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iPlan: A Platform for Constructing Localized, Reduced-Form Models of Land-Use Impacts iPlan:构建土地利用影响本地化简化模型的平台
IF 2.5 Q2 Computer Science Pub Date : 2024-04-10 DOI: 10.3390/mti8040030
A. Ruis, Carol Barford, Jais Brohinsky, Yuanru Tan, Matthew Bougie, Zhiqiang Cai, Tyler J. Lark, David Williamson Shaffer
To help young people understand socio-environmental systems and develop the confidence that meaningful action can be taken to address socio-environmental problems, young people need interactive simulations that enable them to take consequential actions in a familiar context and see the results. This can be achieved through reduced-form models with appropriate user interfaces, but it is a significant challenge to construct a system capable of producing educational models of socio-environmental systems that are localizable and customizable but accessible to educators and learners. In this paper, we present iPlan, a free, online educational software application designed to enable educators and middle- and high-school-aged learners to create custom, localized land-use simulations that can be used to frame, explore, and address complex land-use problems. We describe in detail the software application and its underlying computational models, and we present robust evidence that the accuracy of iPlan simulations is appropriate for educational contexts and preliminary evidence that educators are able to produce simulations suitable for their pedagogical goals and learner populations.
为了帮助年轻人了解社会环境系统,并树立采取有意义的行动来解决社会环境问题的信心,年轻人需要互动式模拟,使他们能够在熟悉的环境中采取相应的行动,并看到结果。这可以通过具有适当用户界面的简化模型来实现,但要构建一个能够制作社会环境系统教育模型的系统,使其既可本地化、可定制,又便于教育者和学习者使用,则是一项巨大的挑战。在本文中,我们将介绍 iPlan,这是一个免费的在线教育软件应用程序,旨在帮助教育工作者和初高中学生创建定制的、本地化的土地利用模拟模型,用于构建、探索和解决复杂的土地利用问题。我们详细介绍了该应用软件及其底层计算模型,并提供了有力证据证明 iPlan 模拟的准确性适合教育环境,同时还提供了初步证据证明教育工作者能够制作出适合其教学目标和学习者群体的模拟。
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引用次数: 0
Leveraging Visualization and Machine Learning Techniques in Education: A Case Study of K-12 State Assessment Data 在教育领域利用可视化和机器学习技术:K-12 州评估数据案例研究
IF 2.5 Q2 Computer Science Pub Date : 2024-04-08 DOI: 10.3390/mti8040028
Loni Taylor, Vibhuti Gupta, Kwanghee Jung
As data-driven models gain importance in driving decisions and processes, recently, it has become increasingly important to visualize the data with both speed and accuracy. A massive volume of data is presently generated in the educational sphere from various learning platforms, tools, and institutions. The visual analytics of educational big data has the capability to improve student learning, develop strategies for personalized learning, and improve faculty productivity. However, there are limited advancements in the education domain for data-driven decision making leveraging the recent advancements in the field of machine learning. Some of the recent tools such as Tableau, Power BI, Microsoft Azure suite, Sisense, etc., leverage artificial intelligence and machine learning techniques to visualize data and generate insights from them; however, their applicability in educational advances is limited. This paper focuses on leveraging machine learning and visualization techniques to demonstrate their utility through a practical implementation using K-12 state assessment data compiled from the institutional websites of the States of Texas and Louisiana. Effective modeling and predictive analytics are the focus of the sample use case presented in this research. Our approach demonstrates the applicability of web technology in conjunction with machine learning to provide a cost-effective and timely solution to visualize and analyze big educational data. Additionally, ad hoc visualization provides contextual analysis in areas of concern for education agencies (EAs).
随着数据驱动模型在推动决策和流程方面的重要性日益凸显,近来,快速、准确地实现数据可视化变得越来越重要。目前,教育领域的各种学习平台、工具和机构都产生了大量数据。对教育大数据进行可视化分析能够改善学生的学习,制定个性化学习策略,提高教师的工作效率。然而,利用机器学习领域的最新进展进行数据驱动决策的教育领域进展有限。最近的一些工具,如 Tableau、Power BI、微软 Azure 套件、Sisense 等,利用人工智能和机器学习技术对数据进行可视化,并从中产生洞察力;但是,它们在教育领域的适用性有限。本文侧重于利用机器学习和可视化技术,通过使用从德克萨斯州和路易斯安那州机构网站上汇编的 K-12 州评估数据的实际实施来展示其实用性。有效建模和预测分析是本研究中介绍的示例用例的重点。我们的方法展示了网络技术与机器学习相结合的适用性,为教育大数据的可视化和分析提供了一种经济高效且及时的解决方案。此外,临时可视化还可为教育机构(EA)提供所关注领域的背景分析。
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引用次数: 0
The Use of Immersive Technologies in Karate Training: A Scoping Review 在空手道训练中使用沉浸式技术:范围审查
IF 2.5 Q2 Computer Science Pub Date : 2024-04-01 DOI: 10.3390/mti8040027
Dimosthenis Lygouras, A. Tsinakos
This study investigates the integration of immersive technologies, primarily virtual reality (VR), in the domain of karate training and practice. The scoping review adheres to PRISMA guidelines and encompasses an extensive search across IEEE Xplore, Web of Science, and Scopus databases, yielding a total of 165 articles, from which 7 were ultimately included based on strict inclusion and exclusion criteria. The selected studies consistently highlight the dominance of VR technology in karate practice and teaching, with VR often facilitated by head-mounted displays (HMDs). The main purpose of VR is to create life-like training environments, evaluate performance, and enhance skill development. Immersive technologies, particularly VR, offer accurate motion capture and recording capabilities that deliver detailed feedback on technique, reaction time, and decision-making. This precision empowers athletes and coaches to identify areas for improvement and make data-driven training adjustments. Despite the promise of immersive technologies, established frameworks or guidelines are absent for their effective application in karate training. As a result, this suggests a need for best practices and guidelines to ensure optimal integration.
本研究调查了沉浸式技术(主要是虚拟现实(VR))在空手道训练和练习领域的整合情况。范围界定审查遵守了 PRISMA 准则,并在 IEEE Xplore、Web of Science 和 Scopus 数据库中进行了广泛搜索,共获得 165 篇文章,根据严格的纳入和排除标准,最终纳入了其中的 7 篇文章。所选研究一致强调了 VR 技术在空手道练习和教学中的主导地位,VR 通常由头戴式显示器(HMD)提供便利。VR 的主要目的是创造栩栩如生的训练环境、评估表现和加强技能发展。沉浸式技术,尤其是 VR,可提供精确的动作捕捉和记录功能,对技术、反应时间和决策提供详细反馈。这种精确性使运动员和教练员能够确定需要改进的地方,并根据数据对训练进行调整。尽管身临其境技术大有可为,但在空手道训练中有效应用这些技术还缺乏既定的框架或指导方针。因此,这表明有必要制定最佳实践和指南,以确保优化整合。
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引用次数: 0
Mobile User Interface Adaptation Based on Usability Reward Model and Multi-Agent Reinforcement Learning 基于可用性奖励模型和多代理强化学习的移动用户界面调整
IF 2.5 Q2 Computer Science Pub Date : 2024-03-24 DOI: 10.3390/mti8040026
Dmitry Vidmanov, Alexander Alfimtsev
Today, reinforcement learning is one of the most effective machine learning approaches in the tasks of automatically adapting computer systems to user needs. However, implementing this technology into a digital product requires addressing a key challenge: determining the reward model in the digital environment. This paper proposes a usability reward model in multi-agent reinforcement learning. Well-known mathematical formulas used for measuring usability metrics were analyzed in detail and incorporated into the usability reward model. In the usability reward model, any neural network-based multi-agent reinforcement learning algorithm can be used as the underlying learning algorithm. This paper presents a study using independent and actor-critic reinforcement learning algorithms to investigate their impact on the usability metrics of a mobile user interface. Computational experiments and usability tests were conducted in a specially designed multi-agent environment for mobile user interfaces, enabling the implementation of various usage scenarios and real-time adaptations.
如今,强化学习已成为自动调整计算机系统以适应用户需求的任务中最有效的机器学习方法之一。然而,将这项技术应用到数字产品中需要解决一个关键难题:确定数字环境中的奖励模型。本文提出了多代理强化学习中的可用性奖励模型。本文详细分析了用于衡量可用性指标的著名数学公式,并将其纳入可用性奖励模型。在可用性奖励模型中,任何基于神经网络的多代理强化学习算法都可以作为底层学习算法。本文介绍了一项使用独立强化学习算法和行动者批判强化学习算法的研究,以探讨它们对移动用户界面可用性指标的影响。计算实验和可用性测试是在专门为移动用户界面设计的多代理环境中进行的,该环境可以实现各种使用场景和实时调整。
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引用次数: 0
The FlexiBoard: Tangible and Tactile Graphics for People with Vision Impairments FlexiBoard:为视力障碍者设计的有形和触觉图形
IF 2.5 Q2 Computer Science Pub Date : 2024-02-27 DOI: 10.3390/mti8030017
Mathieu Raynal, Julie Ducasse, M. Macé, Bernard Oriola, Christophe Jouffrais
Over the last decade, several projects have demonstrated how interactive tactile graphics and tangible interfaces can improve and enrich access to information for people with vision impairments. While the former can be used to display a relatively large amount of information, they cannot be physically updated, which constrains the type of tasks that they can support. On the other hand, tangible interfaces are particularly suited for the (re)construction and manipulation of graphics, but the use of physical objects also restricts the type and amount of information that they can convey. We propose to bridge the gap between these two approaches by investigating the potential of tactile and tangible graphics for people with vision impairments. Working closely with special education teachers, we designed and developed the FlexiBoard, an affordable and portable system that enhances traditional tactile graphics with tangible interaction. In this paper, we report on the successive design steps that enabled us to identify and consider technical and design requirements. We thereafter explore two domains of application for the FlexiBoard: education and board games. Firstly, we report on one brainstorming session that we organized with four teachers in order to explore the application space of tangible and tactile graphics for educational activities. Secondly, we describe how the FlexiBoard enabled the successful adaptation of one visual board game into a multimodal accessible game that supports collaboration between sighted, low-vision and blind players.
在过去的十年中,一些项目已经证明了交互式触觉图形和有形界面如何能够改善和丰富视力障碍者获取信息的途径。虽然前者可以用来显示相对较多的信息,但它们不能进行物理更新,这就限制了它们所能支持的任务类型。另一方面,有形界面特别适合(重新)构建和操作图形,但使用实物也限制了它们所能传达的信息类型和数量。我们建议通过研究触觉和有形图形对视力障碍者的潜力,来弥合这两种方法之间的差距。我们与特殊教育教师密切合作,设计并开发了 FlexiBoard,这是一种经济实惠的便携式系统,可通过有形互动增强传统的触觉图形。在本文中,我们报告了连续的设计步骤,这些步骤使我们能够确定并考虑技术和设计要求。随后,我们探讨了 FlexiBoard 的两个应用领域:教育和棋盘游戏。首先,我们报告了我们与四位教师组织的一次头脑风暴会议,会议的目的是探索有形和可触摸图形在教育活动中的应用空间。其次,我们介绍了 FlexiBoard 如何将一款视觉棋盘游戏成功改编为多模态无障碍游戏,支持明眼人、弱视人和盲人玩家之间的协作。
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引用次数: 0
How to Design Human-Vehicle Cooperation for Automated Driving: A Review of Use Cases, Concepts, and Interfaces 如何为自动驾驶设计人车合作系统?用例、概念和界面回顾
IF 2.5 Q2 Computer Science Pub Date : 2024-02-26 DOI: 10.3390/mti8030016
J. Peintner, Bengt Escher, Henrik Detjen, Carina Manger, A. Riener
Currently, a significant gap exists between academic and industrial research in automated driving development. Despite this, there is common sense that cooperative control approaches in automated vehicles will surpass the previously favored takeover paradigm in most driving situations due to enhanced driving performance and user experience. Yet, the application of these concepts in real driving situations remains unclear, and a holistic approach to driving cooperation is missing. Existing research has primarily focused on testing specific interaction scenarios and implementations. To address this gap and offer a contemporary perspective on designing human–vehicle cooperation in automated driving, we have developed a three-part taxonomy with the help of an extensive literature review. The taxonomy broadens the notion of driving cooperation towards a holistic and application-oriented view by encompassing (1) the “Cooperation Use Case”, (2) the “Cooperation Frame”, and (3) the “Human–Machine Interface”. We validate the taxonomy by categorizing related literature and providing a detailed analysis of an exemplar paper. The proposed taxonomy offers designers and researchers a concise overview of the current state of driver cooperation and insights for future work. Further, the taxonomy can guide automotive HMI designers in ideation, communication, comparison, and reflection of cooperative driving interfaces.
目前,自动驾驶开发领域的学术研究与工业研究之间还存在很大差距。尽管如此,人们普遍认为,自动驾驶汽车中的合作控制方法在大多数驾驶情况下都将超越以前所青睐的接管模式,从而提高驾驶性能和用户体验。然而,这些概念在实际驾驶情况中的应用仍不明确,也缺乏驾驶合作的整体方法。现有的研究主要集中于测试特定的交互场景和实施。为了弥补这一不足,并为设计自动驾驶中的人车合作提供一个现代视角,我们在广泛的文献综述的帮助下,制定了一个由三部分组成的分类法。该分类法通过涵盖(1)"合作用例"、(2)"合作框架 "和(3)"人机界面",拓宽了驾驶合作的概念,使其成为一个以应用为导向的整体观点。我们对相关文献进行了分类,并对一篇示范论文进行了详细分析,从而验证了该分类法。所提出的分类法为设计人员和研究人员提供了驾驶员合作现状的简明概述以及对未来工作的见解。此外,该分类法还能指导汽车人机界面设计人员对合作驾驶界面进行构思、交流、比较和反思。
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引用次数: 0
Substitute Buttons: Exploring Tactile Perception of Physical Buttons for Use as Haptic Proxies 替代按钮:探索作为触觉代理使用的物理按钮的触觉感知
IF 2.5 Q2 Computer Science Pub Date : 2024-02-20 DOI: 10.3390/mti8030015
Bram van Deurzen, Gustavo Alberto Rovelo Ruiz, Daniël M. Bot, D. Vanacken, Kris Luyten
Buttons are everywhere and are one of the most common interaction elements in both physical and digital interfaces. While virtual buttons offer versatility, enhancing them with realistic haptic feedback is challenging. Achieving this requires a comprehensive understanding of the tactile perception of physical buttons and their transferability to virtual counterparts. This research investigates tactile perception concerning button attributes such as shape, size, and roundness and their potential generalization across diverse button types. In our study, participants interacted with each of the 36 buttons in our search space and provided a response to which one they thought they were touching. The findings were used to establish six substitute buttons capable of effectively emulating tactile experiences across various buttons. In a second study, these substitute buttons were validated against virtual buttons in VR. Highlighting the potential use of the substitute buttons as haptic proxies for applications such as encountered-type haptics.
按钮无处不在,是物理和数字界面中最常见的交互元素之一。虽然虚拟按钮具有多功能性,但通过逼真的触觉反馈来增强其功能却极具挑战性。要做到这一点,需要全面了解物理按钮的触觉感知及其在虚拟按钮上的可移植性。本研究调查了有关按钮属性(如形状、大小和圆度)的触觉感知及其在不同按钮类型中的潜在通用性。在我们的研究中,参与者与搜索空间中的 36 个按钮中的每个按钮进行互动,并回答他们认为自己触摸的是哪个按钮。研究结果被用来建立六个替代按钮,它们能够有效地模拟各种按钮的触觉体验。在第二项研究中,这些替代按钮与 VR 中的虚拟按钮进行了验证。这突出了替代按钮作为触觉代理应用的潜力,例如遭遇型触觉。
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引用次数: 0
Technology and Meditation: Exploring the Challenges and Benefits of a Physical Device to Support Meditation Routine 技术与冥想:探索支持常规冥想的物理设备所带来的挑战和益处
IF 2.5 Q2 Computer Science Pub Date : 2024-01-29 DOI: 10.3390/mti8020009
Tjaša Kermavnar, Pieter M. A. Desmet
Existing studies of technology supporting meditation habit formation mainly focus on mobile applications which support users via reminders. A potentially more effective source of motivation could be contextual cues provided by meaningful objects in meaningful locations. This longitudinal mixed-methods 8-week study explored the effectiveness of such an object, Prana, in supporting forming meditation habits among seven novice meditators. First, the Meditation Intentions Questionnaire-24 and the Determinants of Meditation Practice Inventory-Revised were administered. The self-report habit index (SrHI) was administered before and after the study. Prana recorded meditation session times, while daily diaries captured subjective experiences. At the end of the study, the system usability scale, the ten-item personality inventory, and the brief self-control scale were completed, followed by individual semi-structured interviews. We expected to find an increase in meditation frequency and temporal consistency, but the results failed to confirm this. Participants meditated for between 16% and 84% of the study. The frequency decreased with time for four, decreased with subsequent increase for two, and remained stable for one of them. Daily meditation experiences were positive, and the perceived difficulty to start meditating was low. No relevant correlation was found between the perceived difficulty in starting to meditate and meditation experience overall; the latter was only weakly associated with the likelihood of meditating the next day. While meditation became more habitual for six participants, positive scores on SrHI were rare. Despite the inconclusive results, this study provides valuable insights into challenges and benefits of using a meditation device, as well as potential methodological difficulties in studying habit formation with physical devices.
关于支持冥想习惯养成的技术的现有研究主要集中在通过提醒为用户提供支持的移动应用程序上。更有效的动机来源可能是在有意义的地点放置有意义的物品所提供的情境提示。这项为期 8 周的纵向混合方法研究探讨了 "普拉那"(Prana)这一物品在帮助 7 名冥想新手养成冥想习惯方面的有效性。首先,研究人员进行了 "冥想意向问卷-24 "和 "冥想练习决定因素清单-修订版 "的问卷调查。研究前后还进行了自我报告习惯指数(SrHI)测试。Prana 记录了冥想的时间,而每日日记则记录了主观体验。研究结束时,完成了系统可用性量表、十项人格量表和简明自控量表,随后进行了个人半结构化访谈。我们预计冥想频率和时间一致性会有所提高,但结果未能证实这一点。在研究过程中,参与者有 16% 到 84% 的时间在冥想。其中四人的冥想频率随着时间的推移而降低,两人的冥想频率随着时间的推移而增加,一人的冥想频率保持稳定。每天冥想的经历都是积极的,开始冥想的难度较低。开始冥想的难度与总体冥想体验之间没有相关性;后者与第二天冥想的可能性只有微弱的联系。虽然有六名参与者的冥想变得更加习惯,但在 SrHI 上获得正分数的情况并不多见。尽管研究结果尚无定论,但这项研究为我们了解使用冥想设备所面临的挑战和益处,以及使用物理设备研究习惯养成的潜在方法论困难提供了宝贵的见解。
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引用次数: 0
Optical Rules to Mitigate the Parallax-Related Registration Error in See-Through Head-Mounted Displays for the Guidance of Manual Tasks 在用于指导手动任务的透视头戴式显示器中减少与视差相关的注册误差的光学规则
IF 2.5 Q2 Computer Science Pub Date : 2024-01-04 DOI: 10.3390/mti8010004
Vincenzo Ferrari, N. Cattari, S. Condino, F. Cutolo
Head-mounted displays (HMDs) are hands-free devices particularly useful for guiding near-field tasks such as manual surgical procedures. See-through HMDs do not significantly alter the user’s direct view of the world, but the optical merging of real and virtual information can hinder their coherent and simultaneous perception. In particular, the coherence between the real and virtual content is affected by a viewpoint parallax-related misalignment, which is due to the inaccessibility of the user-perceived reality through the semi-transparent optical combiner of the OST Optical See-Through (OST) display. Recent works demonstrated that a proper selection of the collimation optics of the HMD significantly mitigates the parallax-related registration error without the need for any eye-tracking cameras and/or for any error-prone alignment-based display calibration procedures. These solutions are either based on HMDs that projects the virtual imaging plane directly at arm’s distance, or they require the integration on the HMD of additional lenses to optically move the image of the observed scene to the virtual projection plane of the HMD. This paper describes and evaluates the pros and cons of both the suggested solutions by providing an analytical estimation of the residual registration error achieved with both solutions and discussing the perceptual issues generated by the simultaneous focalization of real and virtual information.
头戴式显示器(HMD)是一种免提设备,特别适用于指导近场任务,如手工外科手术。透视头戴式显示器不会明显改变用户对世界的直接观察,但真实信息和虚拟信息的光学融合会妨碍它们的连贯和同步感知。特别是,真实和虚拟内容之间的一致性会受到视点视差相关错位的影响,这是由于用户无法通过 OST 光学透视(OST)显示器的半透明光学组合器获得所感知的现实。最近的研究表明,适当选择 HMD 的准直光学器件可显著减少视差相关的配准误差,而无需任何眼球跟踪摄像头和/或任何易出错的基于准直的显示校准程序。这些解决方案要么基于直接在手臂距离处投射虚拟成像平面的 HMD,要么需要在 HMD 上集成额外的透镜,以光学方式将观察到的场景图像移动到 HMD 的虚拟投影平面。本文描述并评估了这两种建议解决方案的利弊,对两种解决方案所实现的残余配准误差进行了分析估计,并讨论了真实和虚拟信息同时聚焦所产生的感知问题。
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引用次数: 0
Virtual Reality Assessment of Attention Deficits in Traumatic Brain Injury: Effectiveness and Ecological Validity 创伤性脑损伤患者注意力缺陷的虚拟现实评估:有效性和生态有效性
IF 2.5 Q2 Computer Science Pub Date : 2024-01-03 DOI: 10.3390/mti8010003
A. Malegiannaki, Evangelia Garefalaki, Nikolaos Pellas, M. Kosmidis
Early detection is crucial for addressing attention deficits commonly associated with Traumatic brain injury (TBI), informing effective rehabilitation planning and intervention. While traditional neuropsychological assessments have been conventionally used to evaluate attention deficits, their limited ecological validity presents notable challenges. This study explores the efficacy and validity of a novel virtual reality test, the Computerized Battery for the Assessment of Attention Disorders (CBAAD), among a cohort of TBI survivors (n = 20), in comparison to a healthy control group (n = 20). Participants, ranging in age from 21 to 62 years, were administered a comprehensive neuropsychological assessment, including the CBAAD and the Attention Related Cognitive Errors Scale. While variations in attentional performance were observed across age cohorts, the study found no statistically significant age-related effects within either group. The CBAAD demonstrated sensitivity to attentional dysfunction in the TBI group, establishing its value as a comprehensive test battery for assessing attention in this specific population. Regression analyses demonstrated the CBAAD’s effectiveness in predicting real-life attentional errors reported by TBI patients. In summary, the CBAAD demonstrates sensitivity to attentional dysfunction in TBI patients and the ability to predict real-world attentional errors, establishing its value as a comprehensive test battery for assessing attention in this specific population. Its implementation holds promise for enhancing the early identification of attentional impairments and facilitating tailored rehabilitation strategies for TBI patients.
早期发现对于解决与创伤性脑损伤(TBI)常见的注意力缺陷至关重要,可为有效的康复规划和干预提供依据。虽然传统的神经心理学评估一直被用于评估注意力缺陷,但其有限的生态有效性带来了显著的挑战。本研究探讨了一种新型虚拟现实测试--注意力障碍评估计算机化电池(CBAAD)--与健康对照组(20 人)相比,在一组 TBI 幸存者(20 人)中的功效和有效性。参与者的年龄从 21 岁到 62 岁不等,他们接受了全面的神经心理学评估,包括注意力障碍评估测试工具和注意力相关认知错误量表。虽然不同年龄组的注意力表现存在差异,但研究发现这两个组别在统计学上都没有明显的年龄相关效应。注意力相关认知错误量表(CBAAD)对创伤性脑损伤组的注意力功能障碍具有敏感性,从而确立了其作为评估这一特殊人群注意力的综合测试组合的价值。回归分析表明,CBAAD 能有效预测 TBI 患者报告的现实生活中的注意力错误。总之,CBAAD 显示了对 TBI 患者注意力功能障碍的敏感性和预测真实世界注意力错误的能力,从而确立了其作为评估这类特殊人群注意力的综合测试组合的价值。它的实施有望加强对注意力障碍的早期识别,并促进为创伤性脑损伤患者量身定制康复策略。
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引用次数: 0
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Multimodal Technologies and Interaction
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