We present Virtual Reality Self Co-embodiment, a new method for post-stroke upper limb rehabilitation. It is inspired by mirror therapy, where the patient's healthy arm is involved in recovering the affected arm&#...
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We present Virtual Reality Self Co-embodiment, a new method for post-stroke upper limb rehabilitation. It is inspired by mirror therapy, where the patient's healthy arm is involved in recovering the affected arm's motion. By tracking the user's head, wrists, and fingers' positions, our new approach allows the handicapped arm to control a digital avatar in order to pursue a reaching task. We apply the concept of virtual co-embodiment to use the information from the unaffected arm and complete the affected limb's impaired motion, which is our added unique feature. This requires users to mechanically involve the incapacitated area as much as possible, prioritizing actual movement rather than the sole imagination of it. As a result, subjects will see a seemingly normally functional virtual arm primarily controlled by their handicapped extremity, but with the constant support of their healthy limb's motion. Our experiment compares the task execution performance and embodiment perceived when interacting with both mirror therapy and our proposed technique. We found that our approach's provided sense of ownership is mildly impacted by users' motion planning response times, which mirror therapy does not exhibit. We also observed that mirror therapy's sense of ownership is moderately affected by the subject's proficiency while executing the assigned task, which our new method did not display. The results indicate that our proposed method provides similar embodiment and rehabilitation capabilities to those perceived from existing mirror therapy. This experiment was performed in healthy individuals to have an unbiased comparison of how mirror therapy's and VRSelfCo's task performance and degree of virtual embodiment compare, but future work explores the possibility of applying this new approach to actual post-stroke patients.
One of the fundamental problems in neurobiological research is to understand how neural circuits generate behaviors in response to sensory stimuli. Elucidating such neural circuits requires anatomical and functional i...
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One of the fundamental problems in neurobiological research is to understand how neural circuits generate behaviors in response to sensory stimuli. Elucidating such neural circuits requires anatomical and functional information about the neurons that are active during the processing of the sensory information and generation of the respective response, as well as an identification of the connections between these neurons. With modern imaging techniques, both morphological properties of individual neurons as well as functional information related to sensory processing, information integration and behavior can be obtained. Given the resulting information, neurobiologists are faced with the task of identifying the anatomical structures down to individual neurons that are linked to the studied behavior and the processing of the respective sensory stimuli. Here, we present a novel interactive tool that assists neurobiologists in the aforementioned tasks by allowing them to extract hypothetical neural circuits constrained by anatomical and functional data. Our approach is based on two types of structural data: brain regions that are anatomically or functionally defined, and morphologies of individual neurons. Both types of structural data are interlinked and augmented with additional information. The presented tool allows the expert user to identify neurons using Boolean queries. The interactive formulation of these queries is supported by linked views, using, among other things, two novel 2D abstractions of neural circuits. The approach was validated in two case studies investigating the neural basis of vision-based behavioral responses in zebrafish larvae. Despite this particular application, we believe that the presented tool will be of general interest for exploring hypotheses about neural circuits in other species, genera and taxa.
Virtual reality(VR) applications are typically developed within their own immersive digital worlds;therefore, virtual spaces are usually treated as discrete from the physical space where augmented and mixed reality us...
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Virtual reality(VR) applications are typically developed within their own immersive digital worlds;therefore, virtual spaces are usually treated as discrete from the physical space where augmented and mixed reality users exist, which makes it difficult to combine these heterogeneous realities into an integrated extended reality(XR) environment. Along these lines, we propose a method that enables a user to geometrically register the virtual space within a VR application to a real space using a commodity camera in a workspace as an anchor point. We first investigate the mathematical aspect of the computational model for connecting the virtual space to the physical world. Then, we present a computational procedure that implements our proposed method with numerical accuracy and stability. As an application, we demonstrate that users of two VR systems from different vendors may collaborate within a shared real workspace while interacting with each other physically. The presented method provides a key mechanism for enabling XR users to leverage these immersive technologies by effectively using different realities within an integrated environment.
This paper investigates hand grasping, a fundamental activity in daily living, by examining the forces and postures involved in the lift-and-hold phases of grasping. We introduce a novel multi-sensory data glove, inte...
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This paper investigates hand grasping, a fundamental activity in daily living, by examining the forces and postures involved in the lift-and-hold phases of grasping. We introduce a novel multi-sensory data glove, integrated with resistive flex sensors and capacitive force sensors, to measure the intricate dynamics of hand movement. The study engaged five subjects to capture a comprehensive dataset that includes contact forces at the fingertips and joint angles, furnishing a detailed portrayal of grasp mechanics. Focusing on grasp synergies, our analysis delved into the quantitative relationships between the correlated forces among the fingers. By manipulating one variable at a time-either the object or the subject-our cross-sectional approach yields rich insights into the nature of grasp forces and angles. The correlation coefficients for finger pairs presented median values ranging from 0.5 to nearly 0.9, indicating varying degrees of inter-finger coordination, with the thumb-index and index-middle pairs exhibiting particularly high synergy. The findings, depicted through spider charts and correlation coefficients, reveal significant patterns of cooperative finger behavior. These insights are crucial for the advancement of hand mechanics understanding and have profound implications for the development of assistive technologies and rehabilitation devices.
Virtual reality (VR) has recently seen significant development in interaction with computers and the visualization of information. More and more people are using virtual and immersive technologies in their daily lives...
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Virtual reality (VR) has recently seen significant development in interaction with computers and the visualization of information. More and more people are using virtual and immersive technologies in their daily lives, especially for entertainment, fitness, and socializing purposes. This paper presents a qualitative evaluation of a large sample of users using a VR platform for dancing (N = 292);we study the users' motivations, experiences, and requirements for using VR as an inclusive platform for dancing, mainly as a social or physical activity. We used an artificial intelligence platform (OpenAI) to extract categories or clusters of responses automatically. We organized the data into six user motivation categories: fun, fitness, social activity, pandemic, escape from reality, and professional activities. Our results indicate that dancing in virtual reality is a different experience than in the real world, and there is a clear distinction in the user's motivations for using VR platforms for dancing. Our survey results suggest that VR is a tool that can positively impact physical and mental well-being through dancing. These findings complement the related work, help in identifying the use cases, and can be used to assist future improvements of VR dance applications.
Trust is important for collaboration. In hybrid teams of humans and robots, trust enables smooth collaboration and reduces risks. Just as collaboration between humans and robots differs from interpersonal collaboratio...
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Trust is important for collaboration. In hybrid teams of humans and robots, trust enables smooth collaboration and reduces risks. Just as collaboration between humans and robots differs from interpersonal collaboration, so does the nature of trust in human-robot interaction (HRI). Therefore, further investigations on trust formation and dissolution in HRI, factors affecting it, and means for keeping trust on an appropriate level are needed. However, our knowledge of interpersonal trust and trust in autonomous agents cannot be transferred directly to HRI. In this paper, we present a study with 32 participants on trust formation and dissolution as well as forecasting to influence trust in an industry robot. Results show differences in dynamics and factors of trust formation and dissolution. Additionally, we find that the effect of forecasting on trust depends on task success. These findings support the design of trustful human-robot interaction and corresponding robotic team members.
Narrative visualization integrates data visualization and narrative techniques to convey a compelling story. Narrative visualization is notoriously difficult to evaluate. One solution is heuristic evaluation, using a ...
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Narrative visualization integrates data visualization and narrative techniques to convey a compelling story. Narrative visualization is notoriously difficult to evaluate. One solution is heuristic evaluation, using a domain-specific set of heuristics. This paper validates a set of heuristics proposed specifically for evaluating narrative visualization. We conducted studies with experienced narrative visualization practitioners in both summative and formative settings. We found that the set of heuristics showed promise in a summative setting, where similar responses evidenced that the set of heuristics could provide reliable evaluation metrics. Furthermore, in a formative setting, implementing the set of heuristics was reported to be useful in the design process;however, due to their limited focus, we recommend that it be implemented in conjunction with other evaluation guidelines.
human activity recognition (HAR) using ambient sensors in smart homes has numerous applications for human healthcare and wellness. However, building general-purpose HAR models that can be deployed to new smart home en...
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human activity recognition (HAR) using ambient sensors in smart homes has numerous applications for human healthcare and wellness. However, building general-purpose HAR models that can be deployed to new smart home environments requires a significant amount of annotated sensor data and training overhead. Most smart homes vary significantly in their layouts, i.e., floor plans and the specifics of sensors embedded, resulting in low generalizability of HAR models trained for specific homes. We address this limitation by introducing a novel, layout-agnostic modeling approach for HAR systems in smart homes that utilizes the transferrable representational capacity of natural language descriptions of raw sensor data. To this end, we generate Textual Descriptions Of Sensor Triggers (TDOST) that encapsulate the surrounding trigger conditions and provide cues for underlying activities to the activity recognition models. Leveraging textual embeddings, rather than raw sensor data, we create activity recognition systems that predict standard activities across homes without (re-)training or adaptation to target homes. Through an extensive evaluation, we demonstrate the effectiveness of TDOST-based models in unseen smart homes through experiments on benchmark Orange4Home and CASAS datasets. Furthermore, we conduct a detailed analysis of how the individual components of our approach affect downstream activity recognition performance.
Affect decoding through brain-computer interfacing (BCI) holds great potential to capture users' feelings and emotional responses via non-invasive electroencephalogram (EEG) sensing. Yet, little research has been ...
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Affect decoding through brain-computer interfacing (BCI) holds great potential to capture users' feelings and emotional responses via non-invasive electroencephalogram (EEG) sensing. Yet, little research has been conducted to understand efficient decoding when users are exposed to dynamic audiovisual contents. In this regard, we study EEG-based affect decoding from videos in arousal and valence classification tasks, considering the impact of signal length, window size for feature extraction, and frequency bands. We train both classic Machine Learning models (SVMs and k-NNs) and modern Deep Learning models (FCNNs and GTNs). Our results show that: (1) affect can be effectively decoded using less than 1 minute of EEG signal;(2) temporal windows of 6 and 10 seconds provide the best classification performance for classic Machine Learning models but Deep Learning models benefit from much shorter windows of 2 seconds;and (3) any model trained on the Beta band alone achieves similar (sometimes better) performance than when trained on all frequency bands. Taken together, our results indicate that affect decoding can work in more realistic conditions than currently assumed, thus becoming a viable technology for creating better interfaces and user models.
The application and use cases for conversational agents (CAs) are versatile. Smart speakers such as Alexa and Google Home are used in smart home environments, digital agents are integrated into car systems and chatbot...
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The application and use cases for conversational agents (CAs) are versatile. Smart speakers such as Alexa and Google Home are used in smart home environments, digital agents are integrated into car systems and chatbots are increasingly used in customer service processes. However, human-computer interaction researchers identify and investigate a wide-ranging variety of aspects impeding the usage of CAs by end-users. In general, impediments differ depending on use case contexts, user group characteristics and the CA's technological infrastructure. Hence, it is difficult and often ambiguous for designers and developers to generate an appropriate awareness about aspects impeding CA usage. We address this problem, by conducting a systematic review of 65 publications surveying impeding aspects of the usage of CAs.
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