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Blind Game: An Interactive Installation About How We Can Exorcise Memories of a Visual Disability 盲人游戏:关于我们如何祛除视力残疾记忆的互动装置
Pub Date : 2024-08-27 DOI: 10.1007/s41133-024-00070-y
Patrícia Gouveia, Luciana Lima

In this paper, we recover an interactive artwork developed by one of the authors to provide possible ways of inserting the playful and artistic perspective into augmented human studies. In this way, a perspective based on play and interactive digital fiction can inspire us to look at other ways of using digital technologies that focus on improving human capabilities. The interactive installation Blind Game brings us a personal, visual, and playful perspective of a person who, at the age of three years, was diagnosed with amblyopia, revealing the subjective world of the character P.. Created in 2001, this installation was an interactive conceptual artwork developed by a young artist who wanted to exorcise the memories of her diagnosis of amblyopia and the tensions caused by the political instability in her home country. Through interaction and playful strategies, the artist sought to abstract herself from the reality around her, reorganizing her subjective relationship with visual impairment and the political tensions of a transition period between a dictatorial government and a democratic one.

在本文中,我们恢复了作者之一开发的互动艺术作品,为将游戏和艺术视角引入增强人 类研究提供了可能的方法。通过这种方式,基于游戏和互动数字小说的视角可以启发我们审视使用数字技术的其他方式,这些方式的重点是提高人类的能力。互动装置 "盲人游戏 "以个人、视觉和游戏的视角,向我们展示了一个三岁时被诊断为弱视的人的主观世界。该装置创作于 2001 年,是一位年轻艺术家开发的互动概念艺术作品,她希望唤醒人们对她被诊断出患有弱视以及她的祖国政治不稳定所造成的紧张局势的记忆。通过互动和游戏策略,这位艺术家试图将自己从周围的现实中抽象出来,重组她与视力障碍的主观关系,以及独裁政府和民主政府之间过渡时期的政治紧张关系。
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引用次数: 0
Enhancing Offline Signature Verification via Transfer Learning and Deep Neural Networks 通过迁移学习和深度神经网络加强离线签名验证
Pub Date : 2024-08-19 DOI: 10.1007/s41133-024-00069-5
S. Singh, S. Chandra, Agya Ram Verma

This paper presents a brief overview of signature identification and verification systems based on transfer learning. Different databases, namely CEDAR, ICDAR-2011, and BHSig260, are utilized for this study. In the field of biometrics and forensics, automated signature verification plays a crucial role in validating a person’s authenticity. The signature can be offline (handwritten) or online (digital). This study mainly focuses on offline signatures forged by the skilled forgers because offline systems lack dynamic information such as pressure and velocity available in online systems. The offline signatures are analyzed on pretrained models, and their efficiency is analyzed on two critical metrics in the field of biometrics and security systems, namely false acceptance rate (FAR) and false rejection rate (FRR). InceptionV3 model gives highest accuracy of 99.10% and lowest FRR and FAR of 1.03% and 0.74%.

本文简要介绍了基于迁移学习的签名识别和验证系统。本研究使用了不同的数据库,即 CEDAR、ICDAR-2011 和 BHSig260。在生物识别和取证领域,自动签名验证在验证一个人的真实性方面起着至关重要的作用。签名可以是离线签名(手写签名),也可以是在线签名(数字签名)。本研究主要关注熟练的伪造者伪造的离线签名,因为离线系统缺乏动态信息,如压力和速度,而在线系统则具备这些信息。离线签名通过预训练模型进行分析,并根据生物识别和安全系统领域的两个关键指标,即错误接受率(FAR)和错误拒绝率(FRR),分析其效率。InceptionV3 模型的准确率最高,达到 99.10%,FRR 和 FAR 最低,分别为 1.03% 和 0.74%。
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引用次数: 0
Augmented Classroom: A Case Study on Integrating XR and Ludification in Speculative Sculpture Design Workshop 扩增课堂:将 XR 和 Ludification 融入推测性雕塑设计工作坊的案例研究
Pub Date : 2024-08-13 DOI: 10.1007/s41133-024-00066-8
Tiago Mindrico, Ana Lúcia, João Costa

This paper delves into a multidisciplinary workshop, “Speculative [x]culptures: Crafting Future Solutions for Statuary in Public Spaces” conducted at the Department of Digital Arts and Cinema at the National and Kapodistrian University of Athens, Greece. Inspired by the ongoing debate on public statuary initiated by the #BlackLivesMatter movement [1], this workshop engages participants in a creative process integrating speculative design methodology with immersive extended reality (XR) experiences and critical play. It encourages meaningful conversations about historical notions of public statuary in creative ways, based on the socio-political context of an example of Greek national statuary—the Greek revolution statue of Theodoros Kolokotronis in Athens, authored by the sculptor Lazaros Sochos and inaugurated in 1904. Aiming to probe diverse perspectives on public statuary and their significance, thereby contributing to the student’s learning and global skills development in the education 4.0 era, the authors explore the synergies between XR technologies and ludification tools in the rapid critical prototyping of 3D concepts. This innovative pedagogical approach enables participants to explore the relations between statuary and context(s), envisioning and prototyping future solutions that shape public statues’ perception and interpretation. The case study presented sheds light on the practical implications of this interdisciplinary approach, offering insights into the potential of XR and speculative design to foster critical socio-environmental thinking in higher education.

本文深入探讨了希腊雅典国立卡波迪斯特里安大学数字艺术与电影系举办的多学科工作坊 "投机[x]雕塑:希腊雅典国立卡波迪斯特里安大学数字艺术与电影系举办的 "推测性 [x]雕塑:为公共空间中的雕像设计未来解决方案 "多学科工作坊。受 #BlackLivesMatter 运动[1] 引发的关于公共雕像的持续讨论的启发,本研讨会让参与者参与到一个将推测性设计方法与沉浸式扩展现实(XR)体验和批判性游戏相结合的创意过程中。它以希腊国家雕像--雅典的希腊革命雕像 Theodoros Kolokotronis(由雕塑家 Lazaros Sochos 创作并于 1904 年落成)--的社会政治背景为基础,鼓励以创造性的方式就公共雕像的历史概念进行有意义的对话。为了探究关于公共雕像及其意义的不同观点,从而在教育 4.0 时代促进学生的学习和全球技能发展,作者探索了 XR 技术与三维概念快速批判原型制作中的鲁迪化工具之间的协同作用。这种创新的教学方法使参与者能够探索雕像与环境之间的关系,设想未来的解决方案并制作原型,以塑造公共雕像的感知和诠释。所介绍的案例研究揭示了这一跨学科方法的实际意义,为 XR 和推测性设计在高等教育中培养批判性社会环境思维的潜力提供了启示。
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引用次数: 0
Immersive Healing: Examining the Effectiveness of Cognitive Behavioral Therapy Using Virtual Reality to Reduce Cognitive Distortions 沉浸式治疗:检验认知行为疗法利用虚拟现实减少认知扭曲的效果
Pub Date : 2024-08-12 DOI: 10.1007/s41133-024-00065-9
Abhishek Shukla, Amit Srivastava

This study evaluates the efficacy of virtual reality (VR)-based cognitive behavioral therapy (CBT) in addressing cognitive distortions among youth, contrasting it with traditional therapeutic methods. A quasi-experimental design was employed, involving 30 cognitively distorted youth who received a psychoeducation session followed by AR-VR-based 3D animated CBT scripts. Assessments were conducted at 6 weeks, 2 months, and 4 months post-intervention. The findings revealed a significant reduction in cognitive distortions post-intervention, which was sustained during follow-ups. The AR-VR-based 3D animated scripts emerged as a promising tool for combating cognitive distortions, potentially supplanting conventional therapies. The innovative use of AR-VR technology not only enhances engagement but also expands treatment options, especially for individuals who are unreceptive to traditional interventions. This research underscores the effectiveness of VR-based CBT in addressing cognitive distortions among youth, contributing to advancements in mental health interventions. The study highlights the potential of augmented reality and virtual reality technologies in cognitive distortion interventions.

本研究评估了基于虚拟现实(VR)的认知行为疗法(CBT)在解决青少年认知扭曲问题方面的疗效,并将其与传统治疗方法进行了对比。研究采用了准实验设计,让 30 名认知扭曲的青少年在接受心理教育课程后,再接受基于 AR-VR 的三维动画 CBT 脚本。分别在干预后 6 周、2 个月和 4 个月进行了评估。结果显示,干预后认知扭曲现象明显减少,并在后续跟踪中得以持续。基于 AR-VR 的三维动画脚本是一种很有前景的消除认知扭曲的工具,有可能取代传统疗法。AR-VR 技术的创新使用不仅提高了参与度,还扩大了治疗选择范围,特别是对于那些对传统干预措施不敏感的人。这项研究强调了基于 VR 的 CBT 在解决青少年认知扭曲问题方面的有效性,有助于推动心理健康干预措施的发展。这项研究强调了增强现实和虚拟现实技术在认知扭曲干预方面的潜力。
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引用次数: 0
A Comprehensive Study on Relative Distances of Hand Landmarks Approach for American Sign Language Gesture 美国手语手势的手部地标相对距离方法综合研究
Pub Date : 2024-02-09 DOI: 10.1007/s41133-024-00064-w
Shail Shah, Jaynil Vaidya, Kishan Pipariya, Manan Shah
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引用次数: 0
A Comprehensive Study on Relative Distances of Hand Landmarks Approach for American Sign Language Gesture 美国手语手势的手部地标相对距离方法综合研究
Pub Date : 2024-02-09 DOI: 10.1007/s41133-024-00064-w
Shail Shah, Jaynil Vaidya, Kishan Pipariya, Manan Shah

Communication with people with hearing or speaking disabilities is always difficult when there is no knowledge of sign language. The presence of sign language is not enough to communicate smoothly, this process requires another easy medium for communication to make it more efficient, that is, via a digital medium. This paper proposes using Feed-Forward Neural Networks on hand landmarks for real-time sign language identification. The hand landmarks identification was carried out using the MediaPipe Hands library. This approach would make the classification problem efficient by making it faster and requiring less memory. Through this, we aim to bridge the gap between the difficulties that arise during communication between people who do and do not know American Sign Language.

在不懂手语的情况下,与有听力或语言障碍的人交流总是很困难。仅有手语还不足以实现顺畅的交流,这一过程需要另一种简便的交流媒介,即通过数字媒介来提高效率。本文提出利用前馈神经网络对手部地标进行实时手语识别。手部地标识别使用 MediaPipe Hands 库进行。这种方法可以提高分类问题的效率,使其速度更快,所需的内存更少。通过这种方法,我们的目标是消除懂和不懂美国手语的人在交流过程中出现的困难。
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引用次数: 0
Hybrid WCA–PSO Optimized Ensemble Extreme Learning Machine and Wavelet Transform for Detection and Classification of Epileptic Seizure from EEG Signals 混合 WCA-PSO 优化集合极限学习机和小波变换用于从脑电图信号中检测和分类癫痫发作
Pub Date : 2023-12-11 DOI: 10.1007/s41133-023-00059-z
Sreelekha Panda, Satyasis Mishra, Mihir Narayana Mohanty

Epilepsy seizures are sudden, chaotic neurological functions. The complexity of the brain is revealed via electroencephalography (EEG). Visual examination-based EEG signal analysis is time-consuming, expensive, and difficult. Epilepsy-related mortality is a serious concern. In the diagnostic procedure, computer-assisted diagnosis approaches for precise and automatic detection and classification of epileptic seizures play a crucial role. Due to the classifier's high processing time requirements caused by its mathematical complexity and computational time, we propose a hybrid water cycle algorithm (WCA)–particle swarm optimization (PSO) optimized ensemble extreme learning machine (EELM) classification of seizures to improve the classification performance of the classifier. Firstly, we use feature extraction by utilizing the wavelet transform. The extracted features are aligned as input to the WCA–PSO–EELM for classification. The particle swarm optimization (PSO) algorithm is used to initialize the optimization variables of a WCA algorithm, and the WCA algorithm is used to optimize the input weight of the ELM (i.e., the WCA–PSO–ELM (WPELM)) for classification of seizure and non-seizure EEG signals. University of Bonn database is used for the experiment. The performance measures sensitivity, specificity, and accuracy are considered and achieved 98.78%, 99.23%, and 99.12%, that is, higher than those of other conventional algorithms. To validate the robustness of the WCA–PSO algorithm, three benchmark functions are considered for optimization. The comparison results are presented to visualize the uniqueness of the proposed WCA–PSO–EELM classifier. From the comparison results, it was observed that the proposed WCA–PSO–EELM model outperformed in classifying the seizure and non-seizure EEG signals.

癫痫发作是突然的,混乱的神经功能。通过脑电图(EEG)可以揭示大脑的复杂性。基于视觉检查的脑电图信号分析耗时、昂贵且困难。癫痫相关的死亡率是一个严重的问题。在诊断过程中,计算机辅助诊断方法对癫痫发作的精确和自动检测和分类起着至关重要的作用。针对分类器的数学复杂度和计算时间对处理时间要求较高的问题,提出了一种混合水循环算法(WCA) -粒子群优化(PSO)优化的集成极限学习机(EELM)癫痫发作分类方法,以提高分类器的分类性能。首先,利用小波变换进行特征提取。将提取的特征作为输入对齐到WCA-PSO-EELM中进行分类。利用粒子群优化(PSO)算法初始化WCA算法的优化变量,利用WCA算法优化ELM(即WCA - PSO - ELM (WPELM))的输入权值,实现癫痫和非癫痫脑电信号的分类。实验使用了波恩大学的数据库。该算法综合考虑了灵敏度、特异性和准确率等指标,分别达到了98.78%、99.23%和99.12%,均高于其他传统算法。为了验证WCA-PSO算法的鲁棒性,考虑了三个基准函数进行优化。对比结果显示了WCA-PSO-EELM分类器的唯一性。对比结果表明,所提出的WCA-PSO-EELM模型在癫痫发作和非癫痫发作脑电信号分类方面具有较好的效果。
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引用次数: 0
Improvement in Motor Skills, Attention, and Working Memory in Mild Cognitive Impairment and Alzheimer’s Disease Patients Using COSMA Cognitive App 使用 COSMA 认知应用程序提高轻度认知障碍和阿尔茨海默病患者的运动技能、注意力和工作记忆能力
Pub Date : 2023-12-11 DOI: 10.1007/s41133-023-00061-5
Aikaterini Christogianni, Kartheka Bojan, Elizabeta Mukaetova-Ladinska, V. T. Sriramm, G. Murthy, Gopukumar Kumarpillai

There are a rapid growth of adults with cognitive impairments and an increasing need for cognitive stimulation and rehabilitation to delay cognitive deterioration. COSMA, a cognitive gaming app, was developed to assist cognitive stimulation in people with cognitive decline and dementia. Therefore, the study was conducted to investigate the effectiveness of COSMA in people with mild cognitive impairment (MCI) and early Alzheimer’s disease (AD). The study involved a treatment group who played COSMA at home and during laboratory visits for 28 days and a control group who played only during laboratory visits. Each group was measured on days 1–14–28, where recordings of playing COSMA and Cambridge Neuropsychological Test Automated Battery (CANTAB) tests were taken. The results showed that the MCI treatment group improved sensorimotor skills in 14 days, sustained attention, spatial planning, working and visual memory, and learning in 28 days. The AD treatment group improved in sustained attention in 14 and 28 days and showed a lower cognitive decline in working memory compared to the AD control group in 28 days. Both control groups did not show any level of improvement. Even though the progression of the MCI was faster than that of the early AD, the study showed inspired results of cognitive improvement in both groups. COSMA showed evidence that cognitive stimulation and rehabilitation are possible in MCI and AD and that it is an effective and efficient non-pharmacological therapeutic tool in these groups of patients.

成人认知障碍患者数量迅速增长,越来越需要认知刺激和康复来延缓认知退化。COSMA是一款认知游戏应用,旨在帮助认知能力下降和痴呆症患者进行认知刺激。因此,本研究旨在探讨COSMA对轻度认知障碍(MCI)和早期阿尔茨海默病(AD)患者的疗效。在这项研究中,治疗组在28天的时间里在家和在实验室访问期间玩COSMA,而对照组只在实验室访问期间玩。每组在第1-14-28天进行测量,记录播放COSMA和剑桥神经心理测试自动电池(CANTAB)测试。结果显示,MCI治疗组在14天内改善了感觉运动技能,在28天内改善了持续注意力、空间规划、工作和视觉记忆以及学习能力。阿尔茨海默病治疗组在14天和28天的持续注意力方面有所改善,与阿尔茨海默病对照组相比,在28天的工作记忆方面表现出较低的认知衰退。两个对照组都没有表现出任何程度的改善。尽管轻度认知障碍的进展比早期阿尔茨海默病的进展要快,但研究显示,两组患者的认知能力都得到了令人鼓舞的改善。COSMA显示认知刺激和康复在轻度认知损伤和AD中是可能的,并且在这些患者群体中是一种有效和高效的非药物治疗工具。
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引用次数: 0
ECG Data Compression Using of Empirical Wavelet Transform for Telemedicine and e-Healthcare Systems 利用经验小波变换压缩心电图数据,用于远程医疗和电子保健系统
Pub Date : 2023-12-09 DOI: 10.1007/s41133-023-00063-3
Agya Ram Verma, Shanti Chandra, G. K. Singh, Yatendra Kumar, Manoj Kumar Panda, Suresh Kumar Panda

In this article, a highly adaptable method the empirical wavelet transform (EWT) is utilized to compress electrocardiogram (ECG) data. EWT and run-length encoding (RLE)-based technique is used for data compression of ECG rhythms. EWT is chosen because it is highly adaptable and can decompose a non-stationary signal into different frequency modes efficiently. The modified RLE is used to acquire the high reduction performance. The projected method is tested with MIT-BIH arrhythmia database and experiments are carried out in MATLAB R2016b. Performance of the proposed algorithm is evaluated in terms of compression ratio (CR), percent root mean squire difference (PRD), signal-to-noise ratio (SNR), retained energy (RE) and quality score (QS). Result shows a high CR (31%), low PRD (0.0750) and high QS (414). Comparative analysis of the performance of projected technique with several existing techniques is also done, which shows that the proposed technique is superior in terms of PRD and CR. WT is also used to detect the R-peaks (location and amplitude) using amplitude thresholding. The program took 4.452793 s to run.

本文采用一种适应性强的方法——经验小波变换(EWT)对心电图数据进行压缩。采用基于EWT和游程编码(RLE)的方法对心电节律进行数据压缩。选择小波变换是因为它具有很强的自适应能力,可以有效地将非平稳信号分解成不同的频率模式。采用改进后的RLE获得了较高的降噪性能。在MIT-BIH心律失常数据库中对投影方法进行了测试,并在MATLAB R2016b中进行了实验。通过压缩比(CR)、均方根差百分比(PRD)、信噪比(SNR)、保留能量(RE)和质量分数(QS)对算法的性能进行了评价。结果显示:CR高(31%),PRD低(0.0750),QS高(414)。将投影技术与几种现有技术的性能进行了比较分析,结果表明,该技术在PRD和CR方面具有优越性。利用幅度阈值法,利用小波变换检测r峰(位置和幅度)。该程序运行时间为4.452793秒。
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引用次数: 0
Timely Prediction of Diabetes by Means of Machine Learning Practices 通过机器学习实践及时预测糖尿病
Pub Date : 2023-12-09 DOI: 10.1007/s41133-023-00062-4
Rajan Prasad Tripathi, Manvinder Sharma, Anuj Kumar Gupta, Digvijay Pandey, Binay Kumar Pandey, Aakifa Shahul, A. S. Hovan George

The quality and quantity of medical data produced by digital devices have improved significantly in recent decades. This has led to cheap and easy data generation. There has therefore been an increased advantage in the areas of Big Data and machine learning. There is a huge application of machine leaning and artificial intelligence in health care sector. The use of machine learning to train the machine to classify the medical cases taking care of the historical data can be a boon in medical studies. In this paper, we have analyzed many machine learning algorithms and classifiers which are used to make prediction on the diabetes based on the chosen features and attributes of the dataset. The implementation of the algorithms and its performance are compared in terms of accuracy; we have also used the soft voting ensemble techniques and applied the standardized PIMA diabetes data for which the highest accuracy is achieved.

近几十年来,数字设备产生的医疗数据的质量和数量都有了显著提高。这导致了廉价和容易的数据生成。因此,大数据和机器学习领域的优势越来越大。机器学习和人工智能在医疗保健领域有着巨大的应用。使用机器学习来训练机器对医疗病例进行分类,并照顾历史数据,这在医学研究中是一个福音。在本文中,我们分析了许多机器学习算法和分类器,这些算法和分类器用于根据数据集的选择特征和属性对糖尿病进行预测。从精度方面比较了算法的实现及其性能;我们还使用了软投票集成技术,并应用了标准化的PIMA糖尿病数据,达到了最高的准确性。
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引用次数: 0
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Augmented Human Research
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