Related papers: Human-Computer Interaction with Adaptable & Adapti…
We present a method to simulate movement in interaction with computers, using Model Predictive Control (MPC). The method starts from understanding interaction from an Optimal Feedback Control (OFC) perspective. We assume that users aim to…
In the context of embodied artificial intelligence, morphological computation refers to processes which are conducted by the body (and environment) that otherwise would have to be performed by the brain. Exploiting environmental and…
In this work, we have developed a framework for synthesizing data driven controllers for a class of uncertain switched systems arising in an application to physical activity interventions. In particular, we present an application of…
Intelligent behaviour in the physical world exhibits structure at multiple spatial and temporal scales. Although movements are ultimately executed at the level of instantaneous muscle tensions or joint torques, they must be selected to…
Driving simulators are increasingly used in research and development. However, simulators often cause motion sickness due to downscaled motion and unscaled veridical visuals. In this paper, a motion cueing algorithm is proposed that reduces…
Nearly a quarter of visits to the Emergency Department are for conditions that could have been managed via outpatient treatment; improvements that allow patients to quickly recognize and receive appropriate treatment are crucial. The…
In recent years, trends towards studying simulated games have gained momentum in the fields of artificial intelligence, cognitive science, psychology, and neuroscience. The intersections of these fields have also grown recently, as…
Physical skill acquisition, from sports techniques to surgical procedures, requires instruction and feedback. In the absence of a human expert, Physical Task Guidance (PTG) systems can offer a promising alternative. These systems integrate…
Machine learning algorithms designed to characterize, monitor, and intervene on human health (ML4H) are expected to perform safely and reliably when operating at scale, potentially outside strict human supervision. This requirement warrants…
This study addresses the challenges of dynamics and complexity in intelligent human-computer interaction and proposes a reinforcement learning-based optimization framework to improve long-term returns and overall experience. Human-computer…
In a world where in-person context transitions more into remote and hybrid concepts, we should consider new concepts of interaction in health and rehabilitation and what advantages and disadvantages they bring. One of the rising topics is…
Interacting with human agents in complex scenarios presents a significant challenge for robotic navigation, particularly in environments that necessitate both collision avoidance and collaborative interaction, such as indoor spaces. Unlike…
Serious games have proven to be effective tools for screening cognitive impairments and supporting diagnosis in patients with neurodegenerative diseases like Alzheimer's and Parkinson's. They also offer cognitive training benefits.…
Rehabilitation robotics combined with video game technology provides a means of assisting in the rehabilitation of patients with neuromuscular disorders by performing various facilitation movements. The current work presents ReHabGame, a…
Game Theory (GT) has been used with significant success to formulate, and either design or optimize, the operation of many representative communications and networking scenarios. The games in these scenarios involve, as usual, diverse…
Human motion detection is getting considerable attention in the field of Artificial Intelligence (AI) driven healthcare systems. Human motion can be used to provide remote healthcare solutions for vulnerable people by identifying particular…
Designing effective rehabilitation strategies for upper extremities, particularly hands and fingers, warrants the need for a computational model of human motor learning. The presence of large degrees of freedom (DoFs) available in these…
Video Games are boring when they are too easy, and frustrating when they are too hard. In terms of providing game experience such as enjoyment to the player by match players with different levels of ability to player ability, We assume that…
The serious games between humans and AI have only just begun. Evolutionary Game Theory (EGT) models the competitive and cooperative strategies of biological entities. EGT could help predict the potential evolutionary equilibrium of humans…
This paper addresses the dynamic difficulty adjustment on MOBA games as a way to improve the player's entertainment. Although MOBA is currently one of the most played genres around the world, it is known as a game that offer less autonomy,…