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Mindful Waters: An Interactive Digital Aquarium for People with Dementia 心灵之水:为痴呆症患者设计的互动数字水族馆
Pub Date : 2024-07-26 DOI: 10.3390/mti8080065
Maarten Hundscheid, Linghan Zhang, A. Tummers-Heemels, W. Ijsselsteijn
Dementia can be associated with social withdrawal, mood changes, and decreased interaction. Animal-assisted therapies and robotic companions have shown potential in enhancing well-being but come with limitations like high maintenance costs and complexity. This research presents an interactive digital aquarium called Mindful Waters, which was developed to promote social interaction and engagement among People with Dementia. The pilot study involved interactive sessions at a community center and a care facility, with situated observations, video and audio recordings, and interviews to assess user engagement motivation, behavior, and user experience with Mindful Waters. The study revealed that Mindful Waters functioned well with People with Dementia and stimulated conversational topics about aquariums through engagement. User feedback was generally positive, with participants appreciating the visual appeal and simplicity. However, some participants with advanced dementia found it challenging to interact due to their mobility limitations, cognitive impairments, and the limited duration of interaction sessions. The overall results suggest that Mindful Waters can benefit dementia care; further research is needed to optimize its design and functionality for long-term placement in care facilities.
痴呆症可能与社交退缩、情绪变化和互动减少有关。动物辅助疗法和机器人伴侣已显示出提高幸福感的潜力,但也存在维护成本高和复杂性等局限性。本研究介绍了一种名为 "心灵之水 "的互动式数字水族馆,其开发目的是促进痴呆症患者的社交互动和参与。试点研究包括在社区中心和护理机构开展互动课程,并通过现场观察、视频和音频记录以及访谈来评估用户参与的动机、行为以及用户对 "心灵之水 "的体验。研究显示,"心灵之水 "在痴呆症患者中运作良好,并通过参与激发了有关水族馆的话题。用户反馈普遍积极,参与者对其视觉吸引力和简洁性表示赞赏。然而,一些患有晚期痴呆症的参与者发现,由于他们的行动不便、认知障碍以及互动环节的时间有限,互动具有挑战性。总体结果表明,"心灵之水 "可以为痴呆症护理带来益处;但还需要进一步的研究来优化其设计和功能,以便在护理机构中长期使用。
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引用次数: 0
Serious Games for Cognitive Rehabilitation in Older Adults: A Conceptual Framework 用于老年人认知康复的严肃游戏:概念框架
Pub Date : 2024-07-23 DOI: 10.3390/mti8080064
Diego E. Guzmán, C. Rengifo, C. García-Cena
This paper presents a conceptual framework for the development of serious games aimed at cognitive rehabilitation in older adults. Following Jabareen’s methodology, a literature review was conducted to identify concepts and theories that are relevant in this field. The resulting framework comprises the use of virtual reality, integration of physical activity, incorporation of social interaction features, adaptability of difficulty levels, and customization of game content. The interconnections between these concepts and underlying cognitive theories, such as the cognitive reserve hypothesis and the scaffolding theory of aging and cognition, are highlighted. As we are in the early stages of our research, our goal is to introduce and test novel interpretations of current knowledge within this conceptual framework. Additionally, the practical implications of the conceptual framework are discussed, including its strengths and limitations, as well as its relevance for future research and clinical practice in the field of cognitive rehabilitation. It is hoped that this framework will provide a guide for the design and implementation of effective interventions to improve cognitive health and well-being in the older adult population.
本文提出了一个开发严肃游戏的概念框架,旨在帮助老年人进行认知康复。按照 Jabareen 的方法,我们进行了文献综述,以确定与该领域相关的概念和理论。最终形成的框架包括虚拟现实的使用、身体活动的整合、社交互动功能的融入、难度级别的适应性以及游戏内容的定制。这些概念与基本认知理论(如认知储备假说和老龄化与认知的支架理论)之间的相互联系得到了强调。由于我们的研究还处于早期阶段,我们的目标是在这一概念框架内引入并测试对当前知识的新解释。此外,我们还讨论了这一概念框架的实际意义,包括它的优势和局限性,以及它与认知康复领域未来研究和临床实践的相关性。希望这一框架能为设计和实施有效的干预措施提供指导,以改善老年人群的认知健康和福祉。
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引用次数: 0
Multimodal Dictionaries for Traditional Craft Education 用于传统工艺教育的多模式词典
Pub Date : 2024-07-18 DOI: 10.3390/mti8070063
X. Zabulis, Nikolaos Partarakis, Valentina Bartalesi, Nicolò Pratelli, C. Meghini, Arnaud Dubois, Ines Moreno, S. Manitsaris
We address the problem of systematizing the authoring of digital dictionaries for craft education from ethnographic studies and recordings. First, we present guidelines for the collection of ethnographic data using digital audio and video and identify terms that are central in the description of crafting actions, products, tools, and materials. Second, we present a classification scheme for craft terms and a way to semantically annotate them, using a multilingual and hierarchical thesaurus, which provides term definitions and a semantic hierarchy of these terms. Third, we link ethnographic resources and open-access data to the identified terms using an online platform for the representation of traditional crafts, associating their definition with illustrations, examples of use, and 3D models. We validate the efficacy of the approach by creating multimedia vocabularies for an online eLearning platform for introductory courses to nine traditional crafts.
我们要解决的问题是,根据人种学研究和录音为手工艺教育系统地编写数字词典。首先,我们提出了使用数字音频和视频收集人种学数据的指导原则,并确定了在描述手工艺行动、产品、工具和材料时的核心术语。其次,我们介绍了手工艺术语的分类方案,以及使用多语言分层词库对这些术语进行语义注释的方法,该词库提供了术语定义和这些术语的语义层次结构。第三,我们利用传统手工艺在线展示平台,将人种学资源和开放存取数据与所识别的术语联系起来,将其定义与插图、使用实例和三维模型联系起来。我们为九种传统工艺入门课程的在线电子学习平台创建了多媒体词汇表,从而验证了该方法的有效性。
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引用次数: 0
3D Hand Motion Generation for VR Interactions Using a Haptic Data Glove 使用触觉数据手套为 VR 互动生成 3D 手部动作
Pub Date : 2024-07-15 DOI: 10.3390/mti8070062
Sang-Woo Seo, Woo-Sug Jung, Yejin Kim
Recently, VR-based training applications have become popular and promising, as they can simulate real-world situations in a safe, repeatable, and cost-effective way. For immersive simulations, various input devices have been designed and proposed to increase the effectiveness of training. In this study, we developed a novel device that generates 3D hand motion data and provides haptic force feedback for VR interactions. The proposed device can track 3D hand positions using a combination of the global position estimation of ultrasonic sensors and the hand pose estimation of inertial sensors in real time. For haptic feedback, shape–memory alloy (SMA) actuators were designed to provide kinesthetic forces and an efficient power control without an overheat problem. Our device improves upon the shortcomings of existing commercial devices in tracking and haptic capabilities such that it can track global 3D positions and estimate hand poses in a VR space without using an external suit or tracker. For better flexibility in handling and feeling physical objects compared to exoskeleton-based devices, we introduced an SMA-based actuator to control haptic forces. Overall, our device was designed and implemented as a lighter and less bulky glove which provides comparable accuracy and performance in generating 3D hand motion data for a VR training application (i.e., the use of a fire extinguisher), as demonstrated in the experimental results.
最近,基于虚拟现实技术的培训应用开始流行起来,而且前景广阔,因为它们能以安全、可重复和经济有效的方式模拟真实世界的情况。针对沉浸式模拟,人们设计并提出了各种输入设备,以提高训练的有效性。在本研究中,我们开发了一种新型设备,可生成三维手部运动数据,并为 VR 交互提供触觉力反馈。所提出的设备可以利用超声波传感器的全局位置估计和惯性传感器的手部姿势估计相结合,实时跟踪三维手部位置。为实现触觉反馈,设计了形状记忆合金(SMA)致动器,以提供动觉力和有效的功率控制,且不会出现过热问题。我们的设备改进了现有商业设备在跟踪和触觉功能方面的不足,它可以跟踪全局三维位置,并在不使用外部套装或跟踪器的情况下估计 VR 空间中的手部姿势。与基于外骨骼的设备相比,我们引入了基于 SMA 的致动器来控制触觉力,从而提高了处理和感受实物的灵活性。总体而言,我们的设备设计和实现为一种更轻、更小巧的手套,在为 VR 训练应用(即使用灭火器)生成三维手部运动数据方面具有相当的准确性和性能,实验结果也证明了这一点。
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引用次数: 0
The Optimization of Numerical Algorithm Parameters with a Genetic Algorithm to Animate Letters of the Sign Alphabet 用遗传算法优化数值算法参数,将手语字母制成动画
Pub Date : 2024-07-10 DOI: 10.3390/mti8070061
Sergio Hernandez-Mendez, C. Hernández-Mejía, D. Torres-Muñoz, Carolina Maldonado-Mendez
At present, the development of animation-based works for human–computer interaction applications has increased. To generate animations, actions are pre-recorded and animation flows are configured. In this research, from two images of letters of the sign language alphabet, intermediate frames were generated using a numerical traced algorithm based on homotopy. The parameters of a homotopy curve were optimized with a genetic algorithm to generate intermediate frames. In the experiments performed, sequences where a person executes pairs of letters in sign language were recorded and animations of the same pairs of letters were generated with the proposed method. Subsequently, the similarity of the real sequences to the animations was measured using Dynamic Time Wrapping. The results obtained show that the images obtained are consistent with their execution by a person. Animation files between sign pairs were created from sign images, with each file weighing an average of 18.3 KB. By having sequences between pairs of letters it is possible to animate words and sentences. The animations generated by this homotopy-based animation method optimized with a genetic algorithm can be used in various deaf interaction applications to provide assistance. From several pairs of letters a file base was generated using the animations between pairs of letters; with these files you can create animations of words and sentences.
目前,基于动画的人机交互应用作品的开发越来越多。为了生成动画,需要预先录制动作并配置动画流程。在这项研究中,通过两幅手语字母图像,使用基于同构的数字追踪算法生成中间帧。通过遗传算法优化同调曲线参数,生成中间帧。在所进行的实验中,记录了一个人以手语执行字母对的序列,并使用所建议的方法生成了相同字母对的动画。随后,使用动态时间包络法测量了真实序列与动画的相似度。结果表明,所获得的图像与人的执行一致。根据标志图像创建了标志对之间的动画文件,每个文件平均重 18.3 KB。通过字母对之间的序列,可以制作单词和句子的动画。用遗传算法优化的这种基于同调的动画方法生成的动画可用于各种聋人互动应用,为聋人提供帮助。从几对字母中生成的文件库使用了字母对之间的动画;使用这些文件,您可以创建单词和句子的动画。
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引用次数: 0
A Virtual Reality Direct-Manipulation Tool for Posing and Animation of Digital Human Bodies: An Evaluation of Creativity Support 用于数字人体摆姿和动画制作的虚拟现实直接操纵工具:创意支持评估
Pub Date : 2024-07-10 DOI: 10.3390/mti8070060
Youssef Benbelkheir, Alvaro Lerga, Oscar Ardaiz
Creating body poses and animations is a critical task for digital content creators, movement artists, and sports professionals. Traditional desktop-based tools for generating 3D poses and animations often lack intuitiveness and are challenging to master. Virtual reality (VR) offers a solution through more intuitive direct-manipulation capabilities. We designed and implemented a VR tool that enables direct manipulation of virtual body parts with inverse kinematics. This tool allows users to pose and animate virtual bodies with one- or two-handed manipulations, while also moving, including bending, jumping, or walking. Our user study demonstrated that participants could produce creative poses and animations using this tool, which we evaluated for creativity support across six factors. Additionally, we discuss further opportunities to enhance creativity support.
对于数字内容创作者、动作艺术家和体育专业人士来说,创建身体姿势和动画是一项至关重要的任务。传统的基于桌面的三维姿势和动画生成工具往往缺乏直观性,难以掌握。虚拟现实(VR)通过更直观的直接操纵功能提供了一种解决方案。我们设计并实现了一种 VR 工具,可以利用逆运动学直接操纵虚拟身体部位。该工具允许用户单手或双手操作虚拟身体,并为其制作动画,同时还能移动,包括弯曲、跳跃或行走。我们的用户研究表明,参与者可以使用该工具制作出富有创意的姿势和动画,我们通过六个因素对该工具的创造力支持进行了评估。此外,我们还讨论了增强创造力支持的更多机会。
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引用次数: 0
Mapping or no Mapping: The Influence of Controller Interaction Design in an Immersive Virtual Reality Tutorial in Two Different Age Groups 映射或不映射:两个不同年龄组的沉浸式虚拟现实教程中控制器交互设计的影响
Pub Date : 2024-07-09 DOI: 10.3390/mti8070059
Andreas Urech, P. Meier, Stephan Gut, Pascal Duchene, Oliver Christ
Navigation and interaction in the virtual world will occur via controllers. Previous literature suggests that not all buttons on these controllers are suitable for all functions and that unclear or uncomfortable operations can lead to frustration. This study aimed to determine if an operation with freely selectable buttons differs from one with mapped buttons, in which human-factor differences can be identified, and if there are differences between primary and advanced training. A field experiment with professionals employed by Swiss Federal Railways and apprentices and future apprentices (N = 60) was conducted in a VR tutorial that was previously developed using design cues from existing literature. Controller operation was varied in the groups. The results show significant differences and interaction effects, which indicate that a different operation is more appropriate for apprentices than for professionals in further education.
虚拟世界中的导航和交互将通过控制器进行。以往的文献表明,这些控制器上的所有按钮并非都适用于所有功能,不清楚或不舒适的操作会导致挫败感。本研究旨在确定可自由选择按钮的操作与映射按钮的操作是否不同,其中的人为因素差异是否可以识别,以及初级培训与高级培训之间是否存在差异。瑞士联邦铁路公司的专业人员、学徒和未来的学徒(N = 60)在一个 VR 教程中进行了现场实验。各组的控制器操作各不相同。结果显示出明显的差异和交互效应,表明不同的操作方式更适合学徒,而不适合接受进一步教育的专业人员。
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引用次数: 0
Cultural Heritage as a Didactic Resource through Extended Reality: A Systematic Review of the Literature 通过扩展现实将文化遗产作为教学资源:文献系统回顾
Pub Date : 2024-07-05 DOI: 10.3390/mti8070058
Andrea Dordio, Eva Lancho, M. J. Merchán, P. Merchán
Extended reality, which encompasses virtual, augmented, and mixed reality, emerges as an important didactic resource, offering great potential to bring heritage closer to the educational environment. Heritage education is a challenge for today’s society, contributing to cultural and social development. Therefore, the aim of this systematic review is to analyze documents related to heritage in education through extended reality. The search was conducted using Scopus and Web of Sciences databases, allowing for an international search. We excluded any document that was not a scientific article published in a journal. A total of 52 documents were analyzed, all of which were open-access articles. Preliminary results indicate that virtual reality and augmented reality are utilized in education to work with architectural, historical, archaeological, and musical heritage. Extended reality has been applied in all the stages of the education system, and in formal and non-formal settings, thereby demonstrating its versatility. These experiences increase motivation and academic performance in comparison to less innovative methodologies, which is in line with other studies on this topic. In conclusion, extended reality has the potential to make a significant impact on education, particularly when combined with heritage. The creation of multidisciplinary groups will enhance research in the near future.
包括虚拟现实、增强现实和混合现实在内的扩展现实已成为一种重要的教学资源,为拉近遗产与教育环境之间的距离提供了巨大的潜力。遗产教育是当今社会的一项挑战,有助于文化和社会发展。因此,本系统综述的目的是分析与通过扩展现实教育遗产相关的文献。我们使用 Scopus 和 Web of Sciences 数据库进行了国际检索。我们排除了任何不是发表在期刊上的科学文章的文献。共分析了 52 篇文献,全部为公开发表的文章。初步结果表明,虚拟现实和增强现实技术被用于建筑、历史、考古和音乐遗产的教育工作中。扩展现实已被应用于教育系统的各个阶段、正规和非正规环境,从而证明了它的多功能性。与创新性较低的方法相比,这些体验提高了学习动机和学习成绩,这与有关该主题的其他研究相一致。总之,扩展现实有可能对教育产生重大影响,特别是在与遗产相结合时。在不久的将来,多学科小组的建立将促进研究的发展。
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引用次数: 0
LightSub: Unobtrusive Subtitles with Reduced Information and Decreased Eye Movement LightSub:减少信息和眼球运动的不显眼字幕
Pub Date : 2024-06-14 DOI: 10.3390/mti8060051
Yuki Nishi, Yugo Nakamura, S. Fukushima, Yutaka Arakawa
Subtitles play a crucial role in facilitating the understanding of visual content when watching films and television programs. In this study, we propose a method for presenting subtitles in a way that considers cognitive load when viewing video content in a non-native language. Subtitles are generally displayed at the bottom of the screen, which causes frequent eye focus switching between subtitles and video, increasing the cognitive load. In our proposed method, we focused on the position, display time, and amount of information contained in the subtitles to reduce the cognitive load and to avoid disturbing the viewer’s concentration. We conducted two experiments to investigate the effects of our proposed subtitle method on gaze distribution, comprehension, and cognitive load during English-language video viewing. Twelve non-native English-speaking subjects participated in the first experiment. The results show that participants’ gazes were more focused around the center of the screen when using our proposed subtitles compared to regular subtitles. Comprehension levels recorded using LightSub were similar, but slightly inferior to those recorded using regular subtitles. However, it was confirmed that most of the participants were viewing the video with a higher cognitive load using the proposed subtitle method. In the second experiment, we investigated subtitles considering connected speech form in English with 18 non-native English speakers. The results revealed that the proposed method, considering connected speech form, demonstrated an improvement in cognitive load during video viewing but it remained higher than that of regular subtitles.
在观看电影和电视节目时,字幕在帮助理解视觉内容方面起着至关重要的作用。在本研究中,我们提出了一种在观看非母语视频内容时考虑认知负荷的字幕显示方法。字幕一般显示在屏幕底部,这会导致眼睛在字幕和视频之间频繁切换,增加认知负荷。在我们提出的方法中,我们重点关注字幕的位置、显示时间和信息量,以减少认知负荷,避免干扰观众的注意力。我们进行了两项实验,研究我们提出的字幕方法对观看英语视频时的注视分布、理解力和认知负荷的影响。12 名英语非母语的受试者参加了第一项实验。结果显示,与普通字幕相比,使用我们建议的字幕时,受试者的目光更集中在屏幕中心。使用 LightSub 记录的理解水平与使用普通字幕记录的理解水平相似,但略逊一筹。然而,实验证实,大多数参与者在观看视频时,使用建议的字幕方法会产生更高的认知负荷。在第二个实验中,我们以 18 位英语非母语者为对象,研究了考虑英语连接语音形式的字幕。结果显示,考虑到连接语音形式的拟议方法在视频观看过程中的认知负荷有所改善,但仍高于普通字幕。
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引用次数: 0
OnMapGaze and GraphGazeD: A Gaze Dataset and a Graph-Based Metric for Modeling Visual Perception Differences in Cartographic Backgrounds Used in Online Map Services OnMapGaze 和 GraphGazeD:用于在线地图服务中使用的制图背景视觉感知差异建模的凝视数据集和基于图形的度量标准
Pub Date : 2024-06-13 DOI: 10.3390/mti8060049
Dimitrios Liaskos, Vassilios Krassanakis
In the present study, a new eye-tracking dataset (OnMapGaze) and a graph-based metric (GraphGazeD) for modeling visual perception differences are introduced. The dataset includes both experimental and analyzed gaze data collected during the observation of different cartographic backgrounds used in five online map services, including Google Maps, Wikimedia, Bing Maps, ESRI, and OSM, at three different zoom levels (12z, 14z, and 16z). The computation of the new metric is based on the utilization of aggregated gaze behavior data. Our dataset aims to serve as an objective ground truth for feeding artificial intelligence (AI) algorithms and developing computational models for predicting visual behavior during map reading. Both the OnMapGaze dataset and the source code for computing the GraphGazeD metric are freely distributed to the scientific community.
本研究引入了一个新的眼动跟踪数据集(OnMapGaze)和一个基于图形的指标(GraphGazeD)来模拟视觉感知差异。该数据集包括在观察谷歌地图、维基媒体、必应地图、ESRI 和 OSM 等五种在线地图服务中使用的不同制图背景时,在三种不同缩放级别(12z、14z 和 16z)下收集的实验和分析注视数据。新指标的计算基于聚合的注视行为数据。我们的数据集旨在为人工智能(AI)算法提供客观的基本事实,并为预测读图过程中的视觉行为开发计算模型。OnMapGaze 数据集和计算 GraphGazeD 指标的源代码都免费向科学界发布。
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引用次数: 0
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Multimodal Technologies and Interaction
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