Search results for "Human-Machine Interaction"

showing 2 items of 2 documents

A Gamified Mobility Experience

2020

We believe in the use of urban games to define new enjoyable experiences, change citizens’ unsustainable habits and educate them to new environment-and social-friendly ones. This paper presents MUV, an innovative action that has the power to engage citizens and foster sustainable mobility behaviors. MUV complements engaging HMIs with a participatory method within an iterative innovation process called the virtuous cycle (understand, involve, co-create, implement, experiment). The innovation process has led to a new game dynamic: Mobility as a Sport. It results in a rewarding personal mobility experience; the same rewarding sensations the athletes feel when they improve their results.

Urban gamePersonal mobility0211 other engineering and technologies02 engineering and technologyPower (social and political)Human-Machine InteractionUrban Mobility0502 economics and businessSettore ICAR/13 - Disegno IndustrialeSociologyUrban mobility050210 logistics & transportationbiologyAthletesbusiness.industry05 social sciencesInnovation process021107 urban & regional planningCitizen journalismPublic relationsbiology.organism_classificationVirtuous circle and vicious circleSustainabilityAction (philosophy)SustainabilityUrban Gamesbusiness
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Adaptive inputs in an interface for people with Dyskinetic Cerebral Palsy: Learning and usability

2016

This study concerns the difficulty in accessing computers faced by people with Dyskinetic Cerebral Palsy (DCP). Thus diminishing their opportunities to communicate or learn. This population usually needs an alternative input human-computer interface (HCI). The paper presents an alternative multimodal HCI that incorporates a head-mounted interface and superficial electromyography sensors (sEMG). The aim of the study is to assess the usability and the suitability of these two HCI devices. Six non-disabled subjects and ten subjects with DCP participated in the iterative process in which each test follows an improvement of an input. The results indicated that for both systems, the improvements …

030506 rehabilitationEngineeringInterface (computing)INGENIERIA MECANICAHealth Informaticsdyskinesia usabilitymotor disordersCerebral palsy03 medical and health sciences0302 clinical medicinesEMGHuman–computer interactionAssistive technologyassistive technologymedicineuser-adaptationSimulationhuman-machine interactionbusiness.industryRehabilitationUsabilitymedicine.diseaseinertial sensorsAugmentative and alternative communicationHuman machine interactionaugmentative and alternative communicationCerebral palsy0305 other medical sciencebusiness030217 neurology & neurosurgeryDyskinetic cerebral palsy
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