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Graphics and Human Computer Interfaces Commons™
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Articles 31 - 60 of 93
Full-Text Articles in Graphics and Human Computer Interfaces
Protocol For An Ehub As An Systemic Intervention For Homeless Shelter Staff And Resident Psychosocial And Behavioral Needs, Celeste Sangiorgio, Cory Crane, Cassandra Berbery, Caroline Easton
Protocol For An Ehub As An Systemic Intervention For Homeless Shelter Staff And Resident Psychosocial And Behavioral Needs, Celeste Sangiorgio, Cory Crane, Cassandra Berbery, Caroline Easton
Frameless
Homeless shelter performance is presently operationalized as shelter success in linking homeless individuals to housing; however, there is a cluster of individuals with co-occurring serious mental health issues who engage in chronic and episodic re-entry into homeless shelters. Persistent and chronically mentally ill individuals who re-enter shelters increase demands on staff, who are inadequately trained to de- escalate, manage their internal distress, and connect these homeless residents to appropriate services. This protocol outlines an alternative intervention mechanism for shelters that targets a key, untreated pathway where staff and resident symptoms and skills are linked to shelter performance. We propose that …
Designing A Digital Interactive Emotion Measure (Diem) For Digital Media: Theoretical Foundations And Validation Protocols, Celeste Sangiorgio, Cassandra Berbary, Cory Crane, Caroline Easton
Designing A Digital Interactive Emotion Measure (Diem) For Digital Media: Theoretical Foundations And Validation Protocols, Celeste Sangiorgio, Cassandra Berbary, Cory Crane, Caroline Easton
Frameless
Awareness of emotions is often a treatment target in psychotherapy, but it is difficult to assess emotions due to ambiguity in measurement or scale design. Lack of clarity in scale design may increase risk that participant interpretations of scale items may not align with emotion constructs those scales were designed to capture. Furthermore, emphasis on verbal or written cues leads to low scientific representation of patients who cannot read emotion scales (e.g., low literacy). Touch-screen applications provide a unique opportunity to create a visual emotion measure which has low barriers but can be used to assess a high level of …
Use Of Ar To Bring Medical Simulation To Life, Zhenhua Yu, Richard L. Doolittle, Caroline J. Easton
Use Of Ar To Bring Medical Simulation To Life, Zhenhua Yu, Richard L. Doolittle, Caroline J. Easton
Frameless
Use of simulation facilities and equipment in medical training has become the fabric of curricula across nearly all professions, most notably medical school, nursing, and related medical sciences programs. The gold standard for simulators is SimMan3G, Laerdal Inc., which offers a static electronic mannequin that affords the opportunity to create disease states, signs/symptoms, and real physiological/vital sign data complemented by voice interactions between faculty (within the control room) and student. All sessions are videotaped and, through a 15-30 minute debriefing, students exchange thoughts and impressions with faculty and engage in a deep reflective learning experience. The other option for medical …
Usability Of Health-Related Websites By Filipino-American Adults And Nursing Informatics Experts, Kathleen Begonia
Usability Of Health-Related Websites By Filipino-American Adults And Nursing Informatics Experts, Kathleen Begonia
Dissertations, Theses, and Capstone Projects
Filipino-Americans are an understudied minority group with high prevalence and mortality from chronic conditions, such as cardiovascular disease and diabetes. Facing barriers to care and lack of culturally appropriate health resources, they frequently use the internet to obtain health information. It is unknown whether they perceive health-related websites to be useful or easy to use because there are no published usability studies involving this population. Using the Technology Acceptance Model as a theoretical framework, this study investigated the difference between website design ratings by experts and the perceptions of Filipino-American users to determine if usability guidelines influenced the perceived ease …
Toward A Real-Time Index Of Pupillary Activity As An Indicator Of Cognitive Load, Gavindya Jayawardena, Yasith Jayawardana, Sampath Jayarathna, Jonas Högström, Thomas Papa, Deepak Akkil, Andrew T. Duchowski, Vsevolod Peysakhovich, Izabela Krejtz, Nina Gehrer, Krzysztof Krejtz
Toward A Real-Time Index Of Pupillary Activity As An Indicator Of Cognitive Load, Gavindya Jayawardena, Yasith Jayawardana, Sampath Jayarathna, Jonas Högström, Thomas Papa, Deepak Akkil, Andrew T. Duchowski, Vsevolod Peysakhovich, Izabela Krejtz, Nina Gehrer, Krzysztof Krejtz
Computer Science Faculty Publications
The Low/High Index of Pupillary Activity (LHIPA), an eye-tracked measure of pupil diameter oscillation, is redesigned and implemented to function in real-time. The novel Real-time IPA (RIPA) is shown to discriminate cognitive load in re-streamed data from earlier experiments. Rationale for the RIPA is tied to the functioning of the human autonomic nervous system yielding a hybrid measure based on the ratio of Low/High frequencies of pupil oscillation. The paper's contribution is drawn from provision of documentation of the calculation of the RIPA. As with the LHIPA, it is possible for researchers to apply this metric to their own experiments …
Realtime Event Detection In Sports Sensor Data With Machine Learning, Mallory Cashman
Realtime Event Detection In Sports Sensor Data With Machine Learning, Mallory Cashman
Honors Theses and Capstones
Machine learning models can be trained to classify time series based sports motion data, without reliance on assumptions about the capabilities of the users or sensors. This can be applied to predict the count of occurrences of an event in a time period. The experiment for this research uses lacrosse data, collected in partnership with SPAITR - a UNH undergraduate startup developing motion tracking devices for lacrosse. Decision Tree and Support Vector Machine (SVM) models are trained and perform with high success rates. These models improve upon previous work in human motion event detection and can be used a reference …
Eye Movement And Pupil Measures: A Review, Bhanuka Mahanama, Yasith Jayawardana, Sundararaman Rengarajan, Gavindya Jayawardena, Leanne Chukoskie, Joseph Snider, Sampath Jayarathna
Eye Movement And Pupil Measures: A Review, Bhanuka Mahanama, Yasith Jayawardana, Sundararaman Rengarajan, Gavindya Jayawardena, Leanne Chukoskie, Joseph Snider, Sampath Jayarathna
Computer Science Faculty Publications
Our subjective visual experiences involve complex interaction between our eyes, our brain, and the surrounding world. It gives us the sense of sight, color, stereopsis, distance, pattern recognition, motor coordination, and more. The increasing ubiquity of gaze-aware technology brings with it the ability to track gaze and pupil measures with varying degrees of fidelity. With this in mind, a review that considers the various gaze measures becomes increasingly relevant, especially considering our ability to make sense of these signals given different spatio-temporal sampling capacities. In this paper, we selectively review prior work on eye movements and pupil measures. We first …
Core Point Pixel-Level Localization By Fingerprint Features In Spatial Domain, Xueyi Ye, Yuzhong Shen, Maosheng Zeng, Yirui Liu, Huahua Chen, Zhijing Zhao
Core Point Pixel-Level Localization By Fingerprint Features In Spatial Domain, Xueyi Ye, Yuzhong Shen, Maosheng Zeng, Yirui Liu, Huahua Chen, Zhijing Zhao
Computational Modeling & Simulation Engineering Faculty Publications
Singular point detection is a primary step in fingerprint recognition, especially for fingerprint alignment and classification. But in present there are still some problems and challenges such as more false-positive singular points or inaccurate reference point localization. This paper proposes an accurate core point localization method based on spatial domain features of fingerprint images from a completely different viewpoint to improve the fingerprint core point displacement problem of singular point detection. The method first defines new fingerprint features, called furcation and confluence, to represent specific ridge/valley distribution in a core point area, and uses them to extract the innermost Curve …
Evaluating Technology-Mediated Collaborative Workflows For Telehealth, Christopher Bondy Ph.D., Pengcheng Shi, Pamela Grover Md, Vicki Hanson, Linlin Chen, Rui Li
Evaluating Technology-Mediated Collaborative Workflows For Telehealth, Christopher Bondy Ph.D., Pengcheng Shi, Pamela Grover Md, Vicki Hanson, Linlin Chen, Rui Li
Articles
Goals: This paper discusses the need for a predictable method to evaluate gains and gaps of collaborative technology-mediated workflows and introduces an evaluation framework to address this need. Methods: The Collaborative Space Analysis Framework (CS-AF), introduced in this research, is a cross-disciplinary evaluation method designed to evaluate technology-mediated collaborative workflows. The 5-step CS-AF approach includes: (1) current-state workflow definition, (2) current-state (baseline) workflow assessment, (3) technology-mediated workflow development and deployment, (4) technology-mediated workflow assessment, (5) analysis, and conclusions. For this research, a comprehensive, empirical study of hypertension exam workflow for telehealth was conducted using the CS-AF approach. Results: The CS-AF …
Feel And Touch: A Haptic Mobile Game To Assess Tactile Processing, Ivonne Monarca, Monica Tentori, Franceli L. Cibrian
Feel And Touch: A Haptic Mobile Game To Assess Tactile Processing, Ivonne Monarca, Monica Tentori, Franceli L. Cibrian
Engineering Faculty Articles and Research
Haptic interfaces have great potential for assessing the tactile processing of children with Autism Spectrum Disorder (ASD), an area that has been under-explored due to the lack of tools to assess it. Until now, haptic interfaces for children have mostly been used as a teaching or therapeutic tool, so there are still open questions about how they could be used to assess tactile processing of children with ASD. This article presents the design process that led to the development of Feel and Touch, a mobile game augmented with vibrotactile stimuli to assess tactile processing. Our feasibility evaluation, with 5 children …
Constrained Contrastive Distribution Learning For Unsupervised Anomaly Detection And Localisation In Medical Images, Yu Tian, Guansong Pang, Fengbei Liu, Yuanhong Chen, Seon Ho Shin, Johan W. Verjans, Rajvinder Singh
Constrained Contrastive Distribution Learning For Unsupervised Anomaly Detection And Localisation In Medical Images, Yu Tian, Guansong Pang, Fengbei Liu, Yuanhong Chen, Seon Ho Shin, Johan W. Verjans, Rajvinder Singh
Research Collection School Of Computing and Information Systems
Unsupervised anomaly detection (UAD) learns one-class classifiers exclusively with normal (i.e., healthy) images to detect any abnormal (i.e., unhealthy) samples that do not conform to the expected normal patterns. UAD has two main advantages over its fully supervised counterpart. Firstly, it is able to directly leverage large datasets available from health screening programs that contain mostly normal image samples, avoiding the costly manual labelling of abnormal samples and the subsequent issues involved in training with extremely class-imbalanced data. Further, UAD approaches can potentially detect and localise any type of lesions that deviate from the normal patterns. One significant challenge faced …
Prediction Of Synthetic Lethal Interactions In Human Cancers Using Multi-View Graph Auto-Encoder, Zhifeng Hao, Di Wu, Yuan Fang, Min Wu, Ruichu Cai, Xiaoli Li
Prediction Of Synthetic Lethal Interactions In Human Cancers Using Multi-View Graph Auto-Encoder, Zhifeng Hao, Di Wu, Yuan Fang, Min Wu, Ruichu Cai, Xiaoli Li
Research Collection School Of Computing and Information Systems
Synthetic lethality (SL) is a very important concept for the development of targeted anticancer drugs. However, experimental methods for SL detection often suffer from various issues like high cost and low consistency across cell lines. Hence, computational methods for predicting novel SLs have recently emerged as complements for wet-lab experiments. In addition, SL data can be represented as a graph where nodes are genes and edges are the SL interactions. It is thus motivated to design advanced graph-based machine learning algorithms for SL prediction. In this paper, we propose a novel SL prediction method using Multi-view Graph Auto-Encoder (SLMGAE). We …
Assessing Real-Time Flow Experience In Human-Computer Interaction: An Electroencephalogram (Eeg) Study, Fiona Fui-Hoon Nah, Tejaswini Yelamanchili, Keng Siau, Langtao Chen
Assessing Real-Time Flow Experience In Human-Computer Interaction: An Electroencephalogram (Eeg) Study, Fiona Fui-Hoon Nah, Tejaswini Yelamanchili, Keng Siau, Langtao Chen
Research Collection School Of Computing and Information Systems
An optimal experience termed flow can be experienced by users who are deeply involved in human-computer interaction (HCI). The electroencephalogram (EEG) provides an innovative way to assess in real-time if users are approaching or experiencing the flow state in various applications of HCI. However, the current literature remains unclear and inconsistent with regard to the relationship between EEG activity and flow experience. The objective of this research is to assess EEG activity corresponding to the state of flow. A laboratory experiment was conducted to collect EEG data of the flow and other states (including baseline) in the context of HCI.
3d Printing Of Human Microbiome Constituents To Understand Spatial Relationships And Shape Parameters In Bacteriology, Jacques Izard, Teklu Kuru Gerbaba, Shara R. P. Yumul
3d Printing Of Human Microbiome Constituents To Understand Spatial Relationships And Shape Parameters In Bacteriology, Jacques Izard, Teklu Kuru Gerbaba, Shara R. P. Yumul
Department of Food Science and Technology: Faculty Publications
Effective laboratory and classroom demonstration of microbiome size and shape, diversity, and ecological relationships is hampered by a lack of high-resolution, easy-to-use, readily accessible physical or digital models for use in teaching. Three-dimensional (3D) representations are, overall, more effective in communicating visuospatial information, allowing for a better understanding of concepts not directly observable with the unaided eye. Published morphology descriptions and microscopy images were used as the basis for designing 3D digital models, scaled at 20,000×, using computer-aided design software (CAD) and generating printed models of bacteria on mass-market 3D printers. Sixteen models are presented, including rod-shaped, spiral, flask-like, vibroid, …
"Who Can Help Me?'': Knowledge Infused Matching Of Support Seekers And Support Providers During Covid-19 On Reddit, Manas Gaur, Kaushik Roy, Aditya Sharma, Biplav Srivastava, Amit Sheth
"Who Can Help Me?'': Knowledge Infused Matching Of Support Seekers And Support Providers During Covid-19 On Reddit, Manas Gaur, Kaushik Roy, Aditya Sharma, Biplav Srivastava, Amit Sheth
Publications
During the ongoing COVID-19 crisis, subreddits on Reddit, such as r/Coronavirus saw a rapid growth in user's requests for help (support seekers - SSs) including individuals with varying professions and experiences with diverse perspectives on care (support providers - SPs). Currently, knowledgeable human moderators match an SS with a user with relevant experience, i.e, an SP on these subreddits. This unscalable process defers timely care. We present a medical knowledge-infused approach to efficient matching of SS and SPs validated by experts for the users affected by anxiety and depression, in the context of with COVID-19. After matching, each SP to …
Envrment: Investigating Experience In A Virtual User-Composed Environment, Matthew Key
Envrment: Investigating Experience In A Virtual User-Composed Environment, Matthew Key
Master's Theses
Virtual Reality is a technology that has long held society's interest, but has only recently began to reach a critical mass of everyday consumers. The idea of modern VR can be traced back decades, but because of the limitations of the technology (both hardware and software), we are only now exploring its potential. At present, VR can be used for tele-surgery, PTSD therapy, social training, professional meetings, conferences, and much more. It is no longer just an expensive gimmick to go on a momentary field trip; it is a tool, and as with the automobile, personal computer, and smartphone, it …
Comparison Of Machine Learning Models: Gesture Recognition Using A Multimodal Wrist Orthosis For Tetraplegics, Charlie Martin
Comparison Of Machine Learning Models: Gesture Recognition Using A Multimodal Wrist Orthosis For Tetraplegics, Charlie Martin
The Journal of Purdue Undergraduate Research
Many tetraplegics must wear wrist braces to support paralyzed wrists and hands. However, current wrist orthoses have limited functionality to assist a person’s ability to perform typical activities of daily living other than a small pocket to hold utensils. To enhance the functionality of wrist orthoses, gesture recognition technology can be applied to control mechatronic tools attached to a novel fabricated wrist brace. Gesture recognition is a growing technology for providing touchless human-computer interaction that can be particularly useful for tetraplegics with limited upper-extremity mobility. In this study, three gesture recognition models were compared—two dynamic time-warping models and a hidden …
An Improved Bone Age Assessment Using Advanced Image Processing And Deep Learning Approach, Kim Meng Liang
An Improved Bone Age Assessment Using Advanced Image Processing And Deep Learning Approach, Kim Meng Liang
Student Works (2020-2029)
Pediatricians often apply bone age assessment to measure the skeletal maturity of children and to predict the future height. These discrepancies are good indicators for diagnosing growth disorders. Normally, left hand skeletal is employed in this assessment. The low quality of ossification sites of carpals deteriorates the pediatrician’s visibility in inspecting the pertinent radiographic manifestations. This in turn affects the bone age assessment. Therefore, we have to enhance the quality before assessing them. Histogram equalization is one of the contrast enhancement techniques that suit this type of enhancement. Existing histogram equalizations, however, are confronting with problems in preserving the brightness …
Use Of Eye-Tracking To Identify Psychological Indicators Of Sleepiness, Debasis Roy, Fiona Fui-Hoon Nah, Matthew Thimgan
Use Of Eye-Tracking To Identify Psychological Indicators Of Sleepiness, Debasis Roy, Fiona Fui-Hoon Nah, Matthew Thimgan
Research Collection School Of Computing and Information Systems
Sleepiness or sleep deprivation creates a serious hazard or obstacle to task execution and performance. Sleep deprivation can be life-threating (e.g., when driving or executing attention-critical tasks). We are interested to examine if eye-tracking technology can be used to assess and detect sleepiness in an online environment. In this research proposal, we will focus on examining the relationships between sleepiness and parameters involving pupil size, blinks, and saccades.
Electronic Image Detectability Under Varying Illumination Conditions, Jeremy J. Miller
Electronic Image Detectability Under Varying Illumination Conditions, Jeremy J. Miller
Theses and Dissertations
Light in the built environment plays an essential role in the vision and the health of humans through non-visual receptors in the eyes. Unfortunately, image analysts and other Air Force personnel who engage in the detection of objects on softcopy displays are often required to work in very dimly-lit or dark environments as higher illumination reduces the contrast of displayed information. Literature has shown that increases in light exposure improves circadian rhythm entrainment and reduces the negative health consequences of insufficient lighting. This research examines the effects of indoor lighting to determine if increases in ambient illumination or changes to …
Rotate-And-Press: A Non-Visual Alternative To Point-And-Click, Hae-Na Lee, Vikas Ashok, I. V. Ramakrishnan
Rotate-And-Press: A Non-Visual Alternative To Point-And-Click, Hae-Na Lee, Vikas Ashok, I. V. Ramakrishnan
Computer Science Faculty Publications
Most computer applications manifest visually rich and dense graphical user interfaces (GUIs) that are primarily tailored for an easy-and-efficient sighted interaction using a combination of two default input modalities, namely the keyboard and the mouse/touchpad. However, blind screen-reader users predominantly rely only on keyboard, and therefore struggle to interact with these applications, since it is both arduous and tedious to perform the visual 'point-and-click' tasks such as accessing the various application commands/features using just keyboard shortcuts supported by screen readers.
In this paper, we investigate the suitability of a 'rotate-and-press' input modality as an effective non-visual substitute for the visual …
Towards Making Videos Accessible For Low Vision Screen Magnifier Users, Ali Selman Aydin, Shirin Feiz, Vikas Ashok, Iv Ramakrishnan
Towards Making Videos Accessible For Low Vision Screen Magnifier Users, Ali Selman Aydin, Shirin Feiz, Vikas Ashok, Iv Ramakrishnan
Computer Science Faculty Publications
People with low vision who use screen magnifiers to interact with computing devices find it very challenging to interact with dynamically changing digital content such as videos, since they do not have the luxury of time to manually move, i.e., pan the magnifier lens to different regions of interest (ROIs) or zoom into these ROIs before the content changes across frames.
In this paper, we present SViM, a first of its kind screen-magnifier interface for such users that leverages advances in computer vision, particularly video saliency models, to identify salient ROIs in videos. SViM's interface allows users to zoom in/out …
Sail: Saliency-Driven Injection Of Aria Landmarks, Ali Selman Aydin, Shirin Feiz, Vikas Ashok, Iv Ramakrishnan
Sail: Saliency-Driven Injection Of Aria Landmarks, Ali Selman Aydin, Shirin Feiz, Vikas Ashok, Iv Ramakrishnan
Computer Science Faculty Publications
Navigating webpages with screen readers is a challenge even with recent improvements in screen reader technologies and the increased adoption of web standards for accessibility, namely ARIA. ARIA landmarks, an important aspect of ARIA, lets screen reader users access different sections of the webpage quickly, by enabling them to skip over blocks of irrelevant or redundant content. However, these landmarks are sporadically and inconsistently used by web developers, and in many cases, even absent in numerous web pages. Therefore, we propose SaIL, a scalable approach that automatically detects the important sections of a web page, and then injects ARIA landmarks …
Improving Medication Information Presentation Through Interactive Visualization In Mobile Apps: Human Factors Design, Don Roosan, Yan Li, Anandi Law, Huy Truong, Mazharul Karim, Jay Chok, Moom Roosan
Improving Medication Information Presentation Through Interactive Visualization In Mobile Apps: Human Factors Design, Don Roosan, Yan Li, Anandi Law, Huy Truong, Mazharul Karim, Jay Chok, Moom Roosan
Pharmacy Faculty Articles and Research
Background: Despite the detailed patient package inserts (PPIs) with prescription drugs that communicate crucial information about safety, there is a critical gap between patient understanding and the knowledge presented. As a result, patients may suffer from adverse events. We propose using human factors design methodologies such as hierarchical task analysis (HTA) and interactive visualization to bridge this gap. We hypothesize that an innovative mobile app employing human factors design with an interactive visualization can deliver PPI information aligned with patients’ information processing heuristics. Such an app may help patients gain an improved overall knowledge of medications.
Objective: The …
Digital Addiction: A Conceptual Overview, Amarjit Kumar Singh, Pawan Kumar Singh
Digital Addiction: A Conceptual Overview, Amarjit Kumar Singh, Pawan Kumar Singh
Library Philosophy and Practice (e-journal)
Abstract
Digital addiction referred to an impulse control disorder that involves the obsessive use of digital devices, digital technologies, and digital platforms, i.e. internet, video game, online platforms, mobile devices, digital gadgets, and social network platform. It is an emerging domain of Cyberpsychology (Singh, Amarjit Kumar and Pawan Kumar Singh; 2019), which explore a problematic usage of digital media, device, and platforms by being obsessive and excessive. This article analyses, reviewed the current research, and established a conceptual overview on the digital addiction. The research literature on digital addiction has proliferated. However, we tried to categories the digital addiction, according …
Seeing Eye To Eye: A Machine Learning Approach To Automated Saccade Analysis, Maigh Attre
Seeing Eye To Eye: A Machine Learning Approach To Automated Saccade Analysis, Maigh Attre
Honors Scholar Theses
Abnormal ocular motility is a common manifestation of many underlying pathologies particularly those that are neurological. Dynamics of saccades, when the eye rapidly changes its point of fixation, have been characterized for many neurological disorders including concussions, traumatic brain injuries (TBI), and Parkinson’s disease. However, widespread saccade analysis for diagnostic and research purposes requires the recognition of certain eye movement parameters. Key information such as velocity and duration must be determined from data based on a wide set of patients’ characteristics that may range in eye shapes and iris, hair and skin pigmentation [36]. Previous work on saccade analysis has …
A Virtual Reality System For Practicing Conversation Skills For Children With Autism, Natalia Stewart Rosenfield, Kathleen Lamkin, Jennifer Re, Kendra Day, Louanne E. Boyd, Erik J. Linstead
A Virtual Reality System For Practicing Conversation Skills For Children With Autism, Natalia Stewart Rosenfield, Kathleen Lamkin, Jennifer Re, Kendra Day, Louanne E. Boyd, Erik J. Linstead
Engineering Faculty Articles and Research
We describe a virtual reality environment, Bob’s Fish Shop, which provides a system where users diagnosed with Autism Spectrum Disorder (ASD) can practice social interactions in a safe and controlled environment. A case study is presented which suggests such an environment can provide the opportunity for users to build the skills necessary to carry out a conversation without the fear of negative social consequences present in the physical world. Through the repetition and analysis of these virtual interactions, users can improve social and conversational understanding.
Designing Interactive Virtual Environments With Feedback In Health Applications., Yi Li
Designing Interactive Virtual Environments With Feedback In Health Applications., Yi Li
Electronic Theses and Dissertations
One of the most important factors to influence user experience in human-computer interaction is the user emotional reaction. Interactive environments including serious games that are responsive to user emotions improve their effectiveness and user satisfactions. Testing and training for user emotional competence is meaningful in healthcare field, which has motivated us to analyze immersive affective games using emotional feedbacks. In this dissertation, a systematic model of designing interactive environment is presented, which consists of three essential modules: affect modeling, affect recognition, and affect control. In order to collect data for analysis and construct these modules, a series of experiments were …
Using Virtual Reality To Improve Sitting Balance, Alice Kay Barnes
Using Virtual Reality To Improve Sitting Balance, Alice Kay Barnes
Graduate Theses/Dissertations
This thesis focuses on using virtual reality (VR) to enhance sitting balance and core strength. It is a study in how to create a VR exercise program which is interesting enough to keep players/patients motivated, but comfortable to play and not overwhelming to the senses. The software used for this study was written with the hope that a later version of it might be used with occupational/physical therapy patients one day. For this master’s thesis, the initial testing has been done with healthy volunteers. The software incorporates what developers know thus far about designing for VR, and it is hoped …
We Are Alfred: Empathy Learned Through A Medical Education Virtual Reality Project, Barbara Swartzlander, Elizabeth Dyer, Marilyn R. Gugliucci
We Are Alfred: Empathy Learned Through A Medical Education Virtual Reality Project, Barbara Swartzlander, Elizabeth Dyer, Marilyn R. Gugliucci
Library Services Faculty Posters
Poster describing project collaboration among University of New England (UNE) librarians and College of Osteopathic Medicine (COM) faculty, whose goal was to adopt technology which will teach UNECOM students to be empathic with older adults and familiarize medical students with information resources from the NIH/NLM related to older adult health. Technology tested was the Alfred Lab developed by Embodied Labs. First year medical students were required to complete the ‘We Are Alfred’ virtual reality module and a pre and post assessment. Descriptive statistics were applied to finite questions on pre and post assessments, and content analysis on open ended answers. …