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1.
JMIR Serious Games ; 9(2): e26820, 2021 Jun 01.
Article in English | MEDLINE | ID: mdl-33769295

ABSTRACT

BACKGROUND: Digital technologies have expanded the options for delivering psychotherapy, permitting for example, the treatment of schizophrenia using Avatar Therapy. Despite its considerable potential, this treatment method has not been widely disseminated. As a result, its operability and functionality remain largely unknown. OBJECTIVE: We aimed to study the usability of a therapeutic virtual reality human-human interface, created in a game engine. METHODS: Participants were psychiatric hospital staff who were introduced to the therapeutic platform in a hands-on session. The System Usability Scale (SUS) was employed for evaluation purposes. Statistical evaluation was conducted using descriptive statistics, the chi-square test, analysis of variance, and multilevel factor analysis. RESULTS: In total, 109 staff members were introduced to the therapeutic tool and completed the SUS. The mean SUS global score was 81.49 (SD 11.1). Psychotherapists (mean 86.44, SD 8.79) scored significantly higher (F2,106=6.136; P=.003) than nursing staff (mean 79.01, SD 13.30) and administrative personnel (mean 77.98, SD 10.72). A multilevel factor analysis demonstrates a different factor structure for each profession. CONCLUSIONS: In all professional groups in this study, the usability of a digital psychotherapeutic tool developed using a game engine achieved the benchmark for an excellent system, scoring highest among the professional target group (psychotherapists). The usability of the system seems, to some extent, to be dependent on the professional background of the user. It is possible to create and customize novel psychotherapeutic approaches with gaming technologies and platforms. TRIAL REGISTRATION: Clinicaltrials.gov NCT04099940; http://clinicaltrials.gov/ct2/show/NCT04099940.

2.
IEEE Trans Vis Comput Graph ; 21(11): 1201-10, 2015 Nov.
Article in English | MEDLINE | ID: mdl-26340776

ABSTRACT

Coloring books capture the imagination of children and provide them with one of their earliest opportunities for creative expression. However, given the proliferation and popularity of digital devices, real-world activities like coloring can seem unexciting, and children become less engaged in them. Augmented reality holds unique potential to impact this situation by providing a bridge between real-world activities and digital enhancements. In this paper, we present an augmented reality coloring book App in which children color characters in a printed coloring book and inspect their work using a mobile device. The drawing is detected and tracked, and the video stream is augmented with an animated 3-D version of the character that is textured according to the child's coloring. This is possible thanks to several novel technical contributions. We present a texturing process that applies the captured texture from a 2-D colored drawing to both the visible and occluded regions of a 3-D character in real time. We develop a deformable surface tracking method designed for colored drawings that uses a new outlier rejection algorithm for real-time tracking and surface deformation recovery. We present a content creation pipeline to efficiently create the 2-D and 3-D content. And, finally, we validate our work with two user studies that examine the quality of our texturing algorithm and the overall App experience.

3.
Curr Biol ; 17(6): 514-9, 2007 Mar 20.
Article in English | MEDLINE | ID: mdl-17320390

ABSTRACT

Information transfer plays a central role in the biology of most organisms, particularly social species [1, 2]. Although the neurophysiological processes by which signals are produced, conducted, perceived, and interpreted are well understood, the conditions conducive to the evolution of communication and the paths by which reliable systems of communication become established remain largely unknown. This is a particularly challenging problem because efficient communication requires tight coevolution between the signal emitted and the response elicited [3]. We conducted repeated trials of experimental evolution with robots that could produce visual signals to provide information on food location. We found that communication readily evolves when colonies consist of genetically similar individuals and when selection acts at the colony level. We identified several distinct communication systems that differed in their efficiency. Once a given system of communication was well established, it constrained the evolution of more efficient communication systems. Under individual selection, the ability to produce visual signals resulted in the evolution of deceptive communication strategies in colonies of unrelated robots and a concomitant decrease in colony performance. This study generates predictions about the evolutionary conditions conducive to the emergence of communication and provides guidelines for designing artificial evolutionary systems displaying spontaneous communication.


Subject(s)
Artificial Intelligence , Biological Evolution , Communication , Robotics , Computer Simulation
4.
Proc Biol Sci ; 273(1595): 1815-23, 2006 Jul 22.
Article in English | MEDLINE | ID: mdl-16790416

ABSTRACT

The efficiency of social insect colonies critically depends on their ability to efficiently allocate workers to the various tasks which need to be performed. While numerous models have investigated the mechanisms allowing an efficient colony response to external changes in the environment and internal perturbations, little attention has been devoted to the genetic architecture underlying task specialization. We used artificial evolution to compare the performances of three simple genetic architectures underlying within-colony variation in response thresholds of workers to five tasks. In the 'deterministic mapping' system, the thresholds of individuals for each of the five tasks is strictly genetically determined. In the second genetic architecture ('probabilistic mapping'), the genes only influence the probability of engaging in one of the tasks. Finally, in the 'dynamic mapping' system, the propensity of workers to engage in one of the five tasks depends not only on their own genotype, but also on the behavioural phenotypes of other colony members. We found that the deterministic mapping system performed well only when colonies consisted of unrelated individuals and were not subjected to perturbations in task allocation. The probabilistic mapping system performed well for colonies of related and unrelated individuals when there were no perturbations. Finally, the dynamic mapping system performed well under all conditions and was much more efficient than the two other mapping systems when there were perturbations. Overall, our simulations reveal that the type of mapping between genotype and individual behaviour greatly influences the dynamics of task specialization and colony productivity. Our simulations also reveal complex interactions between the mode of mapping, level of within-colony relatedness and risk of colony perturbations.


Subject(s)
Behavior, Animal , Insecta/physiology , Models, Biological , Social Behavior , Animals , Genome, Insect , Insecta/classification , Insecta/genetics
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