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2014 Short Papers ~ Abstracts
and Links to Short Papers
Abstracts are listed in alphabetical order, based
on first author. Click links
below each abstract to view publication.
A participatory design framework for the gamification of rehabilitation systems, D Charles, S McDonough, University of Ulster, NORTHERN IRELAND
In recent years games and game technology have been used quite widely to investigate if they can help make rehabilitation more engaging for users. The underlying hypothesis is that the motivating qualities of games may be harnessed and embedded into a game-based rehabilitation system to improve the quality of user participation. In this paper we present the PACT framework which has been created to guide the design of gamified rehabilitation systems; placing emphasis on people, aesthetics, context, and technology from the beginning of a design and development process. We discuss the evolution of PACT from our previous GAMER framework, which was used to develop a range of games for upper arm stroke rehabilitation with natural user interfaces. GAMER was established to guide the design of rehabilitation games from the viewpoint of a designer, whereas with PACT greater emphasis has been placed on an inclusive design process. We provide a detailed work flow illustration for the use of PACT in the development of rehabilitation systems and provide examples of practical design and analysis tools that improve the quality of workflow in PACT.
Smart cane outdoor navigation system for visually impaired and blind persons, B Chaudary, P Pulli, University of Oulu, FINLAND
This paper presents prototype of an outdoor navigation system designed to assist visually impaired (VI) and blind persons in outdoor navigation. It assists VI persons in moving independently on sidewalks in urban areas using an augmented guidance cane and informs them about points of interests (POI) through serialized braille encoded vibrational guidance messages. Augmented guidance cane, magnet points’ trail, metallic trail, and pulsing magnet apparatus for transmission of serialized braille encoded guidance messages in the form of vibration are the features of the proposed navigation system. Magnet points’ trail, metallic trail, and pulsing magnet apparatuses will be installed on the special sidewalks for the visually impaired persons in city centers. VI persons will be able to sense magnet points’ trail or metallic trail through augmented guidance cane. It will assist them to walk independently being oriented on the sidewalks. Pulsing magnet apparatuses will be installed at the verge of the POIs on the sidewalks. VI persons will be able to sense the serialized braille vibrational messages through augmented guidance cane and become aware of the POI. Numbers of usability experiments are designed to evaluate the usability of the proposed system in qualitative interviews sessions. It is expected that the results of the qualitative interviews and the test sessions will provide valuable information to make this prototype a full-fledged system ready to be deployed.
Video-based quantification of patient’s compliance, during post-stroke virtual reality rehabilitation, M Divjak, S Zelič, A Holobar, University of Maribor, SLOVENIA
We present a video-based monitoring system for quantification of patient’s attention to visual feedback during robot assisted gait rehabilitation. Patient’s face and facial features are detected online and used to estimate the approximate gaze direction. This gaze information is then used to calculate various metrics of patient’s attention. Results demonstrate that such unobtrusive video-based gaze tracking is feasible and that it can be used to support assessment of patient’s compliance with the rehabilitation therapy.
Virtual spatial navigation tests based on animal research – spatial cognition deficit in first episodes of schizophrenia, I Fajnerová, K Vlček, C Brom, K Dvorská , D Levčík, L Konrádová, P Mikoláš, M Ungrmanová, M Bída, K Blahna, F Španiel, A Stuchlík, J Horáček, M Rodriguez, Prague Psychiatric Center/Institute of Physiology, Academy of Sciences of the Czech Republic/Charles University, CZECH REPUBLIC
The impairment of cognitive functions represents a characteristic manifestation in schizophrenia. Animal models of schizophrenia demonstrated behavioural changes in several spatial tasks. In order to assess spatial abilities in schizophrenia using methods applicable in comparative research, we designed two virtual tasks inspired by animal research: the Morris water maze and the Carousel maze. The tested subject is required to navigate toward several hidden goal positions placed on the floor of an enclosed stable arena or a rotating arena. Data obtained in a group of schizophrenia patients show cognitive impairment in both newly-developed virtual tasks comparing to matched healthy volunteers.
Exploring haptic feedback for robot to human communication, A Ghosh, J Penders, P Jones, H Reed, A Sorranzo, Sheffield Hallam University, Sheffield, UNITED KINGDOM
Search and rescue operations are often undertaken in low-visibility smoky environments in which rescue teams must rely on haptic feedback for navigation and exploration. The overall aim of our research is to enable a human being to explore such environments using a robot. In this paper we focus on creating feedback from a robot to a human. We describe our first designs and trials with vibration motors. The focus is on determining the potential use of vibration motors for message transfer and our trials reflect whether different messages can be discriminated. We describe the testing procedure and the results of our first tests. Based on these results, we conclude that close spatial arrangement of the motors blurs individual signals.
Kinecting the moves: the kinematic potential of rehabilitation-specific gaming to inform treatment for hemiplegia, S M N Glegg, C T Hung, B A Valdés, B D G Kim, H F M Van der Loos, Sunny Hill Health Centre for Children, Vancouver/University of British Columbia, CANADA
Two therapy applications for hemiplegic arm rehabilitation were developed and tested, along with a motion tracking application that used two interfaces (PlayStation® Move and Microsoft® Kinect™) for videogame play through a social media application developed on Facebook©. To promote affected arm use, users are required to employ bimanual symmetrical hand motions. Preliminary kinematic data analysis of two subjects obtained during user testing is presented. Clinically relevant information, such as range of motion, trunk compensation, and total distance of hand movement was extracted from kinematic data. Results showed the system is capable of accommodating users with large variation in arm function.
Integrating motor learning and virtual reality into practice: a knowledge translation challenge, S M N Glegg, D E Levac, H Sveistrup, H Colquhoun, H Finestone, V DePaul, P Miller, L Wishart, J Harris, M Brien, Sunny Hill Health Centre for Children, Vancouver/University of Ottawa/ Ottawa Hospital Research Institute/Bruyere Continuing Care, Ottawa/ McMaster University/Ottawa Children’s Treatment Centre, CANADA
Virtual reality (VR) systems are promising treatment options in stroke rehabilitation because they can incorporate motor learning strategies (MLS) supporting task-oriented practice. A pre-post design was used to evaluate a knowledge translation (KT) strategy supporting therapists in acquiring proficiency with VR while integrating MLS. Following e-learning modules and experiential learning, outcome measures evaluated changes in VR knowledge, attitudes, behaviours and MLS use. Improvements in therapists’ behavioural control, self-efficacy, and VR knowledge were observed, though therapists used few MLS, with no improvement over time. Future KT strategies should target proficiency in VR use prior to integration of a theoretical treatment approach.
Assessment of motor function in hemiplegic patients using virtual cycling wheelchair, R Ishikawa, N Sugita, M Abe, M Yoshizawa, K Seki, Y Handa, Tohoku University/Sendai School of Health and Welfare, JAPAN
A cycling wheelchair (CWC) is a rehabilitation tool for hemiplegic patients. In previous studies, our group developed a virtual reality system that allows patients to practice driving a CWC. This study proposes a new method to estimate the torque of each leg extension of a hemiplegic patient while driving the virtual CWC. Experimental results from four healthy subjects and four hemiplegic patients showed the usefulness of the proposed method in evaluating the motor function of the patients.
A comparison of upper limb movement profiles when reaching to virtual and real targets using the Oculus Rift: implications for virtual-reality enhanced stroke rehabilitation, M A Just, P J Stapley, M Ros, F Naghdy, D Stirling, University of Wollongong, AUSTRALIA
Recent innovations in the field of virtual reality, such as the Oculus Rift head mounted display, provide an unparalleled level of immersion in the virtual world at a cost which is rapidly approaching mainstream availability. Utilising virtual reality has been shown to improve many facets of the rehabilitation process, including patient motivation and participation. These systems, however, do not enable the user to receive feedback when interacting with virtual objects, which may influence the movement profile of a patient. Therefore, to investigate how a virtual environment influences movements during stance, participants were required to reach to a real and a virtual target. Their movements were quantified using a motion capture suit, and the virtual target was generated using the Oculus Rift. The motions to both targets were compared using a number of measures calculated to characterize the velocity profiles.
Conducting focus groups in Second Life® on health-related topics, A Krueger, P Colletti, H Bogner, F Barg, M Stineman, Virtual Ability®, Inc., Aurora, CO/University of Pennsylvania, USA
The “Mrs. A and Mr. B” research project uses focus groups conducted in the virtual world Second Life® to collect qualitative data on healthcare equitability as experienced by persons with and without disabilities. Novel methodological adaptations to traditional focus group methods include avatar consent, text discussion, participant advance preparation and disability accommodation. In this project, focus group findings are used to enrich and clarify results obtained from the analysis of a quantitative administrative dataset derived from Medicare data. In this article, advantages and challenges of using virtual world focus groups are highlighted.
Physically accurate velocity distribution profiles for use in virtual reality training for prosthetic limbs, P Kyberd, R Bongers, S Hamza, University of New Brunswick, CANADA/University of Groningen, THE NETHERLANDS
Virtual reality has been used in many areas of application, from training to simulation. There is an increasing interest in using VR for training persons for prosthetic limb control. In a prosthesis, a myoelectric signal map to the velocity or position of a prosthetic joint. There is little evidence on what is the appropriate mapping between the myoelectric input and the prosthetic joint output. There is a possibility that a poor mapping will hinder the training. This study is the first stage in the process to understand this mapping, by studying the distribution of velocities in the intact arm in a conventional Fitts law test. What is observed is a wide range of velocities, decreasing in frequency as the velocity increases. This implies that for VR training to be effective a wide range of velocities need to be used in that training.
Perception of multi-varied sound patterns of sonified representations of complex systems by people who are blind, O Lahav, J Kittany, S T Levy, M Furst, Tel Aviv University/University of Haifa, ISRAEL
Listening to Complexity is a long-term research project, which addresses a central need among people who are blind: providing equal access to the science classroom, by allowing them to explore computer models, independently collect data, adapt and control their learning process. The innovative and low-cost learning system that is used in this project is based on the principle of perceptual compensation via technologies, by harnessing the auditory mode to transmit dynamic and spatial complex information, due to its unique affordances with respect to vision. Sonification of variables and events in an agent-based NetLogo computer model is used to convey information regarding both individual gas particles and system-wide phenomena, using alerts, object and status indicators, data representation and spatial audio displays. The paper describes two experiments: (1) Auditory perception of varying types of auditory representations, spatial trajectories of a modeled object’s motion, relative intensity, and frequency; and (2) Auditory perception of complex sound patterns – exploring detection and recognition of multiple sound channels at different complexity levels of sound patterns. The research would serve to improve our understanding of the auditory processes by which perception of sound patterns takes place and transforms into a conceptual model. The long-term practical benefits of this research are likely to have an impact on science, technology, engineering and mathematics education for students who are blind.
Adaptation of postural symmetry to an altered visual representation of body position, M Lemay, L-N Veilleux, M Marois, L Ballaz, D M Shiller, Université du Québec à Montréal/Centre de réadaptation Marie Enfant (CHU Sainte-Justine), Montréal/Université de Montréal, CANADA
The goal of the present study was to determine whether postural symmetry can be altered through sensorimotor adaptation. A gradual change in postural symmetry was induced in participants by biasing visual feedback of their body's center of pressure toward the left or the right. Results showed that this procedure induced a significant shift in participants' stance, which resulted in postural asymmetry and altered postural control that persisted beyond the period of altered visual feedback. We discuss the implications of such visuo-motor procedures for the rehabilitation of patients with postural asymmetry.
Virtual anatomical interactivity: developing a future rehabilitation aid for survivors of Acquired Brain Injury, V Macri, P Zilber, V J Macri, 3D PreMotorSkills Technology, Durham, New Hampshire, USA
Anatomically realistic virtual upper extremities with analogous true range of motion were developed and made available in a platform of video game-like exercises and tasks to pilot test re-learning to plan and execute purposeful motor control and related executive function in survivors of acquired brain injury. The platform game-play is designed for survivors disabled from using physical extremities due to brain injury and for other conditions of brain-motor malfunction. Survivors control virtual upper extremities (before being able to control physical extremities), in order to simulate on-screen physical exercises and task completions, i.e. they stimulate brain processes for pre-action planning and training. This paper describes several imagery (visualization) methods of virtual reality rehabilitation, reports on use of a virtual anatomical interactivity (“VAI”) platform by twelve participant/survivors of acquired brain injury and suggests opportunities for expanded collaborative research.
Enhancing brain activity by controlling virtual objects with the eye, C Modroño, J Plata, E Hernández, I Galván, S García, F Zelaya, F Marcano, O Casanova, G Navarrete, M Mas, J L González-Mora, University of La Laguna/Hospital Universitario de Canarias, Tenerife, SPAIN/King’s College London, UK/Diego Portales University, CHILE
Stimulation of the damaged neural networks is a key factor for the reorganization of neural functions in the treatment of motor deficits. This work explores, using functional MRI, a system to activate motor regions that does not require voluntary limb movements. Healthy participants, in a virtual environment, controlled a virtual paddle using only their eye movements, which was related with an increase of the activity in frontoparietal motor regions. This may be a promising way to enhance motor activity without resorting to limb movements that are not always possible in patients with motor deficits.
Minimally invasive, maximally effective: multisensory meditation environments promote wellbeing, H J Moller, L Saynor, H Bal, K Sudan, University of Toronto/University of Waterloo/OCAD University/Praxis Holistic Health, Toronto, CANADA
Increasing evidence is pointing towards the health benefits of leisure: freely chosen, intrinsically motivated and self-directed “flow states”, often environment-directed and quite probably with the potential to enact potent changes of consciousness. Optimal leisure experiences are thought to result in enhanced mental wellbeing, positive affect and transformational learning states that carry over into effectively coping with daily routines, stresses and roles. Our group has developed and researched the medically supervised administration of standardized simulated leisure-state meditation experiences in the context of pleasant, hedonic sensory input incorporating multiple sensory channels (visual, auditory, haptic) to promote broad-spectrum wellbeing in mental health care. In this brief report, we report on clinical outcomes for a case series of patients undertaking a therapeutic protocol of TEMM- a technology-enhanced multimodal meditation stress-reduction program with a broad-spectrum mental health benefit, analogous to conventional Mindfulness Based Stress Reduction (MBSR) programs, and a therapeutic risk-benefit margin possibly superior and often preferred by patients to medication therapy attending a holistic health centre. We touch upon seamless diagnostic evaluation and clinical utility of Wellpad, our Electronic Medical Record (EMR) system developed using an iterative Inclusive Design approach. We place our multisensory meditation therapy within the scope of Virtual Environment Therapy (VET) and suggest the mechanism of action as an induced leisure or flow state to potentiate relaxation, stress-reduction, resilience and personal transformation. The relevance of leisure states to wellbeing and specifically positive experiential learning through inspirational/motivational shifts in consciousness delivered via multimodal immersive environments are described as an important health promotion avenue to pursue and the VET research community to consider.
Raised-dot slippage perception on fingerpad using active wheel device, Y Nomura, H Kato, Mie University, JAPAN
To improve the slippage perceptual characteristics with the fingertip cutaneous sensation, we have introduced raised dots on the surface of a wheel rotating on an index fingerpad. Examining the perceptual characteristics of the raised-dot slippages by psychophysical experiments, we obtained factor effects on the perception. As a result of ANOVA, it was confirmed there was a significant difference among the three surfaces: the 3.2 mm period of raised dots, the 12.8 mm periods of raised dots, and the without-raised-dots smooth surface.
Low-cost active video game console development for dynamic postural control training, A Pouliot-Laforte, E Auvinet, M Lemay, L Ballaz, Université du Québec à Montréal/UHC Sainte-Justine Research Center, Montreal/École Polytechnique de Montréal/Quebec Rehabilitation Research Network, Montreal, CANADA
Weight shifting is a key ability to train and monitor in rehabilitation processes. In the last decade, active video game console (AVGC) has been viewed as a promising and appealing way to solicitate weight shifting ability. However, to date, no commercially available AVGC was specifically developed for balance and postural control throughout rehabilitation processes. The present study aims to establish a proof of concept about the possibility to integrate, in a unique AVGC, a board, monitoring the player centre of pressure and a Kinect, which take into account the postural movement and the player motor function capacity.
Evidence-based facial design of an interactive virtual advocate, W A Powell, T A Garner, D Tonks, T Lee, University of Portsmouth/University of Kent, UK
RITA (Responsive InTeractive Advocate) is the vision for a computer software-based advocacy and companion service to support older adults and provide an alternative to institutional care. The RITA service will offer a preventative care approach, creating a digital champion who will learn an individual's needs and preferences over time, and be a friendly interface between users, family and professionals. This will involve the integration of a variety of technical components: (1) The Face - a realistic and emotionally expressive avatar, encouraging communication and interaction; (2) The Mind - a repository to store, organise and interpret personal and memory-related information representing the “essence” of a person, with user-defined access controls; (3) The Heart - an empathetic sensory interface which is able to understand and respond to the physical, emotional and psychological needs of the user. Each of these aspects presents a series of technical challenges, which will be addressed by combining existing state-of-the art techniques from a variety of disciplines, together with innovative processes and algorithms, to improve and extend functionality. RITA is being designed in consultation with user groups and service providers, and drawing extensively on existing research to inform the design and functionality of the system. In this short paper we introduce the design and development of the face of RITA.
Study of geometric dispatching of four-kinect tracking module inside a Cave, S Salous, T Ridene, J Newton, S Chendeb, Paris 8 University, FRANCE
In a virtual reality application that requires the user to interact with his environment and in the context of an application inside a virtual reality room (CAVE) there is an ever increasing need to optimize the interaction cycle in all its steps, especially in the tracking step. Many existent tracking systems are used inside CAVEs, in this paper we propose a study of geometric dispatching of four-kinects inside a CAVE to be used as a tracking module for virtual reality applications.
Harnessing the experience of presence for virtual motor rehabilitation: towards a guideline for the development of virtual reality environments, T Schüler, L Ferreira dos Santos, S Hoermann, University of Osnabrück/Technische Universität Berlin, GERMANY/University of Otago, NEW ZEALAND
The experience of presence has been shown to be important for virtual motor rehabilitation. De-spite its importance, current research and therapy systems often make only limited use of it. This article introduces a conceptualization of presence that provides a guideline for the implementation of virtual rehabilitation environments. Three types of visual feedback in virtual rehabilitation systems are linked to three dimensions of presence. In particular it is shown how movement visualization, performance feedback and context information correspond to the presence dimensions: spatial presence, involvement and realness. In addition, practical implications are discussed to support the development of future virtual rehabilitation systems and to allow better use of the experience of presence for virtual motor rehabilitation after stroke.
The potentiality of virtual reality for the evaluation of spatial abilities: the mental spatial reference frame test, S Serino, F Morganti, P Cipresso, E E R Magni, G Riva, IRCCS Istituto Auxologico Italiano, Milan/University of Bergamo/Università Cattolica del Sacro Cuore, ITALY
In recent decades, the use of Virtual Reality (VR) in the context of cognitive evaluation of dementia has considerably increased. The main objective of this preliminary study is to assess the feasibility of a VR-based tool for detecting deficits in using different spatial reference frames by comparing the performances of patients with probable Alzheimer’s Disease (AD) with cognitively healthy controls. Although preliminary, our results showed the potentiality of using this VR-based tool to evaluate the ability in encoding and using different spatial reference frames.
Improved mobility and reduced fall risk in older adults after five weeks of virtual reality training, S R Shema, P Bezalel, Z Sberlo, O Wachsler Yannai, N Giladi, J M Hausdorff, A Mirelman, Tel Aviv Sourasky Medical Center/Tel-Aviv University, ISRAEL/Harvard Medical School, Boston, USA
The aim of this analysis was to assess whether 5 weeks of training with virtual reality (VR) in a clinical setting can reduce the risk of falls in a variety of older adults. Thirty-four participants attending the VR clinic were studied. Participants underwent 15 training sessions consisting of walking on a treadmill with a VR simulation. Significant improvements were observed in gait speed, the Four Square Step Test and the Timed Up and Go. Treadmill training with VR appears to be an effective and practical clinical tool to improve mobility and reduce fall risk in older adults.
Realistic and adaptive cognitive training using virtual characters, D Sjölie, University of Gothenburg, SWEDEN
Computer-aided cognitive training has the potential to be an important tool in the fight against dementia and cognitive decline but many challenges remain. This paper presents an example of how realistic and adaptive training may address these challenges. Virtual characters were used as stimuli in a dual n-back working memory task in a realistic 3d-environment. Support for continuous adaptation was a priority, including adaption based on affective states such as arousal.
Performance analysis of adults with Acquired Brain Injury making errands in a virtual supermarket, E Sorita, P A Joseph, B N’Kaoua, J Ruiz, A Simion, J M Mazaux, E Klinger, Université de Bordeaux/CHU Bordeaux/ESIEA, Laval, FRANCE
Virtual Environments (VE) offer the opportunity to analyze the performance of people with Acquired Brain Injury (ABI) in Instrumental Activities of Daily Living (IADL). A number of studies have been carried out with the Virtual Action Planning Supermarket (VAP-S) among adult populations with cognitive disorders. Dysexecutive components such as planning have been identified from VAP-S outcome measures. The aim of this study is to explore the links between patients’ performance, daily life integration and data from neuropsychological tests.50 adults with ABI in chronic stage (mean delay post onset = 54 ± 53 months) were recruited from a social and work integration program. A Principal Component Analysis (PCA) including a neuropsychological battery, the community integration questionnaire (CIQ) and performance in the VAP-S.The PCA raises four factors that explain 70% of the total variance. These factors show that the performance in the VAP-S cannot be only explained by executive functioning but dynamically mix high and low cognitive processes. Interesting questions also raise to know if performance in the VAP-S would only reflect cognitive disorders or conversely an adaptation level from preserved capacities. Functional performance in VAP-S virtual environment offers promising information on the impact of neuropsychological diseases in daily life. Executive functions impairment is showed. However other cognitive components are involved in VAP-S performance.
Color-check in stroke rehabilitation games, V Szücs, C Sik Lanyi, F Szabo, P Csuti, University of Pannonia, HUNGARY
The article presents the colorimetric testing of rehabilitation games designed for the StrokeBack project. In this testing the main subject of the investigation was how the people with different colour-blindness types can percept the games. Many of the programmers and game designers do not pay attention to the aspect that the games should be accessible. This accessibility implies that the colour-blind users should be able to use the games the same way as the people with no vision problems.
Challenges in developing new technologies for special needs education: a force-field analysis, P L Weiss, S V G Cobb, M Zancanaro, University of Haifa, ISRAEL/ University of Nottingham, UK/3FBK – Fondazione Bruno Kessler, ITALY
Introduction of new technologies for use in special needs education requires careful design to ensure that their use is suitable for the intended users in the context of use and that learners benefit from the experience. This paper discusses issues that influence implementation of collaborative technologies designed to support learning of social communication skills in young people with autism. Taking a reflective view of lessons learned during the COSPATIAL project, a force-field analysis was applied to identify positive factors contributing to successful application development and negative factors that disrupted progress and implementation of the software. On the basis of our experience in the COSPATIAL project, recommendations for future projects are made.
Self-management intervention for amputees in a virtual world environment, S L Winkler, R Cooper, K Kraiger, A Ludwig, A Krueger, I Gaunaurd, A Fisher, J Kairalla, S Elliott, S Wilson, A Esquenazi, Nova Southeastern University/Miami Department of Veterans Affairs Medical Center/Nova Southeastern University/Colorado State University/Virtual Ability, Inc. Aurora, CO/US Army Telemedicine & Advanced Technology Research Center (TATRC), Fort Detrick, MD/University of Florida/Elliott e-learning Solutions, Chicago/MossRehab Einstein Healthcare Network, Philadelphia, USA
An e-learning self-management intervention for amputees was created then beta-tested for usability using focus groups and qualitative analyses. The next phase of the study compares change in outcomes when the intervention is presented in e-learning and virtual world conditions. Focus group results identified the self-directed structure and video presentation aspects of the intervention as strengths and were less enthusiastic about use of text. Research team experiences, beta test results, and available technology suggest the need to rethink traditional learning theory in order to meet the needs of the modern learner and create more modern learning environments.
Grid-pattern indicating interface for ambient assisted living, G Yamamoto, Z Asghar, Y Uranishi, T Taketomi, C Sandor, T Kuroda, P Pulli, H Kato, Nara Institute of Science Technology/University Hospital, Kyoto University, JAPAN/University of Oulu, FINLAND
We propose a grid-pattern indicating interface to provide instructions remotely from remote site to support independent daily life of senior citizens. Our aim is to realize smooth and easy telecommunication between supported senior citizens at local site and supporting caregivers who are in remote site. Although we have used a monitoring method with video streaming where the remote caregivers indicate work steps as a conventional way, occlusion and depth perception problem was occurred. Our method that provides grid-pattern interface to remote caregivers could be a solution for the problems by indicating the spatial instruction easily on 2D input interface. Our prototype has been implemented with a colour camera, a range image sensor, and projector.
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