Advertisement

Low-Cost Motion-Tracking for Computational Psychometrics Based on Virtual Reality

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8853)

Abstract

Virtual Reality (VR) is a computer-based simulation designed to expose users to environments in order to replicate real world objects and events. In this framework, video games are one of the most popular forms of VR media all over the worlds. Their popularity has been fuelled by advancements in gaming technology and interactive devices at a low cost in home gaming market but also in clinical and research settings. In clinical and research virtual rehabilitation, the user should be able to interact (directly or indirectly) with the environment via a wide array of input technologies. These include activation of computer keyboard keys, a mouse or a joypad (indirect) and even by using special sensors or visual tracking (direct). For example, Microsoft Kinect provides low-cost motion tracking sensors, allowing to clinicians to interact with rehabilitation applications in the most natural and flexible way. This flexibility can be employed to tailor the user interaction to the specific rehabilitation user aims. According to this perspective, the paper aims to present a potential new platform, NeuroVirtual3D, which intends to develop a software interface for supporting assessment and rehabilitation of cognition function through several input/output devices, such as data gloves, joypad and Microsoft Kinect.

Keywords

Psychometrics Virtual Reality Biosensors Psychophysiology 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Sheridan, T.B.: Musings on telepresence and virtual presence. Presence-Teleop Virt. 1, 120–126 (1992)Google Scholar
  2. 2.
    Schloerb, D.: A quantative Measure of Telepresence. Presence-Teleop Virt. 4(1), 64–80 (1995)Google Scholar
  3. 3.
    Sadowski, W.J., Stanney, K.M.: Measuring and Managing Presence in Virtual Environments. In: Stanney, K.M. (ed.) Handbook of Virtual Environments Technology, pp. 791–806. Lawrence Erlbaum Associates, Mahwah, NJ (2002)Google Scholar
  4. 4.
    Ijsselsteijn, W., de Ridden, H., Freeman, J., Avons, S.E.: Presence: Concept Determinants and Measurement. In: P SOC PHOTO-OPT INS, San Jose, CA (2000)Google Scholar
  5. 5.
    Lombard, M., Ditton, T.: At the Heart of It All: The Concept of Presence. J. Comput-Mediat Comm. 3(2) (1997)Google Scholar
  6. 6.
    Sheridan, T.B.: Further Musing on the Psychophysics of Presence. Presence-Teleop Virt. 5, 241–246 (1996)Google Scholar
  7. 7.
    Marsh, T., Wright, P., Smith, S.: Evaluation for the Design of Experience in Virtual Environments: Modeling Breakdown of Interaction and Illusion. Cyberpsychol. Behav. 4(2), 225–238 (2001)CrossRefGoogle Scholar
  8. 8.
    Riva, G., Davide, F., IJsselsteijn, W.: A Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments. In: Riva, G., Davide, F. (eds.) Emerging Communication: Studies on New Technologies and Practices in Communication. Ios Press, Amsterdam (2003)Google Scholar
  9. 9.
    Riva, G., Waterworth, J.A., Waterworth, E.L., Mantovani, F.: From Intention to Action: The Role of Presence. New Ideas Psychol. 29(1), 24–37 (2011)CrossRefGoogle Scholar
  10. 10.
    Waterworth, J.A., Waterworth, E.L., Mantovani, F., Riva, G.: On Feeling (the) Present: An Evolutionary Account of the Sense of Presence in Physical and Electronically-Mediated Environments. J. Consciousness Stud. 17(1–2), 167–178 (2010)Google Scholar
  11. 11.
    Riva, G., Castelnuovo, G., Mantovani, F.: Transformation of flow in rehabilitation: the role of advanced communication technologies. Behav. Res. Methods 38(2), 237–244 (2006)CrossRefGoogle Scholar
  12. 12.
    Rand, D., Kizony, R., Feintuch, N., Katz, N., Josman, N., Rizzo, A.A., Weiss, P.L.: Comparison of two VR platforms for rehabilitation: video capture versus HMD. Presence-Teleop Virt. 14 (2005)Google Scholar
  13. 13.
    Cipresso, P., Serino, S., Pallavicini, F., Gaggioli, A., Riva, G.: NeuroVirtual 3D: A Multiplatform 3D Simulation System for Application in Psychology and Neurorehabilitation. In: Ma, M. (ed.) Virtual, Augmented Reality and Serious Games for Healthcare 1, pp. 275–286. Springer (2014)Google Scholar
  14. 14.
    Riva, G., Gaggioli, A., Grassi, A., Raspelli, S., Cipresso, P., Pallavicini, F., Vigna, C., Gagliati, A., Gasco, S., Donvito, G.: NeuroVR 2–a free virtual reality platform for the assessment and treatment in behavioral health care. Stud. Health. Technol. Inform. 163, 493–495 (2011)Google Scholar
  15. 15.
    Giakoumis, D., Drosou, A., Cipresso, P., Tzovaras, D., Hassapis, G., Gaggioli, A., Riva, G.: Using activity-related behavioural features towards more effective automatic stress detection. PloS One 7(9) (2012b)Google Scholar
  16. 16.
    Giakoumis, D., Drosou, A., Cipresso, P., Tzovaras, D., Hassapis, G., Gaggioli, A., Riva, G.: Real-time monitoring of behavioural parameters releted to psychological stress. St Heal T. 181, 287–291 (2012)Google Scholar
  17. 17.
    Lee, J., Chao, C., Thomaz, A.L., Bobick, A.F.: Adaptive Integration of Multiple Cues for Contingency Detection. In: Salah, A.A., Lepri, B. (eds.) HBU 2011. LNCS, vol. 7065, pp. 62–71. Springer, Heidelberg (2011)CrossRefGoogle Scholar
  18. 18.
    Rigas, G., Tazallas, A.T., Tsalikakis, D.G., Konitsiotis, S., Fotiadis, D.I.: Real-time quantification of resting tremor in the Parkinson’s disease. In: Conf. Proc. IEEE Eng. Med. Biol. Soc., pp. 1306–1309 (2009)Google Scholar
  19. 19.
    Vastfjall, D.: The subjective sense of presence, emotion recognition, and experienced emotions in auditory virtual environments. Cyberpsychol. Behav. 6(2), 181–188 (2003)CrossRefGoogle Scholar
  20. 20.
    Lange, B., Chang, C.Y., Suma, E., Newman, B., Rizzo, A.A., Bolas, M.: Development and evaluation of low cost game-based balance rehabilitation tool using the Microsoft Kinect sensor. In: Proc. IEEE Int. Conf. Eng. Med. Biol. Soc. (2011)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  1. 1.Applied Technology for Neuro-Psychology laboratoryIRCCS Istituto Auxologico ItalianoMilanoItaly
  2. 2.RegolaTorinoItaly
  3. 3.NoReal.itTorinoItaly
  4. 4.Partner and PartnersTorinoItaly
  5. 5.Department of PsychologyUniversità Cattolica del Sacro CuoreMilanoItaly

Personalised recommendations