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Ramin Tadayon

dblp:25/10566 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Haptics and multimodal interaction · 30% Accessibility and assistive technology · 30% Health and well-being technologies · 20%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › haptics
force feedback
0.412019
Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019
Virtual and augmented reality › virtual environment
immersive virtual environments
0.412019
Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019
Haptics and multimodal interaction › haptic interface
force display
0.412019
Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019
Accessibility and assistive technology
soft exoskeleton
0.412019
Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019
Games and playful interaction
serious games
0.112011
Socially relevant simulation games: a design study · ACM Multimedia 2011
Virtual and augmented reality › virtual reality
VR game
0.112019
Muscleblazer: Force-Feedback Suit for Immersive Experience · VR 2019
Collaborative and social computing › social interaction › multi-user interaction
social interaction in games
0.012011
Socially relevant simulation games: a design study · ACM Multimedia 2011

Methods — techniques the papers use, named apart from their topics

questionnaire · 0.8biosensors · 0.8anxiety measurement · 0.8sensor fusion · 0.2multimodal motion capture · 0.2kinect v2 · 0.2inertial sensors · 0.2real-time expert system · 0.1agent-based simulation · 0.1
YearPublicationVenuePosition
2020 Creating illusive perceived assistive force using visual feedback
abstract
This paper ponders the effects of introducing an assistive force visual display on a subject's force perception. Correct and incorrect displays were tested and were found to significantly affect the subject's force perception as compared to no visual feedback case. The elbow joint was considered for this study and assisted with four wearable artificial muscles called pneumatic gel muscles (PGMs). It was observed that subjects tend to underestimate the assistive force. The introduction of a visual display could significantly reduce this force underestimation. Moreover, the level of force underestimation was higher in case of higher force values. In other words, the higher the actual force provided, the higher the level of force underestimation in all three conditions: correct, incorrect and no visual feedback. It was also observed that the perceived error (perceived force - actual force) was directly in proportion with the visual error (visual force - actual force).
Swagata Das, Velika Wongchadakul, Ramin Tadayon, Yuichi Kurita
SMC3
2019 Muscleblazer: Force-Feedback Suit for Immersive Experience
abstract
The increasing use of virtual reality (VR) and augmented reality (AR) systems has opened the possibility of providing immersive experiences to the general population around the world. However, most of the existing systems do not provide highly effective force-feedback experiences to the user. To provide such augmented systems in combination with force-feedback, novel ideas must be introduced that can be easily integrated with the existing VR and AR technologies. This work proposes a first-person VR game integrated with a soft exoskeleton that enhances the quality of interaction between the subject and the virtual environment (VE) through an additional force-feedback element. The effect of introducing the force-feedback element on the user is analyzed by using biosensors and questionnaire feedback. The biosensors are used to measure the level of anxiety induced in the subject during interaction with the virtual environment. Conditions in which this interaction occurs with and without force-feedback are compared. The questionnaire analyzes the perceived change in emotions of users as a result of the introduction of the force-feedback element. This game can be played by most individuals, regardless of age and physical fitness.
Yusuke Kishishita, Swagata Das, Antonio Vega Ramirez, Chetan Thakur, Ramin Tadayon, Yuichi Kurita
VR5
2016 Autonomous Training Assistant: A System and Framework for Guided At-Home Motor Learning
abstract
We present a novel framework and system for at-home rehabilitative exercise in the absence of a physical therapist. The framework includes metrics for assessing motor performance on a wide variety of exercises. We present our system, the Autonomous Training Assistant, which utilizes this framework and a low-cost accessible exercise device called the Intelligent Stick to deliver feedback as a user trains at home. We evaluated the system's multimodal feedback mechanism in a case study whose results indicate that individual preference may have a significant effect on modality assignment for optimal learning. We conclude with ideas for future work.
Ramin Tadayon, Troy McDaniel, Sethuraman Panchanathan
ASSETS1
2016 A Multimodal Gamified Platform for Real-Time User Feedback in Sports Performance
abstract
In this paper we introduce a novel platform that utilises multi-modal low-cost motion capture technology for the delivery of real-time visual feedback for sports performance. This platform supports the expansion to multi-modal interfaces that utilise haptic and audio feedback, which scales effectively with motor task complexity. We demonstrate an implementation of our platform within the field of sports performance. The platform includes low-cost motion capture through a fusion technique, combining a Microsoft Kinect V2 with two wrist inertial sensors, which make use of the accelerometer and gyroscope sensors, alongside a game-based Graphical User Interface (GUI) for instruction, visual feedback and gamified score tracking.
David S. Monaghan, Freddie Honohan, Amin Ahmadi, Troy McDaniel, Ramin Tadayon, Ajay Karpur, Kieran Moran, Noel E. O'Connor, Sethuraman Panchanathan
ACM Multimedia5
2011 Socially relevant simulation games: a design study
abstract
Socially Relevant Simulation Games (SRSG), a new medium for social interaction, based on real-world skills and skill development, creates a single gaming framework that connects both serious and casual players. Through a detailed case study this paper presents a design process and framework for SRSG, in the context of mixed-reality golf swing simulations. The SRSG, entitled "World of Golf", utilizes a real-time expert system to capture, analyze, and evaluate golf swing metrics. The game combines swing data with players' backgrounds, e.g., handicaps, to form individual profiles. These profiles are then used to implement a golf simulation game using artificially controlled agents who inherit the skill levels of their corresponding human users. The simulation and assessment modules provide the serious player with tools to build golf skills while allowing casual players to engage within a simulated social world. A framework that incorporates simulated golf competitions among these social agents is presented and validated by comparing the usage statistics of 10 PGA Golf Management (PGM) students with 10 non-professional students.
Ramin Tadayon, Ashish Amresh, Winslow Burleson
ACM Multimedia1