The report synopsis under the title, Global Immersive Virtual Reality Market, 2020-2026 presents a holistic and compact market development scenario, entailing all relevant components, triggering and shaping growth and business outcome.. Recurrent primary and secondary research activities by our in-house seasoned researchers suggest the global Immersive Virtual Reality market is predicted to nail a soberly optimistic growth with a valuation of xx million US dollars in 2020.. Further, research also proposes growth likelihood of xx million USD during the forecast years, 2020-2026, growing at a healthy CAGR pace of xx% during this period.. Request a sample report @ https://www.orbisresearch.com/contacts/request-sample/4565083?utm_source=vi. DROT Review: Global Immersive Virtual Reality ...
Download the Book:Human-Computer Interaction. User Interface Design Development And Multimodality: 19th International Conference Hci International 2017 V...
State-of-the-art virtual environment systems offer new flexibility in the design of experiments for active perception. Conversely, perceptual human factors issues are key to successful virtual environments. I will briefly discuss how human visually-guided behaviour can be studied with virtual reality tools as well as important human factors issues, caveats and limitations in the use of virtual reality methodology. I will also discuss recent experiments that we have been conducting to study human behaviour using multimodal immersive virtual environments.. --. Robert Allison is Professor in Electrical Engineering and Computer Science and Vice-Dean in the Lassonde School of Engineering, York University. He is also the Associate Director of the Centre for Vision Research. Allison works on perception of space and self-motion in virtual environments, the measurement and analysis of eye movements, and stereoscopic vision. His applied research enables effective technology for advanced virtual reality ...
Background: Virtual reality simulators combined with head-mounted displays enable highly immersive virtual reality (VR) for surgical skills training, potentially bridging the gap between the simulation environment and real-life operating room conditions. However, the increased complexity of the learning situation in immersive VR could potentially induce high cognitive load thereby inhibiting performance and learning. This study aims to compare cognitive load and performance in immersive VR and conventional VR simulation training. Methods: A randomized controlled trial of residents (n = 31) performing laparoscopic salpingectomies with an ectopic pregnancy in either immersive VR or conventional VR simulation. Cognitive load was estimated by secondary-task reaction time at baseline, and during nonstressor and stressor phases of the procedure. Simulator metrics were used to evaluate performance. Results: Cognitive load was increased by 66% and 58% during immersive VR and conventional VR simulation, ...
Human-computer interaction based on neural machine interface technology is the core of intelligent control of bio Mechatronics robot systems. Motor function rehabilitation and the auxiliary system is an important application field of bio Mechatronics robots. Using neural interface technology to obtain human activity information is the key to realize accurate identification of behavior and motion intention. At present, it is one of the important research directions of human-computer intelligent interaction to accurately obtain physiological information of neuromuscular activities by using various flexible sensing technologies to realize accurate recognition of motion intention. This report reports some preliminary research progress in flexible sensing detection technology and application.. At present, human-computer interaction is of course an indispensable activity in peoples life, including the use of mobile phones, computers, and so on. Interaction includes physical interaction, voice ...
Architecting Virtual Reality Systems: 10.4018/978-1-59904-699-0.ch008: Virtual reality systems are a kind of complex software systems that need a lot of effort and resources during its development phase. Because rigid and
An architecture is provided to integrate multiple augmented reality environments to expand user experiences that might otherwise be limited in a single augmented reality environment. The architecture
Methodology for Transformation of Behavioural Cues into Social Signals in Human-Computer Interaction: 10.4018/978-1-4666-7377-9.ch007: This chapter presents the methodology for transformation of behavioural cues into Social Signals (SSs) in human-computer interaction that consists of three
Offenders with psychological problems are to be helped with a new virtual reality system that offers them treatment in a safe environment.
As geographic information systems (GIS) technology matures and develops sophisticated decision support applications, there is an increasing need to optimise human-computer interaction (HCI) aspects. Although further advances in graphic interface design and operator training are required, the principal challenge is now in the ergonomics of shared cognitive responsibility between operator and computer system. A sound and comprehensive theoretical framework is required to understand and develop this relationship. Mental modelling provides an appropriate psychological paradigm which may be applied through arranging appropriate levels of cognitive control, (modes of engagement), for GIS operations. The validation of such a theoretical model demands the use of appropriate research methodologies within a multi-disciplinary HCI in GIS research program. A substantial reference list is provided to assist research in this field.. ...
Read more about Virtual Reality System a Fun, Immersive Tool for MS Physical Therapy that allows dynamic challenges in a safe setting.
Improved human-like realism of computer opponents in racing or motion-related games is provided by using a mixture model to determine a dynamically prescribed racing line that the AI driver is to follow for a given segment of the race track. This dynamically prescribed racing line may vary from segment to segment and lap to lap, roughly following an ideal line with some variation. As such, the AI driver does not appear to statically follow the ideal line perfectly throughout the race. Instead, within each segment of the course, the AI drivers path may smoothly follow a probabilistically-determined racing line defined relative to at least one prescribed racing line.
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CiteSeerX - Scientific documents that cite the following paper: Virtual reality system with integrated sound field simulation and reproduction
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Human-Computer Interaction (HCI) raises demand of convenience, endurance, responsiveness and naturalness. This paper describes a design of a compact wearable low-power HCI equipment applied to gesture recognition. System combines multi-mode sense signals: the vision sense signal and the motion sense signal, and the equipment is equipped with the depth camera and the motion sensor. The dimension (40 mm × 30 mm) and structure is compact and portable after tight integration. System is built on a module layered framework, which contributes to real-time collection (60 fps), process and transmission via synchronous confusion with asynchronous concurrent collection and wireless Blue 4.0 transmission. To minimize equipments energy consumption, system makes use of low-power components, managing peripheral state dynamically, switching into idle mode intelligently, pulse-width modulation (PWM) of the NIR LEDs of the depth camera and algorithm optimization by the motion sensor. To test this equipments ...
The HCII 2020 proceedings deal with current developments in human-computer interaction in general. The HCI thematic focus is on topics such as gesture-based interaction; speech, voice, conversation and emotions; multimodal interaction; and human robot interaction.
The three-volume set LNCS 10277-10279 constitutes the refereed proceedings of the11th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2017, held as part of the 19th I
Poststroke hemiplegic patients often show altered weight distribution with balance disorders, increasing their risk of fall. Conventional balance training, though powerful, suffers from scarcity of trained therapists, frequent visits to clinics to get therapy, one-on-one therapy sessions, and monotony of repetitive exercise tasks. Thus, technology-assisted balance rehabilitation can be an alternative solution. Here, we chose virtual reality as a technology-based platform to develop motivating balance tasks. This platform was augmented with off-the-shelf available sensors such as Nintendo Wii balance board and Kinect to estimate ones center of mass (CoM). The virtual reality-based CoM-assisted balance tasks (Virtual CoMBaT) was designed to be adaptive to ones individualized weight-shifting capability quantified through CoM displacement. Participants were asked to interact with Virtual CoMBaT that offered tasks of varying challenge levels while adhering to ankle strategy for weight shifting. To
A key part of the book is its extensive development of applications and graphical illustrations, drawing on such fields as the physical sciences, macroeconomics, finance, business logistics management, and medicine. Despite such tremendous diversity of usage, in terms of applications and diagramming notations, the book classifies and organizes diagrams around six major themes: system topology; sequence and flow; hierarchy and classification; association; cause and effect; and logic reasoning. Readers will benefit from the authors discussion of how diagrams can be more than just a static picture or representation and how diagrams can be a central part of an intelligent user interface, meant to be manipulated and modified, and in some cases, utilized to infer solutions to difficult problems.. This book is ideal for many different types of readers: practitioners and researchers in AI and human-computer interaction; business and computing professionals; graphic designers and designers of graphical ...
How is Joint Interface Simulation Training System abbreviated? JOISTS stands for Joint Interface Simulation Training System. JOISTS is defined as Joint Interface Simulation Training System very rarely.
An editing system has a graphical user interface that shows media/metadata and metadata/metadata relationships and allows a user to navigate a graph defined by these relationships. Using this graphical user interface, a user may determine, for example, which masterclips are used in a sequence, or which sequences are using those masterclips. Such information can be useful for many purposes. For example, by identifying all masterclips used in a sequence, the media files associated with these masterclips can be readily recaptured in a different format. The graphical user interface provides simple navigation of such relationships by using two panes. Each pane may receive and display indications of any media data or metadata object type defined in the problem domain. In an editing system, such object types may include objects such as projects, sequences, clips and media files. Each of the object types has bidirectional and many-to-many relationships defined with other object types and many relationships can
Background: User-centered design (UCD) methodologies can help take the needs and requirements of potential end-users into account during the development of innovative telecare products and services. Understanding how members of multidisciplinary development teams experience the UCD process might help to gain insight into factors that members with different backgrounds consider critical during the development of telecare products and services. Objective: The primary objective of this study was to explore how members of multidisciplinary development teams experienced the UCD process of telecare products and services. The secondary objective was to identify differences and similarities in the barriers and facilitators they experienced. Methods: Twenty-five members of multidisciplinary development teams of four Research and Development (R&D) projects participated in this study. The R&D projects aimed to develop telecare products and services that can support self-management in elderly people or
Globe Group, a company under the brand Greenworks Tools, is one of the industry leaders in battery-powered outdoor equipment, developing tools that deliver the performance of a gasoline-powered tool without the hassle and emissions associated with it. Gasoline-powered tools are still prevalent in the field of arboriculture where arborists work daily with chainsaws while performing tree felling and pruning.. Now a new type of chainsaw is in development by Globe Group which is characterized by its lightweight and large battery capacity, which brings extraordinary battery life. This feature is possible by redesigning the chainsaw to support an external battery, which is housed in a separate battery pack instead of placing the battery directly inside the tool. The aim of the project is to adapt and design the battery pack for arborists by using a user-centered design approach with focus on ergonomics. This is done by having a close cooperation with the arborists during the whole project, from ...
A training system for an article of footwear is disclosed. The training system includes a method of training an athlete to use an article of footwear with a traction system to help enhance speed and agility. The method can be implemented on a computer, mobile device or as an instruction booklet. The training system provides a total training solution for an athlete that is designed to enhance specific athletic skills.
Pramod Chundury joined the UMD College of Information Studies as a PhD student with a focus on Human-Computer Interaction. His advisor is Dr. Eun Kyoung Choe. Research Interests Human-Computer Interaction Personal informatics Data Visualization Education M.S. in Human-Computer Interaction, University of Maryland, College Park, USA B.E. in Computer Science, Anna University, Chennai, India Pramod Chundury PhD Student [email protected] https://terpconnect.umd.edu/~pchundur/
We are interested in enabling natural human-computer interaction by combining techniques from machine learning, computer vision, computer graphics, human-computer interaction and psychology. Specific areas that we focus on include: multimodal human-computer interfaces, affective computing, pen-based interfaces, sketch-based applications, intelligent user interfaces, applications of computer vision and machine learning to solving real world problems. Browse through the publications and research pages to get a flavor of [email protected] ...
He is Editor in Chief of ACM Transactions on Computer-Human Interaction and on the editorial boards of several other journals and book series, including Human-Computer Interaction, Computer Supported Cooperative Work, and Information Systems Research, leading journals in their areas. He co-wrote and edited the widely used Readings in Human-Computer Interaction: Toward the New Millenium. Active in both human-computer interaction and computer supported cooperative work since these fields emerged, he has published over 100 papers on a range of topics. For the past ten years, his two primary research topics have been the adoption and use of technology in organizations, and the design and use of multimedia systems.. ROBERT DE HOOG is Professor of Information and Knowledge Management at Twente University, and Associate Professor of Social Science Informatics at the University of Amsterdam. Since the mid 1980's he has been involved in many projects in the area of artificial intelligence, expert ...
Abstract Purpose: To investigate the feasibility of using a virtual rehabilitation system with intuitive user interface and force feedback to improve the skills in activities of daily living (ADL). Method: A virtual training system equipped with haptic devices was developed for the rehabilitation of three ADL tasks - door unlocking, water pouring and meat cutting.…
Graphical user interfaces (GUIs) surround us in our everyday lives - with touch displays on our washing machines, thermostats and coffee makers at home and touch controls on copy machines and industrial devices at work. This trend will continue as…. ...
Called Locomotion Vault, the project was developed by researchers at the Universities of Birmingham, Copenhagen, and Microsoft Research. It aims to provide a central, freely available resource to analyze the numerous locomotion techniques currently available.. The aim is to make it easier for developers to make informed decisions about the appropriate technique for their application and researchers to study which methods are best. By cataloguing available techniques in the Locomotion Vault, the project will also give creators and designers a head-start on identifying gaps where future investigation might be necessary. The database is an interactive resource, so it can be expanded through contributions from researchers and practitioners.. Researcher Massimiliano Di Luca, of the University of Birminghams School of Psychology, said: Locomotion is an essential part of virtual reality environments, but there are many challenges. A fundamental question, for example, is whether there should be a ...
Biological exploration on genetic expression and protein synthesis in living organisms is used to discover causal and interactive relationships in biological processes. Current GeneChip microarray technology provides a platform to an- alyze up to 500,000 molecular reactions on a single chip, providing thousands of genetic and protein expression results per test. Using visualization tools and priori knowledge of genetic and protein interactions, visual networks are used to model and analyze the results. The virtual reality environment designed and implemented for this project provides visualization and data modeling tools commonly used in genetic ex- pression data analysis. The software processes normalized genetic profile data from microarray testing results and association information from protein-to- protein databases. The data is modeled using a network of nodes to represent data points and edges to show relationships. This information is visualized in virtual reality and modeled using force directed
Context. User Interfaces (UIs) intensively rely on event-driven programming: widgets send UI events, which capture users interactions, to dedicated objects called controllers. Controllers use several UI listeners that handle these events to produce UI commands. Objective. First, we reveal the presence of design smells in the code that describes and controls UIs. Second, we demonstrate that specific code analyses are necessary to analyze and refactor UI code, because of its coupling with the rest of the code. Method. We conducted an empirical study on four large Java Swing and SWT open-source software systems: Eclipse, JabRef, ArgouML, and FreeCol. We study to what extent the number of UI commands that a UI listener can produce has an impact on the change-and fault-proneness of the UI listener code. We develop a static code analysis for detecting UI commands in the code. Results. We identify a new type of design smell, called Blob listener that characterizes UI listeners that can produce more than two
Interacting with computers by using the bodily motion is one of the challenging topics in the Virtual Reality field, especially as regards the interaction with large scale virtual environments. This paper presents a device for interacting with a Virtual Reality environment that is based on the detection of the muscular activity and movements of the user by the fusion of two different signals. The idea is that through muscular activities a user is capable of moving a cursor in the virtual space, and making some actions through gestures. The device is based on an accelerometer and on electromyography, a technique that derives from the medical field and that is able to recognize the electrical activity produced by skeletal muscles during their contraction. The device consists of cheap and easy to replicate components: seven electrodes pads and a small and wearable board for the acquisition of the sEMG signals from the users forearm, a 3 DOF accelerometer that is positioned on the users wrist ...
We present a system enabling users to accurately catch a real ball while immersed in a virtual reality environment. We examine three visualizations: r...
Advanced light microscopy methods are key to many biological studies. Their ease of use depends, besides experimental aspects, on intuitive graphical user interfaces (GUI). The open-source software Micro-Manager offers a universal GUI for microscope control but requires implementing plugins to further tailor it to specific systems. However, GUIs are often tailored to a single system. Since even similar devices can have different Micro-Manager device properties, such as power percentage versus absolute power, directly transferring a GUI to another instrument usually requires changing the source-code. We developed Easier Micro-Manager User interface (EMU), a Micro-Manager plugin, to simplify building flexible and reconfigurable GUIs. EMU can be seamlessly used with the Java Swing library to create device-independent GUIs for Micro-Manager. Such GUIs are easily transferred to another microscope thanks to an intuitive configuration menu that includes mapping of the device properties to the GUI
In one embodiment, objects captured over a network can be queried using a graphical user interface. In one embodiment, the graphical user interface (GUI) includes a search editor to enable a user to author and edit a search that mines objects captured by a capture system. In one embodiment, the graphical user also includes a capture rule editor a to enable a user to author and edit a capture rule used by the capture system to intercept objects transmitted over a network.
2019 Journal of Advanced Pharmacy Education & Research. Objective: To study the efficiency of usage of immersive virtual reality with proprioceptive sensory effects for the rehabilitation of the static locomotor function of patients in the acute period of ischemic stroke. Material and methods: The study involved 33 patients in the acute period of ischemic stroke in the carotid system. The patients were randomized into two groups, the study group additionally received classes under immersive virtual reality with a sensory impact. The course consisted of 10 classes of 15 minutes each. Results. According to the Berg balance scale, on the 6th day of classes (p = 0.03), an improvement in the static-locomotor function was detected in the study group. On the last day of the rehabilitation course, the patients from the group subjected to the course demonstrated an improvement in the static locomotor function by 23 points (95% CI 13-27 points) in the study population and by 7 points (95% CI 2-13 points) ...
Research Paper Title Human Factors Guidance for Designers of Interactive 3D and Games-Based Training Systems. Background This is the second edition of the Human Factors (HF) Guidelines for Interactive 3D (i3D) and Games-Based Training Systems Design, published in 2012 (1st Edition published in 2008). The author states the motivation for publishing such a document came about due to a realisation that technology…
This study addressed the effect of scaling subjects in a virtual reality environment when performing ergonomic evaluations for assembly automotive tasks. Ten male and ten female automotive employees participated in this study. Subjects were selected to fit into one of 4 anthropometric groups (n=5/group); 5th percentile female (5F), 50th percentile female (50F), 50th percentile male (50M), or 95th percentile male (95M). Each subject was asked to perform 3 automotive assembly tasks while interacting with a digital rendering of a vehicle in virtual reality. The subjects were represented in virtual reality as a human manikin (Classic Jack, UGS) whose actions were driven by their actual motions captured via motion tracking (EvaRT, MotionAnalysis). Each subject performed the tasks under 4 different conditions; in one condition, the subject appeared as their true size, and in the three other conditions, they were scaled to appear as the size of the other three subject groups. (Abstract shortened by UMI.)
In this study a within-subjects design was used. Each participant played both versions of the game: tilting user interface and walking user interface. The playing order was randomized. The tasks in the game were exactly the same in both versions.. 4.1 Participants. This study was executed as part of the Tampere University of Technologys User-centered design course in the beginning of 2015. The course is a part of the Masters Degree Programme in information technology.. Overall 45 students participated in the user experience study in which the two user interface solutions were compared. From these 45 students 9 were left out as they did not play both games or filled in the user experience questionnaires inadequately. Of the remaining 36 participants 12 were females and 24 males while the average age was 38.5 years. Even though primary end users of the game are school children of age 11-14, this study was conducted with university students. This was intentional as they should master the ...
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The present invention enables a computer user to select a function represented via a graphical user interface by speaking command related to the function into audio processing circuitry. A voice recognition program interprets the spoken words to determine the function that is desired for execution. The user may use the cursor to identify an element on the graphical user interface display or speak the name of that element. The computer responds to the identification of the element by displaying a menu of the voice commands associated with that element.
Success in designing user interfaces for complex computer systems will, in large part, determine the success of the systems as a whole. Information from within the field of human-computer interaction is presented and applied within the domain of computer-controlled audio systems. This includes the design of visual and tactile displays, alternative input devices and input mappings, stimulus response compatibility, customization, and intelligent interfaces. The presentation will focus on...
To date, though, Virtual Reality devices have not been able to stimulate simultaneously all five senses with a high degree of realism. But with funding from the Engineering and Physical Sciences Research Council, scientists from the Universities of York and Warwick believe they have been able to pinpoint the necessary expertise to make this possible, in a project called
The first idea that often comes to mind about contrast is something black and white. In the absence of shades and multiple colors, monochrome image uses contrast as the main booster of expressive potential. And that works the same way in user interfaces. Even more, comparing to the pieces of art or photography, contrast not only influences the aestheticism but also has a significant impact on usability and navigability of the layout. Therefore, wise usage of contrast is the powerful method of making websites and apps user-friendly and easy to use.. Surely, it doesnt mean that only black-and-white UI is the most effective. It wouldnt be wise to get limited so much when users globally present such a diversity of wishes and needs. However, «black-and-white» testing, already mentioned in the previous part, is highly helpful. Designers should keep in mind that colorful interfaces can look different on different screens and resolutions. Moreover, low contrast can make the interface hard to use for ...
USING an inventive new method in which mice run through a virtual reality environment based on the video game Quake, researchers from Princeton University have made the first direct measurements of the cellular activity associated with spatial navigation. The method will allow for investigations of the neural circuitry underlying navigation, and should lead to a…. ...
This thesis introduces a hierarchical model for unsupervised learning from naturalistic video sequences. The model is based on the principles of slowness and sparseness. Different approaches and implementations for these principles are discussed. A variety of neuron classes in the hippocampal formation of rodents and primates codes for different aspects of space surrounding the animal, including place cells, head direction cells, spatial view cells and grid cells. In the main part of this thesis, video sequences from a virtual reality environment are used for training the hierarchical model. The behavior of most known hippocampal neuron types coding for space are reproduced by this model. The type of representations generated by the model is mostly determined by the movement statistics of the simulated animal. The model approach is not limited to spatial coding. An application of the model to invariant object recognition is described, where artificial clusters of spheres or rendered fish are ...