This paper describes an interactive application that aims to support the rehabilitation of handwriting skills in people that suffer from paralysis after a stroke. The purpose of the application is to make the rehabilitation of handwriting skills fun and engaging. Four platformindependent games with adjustable levels of difficulty were created in order to target varying levels of skills. The application also features a performance history, audio-visual feedback, and posture reminders. It was evaluated with medical staff and patients from the Hoensbroeck Rehabilitation Centre in the Netherlands. The initial results indicated that the games are more motivating and fun than traditional pen and paper exercises. The feedback received from therapists supports our claim that the games are a useful addition to the rehabilitation of handwriting.
The review of the existing systems for performing manufacturing tasks in a collaborative virtual environment highlights the limitations for modeling object behavioral characteristics. It is difficult for users to describe the tasks to be performed in the environment. A behavioral layer architecture is presented here to address these limitations. The layer consists of a virtual manufacturing lattice (VML) structure, an object library, and a virtual manufacturing script (VMS). The VML is a hierarchical structure to encapsulate object behavioral characteristics, which augments the scenegraph structure. The encapsulation is achieved by using a four-tuple structure hC; R; T ; Ei, where C is the composition structure of the node which contains geometry, material, texture, and location data, R is the precedence relationship element, T is the trajectory relationship element, and E is the event control list used to describe the state information about the object. The VMS is implemented as a script and a parser that serves as an interface between the user and collaborative virtual reality software. The script is a grammar-like structure to describe manufacturing tasks. In the behavioral layer architecture, the script is parsed, and calls are issued to the underlying functions to initiate the tasks and to manipulate the lattice structure to perform the specified tasks. Availability of network bandwidth is a key ingredient for using our system for telecollaboration. As part of an example to demonstrate the implementation of VML-VMS, a study of network latency and saturation is performed for different network medium, packet sizes, sampling rate, and network protocols to explore ways of reducing network latency and display frame jitter.Index Terms-Collaborative virtual environment, object behavior modeling, virtual manufacturing.
This paper documents a study into the challenges for mobile workers. The main goals of the study were, firstly, to identify the consequences and challenges of mobile work -particularly with respect one's ability to stay up-to-date ("in sync") and connected ("in touch") with his or her distant colleagues; and secondly, to define guidelines to help target the design of potential solutions capable of addressing these challenges.In addressing the first goal, interviews were conducted with two distinct groups of professionals -one (the "traditionalists") that was much more conservative in their use of new tools and media than a second group, made up of highly active networkers (the "highly connected"). The conclusions which were drawn from these interviews lead to a detailed exploration of the challenges that some mobile workers face in interacting with their departmental-level colleagues. Next, findings drawn from the first phase of the study were used to help meet the second research goal. This stage included coming up with several design guidelines for solutions meant to address the identified challenges.
Some of the commercially available software systems for VR applications are evaluated for a number of desired features. These features are useful in determining the choice of software while developing a VR application. The capabilities and drawbacks of the software systems are highlighted using a grading procedure and the current trends and future needs in VR software are discussed.
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