ORCID Profile
0000-0003-3241-6839
Current Organisations
Aston University
,
Macquarie University
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Publisher: IEEE
Date: 07-2012
Publisher: IEEE
Date: 2005
Publisher: Association for Computing Machinery (ACM)
Date: 03-2008
Publisher: SAGE Publications
Date: 11-07-2012
Abstract: Past controlled clinical trials centred on virtual reality exposure therapy (VRET) for agoraphobia mostly used multicomponent therapy with success. However, the present paper aimed to evaluate the independent effect of VRET for agoraphobia. A controlled study involving 18 agoraphobic participants assigned to two groups: VRET only and VRET with cognitive therapy. Nine specific virtual environments were developed using an affordable game level editor. Questionnaires, behavioural tests and physiological measures indicated a positive effect of VRET. Correlations supported the predictive value of presence towards treatment outcome. The addition of cognitive therapy did not provide significant additional benefit. Overall, the isolated effects of VRET did not seem to be significantly less than the effects of VRET combined with cognitive therapy. Future research should explore the use of other components in addition to cognitive therapy and VRET for agoraphobia as well as its possible use in patients’ homes.
Publisher: Springer Science and Business Media LLC
Date: 2014
Publisher: IEEE
Date: 2006
Publisher: IEEE
Date: 2005
Publisher: Elsevier BV
Date: 2002
Publisher: Elsevier BV
Date: 07-2001
Publisher: IEEE
Date: 2007
Publisher: IGI Global
Date: 2017
DOI: 10.4018/978-1-5225-0778-9.CH014
Abstract: This chapter focuses on how to develop tools for positive technology and more specifically, mobile e-mental health systems using a virtual stress counselor. The main objective is to develop a framework for mobile e-mental health systems reviewing existing e-mental health apps and discussing necessary system requirements. The chapter states that current e-mental health apps do not offer any facilities to promote social interaction between the counselor and the user. The proposed framework requires personalized interactions between a virtual counselor and a student. It provides personalized feedback to reduce stress level and enhances personal stress management strategies. This requires integration of technologies for facial expression detection, speech and emotion recognition as well as other psycho-physiological feedback. A prototype system for e-mental health has been developed and the components of the system architecture have been widely discussed including the need for a coping processor. Finally, conclusions are drawn regarding the tools for positive technology.
Publisher: Springer Science and Business Media LLC
Date: 03-11-2015
Publisher: IEEE
Date: 08-2009
DOI: 10.1109/CGIV.2009.66
Publisher: Elsevier BV
Date: 09-2010
Publisher: IEEE
Date: 11-2005
Publisher: Springer Science and Business Media LLC
Date: 25-01-2017
Publisher: IEEE
Date: 11-2015
Publisher: IEEE
Date: 06-2013
Publisher: IGI Global
Date: 2007
DOI: 10.4018/978-1-59904-108-7.CH018
Abstract: The purpose of this chapter is to discuss the use of multi-agent systems to develop virtual reality training systems. We first review these systems and then investigate the architectures used. We demonstrate an ex le of our own (RiskMan) and then discuss the advantages and drawbacks of using multi-agent agent approaches in the development of virtual reality training systems. The chapter describes the system architecture of a multi-agent system for risk management (RiskMan) to help train police officers to handle high-risk situations. RiskMan has been developed using a high-level scripting language of a game engine, Unreal Tournament 2004. The major modules are a scenario-based expert system, a narrative engine, a game engine, and a graphics engine. The system integrates a simulation agent, trainee agent, communication agent, interface agent, and scripted agents communicating using games technology.
Publisher: ACM
Date: 19-09-2007
Publisher: IEEE
Date: 06-2007
Publisher: IEEE
Date: 07-2013
DOI: 10.1109/SNPD.2013.88
Publisher: Springer Berlin Heidelberg
Date: 2012
Publisher: IEEE
Date: 06-2006
Publisher: Elsevier BV
Date: 05-2001
Publisher: IEEE
Date: 07-2012
Publisher: Springer Science and Business Media LLC
Date: 12-2015
DOI: 10.1186/S13673-015-0055-9
Abstract: This paper introduces a generic people-centric mobile augmented reality systems (MARS) framework to leverage the application system design and implementation. Proposed 4Any framework could be used as a meta architecture to guide the development of MARS. The main challenge in MARS design is providing a generic framework flexible enough to allow rapid development of applications to be used by different types of people. The paper demonstrates how 4Any framework has been applied in an ongoing project ArcHIVE 4Any using two field studies in Chalon sur Saone, France and Anzac Cove, Gallipoli, Turkey. ArcHIVE 4Any was implemented by using Django framework. The goal of this paper is to demonstrate the potential of the framework in terms of flexibility of system architecture and usability in recording landmarks in a number of heritage sites. In 4Any Framework we assume learning has to occur anywhere, anyway, anytime for anybody. The actors in this framework are specified as Instructor, Learner, Device and Programmer. Each actor initiates an action with respective entities Information, Media, Location and Time. What mediates each action is the metadata layer between the entities and people profiles using the same system. Metadata layer provides mapping between the underlying structures and definitions of associated content between the actors and entities. This way, each user sees a different face of the same system. The 4Any system architecture separates the system into four modules: Instruction, Learning, Device and Coding. There are 2 main sides of this framework to support learning anytime, anywhere, anyway by anybody: Pedagogical and Technological. The framework is composed of four layers that correspond to each row: Actors, Profiles, Metadata to be shared, and Scenario. With the rapid development of mobile technologies, new features of mobile devices will become available. The usability test results with ten Instructor profiles suggest that 4Any framework will be able serve as a vehicle for people-centric computing, to be used by anybody, anywhere, anyway, and anytime. Thus, the paper contributes to the knowledge in Human Centric Computing by taking into account multiple users and presenting different faces to each user demonstrating an ex le of the People Centric Computing paradigm.
Publisher: IEEE
Date: 2012
Publisher: Informa UK Limited
Date: 02-12-2013
Publisher: Springer International Publishing
Date: 2017
Publisher: IEEE
Date: 06-2016
Publisher: ACM Press
Date: 2016
Publisher: IGI Global
Date: 2011
DOI: 10.4018/978-1-61692-865-0.CH012
Abstract: In this chapter, the authors explore the operational data related to transactions in a financial organisation to find out the suitable techniques to assess the origin and purpose of these transactions and to detect if they are relevant to money laundering. The authors‘ purpose is to provide an AML/CTF compliance report that provides AUSTRAC with information about reporting entities‘ compliance with the Anti-Money Laundering and Counter-Terrorism Financing Act 2006. Their aim is to look into the Money Laundering activities and try to identify the most critical classifiers that can be used in building a decision tree. The tree has been tested using a s le of the data and passing it through the relevant paths/scenarios on the tree. The success rate is 92%, however, the tree needs to be enhanced so that it can be used solely to identify the suspicious transactions. The authors propose that a decision tree using the classifiers identified in this chapter can be incorporated into financial applications to enable organizations to identify the High Risk transactions and monitor or report them accordingly.
Publisher: Springer Berlin Heidelberg
Date: 2008
Publisher: IEEE
Date: 07-2022
Publisher: IEEE
Date: 07-2006
Publisher: ACM
Date: 18-02-2017
Publisher: IEEE
Date: 06-2011
Publisher: ACM
Date: 18-02-2017
Publisher: ACM
Date: 18-02-2017
Publisher: IEEE
Date: 2005
Publisher: ACM
Date: 18-02-2017
Publisher: ACM
Date: 28-11-2016
Publisher: IEEE
Date: 07-2010
Publisher: IEEE
Date: 10-2007
Publisher: IEEE
Date: 06-2016
Publisher: Association for Computing Machinery (ACM)
Date: 12
Abstract: Interactive fiction and adventure video games are narrative genres which provide the player with the option of acting as the main character of the story. However these genres do not fully match the expectations of their authors and readers because the player cannot deeply affect the storyline. This article describes a system integrating highly interactive narrative structures in a real-time 3D environment. Based on a theoretical foundation of narrative and drama, an interactive drama engine (IDE) has been implemented. It comprises an action calculus system, a text-generation system, a behavior engine, an animation engine as well as an innovative adaptive user interface. The IDE is demonstrated with two scenarios.
Publisher: SAGE Publications
Date: 2016
DOI: 10.5772/62028
Abstract: This paper focuses on how to provide mobility to people with motor impairments with the integration of robotics and wearable computing systems. The burden of learning to control powered mobility devices should not fall entirely on the people with disabilities. Instead, the system should be able to learn the user's movements. This requires learning the degrees of freedom of user movement, and mapping these degrees of freedom onto electric-powered wheelchair (EPW) controls. Such mapping cannot be static because in some cases users will eventually improve with practice. Our goal in this paper is to present a hands-free interface (HFI) that can be customized to the varying needs of EPW users with appropriate mapping between the users' degrees of freedom and EPW controls. EPW users with different impairment types must learn how to operate a wheelchair with their residual body motions. EPW interfaces are often customized to fit their needs. An HFI utilizes the signals generated by the user's voluntary shoulder and elbow movements and translates them into an EPW control scheme. We examine the correlation of kinematics that occur during moderately paced repetitive elbow and shoulder movements for a range of motion. The output of upper-limb movements (shoulder and elbows) was tested on six participants, and compared with an output of a precision position tracking (PPT) optical system for validation. We find strong correlations between the HFI signal counts and PPT optical system during different upper-limb movements (ranged from r = 0.86 to 0.94). We also tested the HFI performance in driving the EPW in a virtual reality environment on a spinal-cord-injured (SCI) patient. The results showed that the HFI was able to adapt and translate the residual mobility of the SCI patient into efficient control commands within a week's training. The results are encouraging for the development of more efficient HFIs, especially for wheelchair users.
Publisher: Springer Science and Business Media LLC
Date: 07-11-2017
Publisher: EJournal Publishing
Date: 2013
Publisher: EJournal Publishing
Date: 2013
Publisher: Springer Berlin Heidelberg
Date: 2012
Publisher: Inderscience Publishers
Date: 2008
Publisher: ACM
Date: 27-06-2011
Publisher: SAGE Publications
Date: 07-2006
Abstract: Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers a variety of venues for further research into how these management techniques can be applied to MMOGs.
Publisher: IEEE
Date: 11-2016
Publisher: Springer International Publishing
Date: 2016
Publisher: Springer Berlin Heidelberg
Date: 2010
Location: United Kingdom of Great Britain and Northern Ireland
No related grants have been discovered for Manolya Kavakli.