“multimedia tools and emotional dimension for...
TRANSCRIPT
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“MULTIMEDIA TOOLS
AND EMOTIONAL DIMENSION FOR HEALTH”
« OUTILS MULTIMÉDIA
ET DIMENSION ÉMOTIONNELLE POUR LA SANTÉ »STÉ P HA N E G O B RO N , IM A G E P RO C ESS IN G & CO M P U TE R G R A P HIC S TEA M , HE - A RC , HES .SO
« DU PATIENT NUMÉRIQUE AUX TRAJETS DE SOINS AUGMENTÉS . . .
FAUT-IL TUER LE TRANSHUMANISM(T)E? »
2017.10.19 , 7 ÈM E ÉDIT ION DU SYMPOSIUM, ROOM B, CEME, CHARLEROI , BELGIUM
What this talk is about
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◦ Environment / realities
◦ Tools that change “work”
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From concepts to projects
1. Current context & tools◦ Industrial revolution, Realities, Dehumanization
◦ Simulations++
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3. Discussion◦ Take-home messages
◦ Contact & team
2. Practical examples◦ «SG4ER» – dealing with stress during emergency situations
◦ «EoL» – human communications
◦ «SG4R» – rehabilitation via motivation
◦ «CyberEmotion» – artificial emotions in virtual worlds
[illustration: West World, 2016]
1.1 Current context◦ The 4th revolution
◦ Virtual reality, augmented reality, mixt reality
◦ Dehumanization or providential opportunities ?
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1.1 Current context
Industrial revolutions
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18ème s.Mécanisation
20ème s.Électrification
1970 ~Automatisation,
informatique
« IT »
2012 ~Automatisation,
informatique
« CPS »
Cyber-Physical-System
«Pro
du
ce p
erso
nal
ized
go
od
s in
rea
l tim
e an
d a
t th
e sa
me
cost
as
mas
s p
rod
uct
ion
»
1.1 Current context
Waiting for the waveMore than 40 years waiting for the VR wave…!
6[illustration: “The big wave of Kanagawa”, 31 views of Mont Fuji, Hokusai, 1831]
◦ Presence – subjective psychological response of user to the virtual environment
◦ Immersion – objective level of sensory fidelity a VR system provides
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1.1 Current context
Virtual reality
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1. Current context
Augmented reality
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1.1 Current context
Mixted reality
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1.1 Current context
Palette of realities
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Mixed reality
Interaction with virtualobjects in a physicalenvironment
Interaction with physicalobjects in a virtual
environment
Physical env.(PW)
Numerical env.(NW)
Augmented reality Virtual reality
[illustration: Inception, 2010]
From now on realites
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1.1 Current context
Feelings: fears and emotions
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◦ Augmented humans
+
◦ Palette of realities
Heaven or hell?
1.1 Current context
How to avoid losing our humanity ?
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◦ Let’s humanize machines & programs !
◦ let’s the emotion being to heart of development
◦ /!\ Complex relationship
Patients Medical staff
Cloud-basedAI
Robots/ pot. AI
Vir. EnvPhy. Env.
Num. W
Human. W
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1.2 Tools for work◦ Simulation
◦ Gamification
◦ Serious Games
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1.2 Tools for work
Simulations◦ This is not a game
◦ Realism is usually the main goal
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Simulation pour l’entraînement / E.g. système haptique
Mise en situation / E.g. relation patient
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1.2 Tools for work
Serious Games◦ This is a game that uses entertainment for a serious
purpose
◦ Usually it is used to train, research, or promote at one of the following cognitifs levels:
Knowledge, skills, or behavior
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Fin
din
gth
e w
ort
hd
ease
ase
Hel
pin
gea
cho
ther
1.2 Tools for work
Gamification◦ This process is not about transforming into a game
◦ It uses game technologies to improve a professional task
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Co
ach
ing
& m
anag
emen
t
Hea
lth
& s
ecu
rity
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1.2 Tools for work
Gamification & Serious Game ?◦ Please take a look at GSGS’18 !
◦ https://gsgs.ch
17[Gobron 2017]
2. Practical examples◦ "SG4ER" – gestion du stress en situation d’urgence
◦ "EoL" – communications humaines
◦ "SG4R" – réhabilitation via motivation
◦ "CyberEmotion" – émotions en réalité virtuelle
◦ Humanisation du monde numérique
◦ Résultats et applications
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2. Practical examples
"SG4ER" – specs & outcomes◦ Collaboration Lausanne + HE-Arc ING. SANTé
◦ Catégorie « Roman » photo interactif
◦ Budget / source 55 kCHF / Bootstrap, HE-Arc
◦ Support PC + écran simple
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faiblesse
2. Practical examples
"SG4ER" – specs & outcomes
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Lvl #1
Lvl #2
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2. Practical examples
"SG-EoL" – issue & specs
◦ Collaboration EMS + HEVS + HE-Arc ING. SANTé
◦ Catégorie Livre interactif avec profiling
◦ Budget 65 kCHF / Bootstrap, HE-Arc
◦ Support PC + écran simple
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Main issue: young professional not trained enough to meeting death◦ Burn-out
◦ Depression
[Charmillot et al. 2017]
2. Practical examples
"SG-EoL" – outcomes
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Interactive book with feedback on user potencial strenght and weakness
[Charmillot et al. 2017]
Output
5 thresholds
◦ Empathy
◦ Authenticity
◦ Respect
◦ Compassion
◦ Hope
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2. Practical examples
"SG4R" – issue & specs◦ Motivating rehabilitation
◦ For patient suffering from an Cerebral Vascular Accident
◦ Collaboration HE-Arc + HEIG-VD + hepia + CHUV
◦ Catégorie Plateform of 4 Serious Games
◦ Budget 250 kCHF, HES-SO
◦ Support HMD + double haptic robot
23[Gobron et al. 2015]
2. Practical examples
"SG4R" – outcomes
24[Gobron et al. 2015]
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2. Practical examples
"CyberEmotion" – initial concept
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Virtual environment (VE) Virtual human (VH)
Virtual community
[Boulic et al. 2014]
2. Practical examples
"CyberEmotion" - non verbal com.Emotion Non-verbal com. (NVC)
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Poor NVC context
Strong NVC context
Words
Non-verbal
◦ Nowadays virtual world conversation
◦ I.e. text + graphics only
[Boulic et al. 2014]
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2. Practical examples
"CyberEmotion" – recursive loopsNVC architecture => loops
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Context
NVC
enriched by
influenced by
Emotional events
Physical eventsGUI
[Boulic et al. 2014]
2. Practical examples
"CyberEmotion" - outcomesA palette of attitudes
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Sad Bored / Sleepy Furious
[Boulic et al. 2014]
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2. Practical examples
"CyberEmotion" - outcomes◦ Contextualized behavior
◦ Profiled behavior
29[Boulic et al. 2014]
3. Discussion◦ Take-home messages
◦ Contact and team
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Take-home messages
◦ Paradigm-based technologies –i.e. VR, MR – are opportunities – we can advise
◦ To avoid to fall into an «unhuman life», we can «humanize» numerical world => emotion @ core dev.
◦ A huge palette of simple and useful «low cost» projects can be produced for health now – please ask
◦ Interested by Gamification and/or Serious Games? Please take a look at https://GSGS.ch
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The team, HE-Arc, hes-soContact : [email protected]
32[http://www.stephane-gobron.net]
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Many thank for listeningMerci pour votre attention
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“Alone we go fast,Together we go far”
« Seul on va vite,Ensemble on va loin »
[African proverb]
Reference[Boulic et al. 2014] Boulic R., Ahn J., Gobron S., Wang N., Silvestre Q., and Thalmann D., "Towards the Instantaneous Expression of
Emotions with Avatars", book chapter, CyberEmotions, 2014.
[Charmillot et al. 2017] Charmillot P-A., Gobron S., "Jouer pour mieux accompagner la mort de l'autre, est-ce bien sérieux ?", proceedingsof the 4th International Francophone Palliative Care Congress, Fédération Internationale des Soins Palliatifs, Geneva, Switzerland, November 16-18, 2017, to appear.
[Gobron et al. 2015] Gobron S., Zannini N., Wenk N., Schmitt C., Charrotton Y., Fauquex A., Lauria M., Degache M., and Frischknecht R.,"Serious games for rehabilitation using head-mounted display and haptic devices", book chapter of Augmentedand Virtual Reality, Volume 9254 of the series Lecture Notes in Computer Science, pp 199-219, 2015.
[Gobron 2017] Gobron S., Gamification & Serious Games Symposium 2017 (GSGS'17), book, GSGS'17, NIFFF, HE-Arc / HES-SO Press, ISBN: 978-2-940387-20-5 (e-book), collection# (ISSN): 2297-914X, 116 pages, June 30th - July 1st, 2017.
[Sisto et al. 2017] Sisto M., Wenk W., Ouerhani N., Gobron S.,"A study of transitional virtual environments", book chapter of Augmented and Virtual Reality, Augmented and Virtual Reality: 4th International Conference, AVR 2017, Ugento, Italy, June 12-15, 2017, Proceedings part I, pp 35-49, 2017.
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