ICAT-EGVE2020 - Posters and Demos
Permanent URI for this collection
Browse
Browsing ICAT-EGVE2020 - Posters and Demos by Subject "Hardware"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
Item First Contact - Take 2 Using XR to Overcome Intercultural Discomfort (racism)(The Eurographics Association, 2020) Gunn, M. J.; Sasikumar, P.; Bai, H.; Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-KukDigital/human encounter is explored through a suite of experiences that comprises common/room, an art installation that uses various modes of Extended Reality (XR) to support social engagement and generate connections with a view to reversing processes of societal atomisation and intercultural discomfort (racism). common/room is exhibited as an informal dining room where each table hosts a distinct experience, designed to bring people together for discussion, active listening and considered response. Although XR is my tool, real encounter is my aim. Each experience, be it using 360 3D video in a headset or projection, or AR, simulates informal face-to-face encounters in the setting of a domestic kitchen or dining room. Visitors to one such experience, First Contact - Take 2, are invited to sit at a dining table where, by wearing a head-mounted Augmented Reality display, they encounter a volumetric representation of an indigenous Maori woman seated opposite. She speaks out of her culture that has refined collective endeavour and relational psychology over millennia.Item A Virtual Reality Adaptive Exergame for the Enhancement of Physical Rehabilitation Using Social Facilitation(The Eurographics Association, 2020) Najm, Ali; Michael-Grigoriou, Despina; Kyrlitsias, Christos; Christofi, Maria; Hadjipanayi, Christos; Sokratous, Dimitris; Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-KukVR-based rehabilitation allows the creation of fully controlled environments that define training tasks specifically designed to target the individual needs of patients. VR-based rehabilitation systems can be integrated into game-like interactions, capitalizing on motivational factors that are essential for recovery [MP00]. This project focuses on the development and preliminary evaluation of a VR-based approach for upper limb rehabilitation in chronic stroke survivors who suffer from hemiplegia. Towards this end, we have developed a VR exergame, where the player is required to repeat the supination-pronation movement of the wrist joint, similar to that done within a physiotherapy session. An ongoing issue with such exercises in rehabilitation is that recovery methods lose their effectiveness when the procedure becomes tedious [KJ08, SLSORCan11]. Therefore, the application that we have developed differs from pre-existing ones in the fact that it is based on the theory of Social Facilitation [Z65]. The objective of the proposed project is to investigate the impact of the existence of a virtual agent, who will act as a ''social facilitator'', on the patient's overall performance and interest in the upper limb rehabilitation exergame.