A) The future of usability Flashcards

1
Q

what is virtual reality

A

immersive technology which includes software and helmet-mounted visual display that blocks the person’s view of the real world. 3D effects and an input decide the subject uses to interact with the environment

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2
Q

virtual reality applications (3)

A

1- physiotherapy - 12 weeks of VR rehabilitation in Parkinson’s resulted in greater improvements in balance and gait compared to conventional physiotherapy
2. anxiety disorders - indicated in meta analysis that VR exposure has a comparable impact to real life exposure therapy
3. cognitive rehabilitation

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3
Q

bio/neuro feedback (3 examples)

A
  • heart rate and sleep eg smart watches
  • neurofeedback at home eg EEG headbands to help feedback during meditation or track sleep
  • home based testing kits and genetic analysis, eg continuous glucose monitors
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4
Q

bio/neuro feedback applications (3)

A
  • health and prevention (eg what foods spike your glucose) able to track your own health
  • meditation and neural training, eg access to EEG feedback can help you learn how to access different stats of consciousness faster or detect unhelpful states quicker
  • therapeutic application of neurofeedback, helpful in emotional regulation
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5
Q

neuroprosthetics meaning

A

neuroprosthetics are devices that can either act as a substitute for motor, sensory or cognitive modality that might perhaps have been damaged as a result of an injury or a disease, or they can add new modalities.

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6
Q

neuroprosthetics applications (3)

A
  1. reinstating lost capabilities including complex sporting activities
  2. use in rehabilitation eg use of an exoskeleton and feedback stimulation in the rehabilitation of spinal cord injury
  3. Human augmentation: has the potential to benefit humanity in unprecedented ways
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7
Q

technologies examples (6)

A
  • virtual reality
  • bio/neural feedback
  • neural prosthetics - sensory
  • neural prosthetics - motor
  • AI - avatars and social robots
  • robotics
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8
Q

motor neuroprosthetics examples (2)

A
  • controlling computer cursor with brain waves
  • prosthetics are becoming advanced with comparable dexterity to our own biological limbs
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9
Q

artificial intelligence avatars (2)

A
  • Building more naturalistic communication with our devices rather than just pushing buttons
  • eg having a conversation and receiving dynamic and helpful responses, eg Siri
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10
Q

robotics (2)

A

ATLAS- research platform designed to push the limits of whole-body mobility
SPOT- electrically power and hydraulically actuated. uses sensors in its body and legs to balance, it uses LIDAR and steroids sensors in its head to avoid obstacles, assess terrain, help with navigations and manipulate objects

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11
Q

ai and robotics applications (4)

A
  • social robots: applications for self development, loneliness
  • robotics in the workplace: eg assistive robots used in physical care or factory support
  • enhancing safety: bomb disposal/landmine clearance, exploring or working in inhospitable places
  • surpass of human capabilities: strength, speed and precision
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12
Q

usability is changing, why?

A

human and machine are becoming more and more integrated. meaning that usability is becoming more important.

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