13 results on '"Boris, Otkhmezuri"'
Search Results
2. Co-creating Meaningful Spaces: Stepping into Virtual Worlds Crafted by People Living with Dementia.
- Author
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Ethan Cheung, Sophia Ppali, Boris Otkhmezuri, Clare L. Thomas, and Alexandra Covaci
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- 2023
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3. 'Now i can see me' designing a multi-user virtual reality remote psychotherapy for body weight and shape concerns.
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Maria Matsangidou, Boris Otkhmezuri, Chee Siang Ang, Marios N. Avraamides, Giuseppe Riva 0001, Andrea Gaggioli, Despoina Iosif, and Maria Karekla
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- 2022
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- View/download PDF
4. Wireless Soft Scalp Electronics and Virtual Reality System for Motor Imagery‐Based Brain–Machine Interfaces
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Musa Mahmood, Shinjae Kwon, Hojoong Kim, Yun‐Soung Kim, Panote Siriaraya, Jeongmoon Choi, Boris Otkhmezuri, Kyowon Kang, Ki Jun Yu, Young C. Jang, Chee Siang Ang, and Woon‐Hong Yeo
- Subjects
brain–machine interfaces ,motor imagery brain signals ,virtual reality system ,wireless soft scalp electronics ,Science - Abstract
Abstract Motor imagery offers an excellent opportunity as a stimulus‐free paradigm for brain–machine interfaces. Conventional electroencephalography (EEG) for motor imagery requires a hair cap with multiple wired electrodes and messy gels, causing motion artifacts. Here, a wireless scalp electronic system with virtual reality for real‐time, continuous classification of motor imagery brain signals is introduced. This low‐profile, portable system integrates imperceptible microneedle electrodes and soft wireless circuits. Virtual reality addresses subject variance in detectable EEG response to motor imagery by providing clear, consistent visuals and instant biofeedback. The wearable soft system offers advantageous contact surface area and reduced electrode impedance density, resulting in significantly enhanced EEG signals and classification accuracy. The combination with convolutional neural network‐machine learning provides a real‐time, continuous motor imagery‐based brain–machine interface. With four human subjects, the scalp electronic system offers a high classification accuracy (93.22 ± 1.33% for four classes), allowing wireless, real‐time control of a virtual reality game.
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- 2021
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- View/download PDF
5. How Real Is Unreal? - Virtual Reality and the Impact of Visual Imagery on the Experience of Exercise-Induced Pain.
- Author
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Maria Matsangidou, Chee Siang Ang, Alexis R. Mauger, Boris Otkhmezuri, and Luma Tabbaa
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- 2017
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- View/download PDF
6. Wireless Soft Scalp Electronics and Virtual Reality System for Motor Imagery‐Based Brain–Machine Interfaces
- Author
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Shinjae Kwon, Yun-Soung Kim, Young C. Jang, Chee Siang Ang, Panote Siriaraya, Kyowon Kang, Jeongmoon J. Choi, Hojoong Kim, Woon-Hong Yeo, Boris Otkhmezuri, Musa Mahmood, and Ki Jun Yu
- Subjects
Computer science ,General Chemical Engineering ,Interface (computing) ,Science ,wireless soft scalp electronics ,General Physics and Astronomy ,Medicine (miscellaneous) ,Wearable computer ,Virtual reality ,Electroencephalography ,brain–machine interfaces ,Biochemistry, Genetics and Molecular Biology (miscellaneous) ,virtual reality system ,User-Computer Interface ,Motor imagery ,motor imagery brain signals ,medicine ,Wireless ,Humans ,General Materials Science ,Computer vision ,Electronics ,QA76.9.H85 ,Electrodes ,Electronic circuit ,Scalp ,medicine.diagnostic_test ,business.industry ,General Engineering ,Virtual Reality ,Brain ,Brain-Computer Interfaces ,Artificial intelligence ,business ,Research Article - Abstract
Motor imagery offers an excellent opportunity as a stimulus‐free paradigm for brain–machine interfaces. Conventional electroencephalography (EEG) for motor imagery requires a hair cap with multiple wired electrodes and messy gels, causing motion artifacts. Here, a wireless scalp electronic system with virtual reality for real‐time, continuous classification of motor imagery brain signals is introduced. This low‐profile, portable system integrates imperceptible microneedle electrodes and soft wireless circuits. Virtual reality addresses subject variance in detectable EEG response to motor imagery by providing clear, consistent visuals and instant biofeedback. The wearable soft system offers advantageous contact surface area and reduced electrode impedance density, resulting in significantly enhanced EEG signals and classification accuracy. The combination with convolutional neural network‐machine learning provides a real‐time, continuous motor imagery‐based brain–machine interface. With four human subjects, the scalp electronic system offers a high classification accuracy (93.22 ± 1.33% for four classes), allowing wireless, real‐time control of a virtual reality game., This image shows a wearable scalp electronic system with virtual reality for motor imagery‐based brain–computer interfaces. The all‐in‐one, portable soft system includes an array of soft microneedles, stretchable interconnectors, and flexible circuits in a wearable platform.
- Published
- 2021
7. Wireless Soft Scalp Electronics and Virtual Reality System for Motor Imagery-based Brain-Machine Interfaces
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Mahmood, Musa, Kwon, Shinjae, Kim, Yun-Soung, Siriaraya, Panote, Choi, Jeongmoon, Boris, Otkhmezuri, Kang, Kyowon, Jun Yu, Ki, Jang, Young C, Ang, Chee Siang, Yeo, Woon-Hong, Mahmood, Musa, Kwon, Shinjae, Kim, Yun-Soung, Siriaraya, Panote, Choi, Jeongmoon, Boris, Otkhmezuri, Kang, Kyowon, Jun Yu, Ki, Jang, Young C, Ang, Chee Siang, and Yeo, Woon-Hong
- Abstract
Motor imagery offers an excellent opportunity as a stimulus-free paradigm for brain-machine interfaces. Conventional electroencephalography (EEG) for motor imagery requires a hair cap with multiple wired electrodes and messy gels, causing motion artifacts. Here, we introduce a wireless scalp electronic system with virtual reality for real-time, continuous classification of motor imagery brain signals. This low-profile, portable system integrates imperceptible microneedle electrodes and soft wireless circuits. Virtual reality addresses subject variance in detectable EEG response to motor imagery by providing clear, consistent visuals and instant biofeedback. The wearable soft system offers advantageous contact surface area and reduced electrode impedance density, resulting in significantly enhanced EEG signals and classification accuracy. The combination with convolutional neural network-machine learning provides a real-time, continuous motor imagery-based brain-machine interface. With four human subjects, the scalp electronic system offers a high classification accuracy (93.22±1.33% for four classes), allowing wireless, real-time control of a virtual reality game.
- Published
- 2021
8. 'Now i can see me' designing a multi-user virtual reality remote psychotherapy for body weight and shape concerns
- Author
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Maria Matsangidou, Boris Otkhmezuri, Chee Siang Ang, Marios Avraamides, Giuseppe Riva, Maria Karekla, and Andrea Gaggioli
- Subjects
Acceptance and Commitment Therapy (ACT) ,Multi-User virtual reality ,Exposure Therapy ,high-risk for eating disorders ,Play Therapy ,remote psychotherapy - Abstract
Recent years have seen a growing research interest towards designing computer-assisted health interventions aiming to improve mental health services. Digital technologies are becoming common methods for diagnosis, therapy, and training. With the advent of lower-cost VR head-mounteddisplays (HMDs) and high internet data transfer capacity, there is a new opportunity for applying immersive VR tools to augment existing interventions. This study is among the first to explore the use of a Multi-User Virtual Reality (MUVR) system as a therapeutic medium for participants at high-risk for developing Eating Disorders. This paper demonstrates the positive effect of using MUVR remote psychotherapy to enhance traditional therapeutic practices. The study capitalises on the opportunities which are offered by a MUVR remote psychotherapeutic session to enhance the outcome of Acceptance and Commitment Therapy, Play Therapy and Exposure Therapy for sufferers with body shape and weight concerns. Moreover, the study presents the design opportunities and challenges of such technology, while strengths on the feasibility, and the positive user acceptability of introducing MUVR to facilitate remote psychotherapy. Finally, the appeal of using VR for remote psychotherapy and its observed positive impact on both therapists and participants is discussed.
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- 2020
9. 'Now i can see me' designing a multi-user virtual reality remote psychotherapy for body weight and shape concerns
- Author
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Andrea Gaggioli, Chee Siang Ang, Giuseppe Riva, Marios N. Avraamides, Boris Otkhmezuri, Despoina Iosif, Maria Karekla, and Maria Matsangidou
- Subjects
Multi-User virtual reality ,medicine.medical_treatment ,Applied psychology ,Exposure therapy ,Psychological intervention ,02 engineering and technology ,Virtual reality ,Multi-user ,Body weight ,Acceptance and commitment therapy ,Acceptance and Commitment Therapy (ACT) ,Exposure Therapy ,Play therapy ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,Settore M-PSI/01 - PSICOLOGIA GENERALE ,0501 psychology and cognitive sciences ,QA76.9.H85 ,050107 human factors ,Applied Psychology ,05 social sciences ,020207 software engineering ,Mental health ,Play Therapy ,remote psychotherapy ,Human-Computer Interaction ,Psychology ,high-risk for eating disorders - Abstract
Recent years have seen a growing research interest towards designing computer-assisted health interventions aiming to improve mental health services. Digital technologies are becoming common methods for diagnosis, therapy, and training. With the advent of lower-cost VR head-mounted-displays (HMDs) and high internet data transfer capacity, there is a new opportunity for applying immersive VR tools to augment existing interventions. This study is among the first to explore the use of a Multi-User Virtual Reality (MUVR) system as a therapeutic medium for participants at high-risk for developing Eating Disorders. This paper demonstrates the positive effect of using MUVR remote psychotherapy to enhance traditional therapeutic practices. The study capitalises on the opportunities which are offered by a MUVR remote psychotherapeutic session to enhance the outcome of Acceptance and Commitment Therapy, Play Therapy and Exposure Therapy for sufferers with body shape and weight concerns. Moreover, the study presents the design opportunities and challenges of such technology, while strengths on the feasibility, and the positive user acceptability of introducing MUVR to facilitate remote psychotherapy. Finally, the appeal of using VR for remote psychotherapy and its observed positive impact on both therapists and participants is discussed.
- Published
- 2020
10. Wireless Soft Scalp Electronics and Virtual Reality System for Motor Imagery‐Based Brain–Machine Interfaces (Adv. Sci. 19/2021)
- Author
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Hojoong Kim, Musa Mahmood, Woon-Hong Yeo, Yun-Soung Kim, Boris Otkhmezuri, Ki Jun Yu, Shinjae Kwon, Jeongmoon J. Choi, Chee Siang Ang, Panote Siriaraya, Young C. Jang, and Kyowon Kang
- Subjects
Cover (telecommunications) ,business.industry ,Computer science ,General Chemical Engineering ,General Engineering ,Electrical engineering ,Frontispiece ,General Physics and Astronomy ,Medicine (miscellaneous) ,Wearable computer ,Virtual reality ,Biochemistry, Genetics and Molecular Biology (miscellaneous) ,Motor imagery ,medicine.anatomical_structure ,Scalp ,medicine ,Wireless ,General Materials Science ,Electronics ,business ,Electronic systems - Abstract
Wireless Soft Scalp Electronics The cover shows a wearable scalp electronic system with virtual reality for motor imagerybased brain‐computer interfaces. The all‐in‐one, portable soft system includes an array of soft microneedles, stretchable interconnectors, and flexible circuits in a wearable platform. More details can be found in article number 2101129 by Woon‐Hong Yeo and co‐workers. [Image: see text]
- Published
- 2021
- Full Text
- View/download PDF
11. Is Your Virtual Self as Sensational as Your Real?
- Author
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Maria Matsangidou, Chee Siang Ang, Alexis R. Mauger, Jittrapol Intarasirisawat, Boris Otkhmezuri, and Marios N. Avraamides
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Private Body Consciousness ,Heart Rate ,Perceived Exhaustion ,Virtual Reality ,Pain Intensity ,Physical Activity - Abstract
Objectives: Past research has shown that Virtual Reality (VR) is an effective method for reducing the perception of pain and effort associated with exercise. As pain and effort are subjective feelings, they are influenced by a variety of psychological factors, including one’s awareness of internal body sensations, known as Private Body Consciousness (PBC). The goal of the present study was to investigate whether the effectiveness of VR in reducing the feeling of exercise pain and effort is moderated by PBC. Design and Methods: Eighty participants were recruited to this study and were randomly assigned to a VR or a non-VR control group. All participants were required to maintain a 20% 1RM isometric bicep curl, whilst reporting ratings of pain intensity and perception of effort. Participants in the VR group completed the isometric bicep curl task whilst wearing a VR device which simulated an exercising environment. Participants in the non-VR group completed a conventional isometric bicep curl exercise without VR. Participants’ heart rate was continuously monitored along with time to exhaustion. A questionnaire was used to assess PBC. Results: Participants in the VR group reported significantly lower pain and effort and exhibited longer time to exhaustion compared to the non-VR group. Notably, PBC had no effect on these measures and did not interact with the VR manipulation. Conclusions: Results verified that VR during exercise could reduce negative sensations associated with exercise regardless of the levels of PBC.
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- 2019
12. Believing Is Seeing: A Proof-of-Concept Semiexperimental Study on Using Mobile Virtual Reality to Boost the Effects of Interpretation Bias Modification for Anxiety (Preprint)
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Boris Otkhmezuri, Marilisa Boffo, Panote Siriaraya, Maria Matsangidou, Reinout W Wiers, Bundy Mackintosh, Chee Siang Ang, and Elske Salemink
- Abstract
BACKGROUND Cognitive Bias Modification of Interpretations (CBM-I) is a computerized intervention designed to change negatively biased interpretations of ambiguous information, which underlie and reinforce anxiety. The repetitive and monotonous features of CBM-I can negatively impact training adherence and learning processes. OBJECTIVE This proof-of-concept study aimed to examine whether performing a CBM-I training using mobile virtual reality technology (virtual reality Cognitive Bias Modification of Interpretations [VR-CBM-I]) improves training experience and effectiveness. METHODS A total of 42 students high in trait anxiety completed 1 session of either VR-CBM-I or standard CBM-I training for performance anxiety. Participants’ feelings of immersion and presence, emotional reactivity to a stressor, and changes in interpretation bias and state anxiety, were assessed. RESULTS The VR-CBM-I resulted in greater feelings of presence (P CONCLUSIONS This study provided first evidence that (1) the putative working principles underlying CBM-I trainings can be translated into a virtual environment and (2) virtual reality holds promise as a tool to boost the effects of CMB-I training for highly anxious individuals while increasing users’ experience with the training application.
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- 2018
- Full Text
- View/download PDF
13. How Real is Unreal? Virtual Reality and the Impact of Visual Imagery on the Experience of Exercise-Induced Pain
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Alexis R. Mauger, Maria Matsangidou, Boris Otkhmezuri, Luma Tabbaa, and Chee Siang Ang
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medicine.medical_specialty ,genetic structures ,media_common.quotation_subject ,Physical activity ,Illusion ,Perceived pain ,Weight lifting ,QA76 ,03 medical and health sciences ,0302 clinical medicine ,Physical medicine and rehabilitation ,030202 anesthesiology ,Perception ,Heart rate ,medicine ,Psychology ,Sensory cue ,030217 neurology & neurosurgery ,Acute pain ,media_common - Abstract
As a consequence of prolonged muscle contraction, acute pain arises during exercise due to a build-up of noxious biochemicals in and around the muscle. Specific visual cues, e.g., the size of the object in weight lifting exercises, may reduce acute pain experienced during exercise. In this study, we examined how Virtual Reality (VR) can facilitate this “material-weight illusion”, influencing perception of task difficulty, which may reduce perceived pain. We found that when vision understated the real weight, the time to exhaustion was 2 minutes longer. Furthermore, participants’ heart rate was significantly lower by 5-7 bpm in the understated session. We concluded that visual-proprioceptive information modulated the individual’s willingness to continue to exercise for longer, primarily by reducing the intensity of negative perceptions of pain and effort associated with exercise. This result could inform the design of VR aimed at increasing the level of physical activity and thus a healthier lifestyle.
- Published
- 2017
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