{"title":"Augmented Reality 3D Cubes Puzzle Bingo Game for the Elderly","authors":"Woan Ning Lim, Yunli Lee, Ivan Anggoro","doi":"10.1109/HAVE.2019.8921044","DOIUrl":"https://doi.org/10.1109/HAVE.2019.8921044","url":null,"abstract":"The pace of population aging is increasing dramatically over years. Living longer as well as living well is the goal of many people. Studies showed that mobile gaming can enhance the cognitive abilities and psychomotor skills of the elderly at the same time give the elderly sense of enjoyment and reduce the feeling of loneliness. Augmented reality technologies have been used to enhance traditional games and the results are positive. An Augmented Reality 3D cubes Puzzle Bingo game (ARPinGo) targeted the elderly was developed in this project by adapting the idea of rubik cubes and the puzzle and bingo board game features. The aim of this project is to gauge the response of the elderly towards the game and their acceptance of augmented reality technologies in mobile gaming. A total of 24 elderly members from D’Happy club in Petaling Jaya, Malaysia had participated in this study. A quantitative approach based on the Technology Acceptance Model (TAM) is used in the survey. The outcome of this study would provide valuable input for future development of gaming application for the elderly.","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126043874","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"GMSD-based Perceptually Motivated Non-local Means Filter for Image Denoising","authors":"Mohtashim Baqar, Sian Lun Lau, Mansoor Ebrahim","doi":"10.1109/HAVE.2019.8921188","DOIUrl":"https://doi.org/10.1109/HAVE.2019.8921188","url":null,"abstract":"Due to increasing proliferation of multimedia signals, specifically, image, video and their applications in our daily life, it is indispensable to have methods that can efficiently predict and correct visual quality of images with high measures of accuracy. Therefore, in this work a state-of-the-art (STOA) image quality assessment (IQA) metric, gradient magnitude similarity deviation (GMSD) has been incorporated in a STOA least-square-based non-local means (NLM) filtering framework for image denoising. The denoising process works by estimating and weighting neighbouring patches similar to the patch being denoised in terms of Euclidean distance (ED) and GMSD coefficient. The overall process is broken down into two steps; initially, local noise estimates for the underlying noisy patch are approximated and removed, then the refined patch is fed to the weighting process as the final step. Further, the proposed methodology also helps in mitigating the patch jittering blur effect (PJBE) and over smoothing of denoised images as observed with conventional NLM algorithm. Experimental evaluations based on visual-quality assessment and least-square-based metrics have shown that the proposed algorithm yields better denoised image estimates than the conventional NLM algorithm. Moreover, experiments conducted on a subjective database, i.e. CSIQ, have shown higher performance in terms of peak signal-to-noise ratio (PSNR), structural similarity (SSIM) and GMSD coefficients. The resultant denoised images were in high correlation with the subjective judgements compared to the ones obtained with conventional NLM algorithm.","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115570199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Posture Recognition Model Dedicated for Differentiating between Proper and Improper Sitting Posture with Kinect Sensor","authors":"LCK. Chin, K. Eu, T. T. Tay, C. Teoh, K. Yap","doi":"10.1109/HAVE.2019.8920964","DOIUrl":"https://doi.org/10.1109/HAVE.2019.8920964","url":null,"abstract":"In this era, most of mankind’s activities are carried out on top of a desk, but they rarely bother to sit with the right posture and this can lead to problems like back pain. In 2013, the number of working days lost due to sickness absence in UK is 131 million days, and 23.66% of this number is contributed by back pain and neck pain victims [1]. In this paper, a preliminary study of posture recognition system has been developed, to rectify the user’s sitting posture by alerting him/her. A proper and improper sitting posture might look quite similar to each other in the eye of sensors, especially different heights and genders cause difficulties in detection. Hence, a preliminary posture recognition model that specifically tackles the recognition between a proper and an improper sitting posture has been developed. In this paper, we use Kinect sensor for the sitting postures detection, and then feed the postures data to the posture recognition models such as Support Vector Machine (SVM) and Artificial Neural Network (ANN), for training purpose. We compared these two models and found that SVM with linear kernel has the highest accuracy.","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"242 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122522924","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Design of Low-Profile Tactile Actuator with Rich Vibrotactile Stimulation For Wearable Applications","authors":"Georgios Korres, M. Eid","doi":"10.1109/HAVE.2019.8921319","DOIUrl":"https://doi.org/10.1109/HAVE.2019.8921319","url":null,"abstract":"Vibrotactile stimulation is becoming more popular in haptic applications due to its simplicity, cost-effectiveness, and the ability to be used in wearable/flexible devices. Traditional vibrotactile actuators are either low-cost with limited expressiveness of vibration cues or high-cost with great expressiveness. We designed, characterized, and perceptually evaluated a low-profile, low-cost vibrotactile actuator that can control frequency and intensity of vibration independently. The actuator characterization demonstrated its ability to display frequencies in a perceptually flat response for the frequency band (110-300 Hz). Furthermore, the vibration intensity can be controlled independently in the same frequency band (110–300Hz), producing a flat response. A psychophysics experiment is conducted to validate the perceptual capabilities of the actuator. It is found that the actuator can display perceptually distinct stimulation across the defined frequency and intensity bands. The proposed actuators can be used to develop ubiquitous vibrotactile stimulation with high expressivity at low cost.","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133220066","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Yong, P. Gates, A. Chan, Chien-Sing Lee, Reginamary Matthews, K. Tiong
{"title":"Exploring the Feasibility of Computer Games in Mathematics Education","authors":"S. Yong, P. Gates, A. Chan, Chien-Sing Lee, Reginamary Matthews, K. Tiong","doi":"10.1109/HAVE.2019.8921018","DOIUrl":"https://doi.org/10.1109/HAVE.2019.8921018","url":null,"abstract":"The aim of this study was to explore the feasibility of deploying digital game-based learning in Mathematics education among a group of Malaysian secondary students. A mixed methods approach was employed in which a quantitative survey [175 students] and a qualitative interview [8 students, 8 parents and 6 teachers] were administered concurrently. Data collected revealed that students’ attitudes to learning Mathematics with digital games are significantly influenced by their interest in Mathematics, types of games played, and the duration of gameplay. Students prefer guidance from teachers, teachers are unlikely to change their existing teaching practices and parents do not support pedagogical change. Although this study has affirmed well-known challenges in an exam-oriented system, one key point is stressed, i.e. the possible adoption of edutainment is structured around the existing pedagogy. Furthermore, there is a need to create seamless formal-informal educational games to enrich Mathematics education.","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115557420","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Emiri Sakiyama, Daichi Matsumoto, M. Fujiwara, Yasutoshi Makino, H. Shinoda
{"title":"Evaluation of Multi-Point Dynamic Pressure Reproduction Using Microphone-Based Tactile Sensor Array","authors":"Emiri Sakiyama, Daichi Matsumoto, M. Fujiwara, Yasutoshi Makino, H. Shinoda","doi":"10.1109/HAVE.2019.8921090","DOIUrl":"https://doi.org/10.1109/HAVE.2019.8921090","url":null,"abstract":"An airborne ultrasound tactile display (AUTD) is a non-contact tactile display that can reproduce arbitrary pressure distribution, but research on the fidelity of its tactile feel is still insufficient. This study aims at the development of tactile reproduction system by AUTD, and we designed a tactile sensor composed of 4×4 ch microphone array in this paper. In addition, the basic performance as a tactile reproduction system was evaluated by reproducing the pressure by AUTD based on the simulated pressure distribution recorded by the sensor.","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128168517","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"HAVE 2019 Author Index","authors":"","doi":"10.1109/have.2019.8921315","DOIUrl":"https://doi.org/10.1109/have.2019.8921315","url":null,"abstract":"","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131163670","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Zheng Hong Sim, Yvonne Chook, M. Hakim, Woan Ning Lim, K. Yap
{"title":"Design of Virtual Reality Simulation-based Safety Training Workshop","authors":"Zheng Hong Sim, Yvonne Chook, M. Hakim, Woan Ning Lim, K. Yap","doi":"10.1109/HAVE.2019.8921366","DOIUrl":"https://doi.org/10.1109/HAVE.2019.8921366","url":null,"abstract":"Safety training is essential to high danger jobs. It is normally conducted in the traditional ways of classroom teaching or physical training at the workspace. In classroom teaching, safety procedures are theoretically described, the trainees cannot physically feel or see the machines or tools. Whereby safety training in the real-life workspace for high risk and high danger jobs often poses a risk by directly exposing the trainee to the danger area. In this project, a quiz-based interactive Virtual Reality (VR) simulated workshop was developed which allows training to be carried out in a realistic yet harmless environment, with the aims to improve the effectiveness of safety training and to reduce the incidents in the workshop. Studies were done to compare both the traditional classes and the VR system. Results show that the VR system is more effective, the trainees who took the VR training scored higher in the test compared to trainees who attended the normal classes.","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121358690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Damien Ablart, W. Frier, Hannah Limerick, Orestis Georgiou, Marianna Obrist
{"title":"Using Ultrasonic Mid-air Haptic Patterns in Multi-Modal User Experiences","authors":"Damien Ablart, W. Frier, Hannah Limerick, Orestis Georgiou, Marianna Obrist","doi":"10.1109/HAVE.2019.8920969","DOIUrl":"https://doi.org/10.1109/HAVE.2019.8920969","url":null,"abstract":"Ultrasonic mid-air tactile displays offer a unique combination of high spatial and temporal resolution and can stimulate a wide range of tactile frequencies. Leveraging those features, a new modulation technique producing spatially distributed tactile sensations has recently been introduced. This new approach, referred to as Spatiotemporal Modulation (STM), draws lines, curves and shapes on users’ palm by moving a mid-air tactile point rapidly and repeatedly along the path. STM parameters and their impact on tactile perception are yet to be studied systematically. In this work, we first study how varying the draw frequency and the size of a simple shape affects the participants perception of texture and their emotional responses. In the second part of our study, we used the most salient tactile patterns of the first study to extend the results within a multimodal context. We found that tactile patterns’ perception was consistent within both studies. We also found instances when the tactile patterns could alter the perception of the audio and visual stimuli. Finally, we discuss the benefits of our findings and conclude with implications for future work.","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115990269","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Evaluation of 3DOHA enhanced Virtual Edutainment Application for Visually Impaired Users: A Pilot Study","authors":"C. S. Mon, K. Yap, Azlina Ahmad","doi":"10.1109/HAVE.2019.8920889","DOIUrl":"https://doi.org/10.1109/HAVE.2019.8920889","url":null,"abstract":"E-learning or virtual learning is one of the popular ways in learning for young learners and varieties of technology assistive tools are available. Besides, e-learning or virtual learning has benefited for visually impaired (VI) learners. There are several studies confirmed that VI learners acknowledge the potentials and advantages of e-learning or virtual learning systems. However, not like sighted learning, VI learners face several challenges in using e-learning materials which are available on the shelf. Most of the virtual learning environments are designed for sighted learning and rich utilization of images and interactivities result the restrictions for the VI to use learning platforms in a virtual environment. Most of the VI learners are relying on screen reader to translate the contents from screen or documents. Thus, careful consideration is important in designing the learning environment for VI according to their requirements and accessibility to provide engaging virtual learning environment for them. Hence, this paper proposes a 3D enabled olfactory, haptic and audio (3DOHA) enhanced application for visually impaired learners to use in a virtual learning environment and evaluates the proposed application by conducting a pilot testing. Based on the study conducted, all the participants in this study agreed that the proposed system is fun to use and they would recommend it to their fellow friends to use in learning. Besides, the results show that the proposed 3DOHA is easy to use, easy to remember the steps to be taken to use the application and users would like to have 3DOHA application for learning.","PeriodicalId":446032,"journal":{"name":"2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE)","volume":"189 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124319812","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}