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  • 文章类型: Journal Article
    协作机器人在许多应用领域的广泛普及导致了对用于远程操作控制的直观有效解决方案的需求。阻抗控制器已经承担了远程操作中的相关角色,允许在交互过程中增加稳定性和准确性。本文旨在测试一种基于阻抗控制器的遥操作方法,即远程阻抗控制,这在非结构化环境中是可用的,因为它只依赖于可穿戴传感器。所提出的解决方案映射了人类用户的关节刚度和位置,通过六个EMG和两个M-IMU传感器计算,进入远程系统进行远程操作。我们开发了一个涉及虚拟物理交互的2-DoF虚拟任务,以将我们的解决方案的性能与传统的基于位置的控制器之一进行比较。这项研究是对五名健康的参与者进行的,在两个不同的会话中经历了两个控制器。事实证明,远距阻抗方法比基于位置的方法对物理要求更低,更直观。实验数据还使我们能够研究志愿者在远程互动的情况下采用的策略,同时使用两个控制器。值得注意的是,即使使用位置控制器,对象阻抗的变化对虚拟臂没有影响,参与者仍然倾向于调节自己手臂的阻抗和位置。
    The broad spread of cooperative robots into many application domains has resulted in a demand for intuitive and effective solutions for teleoperated control. A relevant role in teleoperation has been assumed by impedance controllers, that allow the increase of stability and accuracy during interaction. This paper aims to test a teleoperation method based on an impedance controller, namely tele-impedance control, that is usable in unstructured environments since it relies only on wearable sensors. The proposed solution maps the joint stiffness and position of the human user, computed through six EMG and two M-IMU sensors, into the remote system to be teleoperated. We developed a 2-DoFs virtual task involving virtual physical interactions to compare the performance of our solution with the one of a traditional position-based controller. The study has been conducted on five healthy participants, who experienced both controllers in two different sessions. The tele-impedance approach has proved to be less physically demanding and more intuitive than the position-based one. Experimental data also allow us to investigate the strategy employed by the volunteers in the case of remote interactions, while using the two controllers. Of note, even though with the position controller the variation of subject impedance has no effect on the virtual arm, participants still tend to regulate both impedance and position of their own arm.
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  • 文章类型: Journal Article
    电子健康(eHealth)已广泛用于慢性病管理。先前的研究集中在基于时间的提醒上,作为促进行为改变意图的线索,忽略了通过其他线索类型的自动线索-行为关联的发展。
    因此,这项研究利用化身外观作为基于视觉的提示,以帮助建立外观转换和健康行为之间的自动关联,以形成无意的习惯。
    为了更好地了解用户对应用化身外观变化以发展高血压患者的提示行为关联的态度和经验。在14天的实验中招募了15名参与者。在排除了一名退出实验的参与者之后,其他人被随机分为两组.一组由基于视觉的提示(虚拟植物)和基本行为改变技术(BCT)组成。另一组仅包括基础BCT。态度和经验结果是通过访谈收集的,定性数据采用专题分析法进行分析。
    57%的参与者被诊断患有高血压超过五年,超过50%的参与者有使用移动应用程序或可穿戴设备的经验。66%的参与者每周进行3次以上的体育锻炼。结果表明,定制的基于时间的提醒,血压监测,每日饮食摄入量是最有吸引力的特征。此外,高血压参与者对化身外观持积极态度,作为一种基于视觉的线索来发展线索-行为关联,这增强了自我管理的动机。
    这项研究提出了一种基于视觉的习惯形成线索设计,并进行了一种定性方法来探索高血压患者的感知。这些发现提供了从用户角度对高血压患者对基于视觉的线索的态度以及对化身外观与健康行为之间的联系进行自我管理的感知的见解。随后的讨论提出了从意图形成习惯的电子健康设计指南,自动提示-行为关联,和自我管理的观点。
    UNASSIGNED: Electronic health (eHealth) has been widely adopted in chronic disease management. Prior studies focused on time-based reminders as a cue to facilitate behavior change intentions, ignoring the development of automatic cue-behavior associations via other cue types.
    UNASSIGNED: Hence, this study utilized avatar appearance as a visual-based cue to help establish the automatic association between appearance transformation and health behavior to form habits without intention.
    UNASSIGNED: To better understand users\' attitudes and experiences toward applying changes in avatar appearance to develop cue-behavior associations for hypertensive patients. Fifteen participants were recruited in a 14-day experiment. After excluding one participant who dropped out of the experiment, others were randomly assigned to two groups. One group consisted of a visual-based cue (a virtual plant) and basic behavior change techniques (BCTs). The other group only included basic BCTs. Attitudes and experience outcomes were collected by interview, and qualitative data were analyzed using thematic analysis.
    UNASSIGNED: 57% of participants had been diagnosed with hypertension for more than five years, and more than 50% of participants have experience using mobile apps or wearables. 66% of participants did physical activity more than three times every week. The result shows that tailored time-based reminders, blood pressure monitoring, and daily dietary intake were the most attractive features. Additionally, hypertensive participants have positive attitudes toward avatar appearance as a visual-based cue to develop cue-behavior association, which enhances self-management motivation.
    UNASSIGNED: This study proposes a visual-based cue design for habit formation and conducts a qualitative method to explore hypertensive patients\' perceptions. The findings offer insights from user\'s perspectives into hypertensive patients\' attitudes toward visual-based cues and perception of the connection between avatar appearance and health behavior for self-management. Subsequent discussions present eHealth design guidelines of habit formation from intention, automatic cue-behavior association, and self-management perspectives.
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  • 文章类型: Journal Article
    目标:尽管大数据在职业卫生领域的兴起为跨领域研究提供了新的机会,他们提出了数据的隐私和安全问题,特别是在连接保险领域的敏感数据时,职业健康或赔偿要求。我们的目标是验证一个大型的,通过比较三个独立选择的结局之间的关联,从CONSTANCES队列开发的盲合成数据库,和各种曝光。
    方法:从CONSTANCES队列中,使用头像方法(Octopize)构建了一个大型合成数据集,该数据集对于主要或次要数据用途是不可知的.选择了三个主要的兴趣分析来比较原始数据集和化身数据集之间的关联:中风的风险(任何中风,和中风的亚型),膝关节疼痛的风险和与膝关节疼痛相关的局限性。计算了Logistic模型,并对配对比值比(OR)进行了定性比较。
    结果:原始和头像数据集都包括162,434个观察值和19个相关变量。在计算的172个配对的原始/化身OR上,包括性别的分层分析,超过77%的比较有OR差异≤0.5,少于7%的比较有统计学意义的关联差异,科恩的卡帕系数为0.80。
    结论:这项研究显示了在特定的职业健康领域中使用化身方法创建的合成数据库的灵活性和多种用法,可以在开放获取中共享,而不会冒重新识别和隐私问题的风险,并有助于为重返工作岗位等复杂现象带来新的见解。
    OBJECTIVE: Though the rise of big data in the field of occupational health offers new opportunities especially for cross-cutting research, they raise the issue of privacy and security of data, especially when linking sensitive data from the field of insurance, occupational health or compensation claims. We aimed to validate a large, blinded synthesized database developed from the CONSTANCES cohort by comparing associations between three independently selected outcomes, and various exposures.
    METHODS: From the CONSTANCES cohort, a large synthetic dataset was constructed using the avatar method (Octopize) that is agnostic to the data primary or secondary data uses. Three main analyses of interest were chosen to compare associations between the raw and avatar dataset: risk of stroke (any stroke, and subtypes of stroke), risk of knee pain and limitations associated with knee pain. Logistic models were computed, and a qualitative comparison of paired odds ratio (OR) was made.
    RESULTS: Both raw and avatar datasets included 162,434 observations and 19 relevant variables. On the 172 paired raw/avatar OR that were computed, including stratified analyses on sex, more than 77% of the comparisons had a OR difference ≤0.5 and less than 7% had a discrepancy in the statistical significance of the associations, with a Cohen\'s Kappa coefficient of 0.80.
    CONCLUSIONS: This study shows the flexibility and the multiple usage of a synthetic database created with the avatar method in the particular field of occupational health, which can be shared in open access without risking re-identification and privacy issues and help bring new insights for complex phenomenon like return to work.
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  • 文章类型: Journal Article
    许多青春期女性在网上很活跃,通过不断发展的社交媒体技术寻找创造性的表达方式。社交虚拟世界(SVW)以广泛的头像定制功能而著称,为他们提供独特的机会来制作虚拟身份并探索自我展示的各个方面。本研究调查了Zepeto的青春期女性化身的构造,基于韩国的全球SVW平台。采用社会表征理论(SRT)作为理论框架,这项研究对青少年女性Zepeto用户进行了深入访谈,以揭示他们对SVW中头像创建背后的看法和动机,以及探索虚拟和现实世界的相互作用如何为他们带来各种机遇和挑战。虽然SVW的前景仍然不确定,研究这些年轻用户如何解释和体验SVW有助于确定增强这些平台可持续性的潜在策略。
    Many adolescent females are active online, finding creative ways to express themselves through evolving social media technologies. Social virtual worlds (SVWs), distinguished by extensive avatar customization features, provide them with unique opportunities to craft virtual identities and explore diverse facets of self-presentation. This study investigates adolescent females\' construction of avatars in Zepeto, a South Korea-based global SVW platform. Employing social representation theory (SRT) as a theoretical framework, this study conducted in-depth interviews with adolescent female Zepeto users to uncover their perceptions of and motivations behind avatar creation in SVWs, as well as to explore how the interplay of virtual and real worlds presents them with various opportunities and challenges. While the prospects of SVWs remain uncertain, examining how these young users interpret and experience SVWs contributes to identifying potential strategies to enhance the sustainability of these platforms.
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  • 文章类型: Journal Article
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  • 文章类型: Journal Article
    背景:这项研究评估了混合SSVEP+P300脑机接口(BCI)在虚拟现实(VR)游戏环境(VRBCI)中控制化身运动的可行性。现有的VR+BCI游戏环境有局限性,比如视觉疲劳,较低的通信速率,最低精度,系统舒适度差。因此,需要一种优化的混合BCI系统,其可以同时在皮质中引起最强的P300和SSVEP电位。
    方法:将BCI耳机与VR耳机耦合以生成VR+BCI环境。作者开发了一个VR游戏,在BCI耳机的帮助下,使用用户的皮层反应控制化身的移动。在所提出的系统中使用了专门设计的视觉刺激,以引起用户大脑的最强反应。所提出的系统还包括听觉反馈机制以促进精确的化身移动。
    结论:常规P300BCI和SSVEPBCI也用于控制化身的运动,并将它们的性能指标与拟议系统的性能指标进行了比较。结果表明,混合SSVEPP300BCI系统在控制化身运动方面优于其他系统。
    BACKGROUND: This research evaluated the feasibility of a hybrid SSVEP + P300 brain computer interface (BCI) for controlling the movement of an avatar in a virtual reality (VR) gaming environment (VR + BCI). Existing VR + BCI gaming environments have limitations, such as visual fatigue, a lower communication rate, minimum accuracy, and poor system comfort. Hence, there is a need for an optimized hybrid BCI system that can simultaneously evoke the strongest P300 and SSVEP potentials in the cortex.
    METHODS: A BCI headset was coupled with a VR headset to generate a VR + BCI environment. The author developed a VR game in which the avatar\'s movement is controlled using the user\'s cortical responses with the help of a BCI headset. Specifically designed visual stimuli were used in the proposed system to elicit the strongest possible responses from the user\'s brain. The proposed system also includes an auditory feedback mechanism to facilitate precise avatar movement.
    CONCLUSIONS: Conventional P300 BCI and SSVEP BCI were also used to control the movements of the avatar, and their performance metrics were compared to those of the proposed system. The results demonstrated that the hybrid SSVEP + P300 BCI system was superior to the other systems for controlling avatar movement.
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  • 文章类型: Journal Article
    目标:检查以虚拟身份为主导的营养教育计划在北卡罗来纳州青年服务社区合作伙伴中的吸引力。
    方法:我们使用相对优势的创新扩散理论结构对社区合作伙伴进行了调查,兼容性,和复杂性。Logistic回归评估了该程序未来使用的吸引力和可能性。
    结果:社区合作伙伴(n=100)一致认为,该计划是年轻人和父母了解营养的一种创新(87%)和便捷(85%)的方式。认为该计划相对于当前计划具有相对优势的合作伙伴未来使用意向的几率显着提高(P=0.005)。那些发现它与组织和个人价值观兼容的人未来使用的几率明显更高(P<0.001)。
    结论:营养教育虚拟形象计划对青年参与的社区伙伴感兴趣。有必要进行未来的研究,以研究此类计划在社区组织中的潜在整合。
    OBJECTIVE: Examine the appeal of a virtual avatar-led nutrition education program among youth-serving community partners in North Carolina.
    METHODS: We surveyed community partners using the Diffusion of Innovation Theory constructs of relative advantage, compatibility, and complexity. Logistic regression evaluated the appeal and likelihood of the program\'s future use.
    RESULTS: Community partners (n = 100) agreed that the program was an innovative (87%) and convenient (85%) way for youth and parents to learn about nutrition. Partners who perceived the program as a relative advantage to current programs had significantly higher odds of future use intention (P = 0.005). Those who found it compatible with organizational and personal values had significantly higher odds of future use (P < 0.001).
    CONCLUSIONS: A nutrition education virtual avatar program is of interest to youth-engaged community partners. Future research examining the potential integration of this type of program within community organizations is warranted.
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  • 文章类型: Journal Article
    虚拟现实自我咨询(VR-SC)被认为是解决心理健康问题的有效方法。先前的研究表明,使用西格蒙德·弗洛伊德的化身作为顾问的VR-SC的有效性。然而,考虑到虚拟现实(VR)可以实现对另一个人的具体视角,VR-SC使用一个关心参与者(一个亲密的人)的人的化身,例如家庭成员或朋友,被认为是有效的,因为它可以对参与者本身产生温暖的态度。在这项研究中,60名本科生和研究生被分为三个条件:VR-SC与亲密的人,VR-SC与弗洛伊德,和一个对照组。然后比较干预效果。结果表明,与亲密人士的VR-SC在改善焦虑症状方面最有效。这些结果可以归因于从亲密人的化身和咨询自己的角度接受和肯定自己。这项研究具有重要意义,因为它是第一个使用亲密人物的化身进行VR-SC,并将其效果与弗洛伊德的化身进行比较。更重要的是,研究表明,相同的VR-SC方法可能会产生不同的效果,具体取决于咨询伙伴的化身。
    Virtual reality self-counseling (VR-SC) is considered an effective approach for addressing mental health problems. Previous studies have shown the effectiveness of VR-SC using Sigmund Freud\'s avatar as the counselor. However, considering that virtual reality (VR) enables embodied perspective-taking of another person, VR-SC using the avatar of a person who cares about the participant (an intimate person), such as a family member or friend, is considered effective because it could create warm attitudes toward the participants themselves. In this study, 60 undergraduate and graduate students were split into three conditions: VR-SC with intimate persons, VR-SC with Freud, and a control group. The intervention effects were then compared. The results showed that VR-SC with an intimate person was the most effective in improving anxiety symptoms. These results may be attributed to accepting and affirming oneself from the perspective of the intimate person\'s avatar and counseling oneself. This study is significant in that it is the first to conduct VR-SC with the avatar of an intimate person and compare the effects with Freud\'s avatar. More importantly, it showed that the same VR-SC method could have different effects depending on the avatar of the counseling partner.
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  • 文章类型: Journal Article
    术语Proteus效应是指由体现的虚拟代理的特征引起的态度和行为的变化。目前尚不清楚这种影响是否可以扩展到道德领域。为了解决这个问题,我们调查了是否包含虚拟代理(即,化身)具有不同特征的人的道德标准有不同的调节。要求参与者在拟人化的外观中体现类似于基督教上帝的化身或控制人类化身,并在虚拟环境中执行基于文本的附带和工具困境。对于每个参与者,我们记录了(1)选择的选项(道义与功利主义),(2)决策次数,(3)决定后的感觉,和(4)生理反应(皮肤电导反应和心率)。我们发现体现上帝与控制化身并没有改变道德困境任务中的表现,表明在我们的实验条件下没有强烈的变形杆菌效应。我们通过检查我们任务的约束和局限性来解释这个结果,推理引发变形杆菌效应的必要条件,并讨论该领域未来的发展和进步。此外,我们提出了关于困境类型的令人信服的影响,选择的选项,人格特质,和宗教信仰,从而支持和扩展有关道德困境中决策的文献。
    The term Proteus effect refers to the changes in attitudes and behavior induced by the characteristics of an embodied virtual agent. Whether the effect can extend to the moral sphere is currently unknown. To deal with this issue, we investigated if embodying virtual agents (i.e., avatars) with different characteristics modulate people\'s moral standards differentially. Participants were requested to embody an avatar resembling the Christian God in His anthropomorphic appearance or a control human avatar and to perform a text-based version of incidental and instrumental dilemmas in a virtual environment. For each participant, we recorded (1) chosen options (deontological vs. utilitarian), (2) decision times, (3) postdecision feelings, and (4) physiological reactions (skin conductance response and heart rate). We found that embodying God vs. a control avatar did not change the performance in the moral dilemma task, indicating that no strong Proteus effect was at play in our experimental conditions. We interpreted this result by examining the constraints and limitations of our task, reasoning about the necessary conditions for eliciting the Proteus effect, and discussing future developments and advances in the field. Moreover, we presented compelling effects concerning dilemma type, chosen option, personality traits, and religion affiliation, thus supporting and extending literature on decision making in moral dilemmas.
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