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1.
Sci Rep ; 14(1): 9883, 2024 Apr 30.
Article in English | MEDLINE | ID: mdl-38688980

ABSTRACT

Experiments as Code (ExaC) is a concept for reproducible, auditable, debuggable, reusable, & scalable experiments. Experiments are a crucial tool to understand Human-Building Interactions (HBI) and build a coherent theory around it. However, a common concern for experiments is their auditability and reproducibility. Experiments are usually designed, provisioned, managed, and analyzed by diverse teams of specialists (e.g., researchers, technicians, engineers) and may require many resources (e.g., cloud infrastructure, specialized equipment). Although researchers strive to document experiments accurately, this process is often lacking. Consequently, it is difficult to reproduce these experiments. Moreover, when it is necessary to create a similar experiment, the "wheel is very often reinvented". It appears easier to start from scratch than trying to reuse existing work. Thus valuable embedded best practices and previous experiences are lost. In behavioral studies, such as in HBI, this has contributed to the reproducibility crisis. To tackle these challenges, we propose the ExaC paradigm, which not only documents the whole experiment, but additionally provides the automation code to provision, deploy, manage, and analyze the experiment. To this end, we define the ExaC concept, provide a taxonomy for the components of a practical implementation, and provide a proof of concept with an HBI desktop VR experiment that demonstrates the benefits of its "as code" representation, that is, reproducibility, auditability, debuggability, reusability, & scalability.

2.
Int J Comput Dent ; 0(0): 0, 2024 Jan 17.
Article in English | MEDLINE | ID: mdl-38230698

ABSTRACT

Medical imaging technology has greatly improved over the last 40 years. A good example of this is the improved 3D reconstruction capabilities of CTs, which enable photorealistic reconstructions. This technological advancement has also taken place in the computer industry, and the development of modern graphics cards has fueled progress in video games. In art, many of the techniques used to improve three-dimensionality have been known for centuries. At first sight, these fields seem unrelated, but there is actually considerable confluence. This paper focuses on three areas: fine arts, video games and radiology. The art section illustrates different drawing techniques used to create three-dimensionality. The section on video games shows the development of video games from the 1980s to the present day. Finally, the medical imaging section focuses on the first 3D radiography reconstructions in the 1980s and the improvements to the present day. Contemporary video games and 3D reconstructions of CTs enable photorealistic impressions of 3D anatomical structures. An important factor is shadow casting and light, which has been known in fine arts for centuries. The effect on the observer of photorealistic 3D reconstructions in video games and in medical imaging can be largely explained by the knowledge of 3D techniques in drawings and paintings.

3.
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.

4.
PLoS One ; 14(7): e0216335, 2019.
Article in English | MEDLINE | ID: mdl-31295260

ABSTRACT

Most aspects of our lives are governed by large, highly developed institutions that integrate several governance tasks under one authority structure. But theorists differ as to the mechanisms that drive the development of such concentrated governance systems from rudimentary beginnings. Is the emergence of integrated governance schemes a symptom of consolidation of authority by small status groups? Or does integration occur because a complex institution has more potential responses to a complex environment? Here we examine the emergence of complex governance regimes in 5,000 sovereign, resource-constrained, self-governing online communities, ranging in scale from one to thousands of users. Each community begins with no community members and no governance infrastructure. As communities grow, they are subject to selection pressures that keep better managed servers better populated. We identify predictors of community success and test the hypothesis that governance complexity can enhance community fitness. We find that what predicts success depends on size: changes in complexity predict increased success with larger population servers. Specifically, governance rules in a large successful community are more numerous and broader in scope. They also tend to rely more on rules that concentrate power in administrators, and on rules that manage bad behavior and limited server resources. Overall, this work is consistent with theories that formal integrated governance systems emerge to organize collective responses to interdependent resource management problems, especially as factors such as population size exacerbate those problems.


Subject(s)
Community Participation/methods , Online Social Networking , Group Structure , Humans , Internet
5.
Behav Res Methods ; 51(4): 1737-1753, 2019 08.
Article in English | MEDLINE | ID: mdl-30306408

ABSTRACT

Even though human behavior is largely driven by real-time feedback from others, this social complexity is underrepresented in psychological theory, largely because it is so difficult to isolate. In this work, we performed a quasi-experimental analysis of hundreds of millions of chat room messages between young people. This allowed us to reconstruct how-and on what timeline-the valence of one message affects the valence of subsequent messages by others. For the highly emotionally valenced chat messages that we focused on, we found that these messages elicited a general increase of 0.1 to 0.4 messages per minute. This influence started 2 s after the original message and continued out to 60 s. Expanding our focus to include feedback loops-the way a speaker's chat comes back to affect him or her-we found that the stimulating effects of these same chat events started rippling back from others 8 s after the original message, to cause an increase in the speaker's chat that persisted for up to 8 min. This feedback accounted for at least 1% of the bulk of chat. Additionally, a message's valence affects its dynamics, with negative events feeding back more slowly and continuing to affect the speaker longer. By reconstructing the second-by-second dynamics of many psychosocial processes in aggregate, we captured the timescales at which they collectively ripple through a social system to drive system-level outcomes.


Subject(s)
Verbal Behavior , Adolescent , Attention , Child , Female , Humans , Male
6.
J R Soc Interface ; 13(122)2016 09.
Article in English | MEDLINE | ID: mdl-27605166

ABSTRACT

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


Subject(s)
Crowding , Models, Theoretical , Stress, Psychological , Humans
7.
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.

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