Based on clinical observations of severe episodic memory (EM) impairment in dementia of Alzheimer's disease (AD), a brief, computerized EM test was developed for AD patient evaluation. A continuous recognition task (CRT) was chosen because of its extensive use in EM research. Initial experience with this computerized CRT (CCRT) showed patients were very engaged in the test, but AD patients had marked failure in recognizing repeated images. Subsequently, the test was administered to audiences, and then a two-minute online version was implemented (http://www.memtrax.com). The online CCRT shows 50 images, 25 unique and 25 repeats, which subjects respectively either try to remember or indicate recognition as quickly as possible. The pictures contain 5 sets of 5 images of scenes or objects (e.g., mountains, clothing, vehicles, etc.). A French company (HAPPYneuron, SAS) provided the test for 2 years, with these results. Of 18,477 individuals, who indicated sex and age 21-99 years and took the test for the first time, 18,007 individuals performed better than chance. In this group, age explained 1.5% of the variance in incorrect responses and 3.5% of recognition time variance, indicating considerable population variability. However, when averaging for specific year of age, age explained 58% of percent incorrect variance and 78% of recognition time variance, showing substantial population variability but a major age effect. There were no apparent sex effects. Further studies are indicated to determine the value of this CCRT as an AD screening test and validity as a measure of EM impairment in other clinical conditions.
Smart homes have been an active area of research, however despite considerable investment, they are not yet a reality for end-users. Moreover, there are still accessibility challenges for the elderly or the disabled, two of the main potential targets for home automation. In this exploratory study we design a control mechanism for smart homes based on Brain Computer Interfaces (BCI) and apply it in the “Domus”1 smart home platform in order to evaluate the potential interest of users about BCIs at home. We enable users to control lighting, a TV set, a coffee machine and the shutters of the smart home. We evaluate the performance (accuracy, interaction time), usability and feasibility (USE questionnaire) on 12 healthy subjects and 2 disabled subjects. We find that healthy subjects achieve 77% task accuracy. However, disabled subjects achieved a better accuracy (81% compared to 77%).
In a Multiple User Interfaces (MUI) context, several models must be defined and adapted (tasks, user, domain…). Abstract models are progressively enriched in concrete models using pattern libraries and filtering processes. In this paper, we define the central role of the interaction model in MUI design and specification. This model manages the interaction between the user and the application, and ensures the link between task models, abstract interfaces and the functional core of the application. In our approach, we use AMF, a multi-agent and multi-facet architecture, to define the interaction model. We describe the structure and behavior of an AMF-based interactive system that provides multiple user interfaces.
KeywordsMultiple User Interface, design patterns, model-based, AMF, XML based language.
In this article, we introduce CLBCI (Co-Learning for Brain-Computer Interfaces), a BCI architecture based on co-learning in which users can give explicit feedback to the system rather than just receiving feedback. CLBCI is based on minimum distance classification with Independent Component Analysis (ICA) and allows for shorter training times compared to classical BCIs, as well as faster learning in users and a good performance progression. We further propose a new scheme for real-time two-dimensional visualization of classification outcomes using Wachspress coordinate interpolation. It allows us to represent classification outcomes for n classes in simple regular polygons. Our objective is to devise a BCI system that constitutes a practical interaction modality that can be deployed rapidly and used on a regular basis. We apply our system to an event-based control task in the form of a simple shooter game in which we evaluate the learning effect induced by our architecture compared to a classical approach. We also evaluate how much user feedback and our visualization method contribute to the performance of the system.
The adaptation of hypermedia can be carried out at three levels, namely the content, navigation and presentation level. The presentation level is the least studied of the three, apparently because it refers to user properties that are not easy to model. In this paper, we present a new approach to modeling cognitive abilities that relies on basic mental functionalities. We describe the Cognitive User Modeling for Adaptive Presentation of Hyper-Documents (CUMAPH) environment, which mainly provides an authoring tool and an adaptation engine. The aim of this environment is to adapt a hyper-document presentation by selecting the elements that best fit the user cognitive profile. Its architecture is based on four main components: a cognitive user model, a hyper-document builder, an adaptation engine and a generic style sheet. To validate our approach, we designed an innovative protocol and conducted an experimental study involving 39 students. The first results show that an adaptive presentation can significantly increase the efficiency of hypermedia presentations.
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