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Issue No.05 - September/October (2005 vol.25)
pp: 40-48
Barnab? Tak?cs , Digital Elite
ABSTRACT
A special education and rehabilitation system employs real-time interactive computer graphics and photorealistic virtual humans that use gaze and facial gestures as guides to focus the learner's attention. By incorporating appropriate emotional responses while providing both verbal and nonverbal feedback, the solution implements an emotional modulation technique that increases learning efficiency. The model is based on a closed-loop interaction paradigm in which the learner's internal state is continuously monitored by sensors, and the responses as well as strategies of the animated tutoring system are adjusted accordingly. Sensors include a video camera for facial tracking and facial expression analysis, an eye tracker for measuring gaze, a biofeedback device to gauge stress levels, and other input/output devices for VR. The system has been used to develop many novel practical solutions. Case studies include applications for autistic children, cybertherapy, and cognitive rehabilitation.
INDEX TERMS
ACE, virtual-human interface, rehabilitation, human-computer interaction (HCI), real-time animation, vision and perception, behavior control
CITATION
Barnab? Tak?cs, "Special Education and Rehabilitation: Teaching and Healing with Interactive Graphics", IEEE Computer Graphics and Applications, vol.25, no. 5, pp. 40-48, September/October 2005, doi:10.1109/MCG.2005.113
REFERENCES
1. J. Rickel et al., "Toward a New Generation of Virtual Humans for Interactive Experiences," IEEE Intelligent Systems, vol. 17, no. 4, 2002, pp. 32-38.
2. B. Takács and B. Kiss, "Virtual Human Interface: A Photorealistic Digital Human," IEEE Computer Graphics and Applications, vol. 23, no. 5, 2003, pp. 38-45.
3. B. Kort, R. Reilly, and R.W. Picard, "An Affective Model of Interplay between Emotions and Learning: Reengineering Educational Pedagogy— Building a Learning Companion," Proc. Int'l Conf. Advanced Learning Technologies, 2001; http://affect.media.mit.edu/projectpages/ lcicalt.pdf.
4. R. Ramloll et al., "A Gaze Contingent Environment for Fostering Social Attention in Autistic Children," Proc. Eye Tracking Research and Applications Symp. Eye Tracking Research and Applications, 2004, pp. 19-26; http://s91149240.onlinehome.us/rampub/Pub autistHelicop.pdf.
5. C. Sikne Lányi et al., "Developing Multimedia Software and Virtual Reality Worlds and their Use in Rehabilitation and Psychology," Proc. 2nd Int'l Conf. E-Health in Common Europe, IOS Press, 2004.
6. G. Csukly et al., "Evaluating Psychiatric Patients Using High Fidelity Animated Faces," Proc. CyberTherapy, 2004.
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