- Virtual Reality Applications and Impacts
- Human-Automation Interaction and Safety
- Augmented Reality Applications
- EEG and Brain-Computer Interfaces
- Neural and Behavioral Psychology Studies
- Cognitive Science and Mapping
- Visual perception and processing mechanisms
- Robotics and Automated Systems
- Intelligent Tutoring Systems and Adaptive Learning
- 3D Shape Modeling and Analysis
- Spatial Cognition and Navigation
- Infrared Thermography in Medicine
- Neural dynamics and brain function
- Healthcare Technology and Patient Monitoring
- Non-Invasive Vital Sign Monitoring
- Computer Graphics and Visualization Techniques
- Surgical Simulation and Training
- Neural Networks and Applications
- Advanced Optical Imaging Technologies
- Color perception and design
- AI-based Problem Solving and Planning
- Gaze Tracking and Assistive Technology
- Action Observation and Synchronization
- Clinical Reasoning and Diagnostic Skills
- Ergonomics and Human Factors
Design Interactive (United States)
2016-2021
Hartford Financial Services (United States)
2015-2020
University of Hartford
2020
University of Central Florida
2003-2015
University of Alabama at Birmingham
2010-2014
Colorado State University
2013
Performance Polymer Solutions (United States)
2013
Photonics (United States)
2007
University of Denver
2004
Research Organization of Information and Systems
2001
This article aims to investigate the Grand Challenges which arise in current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased widened societal needs, as well individual collective expectations that HCI, a discipline, is called upon address. A perspective oriented humane social values adopted, formulating challenges terms impact technologies on human life both at levels. Seven are identified presented this...
The aim of this study was to assess what drives gender-based differences in the experience cybersickness within virtual environments. In general, those who have studied (i.e., motion sickness associated with reality [VR] exposure), oftentimes report that females are more susceptible than males. As there many individual factors could contribute gender differences, understanding biggest drivers help point solutions. Two experiments were conducted which males and exposed for 20 minutes a...
Immersive technologies, such as virtual and augmented reality, initially failed to live up expectations, but have improved greatly, with many new head-worn displays associated applications being released over the past few years. Unfortunately, ‘cybersickness’ remains a common user problem that must be overcome if mass adoption is realized. This article evaluates state of research on this problem, identifies challenges addressed, formulates an updated cybersickness development (R&D) agenda....
Augmented reality (AR) is rapidly being adopted by industry leaders and militaries around the globe. With Defense Health Agency pushing AR as a solution to distributed learning problem, along with applications explored within primary care operational medical settings, it crucial for these immersive platforms have standardized, scientifically based paradigm on which they are designed used. One area of particular concern potential physiological maladaptation following prolonged exposure,...
A technique for the construction of exaggerated human movements was developed and its effectiveness tested case categorising tennis serves as flat, slice, or topspin. The involves treating points in a high-dimensional space uses average basis constructing movements. Exaggerated particular style are defined those which lie on line originating at direction by difference between grand average. In order to visualise movements, computer animation techniques were employed transform...
This paper provides guidance for adaptive learning systems designers by reviewing the evolution of theories and their associated progress, which is enabled computers, artificial intelligence augmented cognition. A generic conceptual framework intelligent discussed in detail individualised learning. The utility such design methodologies illustrated through an example a customised tutoring system improvised explosive device disposal operator training. testbed approach first phase truly...
This perspective article explores the utility of active video gaming as a means reducing sedentary behavior and increasing physical activity among youth with disabilities limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth disproportionately affected by health problems that result behavior, lack activity, low fitness levels. Physical, programmatic, attitudinal barriers have synergistic compounded impact on youths' ability to participate...
As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive programs there is a need for new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within user-in-the-loop cycle. The field of unique in that determining the efficacy this genre computer-aided therapies requires prior knowledge issues may confound patient outcome measures. Benchmarking...
This study investigated the cognitive organization of human body representation and its relationship to other object representations. It addressed whether (1) all objects their parts were organized similarly, (2) animate differently from inanimate parts, (3) was objects. The relations among three exemplar (human body, bear, bicycle) examined. Participants performed a series sorting tasks using stimulus cards illustrating various part combinations these objects; constructed so that same...
It is of paramount importance to track the cognitive activity or cognitve attenion service personnel in a Prognostics and Health Monitoring (PHM) related training operation environment. The electroencephalography (EEG) data one good candidates for recognition user. Analyzing an unconstrained (natural) environment understanding state classifying human challenging task due multiple reasons such as low signal-to-noise ratio, transient nature, lack baseline availability uncontrolled mixing...
Visualization tools using Augmented Reality Environments are effective in applications related to medical training, prognosis and expert interaction. Such visualization can also provide key visual insights on the physiology of deformable anatomical organs (e.g. lungs). In this paper we propose a deformation method that facilitates physically-based elastostatic deformations 3D highresolution polygonal models. The implementation as pre-computation approach is shown for high-resolution lung...
We describe a cognitive rehabilitation mixed-reality system that allows therapists to explore natural cuing, contextualization, and theoretical aspects of retraining, including transfer training. The Human Experience Modeler (HEM) environment for contextualized learning experience with the advantages controlled stimuli, capture feedback would not be feasible in traditional setting. A pilot study testing integrated components HEM is discussed where participant presents working memory...
The process of perception requires not only the brain's receipt sensory data but also meaningful organization that in relation to perceptual experience held memory. Although it typically results a conscious percept, is fully conscious. Research on neural substrates human visual has suggested regions limbic cortex, including medial orbital frontal cortex (mOFC), may contribute intuitive judgments about events, such as guessing whether an object might be present briefly presented fragmented...
While virtual, augmented, and mixed reality technologies are being used for military medical training beyond, these component oftentimes utilized in isolation. eXtended Reality (XR) combines immersive form factors to support a continuum of virtual capabilities include full immersion, augmented overlays that provide multimodal cues personalize instruction, physical models embodiment practice psychomotor skills. When combined, XR multi-faceted paradigm which the whole is greater than sum...
Head-mounted display design is an iterative process. As such, a standardized user-centered assessment protocol of head-mounted performance during each phase prototype development should be employed. In this paper, we first describe methodology for assessing displays and virtual environments using visual metrics. We then present application the projection module our assessment: resolution acuity as function contrast. To evaluate total system, also used three different light levels two types...
A theoretical investigation of rendered depth and angular errors, or Albertian linked to natural eye movements in binocular head-mounted displays (HMDs) is presented for three possible eye-point locations: the center entrance pupil, nodal point, rotation eye. numerical quantification was conducted both pupil under assumption that user will operate solely either near field an associated instrumentation setting far a different setting. Under these conditions, eyes are taken gaze plane...