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Extraction of Emotional Information via Visual Scanning Patterns: A Feasibility Study of Participants with Schizophrenia and Neurotypical Individuals. 利用视觉扫描模式提取情绪信息:精神分裂症和神经正常个体的可行性研究。
IF 2.4 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2018-11-01 DOI: 10.1145/3282434
Joshua Wade, Heathman S Nichols, Megan Ichinose, Dayi Bian, Esube Bekele, Matthew Snodgress, Ashwaq Zaini Amat, Eric Granholm, Sohee Park, Nilanjan Sarkar

Emotion recognition impairment is a core feature of schizophrenia (SZ), present throughout all stages of this condition, and leads to poor social outcome. However, the underlying mechanisms that give rise to such deficits have not been elucidated and hence, it has been difficult to develop precisely targeted interventions. Evidence supports the use of methods designed to modify patterns of visual attention in individuals with SZ in order to effect meaningful improvements in social cognition. To date, however, attention-shaping systems have not fully utilized available technology (e.g., eye tracking) to achieve this goal. The current work consisted of the design and feasibility testing of a novel gaze-sensitive social skills intervention system called MASI-VR. Adults from an outpatient clinic with confirmed SZ diagnosis (n=10) and a comparison sample of neurotypical participants (n=10) were evaluated on measures of emotion recognition and visual attention at baseline assessment, and a pilot test of the intervention system was evaluated on the SZ sample following five training sessions over three weeks. Consistent with the literature, participants in the SZ group demonstrated lower recognition of faces showing medium intensity fear, spent more time deliberating about presented emotions, and had fewer fixations in comparison to neurotypical peers. Furthermore, participants in the SZ group showed significant improvement in the recognition of fearful faces post-training. Preliminary evidence supports the feasibility of a gaze-sensitive paradigm for use in assessment and training of emotion recognition and social attention in individuals with SZ, thus warranting further evaluation of the novel intervention.

情绪识别障碍是精神分裂症(SZ)的核心特征,存在于该疾病的所有阶段,并导致不良的社交结果。然而,引起这种缺陷的潜在机制尚未阐明,因此,很难制定精确有针对性的干预措施。证据支持使用旨在改变SZ个体视觉注意模式的方法,以实现有意义的社会认知改善。然而,到目前为止,注意力塑造系统还没有充分利用现有的技术(如眼动追踪)来实现这一目标。目前的工作包括一种名为MASI-VR的新型注视敏感社会技能干预系统的设计和可行性测试。在基线评估中,对确诊为SZ的门诊成人(n=10)和神经正常参与者(n=10)的情绪识别和视觉注意力进行评估,并在三周内进行五次培训后对SZ样本进行干预系统的先导测试。与文献一致,与神经正常的同龄人相比,SZ组的参与者对表现出中等强度恐惧的面孔表现出较低的识别能力,花更多的时间考虑所呈现的情绪,并且更少的注视。此外,SZ组的参与者在训练后对恐惧面孔的识别方面表现出显著的改善。初步证据支持在SZ个体情绪识别和社会注意的评估和训练中使用注视敏感范式的可行性,因此需要进一步评估这种新的干预措施。
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引用次数: 7
Improving the Accessibility of Mobile OCR Apps Via Interactive Modalities. 通过互动模式提高移动 OCR 应用程序的无障碍性。
IF 2.4 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2017-10-01 DOI: 10.1145/3075300
Michael Cutter, Roberto Manduchi

Mobile optical character recognition (OCR) apps have come of age. Many blind individuals use them on a daily basis. The usability of such tools, however, is limited by the requirement that a good picture of the text to be read must be taken, something that is difficult to do without sight. Some mobile OCR apps already implement auto-shot and guidance mechanisms to facilitate this task. In this paper, we describe two experiments with blind participants, who tested these two interactive mechanisms on a customized iPhone implementation. These experiments bring to light a number of interesting aspects of accessing a printed document without sight, and enable a comparative analysis of the available interaction modalities.

移动光学字符识别 (OCR) 应用程序已进入成熟期。许多盲人每天都在使用它们。然而,这些工具的可用性受到了限制,因为必须拍摄一张待读文本的清晰图片,而这在看不见的情况下是很难做到的。一些移动 OCR 应用程序已经实现了自动拍摄和引导机制,为这项任务提供了便利。在本文中,我们描述了两个由盲人参与的实验,他们在定制的 iPhone 应用程序上测试了这两种交互机制。这些实验揭示了在看不见的情况下获取印刷文档的一些有趣方面,并对现有的交互模式进行了比较分析。
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引用次数: 0
Design and Real-World Evaluation of Eyes-Free Yoga: An Exergame for Blind and Low-Vision Exercise. 无眼瑜伽的设计和真实世界评估:盲人和低视力者的外部游戏。
IF 2.4 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2017-04-01 DOI: 10.1145/3022729
Kyle Rector, Roger Vilardaga, Leo Lansky, Kellie Lu, Cynthia L Bennett, Richard E Ladner, Julie A Kientz

People who are blind or low vision may have a harder time participating in exercise due to inaccessibility or lack of encouragement. To address this, we developed Eyes-Free Yoga using the Microsoft Kinect that acts as a yoga instructor and has personalized auditory feedback based on skeletal tracking. We conducted two different studies on two different versions of Eyes-Free Yoga: (1) a controlled study with 16 people who are blind or low vision to evaluate the feasibility of a proof-of-concept and (2) an 8-week in-home deployment study with 4 people who are blind or low vision, with a fully functioning exergame containing four full workouts and motivational techniques. We found that participants preferred the personalized feedback for yoga postures during the laboratory study. Therefore, the personalized feedback was used as a means to build the core components of the system used in the deployment study and was included in both study conditions. From the deployment study, we found that the participants practiced Yoga consistently throughout the 8-week period (Average hours = 17; Average days of practice = 24), almost reaching the American Heart Association recommended exercise guidelines. On average, motivational techniques increased participant's user experience and their frequency and exercise time. The findings of this work have implications for eyes-free exergame design, including engaging domain experts, piloting with inexperienced users, using musical metaphors, and designing for in-home use cases.

盲人或低视力者可能会因为无法接近或缺乏鼓励而更难参与锻炼。为了解决这个问题,我们利用微软 Kinect 开发了 "无眼瑜伽",它可以充当瑜伽教练,并根据骨骼追踪提供个性化的听觉反馈。我们对两个不同版本的 "无眼瑜伽 "进行了两项不同的研究:(1)对 16 名盲人或低视力者进行了对照研究,以评估概念验证的可行性;(2)对 4 名盲人或低视力者进行了为期 8 周的居家部署研究,其中包含一个功能齐全的外部游戏,包含四个完整的锻炼和激励技巧。我们发现,在实验室研究中,参与者更喜欢瑜伽姿势的个性化反馈。因此,个性化反馈被用作构建部署研究中使用的系统核心组件的一种手段,并被纳入两种研究条件中。通过部署研究,我们发现参与者在为期 8 周的时间里坚持练习瑜伽(平均时长 = 17 小时;平均练习天数 = 24 天),几乎达到了美国心脏协会推荐的运动指南。平均而言,激励技术提高了参与者的用户体验,增加了他们的练习频率和练习时间。这项工作的发现对无眼睛外显游戏的设计具有启示意义,包括让领域专家参与、对缺乏经验的用户进行试点、使用音乐隐喻以及为家庭使用案例进行设计。
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引用次数: 0
Mind your crossings: Mining GIS imagery for crosswalk localization. 注意你的交叉路口:挖掘GIS图像的人行横道定位。
IF 2.4 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2017-04-01 DOI: 10.1145/3046790
Dragan Ahmetovic, Roberto Manduchi, James M Coughlan, Sergio Mascetti

For blind travelers, finding crosswalks and remaining within their borders while traversing them is a crucial part of any trip involving street crossings. While standard Orientation & Mobility (O&M) techniques allow blind travelers to safely negotiate street crossings, additional information about crosswalks and other important features at intersections would be helpful in many situations, resulting in greater safety and/or comfort during independent travel. For instance, in planning a trip a blind pedestrian may wish to be informed of the presence of all marked crossings near a desired route. We have conducted a survey of several O&M experts from the United States and Italy to determine the role that crosswalks play in travel by blind pedestrians. The results show stark differences between survey respondents from the U.S. compared with Italy: the former group emphasized the importance of following standard O&M techniques at all legal crossings (marked or unmarked), while the latter group strongly recommended crossing at marked crossings whenever possible. These contrasting opinions reflect differences in the traffic regulations of the two countries and highlight the diversity of needs that travelers in different regions may have. To address the challenges faced by blind pedestrians in negotiating street crossings, we devised a computer vision-based technique that mines existing spatial image databases for discovery of zebra crosswalks in urban settings. Our algorithm first searches for zebra crosswalks in satellite images; all candidates thus found are validated against spatially registered Google Street View images. This cascaded approach enables fast and reliable discovery and localization of zebra crosswalks in large image datasets. While fully automatic, our algorithm can be improved by a final crowdsourcing validation. To this end, we developed a Pedestrian Crossing Human Validation (PCHV) web service, which supports crowdsourcing to rule out false positives and identify false negatives.

对于盲人旅行者来说,找到人行横道并在穿越时保持在他们的边界内是任何涉及过马路的旅行的关键部分。虽然标准的定位和移动(O&M)技术允许盲人旅行者安全地通过十字路口,但在许多情况下,有关人行横道和十字路口其他重要特征的额外信息将有所帮助,从而在独立旅行时提高安全性和/或舒适性。例如,在计划一次旅行时,一个盲人行人可能希望被告知在他想要的路线附近有标记的十字路口。我们对来自美国和意大利的几位运维专家进行了调查,以确定人行横道在盲人行人的旅行中所起的作用。结果显示,美国和意大利的调查对象之间存在明显差异:前者强调在所有合法的十字路口(有标记的或没有标记的)遵循标准的运维技术的重要性,而后者则强烈建议尽可能在有标记的十字路口过马路。这些截然不同的观点反映了两国交通法规的差异,并突出了不同地区旅行者可能具有的需求多样性。为了解决盲人行人在过马路时面临的挑战,我们设计了一种基于计算机视觉的技术,通过挖掘现有的空间图像数据库来发现城市环境中的斑马线。我们的算法首先在卫星图像中搜索斑马线;因此,所有候选人都将根据空间注册的谷歌街景图像进行验证。这种级联方法可以在大型图像数据集中快速可靠地发现和定位斑马线。虽然是全自动的,但我们的算法可以通过最终的众包验证来改进。为此,我们开发了一个行人过街人工验证(PCHV)网络服务,它支持众包来排除假阳性和识别假阴性。
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引用次数: 30
Stroke therapy through motion-based games: a case study 通过基于动作的游戏进行中风治疗:一个案例研究
IF 2.4 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2011-11-01 DOI: 10.1145/1878803.1878842
Gazihan Alankus, Rachel Proffitt, Caitlin L. Kelleher, J. Engsberg
In the United States alone, more than five million people are living with long term motor impairments caused by a stroke. Video game-based therapies show promise in helping people recover lost range of motion and motor control. While researchers have demonstrated the potential utility of game-based rehabilitation through controlled studies, relatively little work has explored longer-term home-based use of therapeutic games. We conducted a six-week home study with a 62 year old woman who was seventeen years post-stroke. She played therapeutic games for approximately one hour a day, five days a week. Over the six weeks, she recovered significant motor abilities, which is unexpected given the time since her stroke. Through observations and interviews, we present lessons learned about the barriers and opportunities that arise from long-term home-based use of therapeutic games.
仅在美国,就有超过500万人患有由中风引起的长期运动障碍。基于视频游戏的疗法有望帮助人们恢复失去的运动范围和运动控制能力。虽然研究人员已经通过对照研究证明了基于游戏的康复的潜在效用,但相对较少的工作是探索长期家庭治疗游戏的使用。我们对一位中风后17年的62岁女性进行了为期6周的家庭研究。她每周玩5天,每天玩大约1小时的治疗游戏。在六周的时间里,她恢复了明显的运动能力,考虑到她中风后的时间,这是出乎意料的。通过观察和访谈,我们总结了长期在家使用治疗性游戏所带来的障碍和机遇。
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引用次数: 30
The Effect of Voice Output on the AAC-Supported Conversations of Persons with Alzheimer's Disease. 语音输出对阿尔茨海默病患者aac支持对话的影响
IF 2.4 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2009-03-01 DOI: 10.1145/1497302.1497305
Melanie Fried-Oken, Charity Rowland, Glory Baker, Mayling Dixon, Carolyn Mills, Darlene Schultz, Barry Oken

The purpose of this study was to determine whether the presence or absence of digitized 1-2 word voice output on a direct selection, customized augmentative and alternative communication (AAC) device would affect the impoverished conversations of persons with dementia. Thirty adults with moderate Alzheimer's disease participated in two personally relevant conversations with an AAC device. For 12 of the participants the AAC device included voice output. The AAC device was the Flexiboard™ containing 16 messages needed to discuss a favorite autobiographical topic chosen by the participant and his/her family caregivers. Ten-minute conversations were videotaped in participants' residences and analyzed for four conversational measures related to the participants' communicative behavior. Results show that AAC devices with digitized voice output depress conversational performance and distract participants with moderate Alzheimer's disease as compared to similar devices without voice output. There were significantly more 1-word utterances and fewer total utterances when AAC devices included voice output, and the rate of topic elaborations/initiations was significantly lower when voice output was present. Discussion about the novelty of voice output for this population of elders and the need to train elders to use this technology is provided.

本研究的目的是确定在直接选择、定制的辅助和替代通信(AAC)设备上存在或不存在1-2个单词的数字化语音输出是否会影响痴呆症患者的贫困对话。30名患有中度阿尔茨海默病的成年人与AAC设备进行了两次个人相关的对话。其中12名参与者的AAC设备包括语音输出。AAC装置是包含16条信息的Flexiboard™,用于讨论参与者及其家庭护理人员选择的最喜欢的自传主题。在参与者的住所录制10分钟的对话,并分析与参与者的交际行为相关的四种会话测量。结果表明,与没有语音输出的类似设备相比,带有数字化语音输出的AAC设备会抑制中度阿尔茨海默病患者的会话表现,并分散他们的注意力。当AAC设备包含语音输出时,单个单词的话语量明显增加,总话语量明显减少,并且当存在语音输出时,话题阐述/启动率显著降低。讨论了语音输出对老年人的新颖性以及培训老年人使用该技术的必要性。
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引用次数: 17
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ACM Transactions on Accessible Computing
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