Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces by Peter Mitchell, Dr. Brett Wilkinson, and Dr. Sean Fitzgibbon
This document discusses cognitive informatics, which is the intersection of software engineering and cognitive science. It aims to understand human cognition to improve software design and testing. Three reasons for its importance are improving human-computer interfaces, advancing artificial intelligence by understanding human intelligence, and understanding human memory systems. Challenges include multidisciplinary complexity and domain knowledge requirements. Tools used include brain-computer interfaces, eye tracking, and emotion recognition. Software testing can analyze usability and emotions during use. Software design principles include mimicking real-world problems and accommodating changing users. Examples provided are affective games and tutoring systems that adapt based on inferred user emotions.
Awe 2019 - Using AR and VR for Brain SynchroniztionMark Billinghurst
1) The document discusses using augmented and virtual reality technologies to measure and synchronize brain activity between individuals.
2) Several studies have found that people's brain activity patterns can synchronize when they perform tasks together or interact socially.
3) The author proposes using EEG sensors integrated into VR headsets to measure brain activity during collaborative VR tasks and explore how VR environments and cues could enhance inter-brain synchronization.
4) Simulating brain synchronization between a human and virtual agent using EEG and computational models is also discussed as a direction for future research.
The document summarizes a technical seminar presentation on Blue Brain technology. Blue Brain aims to create a virtual brain through simulating neurons in a supercomputer. It involves acquiring data on neurons, simulating them through algorithms, and visualizing the results. The goals are to upload human brain contents to achieve immortality and solve problems like deafness. Challenges include becoming dependent on computers and security issues. While an initial version has been created, fully modeling the brain will take more time and data analysis.
Artificial Neural Network Seminar - Google BrainRawan Al-Omari
it's our seminar in artificial neural network course, at F.I.T.E, AI Dept.
it's about Google Brain project, and who they using neural network in building it .
actually it's a very interesting project they work on it .
for more information about this project :
http://nyti.ms/T5E71e
Personal health dashboards through Quantified Self appsErik Duval
Personal health dashboards through Quantified Self apps allow individuals to track various health metrics over time. These dashboards provide insights that help people reflect on and change their behaviors. However, they also raise issues regarding privacy, control over personal data, and how to balance patient empowerment with potential fears about constant self-monitoring. Effective design is needed to address these challenges and ensure such technologies are transparent and beneficial.
This document discusses cognitive informatics, which is the intersection of software engineering and cognitive science. It aims to understand human cognition to improve software design and testing. Three reasons for its importance are improving human-computer interfaces, advancing artificial intelligence by understanding human intelligence, and understanding human memory systems. Challenges include multidisciplinary complexity and domain knowledge requirements. Tools used include brain-computer interfaces, eye tracking, and emotion recognition. Software testing can analyze usability and emotions during use. Software design principles include mimicking real-world problems and accommodating changing users. Examples provided are affective games and tutoring systems that adapt based on inferred user emotions.
Awe 2019 - Using AR and VR for Brain SynchroniztionMark Billinghurst
1) The document discusses using augmented and virtual reality technologies to measure and synchronize brain activity between individuals.
2) Several studies have found that people's brain activity patterns can synchronize when they perform tasks together or interact socially.
3) The author proposes using EEG sensors integrated into VR headsets to measure brain activity during collaborative VR tasks and explore how VR environments and cues could enhance inter-brain synchronization.
4) Simulating brain synchronization between a human and virtual agent using EEG and computational models is also discussed as a direction for future research.
The document summarizes a technical seminar presentation on Blue Brain technology. Blue Brain aims to create a virtual brain through simulating neurons in a supercomputer. It involves acquiring data on neurons, simulating them through algorithms, and visualizing the results. The goals are to upload human brain contents to achieve immortality and solve problems like deafness. Challenges include becoming dependent on computers and security issues. While an initial version has been created, fully modeling the brain will take more time and data analysis.
Artificial Neural Network Seminar - Google BrainRawan Al-Omari
it's our seminar in artificial neural network course, at F.I.T.E, AI Dept.
it's about Google Brain project, and who they using neural network in building it .
actually it's a very interesting project they work on it .
for more information about this project :
http://nyti.ms/T5E71e
Personal health dashboards through Quantified Self appsErik Duval
Personal health dashboards through Quantified Self apps allow individuals to track various health metrics over time. These dashboards provide insights that help people reflect on and change their behaviors. However, they also raise issues regarding privacy, control over personal data, and how to balance patient empowerment with potential fears about constant self-monitoring. Effective design is needed to address these challenges and ensure such technologies are transparent and beneficial.
[PDF] the molecular control toolkit - Controlling 3D molecular graphics via g...Quân Lê
The Molecular Control Toolkit allows users to control 3D molecular graphics through gestures and voice commands. It supports the Leap Motion and Microsoft Kinect devices. The toolkit was tested on 18 medical researchers performing rotation, selection, and zooming tasks in the Aquaria molecular graphics program. Participants were able to learn the gesture controls within 20-30 minutes of training. The toolkit provides a flexible architecture using device connectors, gesture listeners, and dispatchers. Future work may expand voice commands and support additional gesture devices.
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Waqas Tariq
This document describes a study that evaluated the Microsoft Kinect device for natural interaction in an information visualization system called MetricSPlat. The researchers hypothesized that Kinect would enable more efficient interaction than a mouse for tasks like identifying clusters and outliers in multidimensional data projections. They used a participatory design process with users to develop an interaction scheme for controlling MetricSPlat with Kinect gestures. Usability tests were conducted during design to evaluate each iteration. After finalizing the Kinect scheme, comparative usability tests were performed between Kinect and mouse. The results found that while users reported high satisfaction with Kinect, it was less efficient than the mouse in terms of task completion times and precision for the specific visualization tasks in the
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Waqas Tariq
We verify the hypothesis that Microsoft’s Kinect device is tailored for defining more efficient interaction compared to the commodity mouse device in the context of information visualization. For this goal, we used Kinect during interaction design and evaluation considering an application on information visualization (over agrometeorological, cars, and flowers datasets). The devices were tested over a visualization technique based on clouds of points (multidimensional projection) that can be manipulated by rotation, scaling, and translation. The design was carried according to technique Participatory Design (ISO 13407) and the evaluation answered to a vast set of Usability Tests. In the tests, the users reported high satisfaction scores (easiness and preference) but, also, they signed out with low efficiency scores (time and precision). In the specific context of a multidimensional-projection visualization, our conclusion is that, in respect to user acceptance, Kinect is a device adequate for natural interaction; but, for desktop-based production, it still cannot compete with the traditional long-term mouse design.
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Waqas Tariq
We verify the hypothesis that Microsoft’s Kinect device is tailored for defining more efficient interaction compared to the commodity mouse device in the context of information visualization. For this goal, we used Kinect during interaction design and evaluation considering an application on information visualization (over agrometeorological, cars, and flowers datasets). The devices were tested over a visualization technique based on clouds of points (multidimensional projection) that can be manipulated by rotation, scaling, and translation. The design was carried according to technique Participatory Design (ISO 13407) and the evaluation answered to a vast set of Usability Tests. In the tests, the users reported high satisfaction scores (easiness and preference) but, also, they signed out with low efficiency scores (time and precision). In the specific context of a multidimensional-projection visualization, our conclusion is that, in respect to user acceptance, Kinect is a device adequate for natural interaction; but, for desktop-based production, it still cannot compete with the traditional long-term mouse design.
The document discusses a proposed system called "Brain Access" that would allow users to control devices through brain or muscle signals without needing specialized interfaces. It reviews existing brain-computer interface (BCI) and electromyography (EMG) works and their limitations. The proposed system would overlay numbers on existing device screens and map brain/muscle signals to numbers to enable universal control of any device or application. It describes a prototype implementation and presents results from initial experiments classifying EEG signals, showing improved accuracy when electrodes were positioned in the right hemisphere. The document concludes by discussing future work to improve the system for ubiquitous computing and control of Internet of Things devices.
Eben Myers & Santosh Mathan - Building Robot Factory: A Game Design and Brain...SeriousGamesAssoc
This document summarizes a collaboration between Simcoach Games and Honeywell to develop a game-based training intervention called FAST (Flexible, Adaptive, Synergistic Training). The intervention aims to enhance executive functions through systematically designed game levels that train executive processes in novel combinations across different cognitive domains. An initial pilot study will test the game implementation and different stimulation techniques, with the goal of demonstrating the efficacy of combining the FAST training with transcranial electric stimulation. The collaboration highlights the benefits of an iterative design process, frequent communication between teams, and inclusion of research expertise in the development process. Areas for future improvement include allowing more time for testing and responding to feedback.
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
Top Cited Articles in Computer Graphics and Animationijcga
The document summarizes research on using animation and blended learning to teach children. It describes an experimental study conducted in a primary school in Dhaka, Bangladesh. Students were taught the solar system using three different methods: traditional teaching, visual learning materials only, and a blended approach combining visual materials and teacher instruction. Questionnaires assessed student understanding after each method. The results showed the blended approach greatly improved student ability to acquire knowledge and skills compared to the other methods. The research concludes interactive blended learning may be an effective teaching method for school children.
The UX of Tomorrow: Designing for the Unknown by Jeff FeddersenOxford Tech + UX
MIT Enterprise Forum of NYC hosted The UX of Tomorrow: Designing for the Unknown on June 4th, 2015 at Shutterstock featuring Beverly May, Ryan Gossen, Jay Vidyarthi, and Jeff Feddersen. This is Jeff's presentation from the event.
Trained in computer science and music, Jeff works with software and hardware to make computers do new and unusual things. He is currently part of a team developing a sculptural reflection of energy and resource flows in what is being heralded as the world`s greenest office building. His work for groups ranging from the Hayden Planetarium and the Connecticut Science Center to Sony and HBO has resulted in award-winning public interactive experiences.
Jeff teaches at NYU`s graduate Interactive Telecommunications Program, where he has a residency to develop video curricula supporting physical computing and energy. His novel musical instruments and kinetic sound sculptures have been performed on and exhibited internationally, and he is the co-inventor of an electronic wind instrument based on the Japanese shakuhachi (US patent #7723605).
The next ten years of technology will see many of Ray Kurzweil`s predictions come alive: Embedded, invisible, unwired electricity and internet-based interactions will drive every aspect of our lived environment. The physical and digital worlds are merging, powered by incredible changes in computing, universal connectivity as well as Artificial Intelligence (AI) and machine learning. This pending wave is certain to change every aspect of our human-computer interaction.
Major technological leaps present interesting design and UX challenges and require a wholesale shift in perspective by designing for the as-yet unknown. Screens, keyboards, and mouse dominated yesterday and today. Tomorrow, these systems will be initiated, controlled, and tracked through location and environment, semantic context, a wave of the arm, a blink of an eye, a directed gaze, a heartbeat, a crowd-driven trend, even a brainwave.
Whole new approaches and design systems need to be considered for what the next wave of products do, what they look and feel like, and how they can be more meaningful, useful, relevant, and intuitive.
This talk discussed the UX of tomorrow for the next wave of product design based on some of the very first products and services on the market that hint at the integrate
Kelly Gaither presents on visualization technologies at TACC. She discusses how visualization has evolved from early techniques to now be critical for knowledge discovery in science. She highlights several TACC resources that enable visualization including Longhorn for remote and collaborative visualization, and the VisLab with high resolution displays. She envisions future visualization spaces that dynamically adapt to users and integrate multiple display systems.
Brian Fisher has had a double life spanning both cognitive science and human-computer interaction (HCI). He obtained a Ph.D. in psychology in 1991 and since then has held positions at multiple universities, conducting research that brings cognitive science to HCI and computer science. His work aims to build predictive cognitive models to guide the design, evaluation, and customization of visualization environments based on theories of human perception and cognition. He advocates for research at the intersection of fields like cognitive science, HCI, and visualization to advance both application areas and psychological science.
This project develops a natural user interface for interacting with 3D environments using the Microsoft Kinect. Two Kinect devices are placed in a virtual reality space to track a user's full body movements and gestures. The Kinect data is used to create a digital avatar that represents the user's position and allows directly interacting with virtual objects by reaching out. Gesture recognition is also implemented to provide additional controls for navigation and selection. The goal is to make interacting with complex 3D data more intuitive by mirroring natural physical interactions.
This project develops a natural user interface for interacting with 3D environments using the Microsoft Kinect. Two Kinect devices are placed in a virtual reality space to track a user's full body movements and gestures. The Kinect data is used to create a digital avatar that represents the user's position and allows directly interacting with virtual objects by reaching out. Gesture recognition is also implemented to provide additional controls for navigation and selection. The goal is to make interacting with complex 3D data more intuitive by mirroring natural physical interactions.
This document describes a Pong-inspired interactive art installation called Pong Sketch Two Project. Users can interact with a digitally projected bouncing ball using their full body motions, which are tracked via video camera. Their silhouettes and the ball are projected on a screen. Users can pass the ball back and forth or trap it in different ways. The installation aims to create an engaging interactive experience through whole-body gestures without restrictions of wires or hardware.
1. The document discusses new technologies that may impact future game development, including motion sensors, multi-touch screens, gyroscopes, phantom sensation, electromyography, and artificial intelligence.
2. It outlines the group's project workflow, including brainstorming ideas, conducting research, creating a website and presentation.
3. The document introduces several emerging technologies, such as motion sensing and multi-touch, that could revolutionize game input methods and user interaction.
Grasping the Future: Virtual Hands Control for Fine Motor TasksRonald Punako, Jr.
Paper discusses measurement of learner presence when using virtual hands for fine motor tasks. Relationship and impacts to cognitive and psychomotor skills training are also discussed.
Acceptance of Mobile Technology in Hedonic ScenariosMarkel Vigo
The document presents research on developing a Technology Acceptance Model (TAM) for mobile technology used in hedonic or leisure scenarios. The researchers developed a new TAM that includes the traditional factors of Perceived Usefulness and Perceived Ease of Use, as well as a new factor of Perceived Enjoyment. They tested the model in an outdoor mobile activity with 79 teenagers. Principal Component Analysis reduced the factors to Perceived Usefulness, Perceived Ease of Use, and Perceived Enjoyment. Regression analysis found Perceived Enjoyment had the strongest relationship to Behavioral Intention to use the technology. The results suggest that for mobile outdoor activities, the enjoyment of the activity itself is a stronger predictor of technology adoption
Bieg Eye And Pointer Coordination In Search And Selection TasksKalle
Selecting a graphical item by pointing with a computer mouse is a ubiquitous task in many graphical user interfaces. Several techniques have been suggested to facilitate this task, for instance, by reducing the required movement distance. Here we
measure the natural coordination of eye and mouse pointer
control across several search and selection tasks. We find that users automatically minimize the distance to likely targets in an intelligent, task dependent way. When target location is highly predictable, top-down knowledge can enable users to initiate pointer movements prior to target fixation. These findings question the utility of existing assistive pointing techniques and suggest that alternative approaches might be more effective.
Advances in Mixed Reality (MR) technologies are reshaping collaborative practices. The seamless integration of
physical and virtual elements enhances the perception of the
working environment, providing a more enriched collaborative
task experience. While revealing intriguing potential across
various sectors, wearing head-mounted displays (HMDs) can pose challenges in communication and in understanding others’ behaviours. This paper analyses the main elements of collaborative
augmented practices through the case study of Hololiver, a MR
system developed to assist surgeons in planning laparoscopic liver surgeries. The work discusses guidelines for designing interfaces
to preserve awareness in MR interactions.
Robotics and Education – EduRob Project Results Launch
10:45 Introduction to the EDUROB Project (Professor Penny Standen)
11:00 Robotic Learning Demos (Andy Burton, Nick Shopland, Steve Battersby)
11:30 Robots in Schools – initial findings (Joanna Kossewska, Lorenzo Desideri) See also ‘Education of children with disabilities using NAO robot mediation – the Polish experience’ - Joanna Kossewska, Elżbieta Lubińska-Kościółek, Tamara Cierpiałowska, Sylwia Niemiec-Elanany, Piotr Migo, Remigiusz Kijak (Pedagogical University of Krakow, Poland)
12:00 Interactive hands-on sessions with the robots
12:30 Discussion with attendees re: potential impact on educational practice and pedagogy (led by Penny Standen/Tom Hughes Roberts/Andrean Lazarov)
http://edurob.eu/
This project (543577-LLP-1-2013-1-UK-KA3-KA3MP) has been funded with support from the European Commission [Lifelong Learning Programme of the European Union]. This website reflects the views only of the author, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Educational Robotics for Students with disabilities (EDUROB) - brochure
http://edurob.eu/
This project (543577-LLP-1-2013-1-UK-KA3-KA3MP) has been funded with support from the European Commission [Lifelong Learning Programme of the European Union]. This website reflects the views only of the author, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
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[PDF] the molecular control toolkit - Controlling 3D molecular graphics via g...Quân Lê
The Molecular Control Toolkit allows users to control 3D molecular graphics through gestures and voice commands. It supports the Leap Motion and Microsoft Kinect devices. The toolkit was tested on 18 medical researchers performing rotation, selection, and zooming tasks in the Aquaria molecular graphics program. Participants were able to learn the gesture controls within 20-30 minutes of training. The toolkit provides a flexible architecture using device connectors, gesture listeners, and dispatchers. Future work may expand voice commands and support additional gesture devices.
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Waqas Tariq
This document describes a study that evaluated the Microsoft Kinect device for natural interaction in an information visualization system called MetricSPlat. The researchers hypothesized that Kinect would enable more efficient interaction than a mouse for tasks like identifying clusters and outliers in multidimensional data projections. They used a participatory design process with users to develop an interaction scheme for controlling MetricSPlat with Kinect gestures. Usability tests were conducted during design to evaluate each iteration. After finalizing the Kinect scheme, comparative usability tests were performed between Kinect and mouse. The results found that while users reported high satisfaction with Kinect, it was less efficient than the mouse in terms of task completion times and precision for the specific visualization tasks in the
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Waqas Tariq
We verify the hypothesis that Microsoft’s Kinect device is tailored for defining more efficient interaction compared to the commodity mouse device in the context of information visualization. For this goal, we used Kinect during interaction design and evaluation considering an application on information visualization (over agrometeorological, cars, and flowers datasets). The devices were tested over a visualization technique based on clouds of points (multidimensional projection) that can be manipulated by rotation, scaling, and translation. The design was carried according to technique Participatory Design (ISO 13407) and the evaluation answered to a vast set of Usability Tests. In the tests, the users reported high satisfaction scores (easiness and preference) but, also, they signed out with low efficiency scores (time and precision). In the specific context of a multidimensional-projection visualization, our conclusion is that, in respect to user acceptance, Kinect is a device adequate for natural interaction; but, for desktop-based production, it still cannot compete with the traditional long-term mouse design.
Design and Evaluation Case Study: Evaluating The Kinect Device In The Task of...Waqas Tariq
We verify the hypothesis that Microsoft’s Kinect device is tailored for defining more efficient interaction compared to the commodity mouse device in the context of information visualization. For this goal, we used Kinect during interaction design and evaluation considering an application on information visualization (over agrometeorological, cars, and flowers datasets). The devices were tested over a visualization technique based on clouds of points (multidimensional projection) that can be manipulated by rotation, scaling, and translation. The design was carried according to technique Participatory Design (ISO 13407) and the evaluation answered to a vast set of Usability Tests. In the tests, the users reported high satisfaction scores (easiness and preference) but, also, they signed out with low efficiency scores (time and precision). In the specific context of a multidimensional-projection visualization, our conclusion is that, in respect to user acceptance, Kinect is a device adequate for natural interaction; but, for desktop-based production, it still cannot compete with the traditional long-term mouse design.
The document discusses a proposed system called "Brain Access" that would allow users to control devices through brain or muscle signals without needing specialized interfaces. It reviews existing brain-computer interface (BCI) and electromyography (EMG) works and their limitations. The proposed system would overlay numbers on existing device screens and map brain/muscle signals to numbers to enable universal control of any device or application. It describes a prototype implementation and presents results from initial experiments classifying EEG signals, showing improved accuracy when electrodes were positioned in the right hemisphere. The document concludes by discussing future work to improve the system for ubiquitous computing and control of Internet of Things devices.
Eben Myers & Santosh Mathan - Building Robot Factory: A Game Design and Brain...SeriousGamesAssoc
This document summarizes a collaboration between Simcoach Games and Honeywell to develop a game-based training intervention called FAST (Flexible, Adaptive, Synergistic Training). The intervention aims to enhance executive functions through systematically designed game levels that train executive processes in novel combinations across different cognitive domains. An initial pilot study will test the game implementation and different stimulation techniques, with the goal of demonstrating the efficacy of combining the FAST training with transcranial electric stimulation. The collaboration highlights the benefits of an iterative design process, frequent communication between teams, and inclusion of research expertise in the development process. Areas for future improvement include allowing more time for testing and responding to feedback.
Lecture 9 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture describes principles for effective Interface Design for Mobile AR applications. Look for the other 9 lectures in the course.
Top Cited Articles in Computer Graphics and Animationijcga
The document summarizes research on using animation and blended learning to teach children. It describes an experimental study conducted in a primary school in Dhaka, Bangladesh. Students were taught the solar system using three different methods: traditional teaching, visual learning materials only, and a blended approach combining visual materials and teacher instruction. Questionnaires assessed student understanding after each method. The results showed the blended approach greatly improved student ability to acquire knowledge and skills compared to the other methods. The research concludes interactive blended learning may be an effective teaching method for school children.
The UX of Tomorrow: Designing for the Unknown by Jeff FeddersenOxford Tech + UX
MIT Enterprise Forum of NYC hosted The UX of Tomorrow: Designing for the Unknown on June 4th, 2015 at Shutterstock featuring Beverly May, Ryan Gossen, Jay Vidyarthi, and Jeff Feddersen. This is Jeff's presentation from the event.
Trained in computer science and music, Jeff works with software and hardware to make computers do new and unusual things. He is currently part of a team developing a sculptural reflection of energy and resource flows in what is being heralded as the world`s greenest office building. His work for groups ranging from the Hayden Planetarium and the Connecticut Science Center to Sony and HBO has resulted in award-winning public interactive experiences.
Jeff teaches at NYU`s graduate Interactive Telecommunications Program, where he has a residency to develop video curricula supporting physical computing and energy. His novel musical instruments and kinetic sound sculptures have been performed on and exhibited internationally, and he is the co-inventor of an electronic wind instrument based on the Japanese shakuhachi (US patent #7723605).
The next ten years of technology will see many of Ray Kurzweil`s predictions come alive: Embedded, invisible, unwired electricity and internet-based interactions will drive every aspect of our lived environment. The physical and digital worlds are merging, powered by incredible changes in computing, universal connectivity as well as Artificial Intelligence (AI) and machine learning. This pending wave is certain to change every aspect of our human-computer interaction.
Major technological leaps present interesting design and UX challenges and require a wholesale shift in perspective by designing for the as-yet unknown. Screens, keyboards, and mouse dominated yesterday and today. Tomorrow, these systems will be initiated, controlled, and tracked through location and environment, semantic context, a wave of the arm, a blink of an eye, a directed gaze, a heartbeat, a crowd-driven trend, even a brainwave.
Whole new approaches and design systems need to be considered for what the next wave of products do, what they look and feel like, and how they can be more meaningful, useful, relevant, and intuitive.
This talk discussed the UX of tomorrow for the next wave of product design based on some of the very first products and services on the market that hint at the integrate
Kelly Gaither presents on visualization technologies at TACC. She discusses how visualization has evolved from early techniques to now be critical for knowledge discovery in science. She highlights several TACC resources that enable visualization including Longhorn for remote and collaborative visualization, and the VisLab with high resolution displays. She envisions future visualization spaces that dynamically adapt to users and integrate multiple display systems.
Brian Fisher has had a double life spanning both cognitive science and human-computer interaction (HCI). He obtained a Ph.D. in psychology in 1991 and since then has held positions at multiple universities, conducting research that brings cognitive science to HCI and computer science. His work aims to build predictive cognitive models to guide the design, evaluation, and customization of visualization environments based on theories of human perception and cognition. He advocates for research at the intersection of fields like cognitive science, HCI, and visualization to advance both application areas and psychological science.
This project develops a natural user interface for interacting with 3D environments using the Microsoft Kinect. Two Kinect devices are placed in a virtual reality space to track a user's full body movements and gestures. The Kinect data is used to create a digital avatar that represents the user's position and allows directly interacting with virtual objects by reaching out. Gesture recognition is also implemented to provide additional controls for navigation and selection. The goal is to make interacting with complex 3D data more intuitive by mirroring natural physical interactions.
This project develops a natural user interface for interacting with 3D environments using the Microsoft Kinect. Two Kinect devices are placed in a virtual reality space to track a user's full body movements and gestures. The Kinect data is used to create a digital avatar that represents the user's position and allows directly interacting with virtual objects by reaching out. Gesture recognition is also implemented to provide additional controls for navigation and selection. The goal is to make interacting with complex 3D data more intuitive by mirroring natural physical interactions.
This document describes a Pong-inspired interactive art installation called Pong Sketch Two Project. Users can interact with a digitally projected bouncing ball using their full body motions, which are tracked via video camera. Their silhouettes and the ball are projected on a screen. Users can pass the ball back and forth or trap it in different ways. The installation aims to create an engaging interactive experience through whole-body gestures without restrictions of wires or hardware.
1. The document discusses new technologies that may impact future game development, including motion sensors, multi-touch screens, gyroscopes, phantom sensation, electromyography, and artificial intelligence.
2. It outlines the group's project workflow, including brainstorming ideas, conducting research, creating a website and presentation.
3. The document introduces several emerging technologies, such as motion sensing and multi-touch, that could revolutionize game input methods and user interaction.
Grasping the Future: Virtual Hands Control for Fine Motor TasksRonald Punako, Jr.
Paper discusses measurement of learner presence when using virtual hands for fine motor tasks. Relationship and impacts to cognitive and psychomotor skills training are also discussed.
Acceptance of Mobile Technology in Hedonic ScenariosMarkel Vigo
The document presents research on developing a Technology Acceptance Model (TAM) for mobile technology used in hedonic or leisure scenarios. The researchers developed a new TAM that includes the traditional factors of Perceived Usefulness and Perceived Ease of Use, as well as a new factor of Perceived Enjoyment. They tested the model in an outdoor mobile activity with 79 teenagers. Principal Component Analysis reduced the factors to Perceived Usefulness, Perceived Ease of Use, and Perceived Enjoyment. Regression analysis found Perceived Enjoyment had the strongest relationship to Behavioral Intention to use the technology. The results suggest that for mobile outdoor activities, the enjoyment of the activity itself is a stronger predictor of technology adoption
Bieg Eye And Pointer Coordination In Search And Selection TasksKalle
Selecting a graphical item by pointing with a computer mouse is a ubiquitous task in many graphical user interfaces. Several techniques have been suggested to facilitate this task, for instance, by reducing the required movement distance. Here we
measure the natural coordination of eye and mouse pointer
control across several search and selection tasks. We find that users automatically minimize the distance to likely targets in an intelligent, task dependent way. When target location is highly predictable, top-down knowledge can enable users to initiate pointer movements prior to target fixation. These findings question the utility of existing assistive pointing techniques and suggest that alternative approaches might be more effective.
Advances in Mixed Reality (MR) technologies are reshaping collaborative practices. The seamless integration of
physical and virtual elements enhances the perception of the
working environment, providing a more enriched collaborative
task experience. While revealing intriguing potential across
various sectors, wearing head-mounted displays (HMDs) can pose challenges in communication and in understanding others’ behaviours. This paper analyses the main elements of collaborative
augmented practices through the case study of Hololiver, a MR
system developed to assist surgeons in planning laparoscopic liver surgeries. The work discusses guidelines for designing interfaces
to preserve awareness in MR interactions.
Similar to Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces (20)
Robotics and Education – EduRob Project Results Launch
10:45 Introduction to the EDUROB Project (Professor Penny Standen)
11:00 Robotic Learning Demos (Andy Burton, Nick Shopland, Steve Battersby)
11:30 Robots in Schools – initial findings (Joanna Kossewska, Lorenzo Desideri) See also ‘Education of children with disabilities using NAO robot mediation – the Polish experience’ - Joanna Kossewska, Elżbieta Lubińska-Kościółek, Tamara Cierpiałowska, Sylwia Niemiec-Elanany, Piotr Migo, Remigiusz Kijak (Pedagogical University of Krakow, Poland)
12:00 Interactive hands-on sessions with the robots
12:30 Discussion with attendees re: potential impact on educational practice and pedagogy (led by Penny Standen/Tom Hughes Roberts/Andrean Lazarov)
http://edurob.eu/
This project (543577-LLP-1-2013-1-UK-KA3-KA3MP) has been funded with support from the European Commission [Lifelong Learning Programme of the European Union]. This website reflects the views only of the author, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Educational Robotics for Students with disabilities (EDUROB) - brochure
http://edurob.eu/
This project (543577-LLP-1-2013-1-UK-KA3-KA3MP) has been funded with support from the European Commission [Lifelong Learning Programme of the European Union]. This website reflects the views only of the author, and the European Commission cannot be held responsible for any use which may be made of the information contained therein.
Can Computer-Assisted Training of Prerequisite Motor Skills Help Enable Communication in People with Autism? Data from a New Feasibility Study ( Matthew Belmonte, Emma Weisblatt, Alicia Rybicki, Beverley Cook, Caroline Langensiepen, David Brown, Manuj Dhariwal, Tanushree Saxena-Chandhok and Prathibha Karanth)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Increasing Awareness of Alzheimer’s Disease through a Mobile Game (Beverley Cook and Philip Twidle)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
The document summarizes and compares the game features of two cognitive training games: Protect BTS and Wii Big Brain Academy. It analyzes the games' interaction mechanics, progression mechanics, and contextualization. Both games use progression challenges and rewards to motivate players. However, Wii Big Brain Academy provides more enriched gameplay through its school narrative, character customization, social features, and variety of mini-games, which may better support players' psychological needs and facilitate intrinsic motivation according to self-determination theory. Future work could involve more rigorous analysis of how specific game mechanics impact engagement and motivation for cognitive improvement.
Enhancing the measurement of clinical outcomes using Microsoft Kinect choices (Philip Breedon, Bill Byrom, Luke Siena and Willie Muehlhausen)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
User involvement in design and application of virtual reality gamification to facilitate the use of hearing aids (Sue Cobb)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Our virtual selves, our virtual morals – Mass Effect players’ personality and in game (Eva Murzyn and Evelien Valgaeren)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
The document discusses using wearable assistive technology and analyzing real-time data to support dementia patients. It proposes a framework that would allow integration of real-time sensory and contextual data using rule-based Complex Event Processing techniques to infer a dementia patient's medical state in real-time. This could trigger alerts to patients and caregivers about abnormalities detected in behavior, movement or medical conditions. The framework aims to better support dementia patients through intelligent analysis of big data from wearables and sensors.
Breast Cancer Diagnosis using a Hybrid Genetic Algorithm for Feature Selection based on Mutual Information (Abeer Alzubaidi, Georgina Cosma, David Brown and Graham Pockley)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Keynote speakers – Dom Martinovs and Rachel Barrett, ‘ No One Left Behind’ project
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Playing games with observation, dependency and agency in a new environment for making construals
(Meurig Beynon, Rene Alimisi, Russell Boyatt, Jonathon Foss, Elizabeth Hudnott, Ilkka Jormanainen, Piet Kommers, Hamish Macleod, Nicolas Pope, Steve Russ, Peter Tomcsányi and Tapani Toivonen)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Me, My Game-Self, and Others: A Qualitative Exploration of the Game-Self (Nikolaos Kartsanis and Eva Murzyn)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
A comparison of humanoid and non-humanoid robots in supporting the learning of pupils with intellectual disabilities (Sarmad Aslam, PJ Standen, Nick Shopland and Andy Burton)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Keynote speaker - Fiorella Operto, ‘Robotics, A New Science’
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
This document discusses the use of virtual and collaborative virtual environments for education, with a focus on students with special needs. It describes several projects led by Sue Cobb at the University of Nottingham to develop VEs and CVEs using participatory design methods. Evaluation of the projects found that students were engaged with the technologies and they showed potential for supporting collaboration, communication skills, and perspective taking. However, more work is needed to improve realism and robustness for use in classroom settings.
Matthew Bates, Aoife Breheny, David Brown, Andy Burton and Penny Standen
Using a blended pedagogical framework to guide the applications of games in non-formal contexts
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Urban Games: playful storytelling experiences for city dwellers
Maria Saridaki, Eleni Kolovou
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Game transfer Phenomena: the pervasiveness of sounds from video games and their impact on behaviour
Angelica B. ortiz de Gortari
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
Immersive Virtual Reality Simulation Deployment in a Lean Manufacturing Environment
Adam Gamlin, Philip Breedon and Benachir Medjdoub
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
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Leonardo DiCaprio House: Hollywood Hills Hideaway
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Evaluation of a Natural User Interaction Gameplay System Using the Microsoft Kinect Augmented with Non-invasive Brain Computer Interfaces
1. Evaluating brain signal input
for Kinect-based games
Dr Brett Wilkinson
Presenting the work of:
Mr Peter Mitchell, Dr Brett Wilkinson, Dr Sean Fitzgibbon and
Mr Lawrence Sambrooks
2. Research Overview
• Used Natural User Interfaces (NUIs) through a
combination of the Microsoft Kinect and Emotiv
EPOC to provide a full body Human Computer
Interaction experience (HCI).
• Research completed as a pilot study to determine the
usability of the combination of hardware to explore
whether there is future potential for the combination.
Emotiv 2010, Arizona State University, viewed 9 September 2013, <http://lsrl.lab.asu.edu/site/?p=848>
Microsoft Kinect 2012, Microsoft, viewed 9 September 2013 , <http://www.microsoft.com/en-us/kinectforwindows/>
4. Background on Existing
Studies
• BrainBasher (van de Laar, 2009)
• Used actual and imagined movement to
have participants attempt to match
actions. (seen top right)
• BacteriaHunt (Bos et al., 2010)
• BCI interaction used to provide a
speed modifier in combination with
keyboard interaction.
• AlphaWoW (Bos et al. 2010)
• Used a variety of BCI methods for
character interaction in the game
World of Warcraft. Inner speech,
association, and mental states.
VAN DE LAAR, B. L. 2009. Actual and imagined movement in BCI gaming.
BOS, D.-O., REUDERINK, B., VAN DE LAAR, B., GURKOK, H., MUHL, C., POEL, M., HEYLEN, D. & NIJHOLT, A. Human-computer
interaction for BCI games: Usability and user experience. Cyberworlds (CW), 2010 International Conference on, 2010. IEEE, 277-281.
5. Goals for Testing
• Does BCI input with Kinect-based
games modify the experience?
• What signals are most appropriate for
gameplay?
• Can individuals maintain control over
their own brain waves?
6. Testing Approach
• 15 participants from Flinders University
– Students and academics
– Primarily male
• Play three puzzle games
• Complete post experiment survey
• Complete post experiment NASA TLX
8. Application Overview: Tile Puzzle
• Time-based task
– Freedom to explore the interaction techniques with
the Emotiv and Kinect
• Concentration and Relaxation used as input
– Relax: reveal hidden image
– Concentrate: hide image
• Kinect used to map movements and speech to
interaction
– Control cursor
– Select, place, rotate tiles
9. Original Mock-up Example
Image of initial state
Initial State
Image of moving
squares
Swapping Tiles
Image of Calm view
Relaxed State
Image of complete
Completed Puzzle
Free Sandstone Image 2012, viewed 2/04/2012, http://www.hoskingindustries.com.au/blog/tag/grunge/page/2/
Free Sandstone Image 2012, viewed 2/04/2012, http://www.spiralgraphics.biz/packs/stone_muted/index.htm?36
Hieroglify font, http://www.fontspace.com/download/1123/e17737daec4347e0b3edd50cd5c47df6/barmee_hieroglify.zip
12. Application Overview: Street Puzzle
• Motion – goal – control brain state
• Rail-based task
– Set, randomised path
• Concentration and Relaxation used as input
– Relax: slow down game time
– Concentrate: speed up game time
• Kinect used to map movements to interaction
– Sideway step to jump rail
– Both hands used to halt motion
14. Application Overview: River Puzzle
• Time-based task
– Selection of appropriate game items within a set
time
– The more collected the higher the score
• Concentration and Relaxation used as input
– Relax: slow down game time
– Concentrate: speed up game time
• Kinect used to map movements to interaction
– Control cursor
– Select treasure and place in inventory
19. Results Continued
• Technical issues encountered with BCI
equipment:
– Cheap headset resulted in limited
performance
– Calibration difficulties and inconsistencies
– Delay between updates
– Muscle movement heavily contaminated
data.
20. Future Work
• Look at the potential of other BCI devices
• Look at the potential of other platforms
• Extended evaluation to investigate if
training of state can be achieved
21. Conclusion
• Pilot study indicated that the technology
can work together
• Developed a functional test platform
• User evaluation conducted to suggest
the potential for training brain state