Validation of a multimodal interaction model for foot reflexology virtual reality stress therapy application

2018 ◽  
Vol 29 (1) ◽  
pp. 126
Author(s):  
Suziah Sulaiman ◽  
Hector Chimeremeze Okere ◽  
Dayang Rohaya Awang Rambli ◽  
Oi Mean Foong
Author(s):  
Oi Mean Foong ◽  
Dayang Rohaya Awang Rambli ◽  
Hector Chimeremeze Okere ◽  
Suziah Sulaiman

Author(s):  
Gamini Perhakaran ◽  
Azmi Mohd Yusof ◽  
Mohd Ezanee Rusli ◽  
Mohd Zaliman Mohd Yusoff ◽  
Imran Mahalil ◽  
...  

Author(s):  
Hector Chimeremeze Okere ◽  
Suziah Sulaiman ◽  
Dayang Rohaya Awang Rambli ◽  
Oi-Mean Foong

The proliferation of multimodal interaction research have presented numerous advantages which include enhancement of realism, increased efficiency in user task performance and the achievement of an interactivity that is relatively identical to the conventional human to human interactions. Haptic, visual, and aural interactions have been widely utilized and applied in various domains ranging from military and scientific visualization realms into more multidisciplinary areas, such as art and culture, education, archeology, and complementary medicine. In Virtual reality stress therapy application particularly in the proliferation towards the virtualization and simulation of the traditional foot reflexology therapy, little is understood on the haptic, visual and aural interactive nature of the therapy and to what extent they contribute in the patients' relaxation and stress relief, which hinders the system developers from obtaining the appropriate system design requirements for foot reflexology virtual stress therapy applications. This paper presents an exploratory study that examines from both the patients' and practitioners' perspective, the haptic, visual and aural interactive nature in foot reflexology domain since the practices promote relaxation and stress relief. The study explored 2 traditional foot reflexology sessions; audio recorded semi-structured interview was used to collect data from the participant's while the session was going on for analysis. The study findings presented the haptic, visual and aural interactive nature involved from the patients' and practitioners' perspective, and a higher level design requirements for the haptic, aural, visual and general interactivity extracted from the study findings as well as from literature. Implications for future research are also discussed.


2015 ◽  
Vol 77 (19) ◽  
Author(s):  
Rubijesmin Abdul Latif ◽  
Rozita Ismail

This paper discusses about comparing different sound types used in stress therapy among Malaysians. The aim of the stress therapy is to reduce stress among users, thus a virtual reality environment was used which replaces the traditional guided therapy sessions. Two sessions were conducted at different timings; each session using different sound type, (zikr and classical music). By the end of each session, comparisons of stress level were made. Stress therapy with zikr as background sound produced better impact on reducing stress level among participants. This paper focuses on the effect of sound towards reducing stress.


2011 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Fátima L.S. Nunes ◽  
Carla Dal Sasso Freitas

This special issue of the SBC Journal on 3D Interactive Systems is dedicated to the dissemination of the activities of several groups working on virtual reality, 3D graphics, 3D interaction, multimodal interaction and related themes in Brazil and other countries. Through this initiative the SBC Journal on 3D Interactive Systems is innovating: it is the first time that a Brazilian journal publishes, in a single issue, information regarding different laboratories for prospective students and potential collaborators.The papers selected for this issue introduce Virtual Reality, Graphics and Human Computer Interaction laboratories, their mission and goals, as well as interesting results from their recent projects. This will benefit the scientific community as a whole. It is a special opportunity for the different research groups to introduce themselves, describe their interests and areas of activity, as well as their research directions, thus enabling contacts and potential cooperation.We received 30 manuscripts and, after a peer review phase, we selected 26 technical communications. Most of the VR and CG research laboratories in Brazil are represented; some are more dedicated to virtual reality and graphics applications, others also work with image processing for improving interaction. We also received interesting contributions from laboratories in other countries like Czech Republic, Denmark, Germany, New Zealand, Spain, Switzerland and United Kingdom, as well as from a trans-national group involving Belgium, France, Italy, Germany, Georgia, Hungary, Netherlands, Poland, Spain and United Kingdom.In a general way, readers will find information about research on interaction devices, gesture recognition-based interaction, collaborative interaction, and innovative ways of interaction with tablets and walls. Also several 3D interactive visualization and rendering techniques are well explored by VR and CG researchers. Applications related to health care, chemistry, arts, among others, are some of the topics that the labs are pursuing in their projects. All the groups are interested in receiving students and establishing collaboration for new projects. Thus, we hope the content of the papers here presented can help researchers in finding partners and, in this way, improving their contribution to the fields of VR, CG and HCI.We would like to express our thanks to the editor-in-chief, Luciana Nedel, for inviting us to be guest editors, but mainly for shaping the idea of this special issue. We also thank the reviewers for their help with insightful revisions, and the authors for their interesting contributions as well as for the willingness in the whole process of preparing this issue.


1999 ◽  
Vol 19 (4) ◽  
pp. 10-13 ◽  
Author(s):  
P. Cohen ◽  
D. McGee ◽  
S. Oviatt ◽  
L. Wu ◽  
J. Clow ◽  
...  

Given that stresshas affected many people and is becoming an important issue to address, the development of an application that can help people to relax and therefore reduce stress is becoming important. One of the solutions is the use of virtual reality (VR) in stress therapy. In this paper, we evaluate a virtual reality application developed for stress therapy, and highlighted the issues associated with such application. Based on the issues, we proposed a component framework which can be used to develop a VR application for stress therapy which provides holistic experience to the users.


2015 ◽  
pp. 1621-1636 ◽  
Author(s):  
Toshiki Matsuda ◽  
Hiroshi Nakayama ◽  
Kazue Tamada

In this chapter, the authors introduce the e-learning material that they developed using Three-Dimensional Virtual Reality (3D-VR) technology in cyber ethics education. They propose a new instructional method that teaches students to use three types of knowledge in their analyses of moral judgment problems: knowledge of ethical codes, ICT, and rational judgment. They also verify that this method is more effective than the conventional method. In addition, the authors developed e-learning material that provides students with analytical problems and feedback according to their ability to understand ethical codes. Reality and authenticity are key to learning for every student. To inculcate a sense of seriousness toward the problems in e-learning material, the authors devised various dialog methods and built an effective instructional design model, such as the three-way interaction model.


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