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A pilot study: Effect of a novel dual-task treadmill walking program on balance, mobility, gaze and cognition in community dwelling older adultsNayak, Akshata 31 August 2015 (has links)
A growing body of literature suggests that aging causes restrictions in mobility, gaze, and cognitive functions, increasing the risk of falls and adverse health events. A novel Dual-Task Treadmill walking (DT-TW) program was designed to train balance, gaze, cognition, and gait simultaneously. Eleven healthy community-dwelling older adults (age 70-80 yrs) were recruited to play a variety of computer games while standing on a sponge surface and walking on a treadmill. Data on centre of pressure (COP) excursion for core balance, spatio-temporal gait variability parameters, head tracking performances, and neuropsychological tests were collected pre and post intervention. A significant improvement in balance, gaze, cognition, and gait performance was observed under dual-task conditions. The study thus concludes that DT-TW is a novel intervention program which combines interactive games with exercises to train dual-task abilities in community dwelling older adults. / October 2015
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Multi-sensor multi-person tracking on a mobile robot platformPoschmann, Peter 28 May 2018 (has links) (PDF)
Service robots need to be aware of persons in their vicinity in order to interact with them. People tracking enables the robot to perceive persons by fusing the information of several sensors. Most robots rely on laser range scanners and RGB cameras for this task. The thesis focuses on the detection and tracking of heads. This allows the robot to establish eye contact, which makes interactions feel more natural.
Developing a fast and reliable pose-invariant head detector is challenging. The head detector that is proposed in this thesis works well on frontal heads, but is not fully pose-invariant. This thesis further explores adaptive tracking to keep track of heads that do not face the robot. Finally, head detector and adaptive tracker are combined within a new people tracking framework and experiments show its effectiveness compared to a state-of-the-art system.
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VR systems for memory assessment and depth perceptionCárdenas Delgado, Sonia Elizabeth 15 January 2018 (has links)
La evolución de la tecnología de Realidad Virtual (RV) ha contribuido en todos los campos, incluyendo la psicología. Esta evolución implica mejoras tanto en hardware como en software, que permiten experiencias más inmersivas. En un entorno de RV los usuarios pueden percibir la sensación de "presencia" y sentirse "inmersos". Estas sensaciones son posibles utilizando HMDs. Hoy en día, el desarrollo de los HMDs se ha centrado en mejorar sus características técnicas para ofrecer inmersión total. En psicología, los entornos de RV son una herramienta de investigación. Hay algunas aplicaciones para evaluar la memoria espacial que utilizan métodos básicos de interacción. Sin embargo, sistemas de RV que incorporen estereoscopía y movimiento físico todavía no se han explotado en psicología. En esta tesis, se ha desarrollado un nuevo sistema de RV que combina características inmersivas, interactivas y de movimiento. El sistema de RV (tarea en un laberinto virtual) se ha utilizado para evaluar la memoria espacial y la percepción de profundidad. Se han integrado dos tipos diferentes de interacción: una basada en locomoción que consistió en pedalear en una bicicleta fija (condición1) y otra estacionaria usando un gamepad (condición2). El sistema integró dos tipos de visualización: 1) Oculus Rift (OR); 2) Una gran pantalla estéreo. Se diseñaron dos estudios. El primer estudio (N=89) evaluó la memoria espacial a corto plazo usando el OR y los dos tipos de interacción. Los resultados indican que existían diferencias significativas entre ambas condiciones. Los participantes que utilizaron la condición2 obtuvieron mejor rendimiento que los que utilizaron la tarea en la condición1. Sin embargo, no se encontraron diferencias significativas en las puntuaciones de satisfacción e interacción entre ambas condiciones. El desempeño en la tarea correlacionó con el desempeño en las pruebas neuropsicológicas clásicas, revelando la verosimilitud entre ellas. El segundo estudio (N=59) incluyó participantes con y sin estereopsis. Este estudio evaluó la percepción de profundidad comparando los dos sistemas de visualización. Los participantes realizaron la tarea usando la condición2. Los resultados mostraron que las diferentes características del sistema de visualización no influyeron en el rendimiento en la tarea entre los participantes con y sin estereopsis. Se encontraron diferencias significativas a favor del HMD entre las dos condiciones y entre los dos grupos de participantes respecto a la percepción de profundidad. Los participantes que no tenían estereopsis y no podían percibir la profundidad cuando utilizaban otros sistemas de visualización, tuvieron la ilusión de percepción de profundidad cuando utilizaron el OR. El estudio sugiere que para las personas que no tienen estereopsis, el seguimiento de la cabeza influye en gran medida en la experiencia 3D. Los resultados estadísticos de ambos estudios han demostrado que el sistema de RV desarrollado es una herramienta apropiada para evaluar la memoria espacial a corto plazo y la percepción de profundidad. Por lo tanto, los sistemas de RV que combinan inmersión total, interacción y movimiento pueden ser una herramienta útil para la evaluación de procesos cognitivos humanos como la memoria. De estos estudios se han extraído las siguientes conclusiones generales: 1) La tecnología de RV y la inmersión proporcionada por los actuales HMDs son herramientas adecuadas para aplicaciones psicológicas, en particular, la evaluación de la memoria espacial a corto plazo; 2) Un sistema de RV como el presentado podría ser utilizado como herramienta para evaluar o entrenar adultos en habilidades relacionadas con la memoria espacial a corto plazo; 3) Los dos tipos de interacción utilizados para la navegación en el laberinto virtual podrían ser útiles para su uso con diferentes colectivos; 4) El OR permite que los usuarios sin estereopsis puedan percibir l / The evolution of Virtual Reality (VR) technology has contributed in all fields, including psychology. This evolution involves improvements in hardware and software allowing more immersive experiences. In a VR environment users can perceive the sensation of "presence" and feel "immersed". These sensations are possible using VR devices as HMDs. Nowadays, the development of the HMDs has focused on improving their technical features to offer full immersion. In psychology, VR environments are research tools because they allow the use of new paradigms that are not possible to employ in a real environment. There are some applications for assessing spatial memory that use basic methods of HCI. However, VR systems that incorporate stereoscopy and physical movement have not yet been exploited in psychology. In this thesis, a novel VR system combining immersive, interactive and motion features was developed. This system was used for the assessment of the spatial memory and the evaluation of depth perception. For this system, a virtual maze task was designed and implemented. In this system, two different types of interaction were integrated: a locomotion-based interaction pedaling a fixed bicycle (condition1), and a stationary interaction using a gamepad (condition2). This system integrated two types of display systems: 1) The Oculus Rift; 2) A large stereo screen. Two studies were designed to determine the efficacy of the VR system using physical movement and immersion. The first study (N=89) assessed the spatial short term memory using the Oculus Rift and the two types of interaction The results showed that there were statistically significant differences between both conditions. The participants who performed the condition2 got better performance than participants who performed the condition1. However, there were no statistically significant differences in satisfaction and interaction scores between both conditions. The performance on the task correlated with the performance on other classical neuropsychological tests, revealing a verisimilitude between them. The second study (N=59) involved participants who had and who had not stereopsis. This study assessed the depth perception by comparing the two display systems. The participants performed the task using the condition2. The results showed that the different features of the display system did not influence the performance on the task between the participants with and without stereopsis. Statistically significant differences were found in favor of the HMD between the two conditions and between the two groups of participants regard to depth perception. The participants who did not have stereopsis and could not perceive the depth when they used other display systems (e.g. CAVE); however, they had the illusion of depth perception when they used the Oculus Rift. The study suggests that for the people who did not have stereopsis, the head tracking largely influences the 3D experience. The statistical results of both studies have proven that the VR system developed for this research is an appropriate tool to assess the spatial short-term memory and the depth perception. Therefore, the VR systems that combine full immersion, interaction and movement can be a helpful tool for the assessment of human cognitive processes as the memory. General conclusions from these studies are: 1) The VR technology and immersion provided by current HMDs are appropriate tools for psychological applications, in particular, the assessment of spatial short-term memory; 2) A VR system like the one presented in this thesis could be used as a tool to assess or train adults in skills related to spatial short-term memory; 3) The two types of interaction (condition1 and condition2) used for navigation within the virtual maze could be helpful to use with different collectives; 4) The Oculus Rift allows that the users without stereopsis can perceive the depth perception of 3D objects and have rich 3D experiences. / L'evolució de la tecnologia de Realitat Virtual (RV) ha contribuït en tots els camps, incloent la psicologia. Aquesta evolució implica millores en el maquinari i el programari que permeten experiències més immersives. En un entorn de RV, els usuaris poden percebre la sensació de "presència" i sentir-se "immersos". Aquestes sensacions són possibles utilitzant HMDs. Avui dia, el desenvolupament dels HMDs s'ha centrat a millorar les seves característiques tècniques per oferir immersió plena. En la psicologia, els entorns de RV són eines de recerca. Hi ha algunes aplicacions per avaluar la memòria espacial que utilitzen mètodes bàsics d'interacció. Tanmateix, sistemes de RV que incorporen estereoscòpia i moviment físic no s'han explotat en psicologia. En aquesta tesi, s'ha desenvolupat un sistema de RV novell que combina immersió, interacció i moviment. El sistema (tasca en un laberint virtual) s'ha utilitzat per a l'avaluació de la memòria espacial i la percepció de profunditat. S'han integrat dos tipus d'interacció: una interacció basada en locomoció pedalejant una bicicleta fixa (condició1), i l'altra una interacció estacionària usant un gamepad (condició2). S'han integrat dos tipus de sistemes de pantalla: 1) L'Oculus Rift; 2) Una gran pantalla estereoscòpica. Dos estudis van ser dissenyats. El primer estudi (N=89) va avaluar la memòria a curt termini i espacial utilitzant l'Oculus Rift i els dos tipus d'interacció. Els resultats indiquen que hi havia diferències significatives entre les dues condicions. Els participants que van utilitzar la condició2 van obtenir millor rendiment que els participants que van utilitzar la condició1. Tanmateix, no hi havia diferències significatives dins satisfacció i puntuacions d'interacció entre les dues condicions. El rendiment de la tasca va correlacionar amb el rendiment en les proves neuropsicològiques clàssiques, revelant versemblança entre elles. El segon estudi (N=59) va implicar participants que van tenir i que van haver-hi no estereopsis. Aquest estudi va avaluar la percepció de profunditat comparant els dos sistemes de pantalla. Els participants realitzen la tasca utilitzant la condició2. Els resultats van mostrar que les diferents característiques del sistema de pantalla no va influir en el rendiment en la tasca entre els participants qui tenien i els qui no tenien estereopsis. Diferències significatives van ser trobades a favor del HMD entre les dues condicions i entre els dos grups de participants. Els participants que no van tenir estereopsis i no podien percebre la profunditat quan van utilitzar altres sistemes de pantalla (per exemple, CAVE), van tenir la il.lusió de percepció de profunditat quan van utilitzar l'Oculus Rift. L'estudi suggereix que per les persones que no van tenir estereopsis, el seguiment del cap influeix en gran mesura en l'experiència 3D. Els resultats estadístics dels dos estudis han provat que el sistema de RV desenvolupat per aquesta recerca és una eina apropiada per avaluar la memòria espacial a curt termini i la percepció de profunditat. Per això, els sistemes de RV que combinen immersió plena, interacció i moviment poden ser una eina útil per la avaluació de processos cognitius humans com la memòria Les conclusions generals que s'han extret d'aquests estudis, són les següents: 1) La tecnologia de RV i la immersió proporcionada pels HMDs són eines apropiades per aplicacions psicològiques, en particular, la avaluació de memòria espacial a curt termini; 2) Un sistema de RV com el presentat podria ser utilitzat com a eina per avaluar o entrenar adults en habilitats relacionades amb la memòria espacial a curt termini; 3) Els dos tipus d'interacció utilitzats per navegació dins del laberint virtual podrien ser útils per al seu ús amb diferent col.lectius; 3) L'Oculus Rift permet que els usuaris que no tenen estereopsis puguen percebre la percepció de profunditat dels objectes 3D i tenir / Cárdenas Delgado, SE. (2017). VR systems for memory assessment and depth perception [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/94629 / TESIS
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Eye and Head Movements in Novice Baseball Players versus Intercollegiate Baseball PlayersKuntzsch, Erik C. 31 October 2017 (has links)
No description available.
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The acquisition of coarse gaze estimates in visual surveillanceBenfold, Ben January 2011 (has links)
This thesis describes the development of methods for automatically obtaining coarse gaze direction estimates for pedestrians in surveillance video. Gaze direction estimates are beneficial in the context of surveillance as an indicator of an individual's intentions and their interest in their surroundings and other people. The overall task is broken down into two problems. The first is that of tracking large numbers of pedestrians in low resolution video, which is required to identify the head regions within video frames. The second problem is to process the extracted head regions and estimate the direction in which the person is facing as a coarse estimate of their gaze direction. The first approach for head tracking combines image measurements from HOG head detections and KLT corner tracking using a Kalman filter, and can track the heads of many pedestrians simultaneously to output head regions with pixel-level accuracy. The second approach uses Markov-Chain Monte-Carlo Data Association (MCMCDA) within a temporal sliding window to provide similarly accurate head regions, but with improved speed and robustness. The improved system accurately tracks the heads of twenty pedestrians in 1920x1080 video in real-time and can track through total occlusions for short time periods. The approaches for gaze direction estimation all make use of randomised decision tree classifiers. The first develops classifiers for low resolution head images that are invariant to hair and skin colours using branch decisions based on abstract labels rather than direct image measurements. The second approach addresses higher resolution images using HOG descriptors and novel Colour Triplet Comparison (CTC) based branches. The final approach infers custom appearance models for individual scenes using weakly supervised learning over large datasets of approximately 500,000 images. A Conditional Random Field (CRF) models interactions between appearance information and walking directions to estimate gaze directions for head image sequences.
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Multi-sensor multi-person tracking on a mobile robot platformPoschmann, Peter 02 January 2018 (has links)
Service robots need to be aware of persons in their vicinity in order to interact with them. People tracking enables the robot to perceive persons by fusing the information of several sensors. Most robots rely on laser range scanners and RGB cameras for this task. The thesis focuses on the detection and tracking of heads. This allows the robot to establish eye contact, which makes interactions feel more natural.
Developing a fast and reliable pose-invariant head detector is challenging. The head detector that is proposed in this thesis works well on frontal heads, but is not fully pose-invariant. This thesis further explores adaptive tracking to keep track of heads that do not face the robot. Finally, head detector and adaptive tracker are combined within a new people tracking framework and experiments show its effectiveness compared to a state-of-the-art system.
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Real-time Head Motion Tracking for Brain Positron Emission Tomography using Microsoft Kinect V2Tsakiraki, Eleni January 2016 (has links)
The scope of the current research work was to evaluate the potential of the latest version of Microsoft Kinect sensor (Kinect v2) as an external tracking device for head motion during brain imaging with brain Positron Emission Tomography (PET). Head movements constitute a serious degradation factor in the acquired PET images. Although there are algorithms implementing motion correction using known motion data, the lack of effective and reliable motion tracking hardware has prevented their widespread adoption. Thus, the development of effective external tracking instrumentation is a necessity. Kinect was tested both for Siemens High-Resolution Research Tomograph (HRRT) and for Siemens ECAT HR PET system. The face Application Programming Interface (API) ’HD face’ released by Microsoft in June 2015 was modified and used in Matlab environment. Multiple experimental sessions took place examining the head tracking accuracy of kinect both in translational and rotational movements of the head. The results were analyzed statistically using one-sample Ttests with the significance level set to 5%. It was found that kinect v2 can track the head with a mean spatial accuracy of µ0 < 1 mm (SD = 0,8 mm) in the y-direction of the tomograph’s camera, µ0 < 3 mm (SD = 1,5 mm) in the z-direction of the tomograph’s camera and µ0 < 1 ◦ (SD < 1 ◦ ) for all the angles. However, further validation needs to take place. Modifications are needed in order for kinect to be used when acquiring PET data with the HRRT system. The small size of HRRT’s gantry (over 30 cm in diameter) makes kinect’s tracking unstable when the whole head is inside the gantry. On the other hand, Kinect could be used to track the motion of the head inside the gantry of the HR system.
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Exploring 3D User Interface Technologies for Improving the Gaming ExperienceKulshreshth, Arun 01 January 2015 (has links)
3D user interface technologies have the potential to make games more immersive & engaging and thus potentially provide a better user experience to gamers. Although 3D user interface technologies are available for games, it is still unclear how their usage affects game play and if there are any user performance benefits. A systematic study of these technologies in game environments is required to understand how game play is affected and how we can optimize the usage in order to achieve better game play experience. This dissertation seeks to improve the gaming experience by exploring several 3DUI technologies. In this work, we focused on stereoscopic 3D viewing (to improve viewing experience) coupled with motion based control, head tracking (to make games more engaging), and faster gesture based menu selection (to reduce cognitive burden associated with menu interaction while playing). We first studied each of these technologies in isolation to understand their benefits for games. We present the results of our experiments to evaluate benefits of stereoscopic 3D (when coupled with motion based control) and head tracking in games. We discuss the reasons behind these findings and provide recommendations for game designers who want to make use of these technologies to enhance gaming experiences. We also present the results of our experiments with finger-based menu selection techniques with an aim to find out the fastest technique. Based on these findings, we custom designed an air-combat game prototype which simultaneously uses stereoscopic 3D, head tracking, and finger-count shortcuts to prove that these technologies could be useful for games if the game is designed with these technologies in mind. Additionally, to enhance depth discrimination and minimize visual discomfort, the game dynamically optimizes stereoscopic 3D parameters (convergence and separation) based on the user's look direction. We conducted a within subjects experiment where we examined performance data and self-reported data on users perception of the game. Our results indicate that participants performed significantly better when all the 3DUI technologies (stereoscopic 3D, head-tracking and finger-count gestures) were available simultaneously with head tracking as a dominant factor. We explore the individual contribution of each of these technologies to the overall gaming experience and discuss the reasons behind our findings. Our experiments indicate that 3D user interface technologies could make gaming experience better if used effectively. The games must be designed to make use of the 3D user interface technologies available in order to provide a better gaming experience to the user. We explored a few technologies as part of this work and obtained some design guidelines for future game designers. We hope that our work will serve as the framework for the future explorations of making games better using 3D user interface technologies.
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