Biofeedback and Virtual Environments

2011 ◽  
Vol 9 (4) ◽  
pp. 377-395 ◽  
Author(s):  
Erik Champion ◽  
Andrew Dekker

This paper explains potential benefits of indirect biofeedback used within interactive virtual environments, and reflects on an earlier study that allowed for the dynamic modification of a virtual environment's graphic shaders, music and artificial intelligence, based on the biofeedback of the player. The aim was to determine which augmented effects aided or discouraged engagement in the game. Conversely, biofeedback can help calm down rather than stress participants, and attune them to different ways of interacting within a virtual environment. Other advantages of indirect biofeedback might include increased personalization, thematic object creation, atmospheric augmentation, filtering of information, and tracking of participants' understanding and engagement. Such features may help designers create more intuitive virtual environments with more thematically appropriate interaction while reducing cognitive loading on the participants. Another benefit would be more engaged clients with a better understanding of the richness and complexity of a digital environment.

1998 ◽  
Vol 25 (1) ◽  
pp. 64-67 ◽  
Author(s):  
René Verry

Susan Lederman (SL) is an invited member of the International Council of Research Fellows for the Braille Research Center and a Fellow of he Canadian Psychology Association. She was also an Associate of the Canadian Institute for Advanced Research in the Robotics and Artificial Intelligence Programme for 8 years. A Professor in the Departments of Psychology and Computing & Information Science at Queen's University at Kingston (Ontario, Canada), she has written and coauthored numerous articles on tactile psychophysics, haptic perception and cognition, motor control, and haptic applications in robotics, teleoperation, and virtual environments. She is currently the coorganizer of the Annual Symposium a Haptic Interfaces for Teleoperation and Virtual Environment Systems. René Verry (RV) is a psychology professor at Millikin University (Decatur, IL), where she teaches a variety of courses in the experimental core, including Sensation and Perception. She chose the often-subordinated somatic senses as the focus of her interview, and recruited Susan Lederman as our research specialist.


Author(s):  
Adam Nash

This chapter examines digital virtual environments as a site for art and proposes a formal aesthetics for art in digital virtual environments. The study arises from the author's decades-long practice producing art in virtual environments and the related theoretical considerations that have arisen from that practice. The technical, conceptual and ontological status of virtual environments is examined in order to establish a base of intrinsic qualities that identify virtual environments as a medium for art. The philosophy of Gilbert Simondon is used to achieve this. The elements and principles the artist must employ to work with this medium are identified as data, display and modulation. The specificities of virtual environments as a medium for art are examined in order to establish a formal aesthetics. In particular, digital colour, visual opacity, digital sound, code, artificial intelligence, emergence and agency are identified as the primary qualities that the artist manipulates to bring forth art in a virtual environment.


Author(s):  
Adam Nash

This chapter examines digital virtual environments as a site for art and proposes a formal aesthetics for art in digital virtual environments. The study arises from the author's decades-long practice producing art in virtual environments and the related theoretical considerations that have arisen from that practice. The technical, conceptual and ontological status of virtual environments is examined in order to establish a base of intrinsic qualities that identify virtual environments as a medium for art. The philosophy of Gilbert Simondon is used to achieve this. The elements and principles the artist must employ to work with this medium are identified as data, display and modulation. The specificities of virtual environments as a medium for art are examined in order to establish a formal aesthetics. In particular, digital colour, visual opacity, digital sound, code, artificial intelligence, emergence and agency are identified as the primary qualities that the artist manipulates to bring forth art in a virtual environment.


2004 ◽  
Vol 13 (03) ◽  
pp. 593-621 ◽  
Author(s):  
G. ANASTASSAKIS ◽  
T. PANAYIOTOPOULOS

Combination of logic-based artificial intelligence with virtual reality in intelligent agent systems is an approach not extensively sought after to date. It is our belief that significant gain is to be expected if the technical challenges involved are overcome. In this paper, we describe the mVlTAL intelligent agent system, which is our latest effort towards this direction. The system is a contemporary intelligent agent system with applications in numerous areas, including intelligent virtual environments and formal artificial intelligence research. The system focuses largely on logic-based approaches, which are present in almost every aspect of it, including modeling, knowledge representation, definition of agent behaviors and inter-agent communication. In addition, virtual manifestation of the world and agents is also an inherent characteristic of the system. The system, even if still in a development and evaluation stage, has already been employed in experimental and educational applications, demonstrating the potential benefits of such an approach.


2018 ◽  
Vol 12 (2) ◽  
pp. 40-54 ◽  
Author(s):  
Christina Gish Hill ◽  
Medeia Csoba DeHass

In the past decade, digital media have been increasingly employed in museums in a variety of ways. This practice capitalized on the new medium’s effectiveness in connecting a variety of stakeholders across multiple key issues. Projects representing Indigenous communities are not an exception to this trend. This special issue critically reflects on the politics of representation in the process of reframing culturally specific concepts in a digital environment. In addition to discussing potential benefits of digital media to working with Indigenous communities, papers in the special issue also carefully weigh the benefits and shortcomings virtual environments may bring to digital collaborations with Indigenous communities.


Author(s):  
Yoko E. Fukumura ◽  
Julie McLaughlin Gray ◽  
Gale M. Lucas ◽  
Burcin Becerik-Gerber ◽  
Shawn C. Roll

Workplace environments have a significant impact on worker performance, health, and well-being. With machine learning capabilities, artificial intelligence (AI) can be developed to automate individualized adjustments to work environments (e.g., lighting, temperature) and to facilitate healthier worker behaviors (e.g., posture). Worker perspectives on incorporating AI into office workspaces are largely unexplored. Thus, the purpose of this study was to explore office workers’ views on including AI in their office workspace. Six focus group interviews with a total of 45 participants were conducted. Interview questions were designed to generate discussion on benefits, challenges, and pragmatic considerations for incorporating AI into office settings. Sessions were audio-recorded, transcribed, and analyzed using an iterative approach. Two primary constructs emerged. First, participants shared perspectives related to preferences and concerns regarding communication and interactions with the technology. Second, numerous conversations highlighted the dualistic nature of a system that collects large amounts of data; that is, the potential benefits for behavior change to improve health and the pitfalls of trust and privacy. Across both constructs, there was an overarching discussion related to the intersections of AI with the complexity of work performance. Numerous thoughts were shared relative to future AI solutions that could enhance the office workplace. This study’s findings indicate that the acceptability of AI in the workplace is complex and dependent upon the benefits outweighing the potential detriments. Office worker needs are complex and diverse, and AI systems should aim to accommodate individual needs.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Martin Giesel ◽  
Anna Nowakowska ◽  
Julie M. Harris ◽  
Constanze Hesse

AbstractWhen we use virtual and augmented reality (VR/AR) environments to investigate behaviour or train motor skills, we expect that the insights or skills acquired in VR/AR transfer to real-world settings. Motor behaviour is strongly influenced by perceptual uncertainty and the expected consequences of actions. VR/AR differ in both of these aspects from natural environments. Perceptual information in VR/AR is less reliable than in natural environments, and the knowledge of acting in a virtual environment might modulate our expectations of action consequences. Using mirror reflections to create a virtual environment free of perceptual artefacts, we show that hand movements in an obstacle avoidance task systematically differed between real and virtual obstacles and that these behavioural differences occurred independent of the quality of the available perceptual information. This suggests that even when perceptual correspondence between natural and virtual environments is achieved, action correspondence does not necessarily follow due to the disparity in the expected consequences of actions in the two environments.


Author(s):  
Kay M. Stanney ◽  
Kelly S. Kingdon ◽  
Robert S. Kennedy

Are current virtual environments (VEs) usable by the broad spectrum of people who may wish to utilize this technology? The current study, which examined over 1000 participants, indicates the answer to this question is a definitive ‘no’. Virtual environment exposure was found to cause people to vomit (1.1%), experience nausea (71%), disorientation (70%), and oculomotor disturbances (79%). Overall, 88% of participants reported some level of adverse symptomatology, ranging from a minor headache to vomiting and intense vertigo. These disturbances led 12% of those exposed to prematurely cease their interaction. Dropout rates as high as nearly 50% were found in exposures of 1 hr in length. In addition, long-term aftereffects were found, including headaches, drowsiness, nausea, and fatigue. These problems could substantially reduce the accessibility of VE technology by the general public and thus must be resolved if this technology is to be widely adopted.


1991 ◽  
Vol 20 (2) ◽  
pp. 153-156
Author(s):  
Mahima Ranjan Kundu

This article provides information about the prospects and limitations of the Artificial Intelligence and Expert Systems as they relate to training systems and educational programs. The article describes the potential benefits of expert systems and how it can be gainfully employed in training environment, industry, and business management to perform complex jobs. The limitations of the applications of the Artificial Intelligence are discussed as some tend to believe that human mind and computers think alike and AI machines can function like a real expert in every aspect of training and education.


1994 ◽  
Vol 3 (2) ◽  
pp. 111-129 ◽  
Author(s):  
William Bricken ◽  
Geoffrey Coco

The Virtual Environment Operating Shell (veos) was developed at University of Washington's Human Interface Technology Laboratory as software infrastructure for the lab's research in virtual environments. veos was designed from scratch to provide a comprehensive and unified management facility to support generation of, interaction with, and maintenance of virtual environments. VEOS emphasizes rapid prototyping, heterogeneous distributed computing, and portability. We discuss the design, philosophy and implementation of veos in depth. Within the Kernel, the shared database transformations are pattern-directed, communications are asynchronous, and the programmer's interface is LISP. An entity-based metaphor extends object-oriented programming to systems-oriented programming. Entities provide first-class environments and biological programming constructs such as perceive, react, and persist. The organization, structure, and programming of entities are discussed in detail. The article concludes with a description of the applications that have contributed to the iterative refinement of the VEOS software.


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