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2012 Short Papers ~ Abstracts
and Papers
Abstracts are listed in alphabetical order, based
on first author. Click links
below each paper to view publication.
Novel electronic musical instrument for
persons with cerebral palsy to play and enjoy together, K Akazawa, T Kawai, R Okuno, T Masuko, H Nishida, M Horai,
Osaka Institute of Technology/Setsunan University, Osaka-fu/ Mukogawa Women’s
University, Hyogo-ken/SANYO Electric Co., Ltd., Osaka-fu/Social Welfare
Organization Kibounoie Takarazuka, Hyogo-ken, JAPAN
We have
developed a novel musical instrument with storing pre-programmed music score in
PC, named Cyber Musical Instrument with Score, “Cymis”. Using Cymis, persons with neural or motor
impairments such as cerebral palsy can play the piece easily. This instrument
consists of monitor display, PC, MIDI sound source, speaker and interfaces,
such as touch panel, switch and expiratory pressure sensing device. The field
experiment commenced in 2008, and at present, ten facilities including National
Hospital participate in the experiment. Assessment scales
are constructed with 5 levels from 0 (almost no disability) to 4 (almost
immobile),corresponding
to the performing devices such as single input device to complex touch panel
input method. Assessment was recorded during 27 months from Jan. 2009 to March
2011 in a facility. Results obtained from 44 clients (average age: 54.6) were
as follows; no change of level was 24 (55%), dropped 1 level (improved
functionally) was 19 (43%), up 1 level (decline functionally) was 1 (2 %). In
conclusion, this paper presents the technology that is designed to be
attractive to clients, that permits them to do an enjoyable activity that may
not otherwise be possible for them, and that has shown some evidence to
therapeutic effect.
Virtual rehabilitation system for people with
Parkinson’s disease, S
Albiol-Pérez, J A Lozano-Quilis,
H Gil-Gómez, J A Gil-Gómez, R Llorens,
Universidad de Zaragoza, Teruel/Universitat Politčcnica de Valčncia, SPAIN
Patients that suffer
from Parkinson’s disease (PD) have different symptoms such as tremors,
stiffness and slowness in the execution of first movements and absence of
balance control. Traditional therapies show improvements in postural control,
mobility and gait. Currently, the use of video games with low cost devices such
as Nintendo® Wii Balance Board® and Kinect increases the rehabilitation process
in PD patients against traditional rehabilitation. However, video games are
designed for healthy people, and they are not appropriate in balance
rehabilitation therapy. In this paper, we describe ABAR system, a custom,
motivational and adaptive tool to rehabilitate PD patients, to help them
recover from balance disorders and regain postural control. To achieve this
goal, we will test patients at the beginning and at the end of the clinical
study. Clinical tests include: Anterior Reach Test, the Time “Up and Go”, the
Stepping Test, the 30-second Sit-to Stand Test and functional reach test.
Design of a novel virtual reality-based
autism intervention system for facial emotional expressions identification, E Bekele, Z Zheng, U Lahiri, A Swanson, J Davidson, Z Warren, N Sarkar, Vanderbilt University,
Nashville, TN, USA
A virtual reality
(VR)-based system for evaluating facial emotion recognition ability of
teenagers with autism spectrum disorders (ASD) is presented. This system is
integrated with a non-contact eye tracker that allows investigation of eye gaze
and eye physiological indices (e.g., blink rate) of the participants while they
seek to identify the emotion displayed by the avatars in the VR environment.
Performance and eye data of 12 participants (6 children with ASD and 6
typically developing children) are presented.
Subject anonymisation in video reporting: is
animation an option?, A L
Brooks, Aalborg University, Esbjerg, DENMARK
This short-paper
contribution questions the potential of a simple automated video-to-animation
rotoscoping technique to provide subject anonymity and confidentiality to
conform to ethical regulations whilst maintaining sufficient portraiture data
to convey research outcome. This can be especially useful for presenting to
young researchers whose limited experiences can restrict their ability to draw
association between a treatment and subject profile when solely presented
textually and/or verbally. The goal of the paper is to provoke discussions on
the subject. It is speculated that given a satisfactory result researchers will
more easily be able to illustrate in-session action, responses to treatment,
and other outcomes.
Markerless motion tracking: MS Kinect and
Organic Motion OpenStage, A L
Brooks, A Czarowicz, Aalborg
University, Esbjerg, DENMARK/Organic Motion, USA
This contribution
focuses on the Associated Technologies aspect of the ICDVRAT event. Two
industry leading markerless motion capture systems are examined that offer
advancement in the field of rehabilitation. Residing at each end of the cost
continuum, technical differences such as 3D versus 360 degree capture, latency,
accuracy and other issues are discussed. The plusses and minuses are presented
including reflections on the evolution of the MS Kinect to be a stand-alone device
for PC with a SDK to offer access for creative programmers to develop systems
for disabled users. A conclusion is how the SDK enables half-torso and
mirroring calibrations offering new opportunities for wheelchair users.
Perceptual game controllers and fibromyalgia
studies,
A L Brooks, E Petersson Brooks, Aalborg University, Esbjerg, DENMARK
This pilot study
investigated gesture-based control of video games to promote and motivate
self-driven home-based aerobic exercise (AE) training regimes to improve pain
threshold associated to fibromyalgia. 10 patients were randomized to 10
sessions each led by a non-medical ‘game-savvy’ PhD Medialogy student. Control
was treatment-as-usual (TAU) patients via the patient’s doctor who conducted
pre- and post- interviews, tests, and VAS registrations of pain, disturbed
sleep, lack of energy, and depression. Included was patient-reported global
subjective improvement or otherwise. A Nintendo Wii was used with a sports compilation
game ‘Sports Resort’ with the Wiimote MotionPlus Accessory to increase accuracy
of gesture. Facilitator in vivo noted observations and the doctors’ research
were supplemented by multiple angle (3) video cameras synchronized to the game
play for correlation analysis. Outcome measures were at baseline and
completion. Short-term results were positive of those patients who completed
the study (n = 2). 50% drop out at study commencement suggested a sceptical
patient attitude. Further drop outs (n = 3) were due to a car accident (n = 1)
and recurrence of pain (n = 2). Both patients who completed showed significant
motion improvements and each purchased a Wii for home training following the
study. Follow up interviews and tests are planned to question compliance and
long-term outcomes. A follow-on comparative study with 39 patients was
conducted with two occupational therapist students replacing the Medialogy
student as session facilitator. Three game platforms were studied: the MS
Kinect, Sony MOVE, and Nintendo Wii, with 5 game sessions of one hour being
played by each patient in regular lab visits (=15 sessions each). This is
reported separately with preliminary findings indicating tendencies in line
with this short paper. A more detailed report will be included in the
publication of the final work as a whole.
Advantages of
haptic feedback in virtual reality supported balance training: a pilot study, I Cikajlo, A Krpič, A Savanović, Z
Matjačić, University Rehabilitation Institute, Ljubljana/Smart
Com d.o.o., Ljubljana, SLOVENIA
Repetitive and goal
based task supported with virtual reality technology have proven successful in
balance training of stroke population. However, adding a haptic experience can
besides increasing the difficulty level of the task enable postural responses
assessment. We demonstrated in a single subject with stroke that haptic
feedback can be used not only for interaction with virtual environment, but
also for the assessment of postural responses. After the virtual reality and
standing frame supported balance training the subject was introduced to the
haptic floor. The acceleration of the standing frame/body provided sufficient
information to identify the direction of the postural response that could be
critical for fall. The outcomes were comparable with neurologically intact
population and could be applied for objective postural response evaluation.
Interactive expressive virtual characters:
challenges for conducting experimental studies about multimodal social
interaction, M Courgeon, O Grynszpan, S Buisine, J-C Martin,
LIMSI-CNRS, Orsay/Université Pierre et Marie Curie, Paris/Arts et Métiers Paris Tech, Paris,
FRANCE
Advanced studies
about social interaction address several challenges of virtual character
research. In this paper, we focus on the two following capacities of virtual
characters that are the focus of research in human-computer interaction and
affective computing research: 1) real-time social interaction, and 2)
multimodal expression of social signals. We explain the current challenges with
respect to these two capacities and survey how some of them are used in
experimental studies with users having Autism Spectrum Disorders (ASD).
Neurocognitive rehabilitation approach for
cerebral palsy syndrome by using the rhythm-based tapping tool to extend fields
of perception and motion, M
Fukudome, H Wagatsuma, K Tachibana, K Sakamoto, Kyushu Institute of Technology, Kitakyushu/RIKEN Brain
Science Institute, Saitama/Ibaraki Prefectural University of Health Sciences,
Inashiki-Gun Ibaraki/Tohoku University, Sendai, JAPAN
We focus on the
difficulty of children with cerebral palsy to perform not only motor skills but
also cognitive tasks, and hypothesize that rhythm-based tapping tasks help to
enhance abilities of motions and cognitions cooperatively, if a
personally-tailored rhythm is provided. In the experiment with the prototype
tapping device, we found that a misalignment of the pacemaker with the
internally-comfortable tempo brings subjects a feeling of discomfort and
declination of performance if the task is in a rushed condition. This result
suggests that a self-motivated rhythm may be enhanced through synchrony with
the external rhythm, while it is disturbed by a gap between internal and
external rhythms. This is an important step towards developing a rhythm-based
rehabilitation method and a design principle focusing on subjects’ individual
internal rhythms.
Virtual rehabilitation of the weigh bearing
asymmetry in the sit-to-stand movement, J A Gil-Gómez, H Gil-Gómez, S Albiol-Perez, J A
Lozano-Quilis, Universitat Politčcnica de Valčncia/Universidad de Zaragoza,
Teruel, SPAIN
Weight bearing
asymmetry is frequently used as a measure of impairment in balance control, and
recovering symmetry in weight bearing is considered an imperative objective of
rehabilitation. WBA rehabilitation is especially important for the sit-to-stand
movement. Transition between sitting and standing, or vice versa, is one of the
most mechanically demanding activity undertaken in daily life. In this
contribution, we present a Virtual Rehabilitation system specifically designed
for the recovery of the symmetry for this movement. The system has been
designed with clinical specialists, and it presents very promising features
such as the automatic adaptation to the patient. The paper is a
work-in-progress that describes the system and presents the validation study
that we will follow in a metropolitan hospital. Currently, we are enrolling
patients, and the clinical specialists are very encouraged about the potential
of the system.
Reproduction of plosive sound vocalization by
the talking robot based on the visual information, M Kitani, H Sawada, Kagawa University, JAPAN
The authors are
developing a vocalization training system for the auditory-impaired. The
training system employs a talking robot which has mechanical organs like a
human. With an adaptive learning strategy using an auditory feedback control,
the robot autonomously learns the vocalization to speak like a human, and then
reproduces the speech articulation from inputted vocal sounds. In the previous
study, the training system for 5 Japanese vowels was constructed. The
effectiveness was assessed by a training experiment conducted in Kagawa Prefectural
School for the Deaf, and significant results were obtained. In the next step,
the training system for consonant vocalization is studied. The plosive sounds
such as /p/, /t/ and /k/ are produced
by sudden opening and closing motions of a mouth, and it is not an easy task to
reproduce the vocalization based on the auditory feedback learning. To solve
this problem, visual information is employed to reproduce the plosive sound
vocalization by the talking robot. In this study the learning method of the plosive
sounds is introduced. The reproduced robotic vocalizations are evaluated by an
experiment, and we validated that the robot successfully reproduced the
vocalizations of the able-bodied.
Upper limb tracking using depth information
for rehabilitative tangible tabletop systems, R Lloréns, C Marín, M Ortega, M Alcańiz, C Colomer, M D Navarro, E Noé, Universitat Politčcnica de
Valčncia/Univesity of Jaume I, Castellón/Hospitales NISA Valencia al Mar y
Sevilla Aljarafe, Valencia, SPAIN
The motor impairments
that affect the upper limb, such as those following an acquired brain injury,
are particularly disabling, since this body segment is involved in the majority
of the activities of daily living. Virtual reality systems have been reported
to stimulate the clinical effectiveness of the rehabilitative strategies,
providing intensive and repetitive exercises in a motivating and controllable
environment. The tracking of the upper limb movements in the real world is a
challenging task that has traditionally involved different tracking systems.
The use of depth sensors can provide a non-invasive solution that can be
integrated in tabletop systems.
Convergent validation of a virtual
reality-based street crossing with neuropsychological tests in neglected and
non-neglected stroke patients, R
Lloréns, M D Navarro, M Alcańiz, C Colomer, E Noé,
Universitat Politčcnica de Valčncia/Hospitales NISA Valencia al Mar y Sevilla,
Aljarafe/Univesity of Jaume I, Castellón, SPAIN
Unilateral spatial
neglect is one of the most common and disabling impairments of stroke. The
assessment of this deficit is carried out with paper and pencil tasks that can
lack correspondence to everyday activities. Virtual reality can recreate
realistic but safe environments that allow the therapists to study how the
patients would react in real life situations. This paper presents a virtual
street-crossing system that immerses the participants in a recreated street
where they are asked to navigate safely. The presented study with chronic
stroke patients showed remarkable correlations of the performing variables of
the system with standard cognitive scales, which suggests that virtual reality
systems can evidence alterations in cognitive skills, such as neglect.
Virtual 3D shape and orientation
discrimination using point distance information, S Maidenbaum, R Arbel, S Abboud, D R Chebat, S Levy-Tzedek, A Amedi,
The Hebrew University of Jerusalem, ISRAEL
Distance information
is critical to our understanding of our surrounding environment, especially in
virtual reality settings. Unfortunately, as we gage distance mainly visually,
the blind are prevented from properly utilizing this parameter to formulate 3D cognitive
maps and cognitive imagery of their surroundings. We show qualitatively that
with no training it is possible for blind and blindfolded subjects to easily
learn a simple transformation between virtual distance and sound, based on the
concept of a virtual guide cane (paralleling in a virtual environment the
“EyeCane”, developed in our lab), enabling the discrimination of virtual 3D
orientation and shapes using a standard mouse and audio-system.
Self-referencing virtual
reality programs for neurorehabilitation, L Mendes, A
I Mota, F Barbosa, R Vaz, University of Porto, PORTUGAL
Virtual Reality (VR)
is a recent technology to assist in therapy and neurorehabilitation. In doing
so, VR enables a realistic performance, with higher motivation and immersion in
the problematic situation. VR increases ecological value and skills
generalization; however this technology is still disorder-oriented. Patient’s
response to treatment differs from patient to patient. So it is relevant to
take into consideration a multitude of aspects, self-referencing VR Programs
for Neurorehabilitation. We argue the need to create a variety of scenarios
that better adapt to psychological, developmental and ecological
characteristics of each patient.
Configuring a mobile platform for daily-life
management following brain injury: a case study in ubiquity, agility and ethics, J R O’Brien, University College London,
UK
This paper offers a
case study of a participant experiencing neurological impairments after brain
injury who uses his mobile platform to author the management of his daily life.
The study draws on the participant’s own descriptions to propose delineations
of the tropes ‘ubiquity’ and ‘agility’ with reference to technology
participation in daily life. The study attends to an ethical research matter of
privacy in the study of daily-life management, not least where the participant
has recorded others’ personal details. In conclusion, ethical parameters are
established for a closer study of technology ubiquity and agility in daily life
after brain injury.
Development
of a system for the assessment of a dual-task performance based on a
motion-capture device, K
Okamoto, H Kayama, M Yamada, N Kume, T Kuroda, T Aoyama, Kyoto University Hospital/Kyoto University, JAPAN
The authors produced a dual-task (DT) which provides a dynamic
balance task and a cognitive task in a game system using motion sensors and
virtual images. There had been no DT where a cognitive task needs a dynamic
balance task which requires full body motions. We developed and evaluated a
game system to assess the performance of the DT. The DT is to solve Sudoku
using full body motions like Tái Chi. An ability to perform a DT is intimately
related to risk of falls. To evaluate the developed system, we compared the
performance of elderly people and young people. Generally, elderly people are
at a higher risk of falls. 20 elderly community-dwelling adults (mean age, 73.0
± 6.2 yrs.) and 16 young adults (mean age, 21.8 ± 1.0 yrs.) participated in
this study. To compare the two groups, we applied an independent-samples t-test. The time taken for the elderly
people was 60.6 ± 43.2 seconds while the time taken for the young people was
16.0 ± 4.8 seconds. The difference is statistically significant (p < 0.05). This result suggests that
the developed game system is useful for the evaluation of the DT performance.
Counting repetitions of
upper extremity movements while playing video games compared to traditional
therapy; implications for stroke rehabilitation, D Rand, N
Givon, G Zeilig, A Nota, H
Weingarden, Tel Aviv University/ The Chaim Sheba Medical Center,
Tel-HaShomer, ISRAEL
Clinicians are
seeking novel methods to increase the number of repetitions of purposeful
movements during and following stroke rehabilitation. Video-game consoles encourage active purposeful movement, however,
the number of repetitions while playing video games is unknown. We aimed to
compare the number of repetitions and accelerometers activity counts of
movements of the weak upper extremity of individuals with chronic stroke while
playing video games to participants in traditional therapy. Eight participants
were included. Differences between
groups in the type and number of repetitions and accelerometers activity counts
were found. These preliminary findings indicate that video-games facilitate
multiple repetitions of fast purposeful movements.
Promoting ability with interactive artistic
environments, K Sá, A
M Almeida, A Moreira,
University of Aveiro, PORTUGAL
The intention of this
project derives from the beauty of the field of arts and from interaction and
immersion paradigms, which are today potentiated by multisensory and multimodal
feedback in technological environments. We wanted to see the impact of
interactive artistic environments on students with special needs, as a form of
self-expression and inclusion, in a real school context. Emphasizing the actual
Portuguese inclusive school framework, this study was carried out in a public
education establishment, with twelve students from individualized special
curricula. Special INPUT was the
concept of different types of environments and interaction approaches were
implemented in individual sessions with the participants, which allowed to
promote and observe their intellectual, emotional, personal, interpersonal,
intrapersonal, psychomotor and artistic skills. At the moment,
we have not yet closed the study, so our presentation focuses on the process,
as there are no final results.
Generative design as a method to foster
explorative behaviour in virtual motor rehabilitation, T Schüler, University of Osnabrück,
GERMANY
The article contrasts
the bottom-up with the top-down approach to the development of systems for
virtual motor rehabilitation. A research project is presented that uses the
top-down approach for the development of a system for virtual
neurorehabilitation of amputees suffering from phantom limb pain. Artistic
visualisations that are inspired by the field of generative design will be used
to constitute the illusion of a moving phantom limb. The coupling between the
movements of the patients and the visual effect is not straightforward but
needs to be discovered through explorative behaviour. It is assumed that this
will help the patients to concentrate on the treatment and therefore a strong
therapeutic effect will be achieved.
Virtual office for
students with learning difficulties, C Sík Lányi, G Sádori Pap, University of Pannonia,
Veszprém, Hungary
People with learning difficulties often face lack of opportunities in
their everyday lives, and less than 10% of them have a job (Brown et
al, 2010). This group needs additional support and
innovative pedagogical approaches, matched to their needs, to develop skills
for work and independent living. We
developed a virtual office for students with learning difficulties, which
teaches them how to get their first identity or national health insurance card,
passport and European health insurance card. In this paper we address questions
related to the design and evaluation of games developed to suit the needs of
people with individual learning needs.
Developing serious games
for victims of stroke, C Sík Lányi, V
Szűcs, E László, T
Dömők, University of Pannonia, Veszprém, Hungary
This study introduces
Serious games, which are special games planned within the “StrokeBack” project.
The aim of these games is to support the rehabilitation process of stroke
patients who have upper limb impairments and damaged psychomotor abilities. In
this paper we will present the methodology and ideology of Serious games, and
we will prove the importance and necessity of developing such tool.
Virtual reality and brain-computer interface
for joint-attention training in autism, M Simőes, P Carvalho, M Castelo-Branco,
University of Coimbra, PORTUGAL
Autism Spectrum
Disorders (ASD) are characterized by three core behaviours: deficits in social
interactions, in communication and repetitive and restricted behaviours. One of
the pivotal skills we acquire for social interaction is joint attention, which
has been also related to communication skills. The systemizing theory of Autism
suggests that these individuals have a preference for computerized systems
because of its structure and deterministic functioning. It is hypothesized that
Virtual Reality may play an important role for teaching social skills in these
individuals, since it can mimic the real world in a more controlled way. In
this paper, we propose the use of VR for the training of joint-attention skills
in Autism using a Brain-Computer Interface. We developed environments where a
virtual human character directs attention to a virtual object in the
environment, which the user is supposed to identify by paying attention to it.
The subject’s brain activity is monitored in real time by electroencephalogram
(EEG) and a classifier tries to identify the target object detecting the P300
wave in the EEG. Preliminary results show a classification accuracy of 90%
encouraging the approach.
Robotic rehabilitation tool supporting up and
down motions in the bathroom – analyses of the catapult-assisted taking-off
mechanism,
M Sone, H Wagatsuma, K Tachibana,
K Sakamoto, Kyushu Institute of
Technology, Kitakyushu/RIKEN Brain Science Institute, Saitama/Ibaraki
Prefectural University of Health Sciences, Inashiki-Gun Ibaraki/Tohoku
University, Sendai, JAPAN
Flexibility and
quickness of biological muscles are of interest to people developing welfare
robots and studying physiotherapy procedures. We focus on the transition
process from sitting to standing in human motions, which needs to generate an
instantaneous force at the moment of standing, and propose a robotic device to
help the up-and-down motion in the bathroom by assisting the force when the
backside is taking off from the lavatory basin. Our lightweight construction
device allows disabled persons to move easily from the living space to the
bathroom and assist its motion from the viewpoint of rehabilitation. In the
prototype experiment, the artificial muscle—based on elastic-plastic materials
by using rebound characteristics in an S-shaped structure—demonstrated that a
cyclic motion triggers a generation of instantaneous force large enough to
launch a ball. This suggests that the combination of the movable frame with the
human body and the artificial muscle mechanism provide a user-friendly tool for
self-supporting life of disabled persons.
Personalised stroke rehabilitation intervention
using open source 3D software and the Wii Remote Plus, E Tsekleves, D Skordoulis, I
Paraskevopoulos, C Kilbride, A Warland, Brunel University, Uxbridge,
UK
The research
presented in this paper proposes a novel low-cost customised Virtual Reality
(VR) based, stroke rehabilitation system for the delivery of motivating
rehabilitation sessions and evaluation of performance. The described system is
designed to capture and monitor human upper limb motion using a low cost and
commercially available accelerometer and gyroscope device, the Nintendo Wii
remote and open source 3D software. This is the first project to successfully
fuse the Nintendo Wii remote acceleration and gyroscope data to offer a
real-time one-to-one representation of the controller in a VR environment. A
pilot study established a high degree of user acceptability and high levels
enjoyment using the tailor made games and personalised exercises in a chronic stroke survivor. Moreover,
positive changes were demonstrated in all four outcome measures employed; of
particular note were improved wrist control and greater functional use of the
hand.
Relationship between sensory processing
profiles and sense of presence, H
S Wallach, M P Safir, R Horef, University of Haifa, ISRAEL
‘Sensory
Processing’ is the distinction, modulation and response to sensory input,
and combines high or low neurological thresholds and high or low behavioral
responses. We examined the impact of sensory processing on sense of presence in
a flight VRE. Subjects (85) completed the Adult Sensory Profile, experienced a
10 minute VRE and completed presence questionnaires. According to expectations,
Sensory Sensitivity correlated positively with presence for Minority (Arab)
participants and those who failed to look at the window, and Sensory Avoidance
correlated positively with presence. Contrary to expectations Sensory
Sensitivity correlated negatively with presence for Majority (Jewish)
participants and Sensory Avoidance correlated negatively with presence for
Minority (Arab) participants. We conclude that for high Sensory Sensitivity
individuals it is essential to ensure that distracting technological and
environmental stimuli are kept to a minimum; for High Sensory Avoidant
individuals, control of the environment is important; for those high on Sensory
Seeking, interactivity in the VRE is important to enhance presence.
Haptics visualisation of scientific data for
visually impaired users, R J
White, W S Harwin, University of
Reading, UK
Visualisations of
numerical data often used in science, engineering and mathematics are not
easily accessible to visually impaired students. This paper describes the
development and evaluation of a multimodal system to present graphical data in
real-time to those students. Haptic interfaces form the primary interaction,
along with auditory feedback allowing graphs to be perceived through touch,
sounds and speech. The results show that the system can be used to quickly and
accurately obtain information from a graph. It has been demonstrated that
haptic devices can be successfully used to allow access to line graph data.
Augmented reality discovery and information
system for people with memory loss, S
Wood, R J McCrindle, University
of Reading, UK
Augmented Reality
(AR) merges computer generated objects with real world concepts in order to
provide additional information to enhance a person’s perception of the real
world. This paper describes the work undertaken for an MEng project to
investigate the potential of using AR to assist people who have memory loss
with simple everyday tasks such as making a hot drink or cooking basic meals.
The aim of the Augmented Reality Discovery and Information System (TARDIS) is
to help people live independently in their own homes for as long as possible
and without relying as heavily on carer support.
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