Abstract. This paper presents the results of a usability evaluation of the NeuroSky's MindBuilder -EM (MB). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to their size and complexity. However, a new generation of consumeroriented BCI has appeared for the video game industry. The MB, a headset with a single electrode, is based on electro-encephalogram readings (EEG) capturing faint electrical signals generated by neural activity. The electrical signals across the electrode are measured to determine levels of attention and then translated into binary data. This paper presents the results of an evaluation to assess the usability of the MB by defining a model of attention to fuse attention signals with user-generated data in a Second Life assessment exercise. The results of this evaluation suggest that the MB provides accurate readings regarding attention, since there is a positive correlation between measured and selfreported attention levels. The results also suggest there are some usability and technical problems with its operation. Future research is presented consisting of the definition of a standardized reading methodology and an algorithm to level out the natural fluctuation of users' attention levels when used as inputs.
Wired gloves are one of the most useful tools in the field of Virtual Reality. By using them, the users can interact more realistically with Virtual Environments than when using a joystick, mouse, trackball or so. Despite some attempts to develop low-budget wired gloves have been made, these useful devices remain as very expensive tools for the common user. Motivated by this situation, we propose the design and implementation of wired gloves based on a low budget novel technology. This technology uses indirect video-analysis to detect joint movements, which are transferred via a set of wires attached to the joints. As a result, these gloves can be acquired at a very low price or even enthusiast people could try to reproduce them.
En este trabajo se presenta, desde una perspectiva centrada en el usuario, la selección de los factores para una herramienta web que busca agilizar la valoración del proceso colaborativo. En una primera etapa, se revisaron doce instrumentos de evaluación para el trabajo en equipo, que en conjunto integraron 27 factores, mismos que se filtraron para determinar qué factores tenían una frecuencia de aparición de al menos el 50% o más en dichos instrumentos. El resultado de esta etapa redujo a 12 los factores de valoración y éstos fueron sometidos a consideración de 186 estudiantes, que estuvieron trabajando colaborativamente durante un período de cuatro meses, de forma intermitente. Los resultados de esta segunda etapa revelan que de los 12 factores, cinco de ellos fueron valorados como esenciales y seis como muy importantes. Sólo el factor “Comunicación externa” fue considerado como de regular importancia. This paper presents, from a user-centered perspective, the selection of factors for a web tool that seeks to speed up the assessment of the collaborative process. In a first stage, twelve evaluation instruments for teamwork were reviewed, all together gathered 27 factors, which were filtered to determine which of them had the highest frequency in at least 50% or more of such instruments. The result of this stage reduced the assessment factors to 12 and these were submitted to the consideration of 186 students, who worked collaboratively, over a period of four months, intermittently. The results of this second stage reveal that of the 12 factors, five of them were rated as essential and six as very important. Only the factor “External communication” was considered as of regular importance.
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