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10/19/2017 1 “MULTIMEDIA TOOLS AND EMOTIONAL DIMENSION FOR HEALTH«OUTILS MULTIMÉDIA ET DIMENSION ÉMOTIONNELLE POUR LA SANTÉ » STÉPHANE GOBRON, IMAGE PROCESSING & COMPUTER GRAPHICS TEAM, HE-ARC, HES.SO « DU PATIENT NUMÉRIQUE AUX TRAJETS DE SOINS AUGMENTÉS ... FAUT-IL TUER LE TRANSHUMANISM(T)E? » 2017.10.19, 7 ÈME ÉDITION DU SYMPOSIUM, ROOM B, CEME, CHARLEROI, BELGIUM What this talk is about 2 Environment / realities Tools that change “work”

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Page 1: “MULTIMEDIA TOOLS AND EMOTIONAL DIMENSION FOR HEALTHstephane-gobron.net/Core/Publications/Speeches/... · 10/19/2017  · Gamification Serious Games 13 1.2 Tools for work Simulations

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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

2

◦ Environment / realities

◦ Tools that change “work”

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From concepts to projects

1. Current context & tools◦ Industrial revolution, Realities, Dehumanization

◦ Simulations++

3

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 ?

4

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1.1 Current context

Industrial revolutions

5

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

7

1. Current context

Augmented reality

8

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1.1 Current context

Mixted reality

9

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 ?

12

◦ 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

13

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

15

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

16

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

19

faiblesse

2. Practical examples

"SG4ER" – specs & outcomes

20

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

22

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

25

Virtual environment (VE) Virtual human (VH)

Virtual community

[Boulic et al. 2014]

2. Practical examples

"CyberEmotion" - non verbal com.Emotion Non-verbal com. (NVC)

26

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

28

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

30

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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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