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1.
Assist Technol ; : 1-10, 2024 Jul 11.
Artigo em Inglês | MEDLINE | ID: mdl-38990181

RESUMO

In the development of communication devices for individuals who are Deafblind, a significant challenge is achieving a seamless transition from human-generated to technology-mediated communication. This study compares the intelligibility of the Australian Deafblind tactile fingerspelling alphabet rendered on the HaptiComm tactile communication device with the same alphabet articulated by a human signer. After a short training period, participants identified the 26 English alphabet letters in both the mediated (device) and non-mediated (human) conditions. Results indicated that while participants easily identified most letters in the non-mediated condition, the mediated condition was more difficult to decipher. Specifically, letters presented on the palm or near the index finger had significantly lower recognition rates. These findings highlight the need for further research on the tactile features of communication devices and emphasize the importance of refining these features to enhance the reliability and readability of mediated tactile communication produced through tactile fingerspelling.

2.
Appetite ; 194: 107171, 2024 03 01.
Artigo em Inglês | MEDLINE | ID: mdl-38113985

RESUMO

Little is known about how plant-based products influence satiation compared to corresponding meat-based products. As augmented reality (AR) intensifies sensory experiences, it was hypothesized to improve satiation. This study compared satiation between intake of meatballs and plant-based balls and plant-based balls intensified with AR for visual, olfactory, and haptic sensory properties. Intake order of the meatballs, plant-based balls, and augmented plant-based balls, eaten on separate days, was randomized. Satiation was measured from twenty-eight non-obese adults as ad libitum intake of the balls and extra snacks, and as subjective appetite sensations. Liking and wanting to eat the products were also investigated. There were no differences between the products in satiation. Before tasting the augmented plant-based balls were less liked than the meatballs (p = 0.002) or plant-based balls (p = 0.046), but after eating the first ball or eating the ad libitum number of balls the differences in liking disappeared. Wanting evaluations were similar for each product and decreased during eating (p < 0.001). A group of participants susceptible to AR was found (n = 11), described by decreased intake when augmentation was applied. Among the sub-group, wanting to eat the augmented balls was lower before tasting (p = 0.019) and after eating the first ball (p = 0.002) and appetite was less suppressed after eating the balls ad libitum (p = 0.01), when compared to non-susceptible participants. We conclude that meatballs and plant-based balls were equal in inducing satiation, and multisensory augmentation did not influence satiation. However, the augmentation decreased liking evaluations before tasting. Further studies are needed to explore differences between consumer groups in susceptibility to augmentation.


Assuntos
Ingestão de Alimentos , Saciação , Adulto , Humanos , Apetite , Percepção Gustatória , Carne , Ingestão de Energia
3.
Front Big Data ; 6: 1206081, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37636320

RESUMO

The process of transforming data into sounds for auditory display provides unique user experiences and new perspectives for analyzing and interpreting data. A research study for data transformation to sounds based on musical elements, called data-to-music sonification, reveals how musical characteristics can serve analytical purposes with enhanced user engagement. An existing user engagement scale has been applied to measure engagement levels in three conditions within melodic, rhythmic, and chordal contexts. This article reports findings from a user engagement study with musical traits and states the benefits and challenges of using musical characteristics in sonifications. The results can guide the design of future sonifications of multivariable data.

4.
Disabil Rehabil Assist Technol ; : 1-11, 2023 Jul 04.
Artigo em Inglês | MEDLINE | ID: mdl-37402238

RESUMO

PURPOSE: E-textiles have been the focus of interest in health technology, but little research has been done so far on how they could support persons with complex communication needs. A global estimate is that 97 million people may benefit from Augmentative and Alternative Communication (AAC). Unfortunately, despite the growing body of research, many persons with complex communication needs are left without functional means to communicate. This study aimed to address the lack of research in textile-based AAC and to build a picture of the issues that affect novel textile-based technology development. MATERIALS AND METHODS: We arranged a focus group study for altogether 12 speech and language therapists to elicit user scenarios to understand needs, activities, and contexts when implementing a novel, textile-based technology in a user-centred approach. RESULTS AND CONCLUSION: As a result, we present six user scenarios that were created for children to enhance their social interaction in everyday life when using textile-based technology that recognizes touch or detects motion. The persistent availability and the individual design to meet a person's capability along with ease of use and personalization were perceived important requirements. Through these scenarios, we identified technological constraints regarding the development of e-textile technology and its use in the AAC field, such as issues regarding sensors and providing power supply. Resolving the design constraints will lead to a feasible and portable e-textile AAC system.Implications for rehabilitationE-textiles are a novel approach to Augmentative and Alternative Communication (AAC) for children with motor dysfunctions and intellectual disabilities.-A portable AAC system implementing e-textiles for children with complex communication needs will enable several activities in daily-life situations. Therefore, further research is needed to resolve the design constraints to reduce the bulkiness of technology embedded in textiles, e.g., looking into the possibilities of passive and battery-free solutions.The developed user scenarios offer a starting point for developing initial prototypes for touch-based and motion-detection systems to enhance social interaction and motivation for persons with complex communication needs.

5.
Int J Comput Assist Radiol Surg ; 17(11): 1981-1989, 2022 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-35705774

RESUMO

PURPOSE: In dental implantology, the optimal placement of dental implants is important to meet functional and aesthetic requirements. Planning dental implants in virtual three-dimensional (3D) environment is possible using virtual reality (VR) technologies. The three-dimensional stereoscopic virtual reality environment offers advantages over three-dimensional projection on a two-dimensional display. The use of voice commands in virtual reality environment to replace button presses and other simple actions frees the user's hands and eyes for other tasks. METHODS: Six dentomaxillofacial radiologists experimented using a prototype version of a three-dimensional virtual reality implant planning tool, and used two different tool selection methods, using either only button presses or also voice commands. We collected objective measurements of the results and subjective data of the participant experience to compare the two conditions. RESULTS: The tool was approved by the experts and they were able to do the multiple-implant planning satisfactorily. The radiologists liked the possibility to use the voice commands. Most of the radiologists were willing to use the tool as part of their daily work routines. CONCLUSION: The voice commands were useful, natural, and accurate for mode change, and they could be expanded to other tasks. Button presses and the voice commands should be both available and used in parallel. The input methods can be further improved based on the expert comments.


Assuntos
Implantes Dentários , Realidade Virtual , Humanos , Imageamento Tridimensional/métodos
6.
Int J Comput Assist Radiol Surg ; 17(9): 1723-1730, 2022 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-35732986

RESUMO

PURPOSE: Many surgical complications can be prevented by careful operation planning and preoperative evaluation of the anatomical features. Virtual dental implant planning in three-dimensional stereoscopic virtual reality environment has advantages over three-dimensional projections on two-dimensional screens. In the virtual environment, the anatomical areas of the body can be assessed and interacted with in six degrees-of-freedom. Our aim was to make a preliminary evaluation of how professional users perceive the use of the virtual environment on their field. METHODS: We prepared a novel implementation of a virtual dental implant planning system and conducted a small-scale user study with four dentomaxillofacial radiologists to evaluate the usability of direct and indirect interaction in a planning task. RESULTS: We found that all four participants ranked direct interaction, planning the implant placement without handles, to be better than the indirect condition where the implant model had handles. CONCLUSION: The radiologists valued the three-dimensional environment for three-dimensional object manipulation even if usability issues of the handles affected the feel of use and the evaluation results. Direct interaction was seen as easy, accurate, and natural.


Assuntos
Implantes Dentários , Cirurgia Assistida por Computador , Realidade Virtual , Humanos , Imageamento Tridimensional , Cuidados Pré-Operatórios , Cirurgia Assistida por Computador/métodos , Interface Usuário-Computador
7.
IEEE Trans Haptics ; 14(1): 2-19, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-32833644

RESUMO

Ultrasound haptics is a contactless haptic technology that enables novel mid-air interactions with rich multisensory feedback. This article surveys recent advances in ultrasound haptic technology. We discuss the fundamentals of this haptic technology, how a variety of perceptible sensations are rendered, and how it is currently being used to enable novel interaction techniques. We summarize its strengths, weaknesses, and potential applications across various domains. We conclude with our perspective on key directions for this promising haptic technology.


Assuntos
Interface Usuário-Computador , Retroalimentação , Humanos
8.
IEEE Trans Haptics ; 12(2): 114-127, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-30716049

RESUMO

Kinesthetic interaction between the user and the computer mainly utilizes the hand-based input with force-feedback devices. There are two major shortcomings in hand-based kinesthetic interaction: physical fatigue associated with continuous hand movements and the limited workspace of current force-feedback devices for accurately exploring a large environment. To address these shortcomings, we developed two interaction techniques that use eye gaze as an additional input modality: HandGazeTouch and GazeTouch. Hand GazeTouch combines eye gaze and hand motion as the input for kinesthetic interaction, i.e., it uses eye gaze to point and hand motion to touch. GazeTouch replaces all hand motions in touch behavior with eye gaze, i.e., it uses eye gaze to point and gaze dwell time to trigger the touch. In both interaction techniques, the user feels the haptic feedback through the force-feedback device. The gaze-based techniques were evaluated in a softness discrimination experiment by comparing them to the traditional kinesthetic interface, HandTouch, which only uses the hand-based input. The results indicate that the HandGazeTouch technique is not only as accurate, natural, and pleasant as the traditional interface but also more efficient.


Assuntos
Movimentos Oculares/fisiologia , Mãos/fisiologia , Cinestesia/fisiologia , Desempenho Psicomotor/fisiologia , Percepção do Tato/fisiologia , Adulto , Fenômenos Biomecânicos/fisiologia , Feminino , Humanos , Masculino , Interface Usuário-Computador , Adulto Jovem
9.
ScientificWorldJournal ; 2015: 981520, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26605377

RESUMO

We introduce a new architecture for e-textbooks which contains two navigational aids: an index and a concept map. We report results from an evaluation in a university setting with 99 students. The interaction sequences of the users were captured during the user study. We found several clusters of user interaction types in our data. Three separate user types were identified based on the interaction sequences: passive user, term clicker, and concept map user. We also discovered that with the concept map interface users started to interact with the application significantly sooner than with the index interface. Overall, our findings suggest that analysis of interaction patterns allows deeper insights into the use of e-textbooks than is afforded by summative evaluation.

10.
IEEE Trans Haptics ; 6(4): 517-21, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-24808403

RESUMO

Illusory vibrotactile movement can be used to provide directional tactile information on the skin. Our research question was how the presentation method affects the perception of vibrotactile movement. Illusion of vibrotactile mediolateral movement was elicited to a left dorsal forearm to investigate cognitive and emotional experiences to vibrotactile stimulation. Eighteen participants were presented with stimuli delivered to a linearly aligned row of three vibrotactile actuators. Three presentation methods were used--saltation, amplitude modulation, and a hybrid method--to form 12 distinct patterns of movement. First, the stimuli were compared pairwise using a two-alternative forced-choice procedure (same-different judgments). Second, the stimuli were rated using three nine-point bipolar scales measuring the continuity, pleasantness, and arousal of each stimulus. The stimuli presented with the amplitude modulation method were rated significantly more continuous and pleasant, and less arousing. Strong correlations between the cognition-related scale of continuity and the emotion-related scales of pleasantness and arousal were found: More continuous stimuli were rated more pleasant and less arousing.


Assuntos
Limiar Sensorial/fisiologia , Tato/fisiologia , Adulto , Nível de Alerta/fisiologia , Cognição/fisiologia , Emoções/fisiologia , Feminino , Antebraço/inervação , Antebraço/fisiologia , Humanos , Ilusões/psicologia , Masculino , Psicofísica/métodos , Interface Usuário-Computador , Vibração , Adulto Jovem
11.
IEEE Trans Pattern Anal Mach Intell ; 30(3): 541-7, 2008 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-18195447

RESUMO

We present a systematic study on gender classification with automatically detected and aligned faces. We experimented with 120 combinations of automatic face detection, face alignment and gender classification. One of the findings was that the automatic face alignment methods did not increase the gender classification rates. However, manual alignment increased classification rates a little, which suggests that automatic alignment would be useful when the alignment methods are further improved. We also found that the gender classification methods performed almost equally well with different input image sizes. In any case, the best classification rate was achieved with a support vector machine. A neural network and Adaboost achieved almost as good classification rates as the support vector machine and could be used in applications where classification speed is considered more important than the best possible classification accuracy.


Assuntos
Inteligência Artificial , Biometria/métodos , Face/anatomia & histologia , Interpretação de Imagem Assistida por Computador/métodos , Reconhecimento Automatizado de Padrão/métodos , Caracteres Sexuais , Análise para Determinação do Sexo/métodos , Algoritmos , Face/fisiologia , Humanos , Aumento da Imagem/métodos , Armazenamento e Recuperação da Informação/métodos , Reprodutibilidade dos Testes , Sensibilidade e Especificidade , Fatores Sexuais , Técnica de Subtração
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