ترغب بنشر مسار تعليمي؟ اضغط هنا

Exploratory Design of a Hands-free Video Game Controller for a Quadriplegic Individual

79   0   0.0 ( 0 )
 نشر من قبل Atieh Taheri
 تاريخ النشر 2021
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

From colored pixels to hyper-realistic 3D landscapes of virtual reality, video games have evolved immensely over the last few decades. However, video game input still requires two-handed dexterous finger manipulations for simultaneous joystick and trigger or mouse and keyboard presses. In this work, we explore the design of a hands-free game control method using realtime facial expression recognition for individuals with neurological and neuromuscular diseases who are unable to use traditional game controllers. Similar to other Assistive Technologies (AT), our facial input technique is also designed and tested in collaboration with a graduate student who has Spinal Muscular Atrophy. Our preliminary evaluation shows the potential of facial expression recognition for augmenting the lives of quadriplegic individuals by enabling them to accomplish things like walking, running, flying or other adventures that may not be so attainable otherwise.



قيم البحث

اقرأ أيضاً

Research and development in computer science and statistics have produced increasingly sophisticated software interfaces for interactive and exploratory analysis, optimized for easy pattern finding and data exposure. But design philosophies that emph asize exploration over other phases of analysis risk confusing a need for flexibility with a conclusion that exploratory visual analysis is inherently model-free and cannot be formalized. We describe how without a grounding in theories of human statistical inference, research in exploratory visual analysis can lead to contradictory interface objectives and representations of uncertainty that can discourage users from drawing valid inferences. We discuss how the concept of a model check in a Bayesian statistical framework unites exploratory and confirmatory analysis, and how this understanding relates to other proposed theories of graphical inference. Viewing interactive analysis as driven by model checks suggests new directions for software and empirical research around exploratory and visual analysis. For example, systems should enable specifying and explicitly comparing data to null and other reference distributions and better representations of uncertainty. Implications of Bayesian and other theories of graphical inference should be tested against outcomes of interactive analysis by people to drive theory development.
Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards the purpo se of automatically generating levels that have the properties of the training corpus. Towards that end we have made available a corpora of video game levels in an easy to parse format ideal for different machine learning and other game AI research purposes.
87 - Dylan Cashman 2018
Many visual analytics systems allow users to interact with machine learning models towards the goals of data exploration and insight generation on a given dataset. However, in some situations, insights may be less important than the production of an accurate predictive model for future use. In that case, users are more interested in generating of diverse and robust predictive models, verifying their performance on holdout data, and selecting the most suitable model for their usage scenario. In this paper, we consider the concept of Exploratory Model Analysis (EMA), which is defined as the process of discovering and selecting relevant models that can be used to make predictions on a data source. We delineate the differences between EMA and the well-known term exploratory data analysis in terms of the desired outcome of the analytic process: insights into the data or a set of deployable models. The contributions of this work are a visual analytics system workflow for EMA, a user study, and two use cases validating the effectiveness of the workflow. We found that our system workflow enabled users to generate complex models, to assess them for various qualities, and to select the most relevant model for their task.
116 - C. Owen , F. Biocca , C. Bohil 2008
SimDialog is a visual editor for dialog in computer games. This paper presents the design of SimDialog, illustrating how script writers and non-programmers can easily create dialog for video games with complex branching structures and dynamic respons e characteristics. The system creates dialog as a directed graph. This allows for play using the dialog with a state-based cause and effect system that controls selection of non-player character responses and can provide a basic scoring mechanism for games.
The topic of this paper is to use an intuitive model-based approach to design a networked controller for a recent benchmark scenario. The benchmark problem is to remotely control a two-wheeled inverted pendulum robot via W-LAN communication. The robo t has to keep a vertical upright position. Incorporating wireless communication in the control loop introduces multiple uncertainties and affects system performance and stability. The proposed networked control scheme employs model predictive techniques and deliberately extends delays in order to make them constant and deterministic. The performance of the resulting networked control system is evaluated experimentally with a predefined benchmarking experiment and is compared to local control involving no delays.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا