Natural user interaction in virtual environment is a prominent factor in any mixed reality applications. In this paper, we revisit the assessment of natural user interaction via a case study of a virtual aquarium. Viewers with the wearable headsets are able to interact with virtual objects via head orientation, gaze, gesture, and visual markers. The virtual environment is operated on both Google Cardboard and HoloLens, the two popular wireless head-mounted displays. Evaluation results reveal the preferences of users over different natural user interaction methods.
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http://dx.doi.org/10.1007/s12652-022-04496-3 | DOI Listing |
Alzheimers Dement
December 2024
University of Minnesota Duluth, Duluth, MN, USA.
Background: The rising demand for alternative dementia assessments, fueled by healthcare workforce shortages and the growing population of individuals affected with dementia, necessitates innovative approaches to address accessibility, logistics, and diverse populations. The utilization of robots in cognitive assessments emerges as a promising solution, promising efficiency and engagement, while navigating the complex landscape of dementia care challenges.
Method: Existing cognitive assessment tools were examined to develop a humanoid robot to deliver cognitive assessment.
Alzheimers Dement
December 2024
University of Minnesota Duluth, Duluth, MN, USA.
Background: The rising demand for alternative dementia assessments, fueled by healthcare workforce shortages and the growing population of individuals affected with dementia, necessitates innovative approaches to address accessibility, logistics, and diverse populations. The utilization of robots in cognitive assessments emerges as a promising solution, promising efficiency and engagement, while navigating the complex landscape of dementia care challenges.
Method: Existing cognitive assessment tools were examined to develop a humanoid robot to deliver cognitive assessment.
ASSETS
October 2024
Department of Computer Science, Old Dominion University, United States.
Blind individuals, who by necessity depend on screen readers to interact with computers, face considerable challenges in navigating the diverse and complex graphical user interfaces of different computer applications. The heterogeneity of various application interfaces often requires blind users to remember different keyboard combinations and navigation methods to use each application effectively. To alleviate this significant interaction burden imposed by heterogeneous application interfaces, we present Savant, a novel assistive technology powered by large language models (LLMs) that allows blind screen reader users to interact uniformly with any application interface through natural language.
View Article and Find Full Text PDFBull World Health Organ
January 2025
La Tunisie Médicale, Tunis, Tunisia.
BMC Med Inform Decis Mak
January 2025
Medical Informatics Department, Faculty of Medicine, Mashhad University of Medical Sciences, Mashhad, 13944-91388, Iran.
Background: The prevalence and chronic nature of Inflammatory Bowel Diseases (IBD) is a significant global concern. As the essential part of treatments approach, patient adherence to treatment protocols and self-management practices are crucial to = IBD management. Healthcare initiatives focused on chronic conditions are strongly needed to consider various aspects of gamification and how it can positively affect self-management.
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