearing experience (the user is more likely to perceive this robot as a part of their body) and without wearing experience (the user is more likely to perceive this robot as a separate, standalone robot). Objective evaluations included task completion time and accuracy, while the sense of embodiment questionnaire was employed for subjective evaluations. The results suggested that after having experience of wearing modular arm for a while, this experience can influence the work efficiency even if it was used without wearing it.

人体增强技术,特别是编外机器人肢体,发展迅速,应用前景广阔。然而,在模块化肢体系统的背景下,编外机械肢体的认知方面,如 "体现感",仍未得到充分探索,而模块化肢体系统可提供自身肢体的部分感觉,尤其是在脱离时,以及这可能如何影响工作效率。本研究的目的是调查用户与生俱来的身体和模块化身体系统之间的同步体感体验和工作效率的影响。实验使用模块化身体原型进行,并在有佩戴经验(用户更有可能将该机器人视为其身体的一部分)和无佩戴经验(用户更有可能将该机器人视为一个独立的机器人)之间进行比较。客观评价包括任务完成时间和准确性,而主观评价则采用了 "体现感 "问卷。结果表明,在佩戴模块化机械臂一段时间后,这种体验会影响工作效率,即使在未佩戴模块化机械臂的情况下也是如此。
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引用次数: 0
Smart Life Saver Jacket: A New Jacket to Support CPR Operation 智能救生夹克:支持心肺复苏操作的新型夹克
Pub Date : 2024-11-12 DOI: 10.1007/s41133-024-00080-w
Thayita Chantarutai, Piyachat Klinthai, Pimpakarn A-masiri, Chutisant Kerdvibulvech

Cardiac arrest is common death these days. Most patients do not notice the symptoms before it happens. Death or severe consequence and be prevented if help and proper assistance can be reached within time. Since a cardiac arrest is prone to get higher continuously, some buildings have installed AED (automated external defibrillator) defibrillators. Therefore, patients can reach for help immediately. But the fact is that some of the helpers can reach a patient within time but they are not sure how to operate heart stimulation by AED or CPR (cardiopulmonary resuscitation) properly nor do they make a decision to push the patient’s chest. In Thailand, CPR training is just an option; it is not a compulsory lesson. Nevertheless, CPR trainees can obtain only the theoretical lesson; then, they do not know exactly how hard to push the patient’s chest. This leads to misoperation when they face the real incident. Another factor is when an incident occurs, helpers do not know how to contact emergency and do not know what important information they need to provide to medical support. In this paper, we develop a smart life saver jacket to support the helper in how perform accurate CPR by using machine learning technology to detect the patient’s pulse and support the helper to make decisions combined with an interface idea to indicate helper how to perform accurate CPR, while it is the application that will connect to the nearest hospital.

心脏骤停是当今常见的死亡原因。大多数患者在发病前没有注意到症状。如果能及时得到帮助和适当的援助,死亡或严重后果是可以避免的。由于心脏骤停容易持续恶化,一些大楼安装了 AED(自动体外除颤器)除颤器。因此,病人可以立即得到帮助。但事实上,有些救援人员虽然能及时赶到病人身边,却不知道如何正确操作 AED 或 CPR(心肺复苏术)来刺激心脏,也不会决定是否按压病人的胸部。在泰国,心肺复苏培训只是一种选择,并非必修课。尽管如此,心肺复苏术学员只能获得理论课程,因此他们不知道到底该用多大的力度按压病人的胸部。这导致他们在面对实际事故时操作失误。另一个因素是,当事故发生时,救援人员不知道如何联系急救中心,也不知道需要向医疗支援提供哪些重要信息。在本文中,我们开发了一款智能救生衣,利用机器学习技术检测病人的脉搏,支持求助者做出决定,并结合界面设计理念指示求助者如何进行准确的心肺复苏术,同时该应用将连接到最近的医院,从而支持求助者如何进行准确的心肺复苏术。
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引用次数: 0
Unraveling the Ethical Conundrum of Artificial Intelligence: A Synthesis of Literature and Case Studies 解开人工智能的伦理难题:文献和案例研究综述
Pub Date : 2024-11-11 DOI: 10.1007/s41133-024-00077-5
Pavan Kumar Reddy Poli, Sushma Pamidi, Shravan Kumar Reddy Poli

Artificial intelligence (AI) is a rapidly evolving technology that is transforming various aspects of modern society. Despite its immense potential for positive impact, the development and deployment of AI also raises a range of ethical considerations. This paper presents a literature review and case study analysis of the ethics of AI, with a particular focus on exploring areas where research is still lacking. Our analysis reveals that while there is a growing body of literature on AI ethics, there are also several areas that remain underexplored. Through a detailed analysis of case studies from diverse sectors, we illustrate the practical implications of ethical dilemmas surrounding AI. Specifically, this paper examines issues related to fairness, transparency, accountability, and bias in AI. The paper reviews the existing literature on AI ethics and uses case studies to illustrate the challenges and opportunities presented by AI. Our paper underscores the urgent need for further research and attention to these issues to ensure that the development and use of AI align with ethical principles and values. We conclude by suggesting a research agenda for future work on the ethics of AI.

人工智能(AI)是一项快速发展的技术,正在改变现代社会的方方面面。尽管人工智能具有产生积极影响的巨大潜力,但其开发和应用也引发了一系列伦理问题。本文对人工智能的伦理问题进行了文献综述和案例研究分析,重点探讨了目前尚缺乏研究的领域。我们的分析表明,虽然有关人工智能伦理的文献越来越多,但也有几个领域仍未得到充分探索。通过详细分析来自不同领域的案例研究,我们说明了围绕人工智能的伦理困境的实际影响。具体来说,本文探讨了与人工智能中的公平性、透明度、问责制和偏见有关的问题。本文回顾了有关人工智能伦理的现有文献,并通过案例研究说明了人工智能带来的挑战和机遇。我们的论文强调迫切需要进一步研究和关注这些问题,以确保人工智能的开发和使用符合伦理原则和价值观。最后,我们提出了未来人工智能伦理工作的研究议程。
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引用次数: 0
Towards Human Sensory Augmentation: A Cognitive Neuroscience Framework for Evaluating Integration of New Signals within Perception, Brain Representations, and Subjective Experience 实现人类感官增强:评估感知、大脑表征和主观体验中新信号整合的认知神经科学框架
Pub Date : 2024-10-28 DOI: 10.1007/s41133-024-00075-7
Marko Nardini, Meike Scheller, Melissa Ramsay, Olaf Kristiansen, Chris Allen

New wearable devices and technologies provide unprecedented scope to augment or substitute human perceptual abilities. However, the flexibility to reorganize brain processing to use novel sensory signals during early sensitive periods in infancy is much less evident at later ages, making integration of new signals into adults’ perception a significant challenge. We believe that an approach informed by cognitive neuroscience is crucial for maximizing the true potential of new sensory technologies. Here, we present a framework for measuring and evaluating the extent to which new signals are integrated within existing structures of perception and experience. As our testbed, we use laboratory tasks in which healthy volunteers learn new, augmented perceptual-motor skills. We describe a suite of measures of (i) perceptual function (psychophysics), (ii) neural representations (fMRI/decoding), and (iii) subjective experience (qualitative interview/micro-phenomenology) targeted at testing hypotheses about how newly learned signals become integrated within perception and experience. As proof of concept, we provide example data showing how this approach allows us to measure changes in perception, neural processing, and subjective experience. We argue that this framework, in concert with targeted approaches to optimizing training and learning, provides the tools needed to develop and optimize new approaches to human sensory augmentation and substitution.

新型可穿戴设备和技术为增强或替代人类的感知能力提供了前所未有的空间。然而,在婴儿早期的敏感期,大脑处理过程可以灵活重组以使用新的感官信号,但到了晚年,这种灵活性就不那么明显了,因此将新信号整合到成年人的感知中是一项重大挑战。我们认为,以认知神经科学为基础的方法对于最大限度地发挥新感官技术的真正潜力至关重要。在此,我们提出了一个框架,用于测量和评估新信号在现有感知和体验结构中的整合程度。作为测试平台,我们利用实验室任务让健康志愿者学习新的、增强的感知-运动技能。我们描述了一整套(i)感知功能(心理物理学)、(ii)神经表征(fMRI/解码)和(iii)主观体验(定性访谈/微观现象学)的测量方法,旨在测试关于新学习的信号如何整合到感知和体验中的假设。作为概念验证,我们提供了示例数据,说明这种方法如何使我们能够测量感知、神经处理和主观体验的变化。我们认为,这一框架与有针对性的优化训练和学习方法相结合,为开发和优化人类感官增强和替代的新方法提供了必要的工具。
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引用次数: 0
Lower-Extremity Kinematics and Spatiotemporal Differences Between Normal Walking and Walking While Maintaining Weapon Aim 正常行走和保持武器瞄准时行走的下肢运动学和时空差异
Pub Date : 2024-10-01 DOI: 10.1007/s41133-024-00073-9
Maria K. Talarico, Jennifer N. Sperlein, Jingzhen Yang, Ajit Chaudhari, James A. Oñate

Although exoskeletons for tactical athletes are potentially beneficial tools to increase survivability and enhance operational capabilities, they often do not account for variations from basic movements. Tactical movement patterns must be investigated to best guide device design and mitigate restriction of the user’s abilities to execute duties. The purpose of this study was to identify if biomechanical patterns are difference between walking while maintaining weapon aim (i.e., ‘shoot on the move’, SM) and normal walking. Twenty-two male active-duty Army Soldiers performed normal walking and SM under three speed conditions: (1) self-selected slow, (2) standard (1.12 m/s), and (3) self-selected fast. Lower extremity kinematics and spatiotemporal parameters were collected. Unadjusted and adjusted models were performed to determine the effects of walking and speed conditions on dependent variables. Individuals exhibited larger lower extremity flexion angles during SM than during normal walking (p < 0.01). Smaller strides were observed during SM than during normal walking (p < 0.01). No difference in time spent in double limb support were observed between walking tasks (p = 0.97). Tactical athletes exhibit different movement patterns during SM compared to normal walking. Lower extremities are more flexed, and strides are shorter during SM to minimize vertical movement and increase stability, suggesting that occupationally relevant movements may not directly translate to basic movements. Information on occupationally relevant movements should be accessible to exoskeleton designers to build optimum control systems that will aid and not hinder tactical athletes in their roles to serve and protect.

尽管用于战术运动员的外骨骼是提高生存能力和增强作战能力的潜在有利工具,但它们往往没有考虑到基本动作的变化。必须对战术运动模式进行调查,以便为设备设计提供最佳指导,并减少对用户执行任务能力的限制。本研究旨在确定在保持武器瞄准状态下行走(即 "移动中射击",SM)与正常行走之间的生物力学模式是否存在差异。22 名男性现役陆军士兵在三种速度条件下进行了正常行走和 "移动中射击":(1) 自选慢速;(2) 标准(1.12 米/秒);(3) 自选快速。收集了下肢运动学和时空参数。通过未调整和调整模型来确定步行和速度条件对因变量的影响。与正常行走相比,SM 时个体的下肢屈曲角度更大(p < 0.01)。与正常行走相比,SM 时的步幅更小(p < 0.01)。在不同的行走任务中,双肢支撑所花费的时间没有差异(p = 0.97)。与正常行走相比,战术运动员在 SM 期间表现出不同的运动模式。在SM期间,下肢更加弯曲,步幅更短,以尽量减少垂直运动并增加稳定性,这表明与职业相关的动作可能不会直接转化为基本动作。外骨骼设计人员应能获得与职业相关的动作信息,以建立最佳的控制系统,帮助而不是阻碍战术运动员履行服务和保护的职责。
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引用次数: 0
AI, a Tool or an Author? A Posthuman Feminist Perspective on the Agency of Gen-AI in Creative Practices 人工智能,工具还是作者?后人类女性主义视角下人工智能在创作实践中的作用
Pub Date : 2024-09-05 DOI: 10.1007/s41133-024-00074-8
Rafaela Nunes

There have been raising concerns about questions of agency, accountability and authorship with creative practices that use generative artificial intelligence models, for instance, ChatGPT, Midjourney, DALL-E and Stable Diffusion. The debate seems to revolve around the question of if generative artificial intelligence is just a tool or if it is actually able to collaborate, substitute or interfere with human authorship, as legislation of AI-generated work would make one believe. These questions appear to take much for granted due to their anthropocentric starting points that simplify questions of agency in nonhumans. In this paper, we reframe this problematic through a posthuman feminist perspective, particularly from the framework of agential realism and intra-action of Karen Barad. This way, we are able to reveal the entangled agencies within creative practices, particularly for the case of collaborative work with gen-AI. This research is diffractively realized through a transmedia artistic practice in which the mutation of the work is explored by its transposition through different media, particularly through generative methodologies, including gen-AI. Through these perspectives, it is found that the tool/collaborator is grafted upon the dualisms that have been actively scrutinized by feminist posthuman theory, like human/nonhuman, subject/object, maker/made, natural/cultural. From this, we conclude that in a creative practice with gen-AI, as in any creative practice, the various entities implicated in the mattering of the artwork are constantly drawing and redrawing boundaries, and reshaping themselves through the creation of art.

对于使用人工智能生成模型的创作实践,例如 ChatGPT、Midjourney、DALL-E 和 Stable Diffusion,人们一直在关注代理、责任和作者身份的问题。辩论似乎围绕着这样一个问题展开:生成式人工智能是否只是一种工具,或者它是否真的能够像人工智能生成作品的立法会让人相信的那样,与人类作者合作、替代或干预人类作者。由于其人类中心主义的出发点简化了非人类的代理权问题,这些问题似乎被认为是理所当然的。在本文中,我们将通过后人类女性主义视角,特别是卡伦-巴拉德(Karen Barad)的行动现实主义和内部行动框架来重构这一问题。这样,我们就能揭示创意实践中纠缠不清的机构,尤其是在与人工智能合作的案例中。这项研究是通过跨媒体艺术实践衍射实现的,在这种实践中,作品的变异通过其在不同媒体中的移植,特别是通过生成方法(包括基因人工智能)来探索。通过这些视角,我们发现工具/合作者被嫁接到女性主义后人类理论积极审视的二元对立上,如人类/非人类、主体/客体、制造者/被制造者、自然/文化。由此,我们得出结论,在使用基因人工智能的创作实践中,就像在任何创作实践中一样,与艺术作品相关的各种实体都在不断地划定和重新划定界限,并通过艺术创作重塑自身。
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引用次数: 0
Validation of a Design Method for Human Augmentation 验证人体增强设计方法
Pub Date : 2024-08-29 DOI: 10.1007/s41133-024-00072-w
Muriel De Boeck, Kristof Vaes

Validation of a design method is essential to ensure its usefulness, thereby enhancing the success of design projects and the impact of design research. This paper presents a newly developed design method for human augmentation (DMHA) and the validation thereof. The DMHA was developed to introduce the rapidly emerging concept of human augmentation, which involves technologies aimed at improving human abilities. Its primary objective is to stimulate innovation and ensure the ethical development of future design concepts for the augmented human. The DMHA underwent iterative development and is in its second iteration throughout this study. For validation, we utilized the validation square, customized for our specific design method. During the validation process, it became clear that a third iteration would be necessary in future research. Since the proposed validation approach was found to be effective for validating our design method, it will be used again for the third iteration so that the method can be further improved.

设计方法的验证对于确保其实用性至关重要,从而提高设计项目的成功率和设计研究的影响力。本文介绍了一种新开发的人体增强设计方法(DMHA)及其验证。DMHA 的开发旨在引入快速兴起的人体增强概念,其中涉及旨在提高人体能力的技术。其主要目的是激励创新,确保未来增强人体设计概念的道德发展。DMHA 经过反复开发,在本研究中处于第二次迭代阶段。在验证过程中,我们使用了为特定设计方法定制的验证广场。在验证过程中,我们发现有必要在未来的研究中进行第三次迭代。由于所建议的验证方法对验证我们的设计方法非常有效,因此我们将在第三次迭代中再次使用该方法,以便进一步改进该方法。
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引用次数: 0
Toward a Digital Horizon 迈向数字地平线
Pub Date : 2024-08-27 DOI: 10.1007/s41133-024-00071-x
Nuno Baptista, Patrícia Gouveia

Toward a Digital Horizon aims to delve into the evolution and corruption of the landscape, questioning the limits of the digital medium and humanity’s impact on the world’s finite resources when interacting with a digital environment. It is considered that interactivity can help to understand possible vices and flawed structures existing in the formulation of urban and natural landscapes and that it is possible to relate the order imposed by the public with the chaotic ramifications of simulation. This art-based research is also developing an interactive artwork. As the participant moves through the landscape, the environment is transformed. Their shadow casts down over their surroundings and scars the landscape. Each action transforms the world, probably prompting questions of what can be done and what kind of agency can be derived without ever imposing any clear narrative.

走向数字地平线 "旨在深入研究景观的演变和破坏,质疑数字媒介的局限性,以及人类在与数字环境互动时对世界有限资源的影响。研究认为,互动性有助于理解城市和自然景观设计中可能存在的弊端和有缺陷的结构,并有可能将公众强加的秩序与模拟的混乱后果联系起来。这项以艺术为基础的研究还在开发一种互动艺术品。当参与者在景观中移动时,环境会发生变化。他们的影子投射到周围的环境中,在景观上留下伤痕。每一个动作都会改变世界,可能会引发这样的问题:可以做什么?
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引用次数: 0
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Augmented Human Research
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