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1.
Sensors (Basel) ; 21(15)2021 Jul 24.
Artigo em Inglês | MEDLINE | ID: mdl-34372260

RESUMO

We report the results of a study on the learnability of the locations of haptic icons on smartphones. The aim was to study the influence of the use of complex and different vibration patterns associated with haptic icons compared to the use of simple and equal vibrations on commercial location-assistance applications. We studied the performance of users with different visual capacities (visually impaired vs. sighted) in terms of the time taken to learn the icons' locations and the icon recognition rate. We also took into consideration the users' satisfaction with the application developed to perform the study. The experiments concluded that the use of complex and different instead of simple and equal vibration patterns obtains better recognition rates. This improvement is even more noticeable for visually impaired users, who obtain results comparable to those achieved by sighted users.


Assuntos
Aprendizagem , Smartphone , Humanos , Satisfação Pessoal , Vibração
2.
Sensors (Basel) ; 21(11)2021 May 26.
Artigo em Inglês | MEDLINE | ID: mdl-34073602

RESUMO

Brain-computer interfaces (BCI) are a type of assistive technology that uses the brain signals of users to establish a communication and control channel between them and an external device. BCI systems may be a suitable tool to restore communication skills in severely motor-disabled patients, as BCI do not rely on muscular control. The loss of communication is one of the most negative consequences reported by such patients. This paper presents a BCI system focused on the control of four mainstream messaging applications running in a smartphone: WhatsApp, Telegram, e-mail and short message service (SMS). The control of the BCI is achieved through the well-known visual P300 row-column paradigm (RCP), allowing the user to select control commands as well as spelling characters. For the control of the smartphone, the system sends synthesized voice commands that are interpreted by a virtual assistant running in the smartphone. Four tasks related to the four mentioned messaging services were tested with 15 healthy volunteers, most of whom were able to accomplish the tasks, which included sending free text e-mails to an address proposed by the subjects themselves. The online performance results obtained, as well as the results of subjective questionnaires, support the viability of the proposed system.


Assuntos
Interfaces Cérebro-Computador , Encéfalo , Eletroencefalografia , Potenciais Evocados P300 , Humanos , Smartphone , Interface Usuário-Computador
3.
PLoS One ; 13(4): e0195191, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29621298

RESUMO

Inertial sensors offer the potential for integration into wireless virtual reality systems that allow the users to walk freely through virtual environments. However, owing to drift errors, inertial sensors cannot accurately estimate head and body orientations in the long run, and when walking indoors, this error cannot be corrected by magnetometers, due to the magnetic field distortion created by ferromagnetic materials present in buildings. This paper proposes a technique, called EHBD (Equalization of Head and Body Directions), to address this problem using two head- and shoulder-located magnetometers. Due to their proximity, their distortions are assumed to be similar and the magnetometer measurements are used to detect when the user is looking straight forward. Then, the system corrects the discrepancies between the estimated directions of the head and the shoulder, which are provided by gyroscopes and consequently are affected by drift errors. An experiment is conducted to evaluate the performance of this technique in two tasks (navigation and navigation plus exploration) and using two different locomotion techniques: (1) gaze-directed mode (GD) in which the walking direction is forced to be the same as the head direction, and (2) decoupled direction mode (DD) in which the walking direction can be different from the viewing direction. The obtained results show that both locomotion modes show similar matching of the target path during the navigation task, while DD's path matches the target path more closely than GD in the navigation plus exploration task. These results validate the EHBD technique especially when allowing different walking and viewing directions in the navigation plus exploration tasks, as expected. While the proposed method does not reach the accuracy of optical tracking (ideal case), it is an acceptable and satisfactory solution for users and is much more compact, portable and economical.


Assuntos
Locomoção , Modelos Teóricos , Interface Usuário-Computador , Algoritmos , Simulação por Computador , Humanos , Caminhada
4.
J Neuroeng Rehabil ; 14(1): 49, 2017 05 30.
Artigo em Inglês | MEDLINE | ID: mdl-28558741

RESUMO

BACKGROUND: Certain diseases affect brain areas that control the movements of the patients' body, thereby limiting their autonomy and communication capacity. Research in the field of Brain-Computer Interfaces aims to provide patients with an alternative communication channel not based on muscular activity, but on the processing of brain signals. Through these systems, subjects can control external devices such as spellers to communicate, robotic prostheses to restore limb movements, or domotic systems. The present work focus on the non-muscular control of a robotic wheelchair. METHOD: A proposal to control a wheelchair through a Brain-Computer Interface based on the discrimination of only two mental tasks is presented in this study. The wheelchair displacement is performed with discrete movements. The control signals used are sensorimotor rhythms modulated through a right-hand motor imagery task or mental idle state. The peculiarity of the control system is that it is based on a serial auditory interface that provides the user with four navigation commands. The use of two mental tasks to select commands may facilitate control and reduce error rates compared to other endogenous control systems for wheelchairs. RESULTS: Seventeen subjects initially participated in the study; nine of them completed the three sessions of the proposed protocol. After the first calibration session, seven subjects were discarded due to a low control of their electroencephalographic signals; nine out of ten subjects controlled a virtual wheelchair during the second session; these same nine subjects achieved a medium accuracy level above 0.83 on the real wheelchair control session. CONCLUSION: The results suggest that more extensive training with the proposed control system can be an effective and safe option that will allow the displacement of a wheelchair in a controlled environment for potential users suffering from some types of motor neuron diseases.


Assuntos
Interfaces Cérebro-Computador , Robótica/instrumentação , Cadeiras de Rodas , Adulto , Encéfalo/fisiologia , Feminino , Humanos , Masculino
5.
Assist Technol ; 25(2): 80-7, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23923690

RESUMO

We report the results of a study on the learnability ofhaptic icons used in a system for incoming-call identification in mobile phones. The aim was to explore the feasibility of using haptic icons to create new assistive technologies for people with visual impairments. We compared the performance and satisfaction of users with different visual capacities (visually impaired vs. sighted) and using different learning processes (unimodal vs. multimodal). A better recognition rate and user experience were observed for the visually impaired than for sighted users and for multimodal rather than unimodal learning processes.


Assuntos
Recursos Audiovisuais , Telefone Celular , Aprendizagem , Interface Usuário-Computador , Transtornos da Visão/psicologia , Adulto , Humanos , Satisfação do Paciente , Estimulação Física , Transtornos da Visão/terapia , Adulto Jovem
6.
Biomed Tech (Berl) ; 54(3): 126-33, 2009 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-19469662

RESUMO

A brain computer interface that enables navigation through a virtual environment (VE) using four different navigation commands (turn right, turn left, move forward and move back) is presented. A graphical interface allows subjects to select a specific command. In this interface, the different navigation commands are surrounding a circle. A bar in the center of the circle is continuously rotating. The subject controls, by only two mental tasks, the bar extension to reach the chosen command. In this study, after an initial training based on three sessions, 8 out of 15 naive subjects were able to navigate through the VE discriminating between imagination of right-hand movements and relaxed state. All subjects (except one) improved their performance in each run and a mean error rate of 23.75% was obtained.


Assuntos
Algoritmos , Encéfalo/fisiologia , Ecossistema , Eletroencefalografia/métodos , Potencial Evocado Motor/fisiologia , Imaginação/fisiologia , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino
7.
Neurosci Lett ; 449(2): 123-7, 2009 Jan 09.
Artigo em Inglês | MEDLINE | ID: mdl-19000739

RESUMO

The ability to control electroencephalographic (EEG) signals when different mental tasks are carried out would provide a method of communication for people with serious motor function problems. This system is known as a brain-computer interface (BCI). Due to the difficulty of controlling one's own EEG signals, a suitable training protocol is required to motivate subjects, as it is necessary to provide some type of visual feedback allowing subjects to see their progress. Conventional systems of feedback are based on simple visual presentations, such as a horizontal bar extension. However, virtual reality is a powerful tool with graphical possibilities to improve BCI-feedback presentation. The objective of the study is to explore the advantages of the use of feedback based on virtual reality techniques compared to conventional systems of feedback. Sixteen untrained subjects, divided into two groups, participated in the experiment. A group of subjects was trained using a BCI system, which uses conventional feedback (bar extension), and another group was trained using a BCI system, which submits subjects to a more familiar environment, such as controlling a car to avoid obstacles. The obtained results suggest that EEG behaviour can be modified via feedback presentation. Significant differences in classification error rates between both interfaces were obtained during the feedback period, confirming that an interface based on virtual reality techniques can improve the feedback control, specifically for untrained subjects.


Assuntos
Encéfalo/fisiologia , Potenciais Evocados/fisiologia , Desempenho Psicomotor/fisiologia , Interface Usuário-Computador , Volição/fisiologia , Adulto , Condução de Veículo/psicologia , Eletroencefalografia/métodos , Retroalimentação/fisiologia , Feminino , Humanos , Masculino , Paralisia/reabilitação , Reabilitação/métodos , Robótica/instrumentação , Robótica/métodos , Percepção Visual/fisiologia , Adulto Jovem
8.
Stud Health Technol Inform ; 98: 394-6, 2004.
Artigo em Inglês | MEDLINE | ID: mdl-15544313

RESUMO

In this paper, a preliminary study of presence in a training simulation for medical emergency based on virtual reality is presented. We explore the influence of interaction mechanisms, as well as the complexity of behaviours in the subjective sense of presence. As expected, it has been found that as the type of interaction is more natural, and the patient behaviour modelling is more complex, the achieved sense of presence is greater. However our results also show that the degree of presence depends more upon the complexity of patient modelling than on how natural the interaction is. Hence, we postulate that a proper patient modelling could elicit a high degree of presence, even with traditional interaction mechanisms.


Assuntos
Simulação por Computador , Educação Médica/métodos , Tratamento de Emergência , Interface Usuário-Computador , Humanos , Infarto do Miocárdio/terapia , Espanha , Inquéritos e Questionários
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