Search results
1 – 10 of over 1000Yu-Min Wang, Chung-Lun Wei and Meng-Wei Wang
A research framework that explains adoption intention in students with regard to brain–computer interface (BCI) games in the learning context was proposed and empirically examined.
Abstract
Purpose
A research framework that explains adoption intention in students with regard to brain–computer interface (BCI) games in the learning context was proposed and empirically examined.
Design/methodology/approach
In this study, an approach integrating the decomposed theory of planned behavior, perceived playfulness, risk and the task–technology fit (TTF) concept was used to assess data collected using a post-experiment questionnaire from a student sample in Taiwan. The research model was tested using the partial least-squares structural equation modeling (PLS-SEM) technique.
Findings
Attitude, subjective norms and TTF were shown to impact intention to play the BCI game significantly, while perceived behavioral control did not show a significant impact. The influence of superiors and peers was found to positively predict subjective norms. With the exception of perceived ease of use, all of the proposed antecedents were found to impact attitude toward BCI games. Technology facilitating conditions and BCI technology characteristics were shown to positively determine perceived behavior control and TTF, respectively. However, the other proposed factors did not significantly influence the latter two dependents.
Originality/value
This research contributes to the nascent literature on BCI games in the context of learning by highlighting the influence of belief-related psychological factors on user acceptance of BCI games. Moreover, this study highlights the important, respective influences of perceived playfulness, risk and TTF on users' perceptions of a game, body monitoring and technology implementation, each of which is known to influence willingness to play.
Details
Keywords
The subject of this paper is the idea of Brain–Computer Interface (BCI). The main goal is to assess the potential impact of BCI on the design, use and evaluation of information…
Abstract
Purpose
The subject of this paper is the idea of Brain–Computer Interface (BCI). The main goal is to assess the potential impact of BCI on the design, use and evaluation of information retrieval systems operating in libraries.
Design/methodology/approach
The method of literature review was used to establish the state of research. The search according to accepted queries was carried out in the Scopus database and complementary in Google Scholar. To determine the state of research on BCI on the basis of library and information science, a specialist LISTA abstract database was also searched. The most current papers published in the years 2015–2019 in the English language or having at least an abstract in this language were taken into account.
Findings
The analysis showed that BCI issues are extremely popular in subject literature from various fields, mainly computer science, but practically does not occur in the context of using this technology in information retrieval systems.
Research limitations/implications
Due to the fact that BCI solutions are not yet implemented in libraries and are rarely the subject of scientific considerations in the field of library and information science, this article is mainly based on literature from other disciplines. The goal was to consider how much BCI solutions can affect library information retrieval systems. The considerations presented in this article are theoretical in nature due to the lack of empirical materials on which to base. The author's assumption was to initiate a discussion about BCI on the basis of library and information science, not to propose final solutions.
Practical implications
The results can be widely used in practice as a framework for the implementation of BCI in libraries.
Social implications
The article can help to facilitate the debate on the role of implementing new technologies in libraries.
Originality/value
The problem of BCI is very rarely addressed in the subject literature in the field of library and information science.
Details
Keywords
There has been little thought given in science to the impact of direct brain‐machine interfacing upon the future development of human consciousness. Even less thought has been…
Abstract
There has been little thought given in science to the impact of direct brain‐machine interfacing upon the future development of human consciousness. Even less thought has been given to the possibilities for both optimizing and thwarting development in the cyborg child. A neurocognitive model of the evolution of cyborg consciousness is summarized, and from this model grounded speculations are offered pertaining to the future development of the higher cognitive functions in the cyborg child. It will be shown that cybernetic implants are “multistable”; that is, the artificial intelligence (AI) component of the cyborg brain‐machine linkage may function to condition development along ideological lines (the brain conditioned by the “ideological chip”), or may operate to open up neurocognitive development to new and heretofore unrealized limits (the brain’s development optimized by the “guru programme”). Development of the cyborg child may be conditioned in the interests of ideological concerns, or may lead to a consciousness that easily transcends all forms of ideology. Application of the guru programme may foster the emergence of new levels of cognitive complexity and information processing (à la Piagetian and neo‐Piagetian theory) that in turn allows new strategies of adaptation previously beyond human comprehension. The ethical and regulatory problems raised by cyborg technologies are addressed.
Details
Keywords
Meby Mathew, Mervin Joe Thomas, M.G. Navaneeth, Shifa Sulaiman, A.N. Amudhan and A.P. Sudheer
The purpose of this review paper is to address the substantial challenges of the outdated exoskeletons used for rehabilitation and further study the current advancements in this…
Abstract
Purpose
The purpose of this review paper is to address the substantial challenges of the outdated exoskeletons used for rehabilitation and further study the current advancements in this field. The shortcomings and technological developments in sensing the input signals to enable the desired motions, actuation, control and training methods are explained for further improvements in exoskeleton research.
Design/methodology/approach
Search platforms such as Web of Science, IEEE, Scopus and PubMed were used to collect the literature. The total number of recent articles referred to in this review paper with relevant keywords is filtered to 143.
Findings
Exoskeletons are getting smarter often with the integration of various modern tools to enhance the effectiveness of rehabilitation. The recent applications of bio signal sensing for rehabilitation to perform user-desired actions promote the development of independent exoskeleton systems. The modern concepts of artificial intelligence and machine learning enable the implementation of brain–computer interfacing (BCI) and hybrid BCIs in exoskeletons. Likewise, novel actuation techniques are necessary to overcome the significant challenges seen in conventional exoskeletons, such as the high-power requirements, poor back drivability, bulkiness and low energy efficiency. Implementation of suitable controller algorithms facilitates the instantaneous correction of actuation signals for all joints to obtain the desired motion. Furthermore, applying the traditional rehabilitation training methods is monotonous and exhausting for the user and the trainer. The incorporation of games, virtual reality (VR) and augmented reality (AR) technologies in exoskeletons has made rehabilitation training far more effective in recent times. The combination of electroencephalogram and electromyography-based hybrid BCI is desirable for signal sensing and controlling the exoskeletons based on user intentions. The challenges faced with actuation can be resolved by developing advanced power sources with minimal size and weight, easy portability, lower cost and good energy storage capacity. Implementation of novel smart materials enables a colossal scope for actuation in future exoskeleton developments. Improved versions of sliding mode control reported in the literature are suitable for robust control of nonlinear exoskeleton models. Optimizing the controller parameters with the help of evolutionary algorithms is also an effective method for exoskeleton control. The experiments using VR/AR and games for rehabilitation training yielded promising results as the performance of patients improved substantially.
Research limitations/implications
Robotic exoskeleton-based rehabilitation will help to reduce the fatigue of physiotherapists. Repeated and intention-based exercise will improve the recovery of the affected part at a faster pace. Improved rehabilitation training methods like VR/AR-based technologies help in motivating the subject.
Originality/value
The paper describes the recent methods for signal sensing, actuation, control and rehabilitation training approaches used in developing exoskeletons. All these areas are key elements in an exoskeleton where the review papers are published very limitedly. Therefore, this paper will stand as a guide for the researchers working in this domain.
Details
Keywords
The paper aims to describe the sensors used for interfacing with consumer electronic devices.
Abstract
Purpose
The paper aims to describe the sensors used for interfacing with consumer electronic devices.
Design/methodology/approach
The paper describes the types of sensors employed in user‐interface devices such as trackballs, mice, touch pads, touch screens and gesture‐based systems. It concludes with a brief consideration of brain‐computer interface technology.
Findings
It is shown that a diverse range of sensors is used to interface with consumer electronics. They are based on optical, electrical, acoustic and solid‐state (MEMS) technologies. In the longer term, many may ultimately be replaced by sensors that interpret thought by detecting brain waves.
Originality/value
The paper provides a timely review of the sensors used to interface with consumer electronics. These constitute a very large and rapidly growing market.
Details
Keywords
This paper aims to provide an insight into the emerging use of robots in the rehabilitation of sufferers from strokes and other neurological impediments.
Abstract
Purpose
This paper aims to provide an insight into the emerging use of robots in the rehabilitation of sufferers from strokes and other neurological impediments.
Design/methodology/approach
This considers research, clinical trials and commercial products. Following an introduction, it explains brain neuroplasticity and its role in rehabilitation and then discusses the use of robots in the restoration of upper limb and hand movement in stroke and traumatic injury patients. Robotic techniques aimed at restoring ambulatory ability are then discussed, followed by examples of the application of brain–computer interface technology to robotic rehabilitation. Finally, concluding comments are drawn.
Findings
Research has shown that robotic techniques can assist in the restoration of functionality to partially or fully paralysed upper and lower limbs. A growing number of commercial exoskeleton and end-effector robotic products have been launched which are augmenting conventional rehabilitation therapies. These systems frequently include interactive computer games and tasks which encourage repetitive use and allow patients to monitor their progress. Trials which combine robotics with brain–computer interface technology have yielded encouraging and unexpectedly positive results.
Originality/value
This provides details of the increasingly important role played by robots in the rehabilitation of patients suffering from strokes and other neurological disorders.
Details
Keywords
This article is a contribution to the development of a comprehensive interdisciplinary theory of LIS in the hope of giving a more precise evaluation of its current problems. The…
Abstract
This article is a contribution to the development of a comprehensive interdisciplinary theory of LIS in the hope of giving a more precise evaluation of its current problems. The article describes an interdisciplinary framework for lis, especially information retrieval (IR), in a way that goes beyond the cognitivist ‘information processing paradigm’. The main problem of this paradigm is that its concept of information and language does not deal in a systematic way with how social and cultural dynamics set the contexts that determine the meaning of those signs and words that are the basic tools for the organisation and retrieving of documents in LIS. The paradigm does not distinguish clearly enough between how the computer manipulates signs and how librarians work with meaning in practice when they design and run document mediating systems. The ‘cognitive viewpoint’ of Ingwersen and Belkin makes clear that information is not objective, but rather only potential, until it is interpreted by an individual mind with its own internal mental world view and purposes. It facilitates further study of the social pragmatic conditions for the interpretation of concepts. This approach is not yet fully developed. The domain analytic paradigm of Hjørland and Albrechtsen is a conceptual realisation of an important aspect of this area. In the present paper we make a further development of a non‐reductionistic and interdisciplinary view of information and human social communication by texts in the light of second‐order cybernetics, where information is seen as ‘a difference which makes a difference’ for a living autopoietic (self‐organised, self‐creating) system. Other key ideas are from the semiotics of Peirce and also Warner. This is the understanding of signs as a triadic relation between an object, a representation and an interpretant. Information is the interpretation of signs by living, feeling, self‐organising, biological, psychological and social systems. Signification is created and con‐trolled in a cybernetic way within social systems and is communicated through what Luhmann calls generalised media, such as science and art. The modern socio‐linguistic concept ‘discourse communities’ and Wittgenstein's ‘language game’ concept give a further pragmatic description of the self‐organising system's dynamic that determines the meaning of words in a social context. As Blair and Liebenau and Backhouse point out in their work it is these semantic fields of signification that are the true pragmatic tools of knowledge organ‐isation and document retrieval. Methodologically they are the first systems to be analysed when designing document mediating systems as they set the context for the meaning of concepts. Several practical and analytical methods from linguistics and the sociology of knowledge can be used in combination with standard methodology to reveal the significant language games behind document mediation.
Brian H. Rudall and C.J.H. Mann
This paper aims to review current advances in development of human‐computer interfaces.
Abstract
Purpose
This paper aims to review current advances in development of human‐computer interfaces.
Design/methodology/approach
A general review and survey of selected research and development topics.
Findings
Illustrates the multi‐ and trans‐disciplinary natures of studies in cybernetics, systems and management science with a view to further research and development activity.
Practical implications
The choice of reviews provides the awareness of the current trends in these areas of endeavour.
Originality/value
The reviews are selected from a global database and give a studied assessment of current research and development initiatives.
Details