Exploring Human Computer Interactions In Virtual Performance And Learning In The Context Of Rehabilitation

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Exploring Human Computer Interactions In Virtual Performance And Learning In The Context Of Rehabilitation
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Author : Danielle Levac
language : en
Publisher: Frontiers Media SA
Release Date : 2021-10-29
Exploring Human Computer Interactions In Virtual Performance And Learning In The Context Of Rehabilitation written by Danielle Levac and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-10-29 with Technology & Engineering categories.
The Wiley Handbook Of Human Computer Interaction Set
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Author : Kent Norman
language : en
Publisher: John Wiley & Sons
Release Date : 2017-12-28
The Wiley Handbook Of Human Computer Interaction Set written by Kent Norman and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-28 with Psychology categories.
In der Vergangenheit war die Mensch-Computer-Interaktion (Human-Computer Interaction) das Privileg einiger weniger. Heute ist Computertechnologie weit verbreitet, allgegenwärtig und global. Arbeiten und Lernen erfolgen über den Computer. Private und kommerzielle Systeme arbeiten computergestützt. Das Gesundheitswesen wird neu erfunden. Navigation erfolgt interaktiv. Unterhaltung kommt aus dem Computer. Als Antwort auf immer leistungsfähigere Systeme sind im Bereich der Mensch-Computer-Interaktion immer ausgeklügeltere Theorien und Methodiken entstanden. The Wiley Handbook of Human-Computer Interaction bietet einen Überblick über all diese Entwicklungen und untersucht die vielen verschiedenen Aspekte der Mensch-Computer-Interaktion und hat den Wert menschlicher Erfahrungen, die über Technologie stehen, ganzheitlich im Blick.
5g Based Smart Hospitals And Healthcare Systems
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Author : Arun Kumar
language : en
Publisher: CRC Press
Release Date : 2023-12-13
5g Based Smart Hospitals And Healthcare Systems written by Arun Kumar and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-12-13 with Technology & Engineering categories.
With the increase in the development of the advanced cellular communication system, it is assumed that several sectors, such as the health industry, education, transport industry, business model, and so on, will rapidly grow. However, the requirements of the above-mentioned sectors are different and difficult to fulfill. Hence, 5G will be integral to several networks and will also need a unique management system for its successful rollout around the globe. 5G-Based Smart Hospitals and Healthcare Systems: Evaluation, Integration, and Deployment provides an overview of the role of advanced technologies in transforming the healthcare industry. It emphasizes the technical requirements of smart hospitals and the technologies associated with them along with explaining how technologies such as IoT, machine learning, and AI can be integrated with smart hospitals and 5G networks. The book evaluates several concerns such as privacy of data, infrastructure costs, and regular upgradability of technologies. Since the storage of information is a major concern with the implantation of 5G-based hospitals, this book will specifically address those issues along with examining the potential pitfalls of 5G-based hospitals and the factors that cause their failures. This book specifically targets professionals, academicians, engineers, researchers, management firms, technical institutes, R&D establishments, and individuals researching in the fields of 5G, healthcare, medical sensors, IoT, big data, and related fields. The main objectives of this book are to accumulate state-of-the-art IoT, 5G, AI, and machine learning-based approaches for resolving healthcare problems.
Brain Computer Interfaces 1
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Author : Maureen Clerc
language : en
Publisher: John Wiley & Sons
Release Date : 2016-07-14
Brain Computer Interfaces 1 written by Maureen Clerc and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-07-14 with Science categories.
Brain–computer interfaces (BCI) are devices which measure brain activity and translate it into messages or commands, thereby opening up many investigation and application possibilities. This book provides keys for understanding and designing these multi-disciplinary interfaces, which require many fields of expertise such as neuroscience, statistics, informatics and psychology. This first volume, Methods and Perspectives, presents all the basic knowledge underlying the working principles of BCI. It opens with the anatomical and physiological organization of the brain, followed by the brain activity involved in BCI, and following with information extraction, which involves signal processing and machine learning methods. BCI usage is then described, from the angle of human learning and human-machine interfaces. The basic notions developed in this reference book are intended to be accessible to all readers interested in BCI, whatever their background. More advanced material is also offered, for readers who want to expand their knowledge in disciplinary fields underlying BCI. This first volume will be followed by a second volume, entitled Technology and Applications.
Interaction Design
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Author :
language : en
Publisher: John Wiley & Sons
Release Date : 2003
Interaction Design written by and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Human-computer interaction categories.
Advances In Virtual Agents And Affective Computing For The Understanding And Remediation Of Social Cognitive Disorders
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Author : Eric Brunet-Gouet
language : en
Publisher: Frontiers Media SA
Release Date : 2016-03-02
Advances In Virtual Agents And Affective Computing For The Understanding And Remediation Of Social Cognitive Disorders written by Eric Brunet-Gouet and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-03-02 with Cognition disorders categories.
Advances in modern sciences occur thanks to within-fields discoveries as well as confrontation of concepts and methods from separated, sometimes distant, domains of knowledge. For instance, the fields of psychology and psychopathology benefited from accumulated contributions from cognitive neurosciences, which, in turn, received insights from molecular chemistry, cellular biology, physics (neuroimaging), statistics and computer sciences (data processing), etc. From the results of these researches, one can argue that among the numerous cognitive phenomena supposedly involved in the emergence the human intelligence and organized behavior, some of them are specific to the social nature of our phylogenetic order. Scientific reductionism allowed to divide the social cognitive system into several components, i.e. emotion processing and regulation, mental state inference (theory of mind), agency, etc. New paradigms were progressively designed to investigate these processes within highly-controlled laboratory settings. Moreover, the related constructs were successful at better understanding psychopathological conditions such as autism and schizophrenia, with partial relationships with illness outcomes. Here, we would like to outline the parallel development of concepts in social neurosciences and in other domains such as computer science, affective computing, virtual reality development, and even hardware technologies. While several researchers in neurosciences pointed out the necessity to consider naturalistic social cognition (Zaki and Ochsner, Ann N Y Acad Sci 1167, 16-30, 2009), the second person perspective (Schilbach et al., Behav Brain Sci 36(4), 393-414, 2013) and reciprocity (de Bruin et al., Front Hum Neurosci 6, 151, 2012), both computer and software developments allowed more and more realistic real-time models of our environment and of virtual humans capable of some interaction with users. As noted at the very beginning of this editorial, a new convergence between scientific disciplines might occur from which it is tricky to predict the outcomes in terms of new concepts, methods and uses. Although this convergence is motivated by the intuition that it fits well ongoing societal changes (increasing social demands on computer technologies, augmenting funding), it comes with several difficulties for which the current Frontiers in’ topic strives to bring some positive answers, and to provide both theoretical arguments and experimental examples. The first issue is about concepts and vocabulary as the contributions described in the following are authored by neuroscientists, computer scientists, psychopathologists, etc. A special attention was given during the reviewing process to stay as close as possible to the publication standards in psychological and health sciences, and to avoid purely technical descriptions. The second problem concerns methods: more complex computerized interaction models results in unpredictable and poorly controlled experiments. In other words, the assets of naturalistic paradigms may be alleviated by the difficulty to match results between subjects, populations, conditions. Of course, this practical question is extremely important for investigating pathologies that are associated with profoundly divergent behavioral patterns. Some of the contributions of this topic provide description of strategies that allowed to solve these difficulties, at least partially. The last issue is about heterogeneity of the objectives of the researches presented here. While selection criteria focused on the use of innovative technologies to assess or improve social cognition, the fields of application of this approach were quite unexpected. In an attempt to organize the contributions, three directions of research can be identified: 1) how innovation in methods might improve understanding and assessment of social cognition disorders or pathology? 2) within the framework of cognitive behavioral psychotherapies (CBT), how should we consider the use of virtual reality or augmented reality? 3) which are the benefits of these techniques for investigating severe mental disorders (schizophrenia or autism) and performing cognitive training? The first challenging question is insightfully raised in the contribution of Timmermans and Schilbach (2014) giving orientations for investigating alterations of social interaction in psychiatric disorders by the use of dual interactive eye tracking with virtual anthropomorphic avatars. Joyal, Jacob and collaborators (2014) bring concurrent and construct validities of a newly developed set of virtual faces expressing six fundamental emotions. The relevance of virtual reality was exemplified with two contributions focusing on anxiety related phenomena. Jackson et al. (2015) describe a new environment allowing to investigate empathy for dynamic FACS-coded facial expressions including pain. Based on a systematic investigation of the impact of social stimuli modalities (visual, auditory), Ruch and collaborators are able to characterize the specificity of the interpretation of laughter in people with gelotophobia (2014). On the issue of social anxiety, Aymerich-Franch et al. (2014) presented two studies in which public speaking anxiety has been correlated with avatars’ similarity of participants’ self-representations. The second issue focuses on how advances in virtual reality may benefit to cognitive and behavioral therapies in psychiatry. These interventions share a common framework that articulates thoughts, feelings or emotions and behaviors and proposes gradual modification of each of these levels thanks to thought and schema analysis, stress reduction procedures, etc. They were observed to be somehow useful for the treatment of depression, stress disorders, phobias, and are gaining some authority in personality disorders and addictions. The main asset of new technologies is the possibility to control the characteristics of symptom-eliciting stimuli/situations, and more precisely the degree to which immersion is enforced. For example, Baus and Bouchard (2014) provide a review on the extension of virtual reality exposure-based therapy toward recently described augmented reality exposure-based therapy in individuals with phobias. Concerning substance dependence disorders, Hone-Blanchet et collaborators (2014) present another review on how virtual reality can be an asset for both therapy and craving assessment stressing out the possibilities to simulate social interactions associated with drug seeking behaviors and even peers’ pressure to consume. The last issue this Frontiers’ topic deals with encompasses the questions raised by social cognitive training or remediation in severe and chronic mental disorders (autistic disorders, schizophrenia). Here, therapies are based on drill and practice or strategy shaping procedures, and, most of the time, share an errorless learning of repeated cognitive challenges. Computerized methods were early proposed for that they do, effortlessly and with limited costs, repetitive stimulations. While, repetition was incompatible with realism in the social cognitive domain, recent advances provide both immersion and full control over stimuli. Georgescu and al. (2014) exhaustively reviews the use of virtual characters to assess and train non-verbal communication in high-functioning autism (HFA). Grynszpan and Nadel (2015) present an original eye-tracking method to reveal the link between gaze patterns and pragmatic abilities again in HFA. About schizophrenia, Oker and collaborators (2015) discuss and report some insights on how an affective and reactive virtual agents might be useful to assess and remediate several defects of social cognitive disorders. About assessment within virtual avatars on schizophrenia, Park et al., (2014) focused on effect of perceived intimacy on social decision making with schizophrenia patients. Regarding schizophrenia remediation, Peyroux and Franck (2014) presented a new method named RC2S which is a cognitive remediation program to improve social cognition in schizophrenia and related disorders. To conclude briefly, while it is largely acknowledged that social interaction can be studied as a topic of its own, all the contributions demonstrate the added value of expressive virtual agents and affective computing techniques for the experimentation. It also appears that the use of virtual reality is at the very beginning of a new scientific endeavor in cognitive sciences and medicine.
Machine Learning And Immersive Technologies For User Centered Digital Healthcare Innovation
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Author : Federico Colecchia
language : en
Publisher: Frontiers Media SA
Release Date : 2025-06-09
Machine Learning And Immersive Technologies For User Centered Digital Healthcare Innovation written by Federico Colecchia and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-06-09 with Science categories.
Emerging technologies such as machine learning and immersive technologies (including virtual reality and augmented reality) hold great potential for driving disruptive healthcare innovation. However, the adoption of digital technology in healthcare, including use of data-driven tools in support of clinical decision-making and patient-facing applications relying on consumer electronic devices, is often hindered by issues of user experience, trust, equitability, and fairness. There is increasing recognition of a need to facilitate further convergence between the development of emerging technologies and user-centered design research for healthcare, with a view to achieving a positive impact on patients, care professionals, and the healthcare system. This article collection addresses current development trends relating to user-centered digital healthcare innovation based on machine learning and immersive technologies, in order to identify opportunities associated with the deployment of new solutions in a range of environments – including clinical, domestic, and educational settings – and barriers to the adoption of technology by end users. A key aim is to identify opportunities for strengthening interdisciplinary collaboration as well as methods of lowering barriers and overcoming obstacles for the benefit of patients, care professionals, and the healthcare system. Examples of potential outcomes are effective design and use of solutions based on machine learning and immersive technologies to improve user experience, strategies to facilitate ethical development of digital technology for healthcare, and methods of encouraging adoption of advanced tools developed in line with principles of equitability and fairness. Articles should address issues of user-centered digital healthcare innovation driven by machine learning and immersive technologies. Submissions should ideally be positioned at the intersection of digital technology development with user-centered design, although contributions more technical in nature as well as user experience studies are also welcome. A non-exhaustive list of suitable topics and manuscript types is given below: • Machine learning and/or immersive technologies (including augmented reality and virtual reality) for user-centered digital healthcare. • Clinical decision support systems. • Patient-facing applications. • Tools for education and training of future medical professionals. • Potential barriers to adoption of technology: issues of user experience, trust, equitability, and fairness in digital healthcare. • Reviews and contributions discussing the development of intuitive, accessible, and inclusive digital interfaces. • All aspects of healthcare that are being or have the potential to be impacted by machine learning and immersive technologies.
Handbook Of Research On Decision Making Capabilities Improvement With Serious Games
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Author : Correia, Anacleto
language : en
Publisher: IGI Global
Release Date : 2023-07-10
Handbook Of Research On Decision Making Capabilities Improvement With Serious Games written by Correia, Anacleto and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-10 with Business & Economics categories.
How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.
Deep Learning In Brain Computer Interface
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Author : Minkyu Ahn
language : en
Publisher: Frontiers Media SA
Release Date : 2022-06-06
Deep Learning In Brain Computer Interface written by Minkyu Ahn and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-06-06 with Science categories.
Advanced Technology For Human Movement Rehabilitation And Enhancement
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Author : Longbin Zhang
language : en
Publisher: Frontiers Media SA
Release Date : 2025-04-08
Advanced Technology For Human Movement Rehabilitation And Enhancement written by Longbin Zhang and has been published by Frontiers Media SA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-04-08 with Science categories.
In the dynamic landscape of human movement science, the convergence of cutting-edge technology with the intricacies of human physiology has ushered in a new era of transformative possibilities. This captivating research theme, encompassing the realms of neurorehabilitation, assistive robotics, human-machine interaction, and balance control, offers the exciting prospect of reshaping the boundaries of movement recovery. Translational research serves as the crucial conduit between scientific breakthroughs and tangible implementation, ensuring that the cutting-edge technologies birthed within laboratories seamlessly transition into real-world clinical applications. Neurorehabilitation delves into neuroplasticity, unraveling the brain's adaptability for recovery. Advanced imaging and neurophysiology guide interventions, enabling rewiring of neural pathways in individuals with neurological injuries. Assistive robotics fuse human potential with sophisticated devices, aiding recovery through tailored support. These allies enhance muscle activation, joint movement, and gait training, driving functional independence. Human-machine interaction deciphers neural signals, blurring lines between humans and technology. A seamless collaboration empowers individuals to guide and benefit from technological assistance. Investigating balance control strategies is crucial for designing assistive robotics that revolutionize rehabilitation and mobility. By understanding users' perspectives, we uncover the intricate link between human thinking, neuromuscular coordination, and balance maintenance. This insight informs the development of user-centered robotics, enhancing natural movement patterns and enabling effective rehabilitation, ultimately restoring stability and confidence in mobility.