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Mark Sivak

dblp:39/7809 · also Mark L. Sivak · DBLP profile ↗
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3ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021

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
2 papers
Health and well-being technologies · 77% Games and playful interaction · 12% Haptics and multimodal interaction · 12%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › rehabilitation technology
rehabilitation robotics
0.112010
A robotic hand rehabilitation system with interactive gaming using novel Electro-Rheological Fluid based actuators · ICRA 2010
Health and well-being technologies
rehabilitation technology
0.112010
VRACK - virtual reality augmented cycling kit: Design and validation · VR 2010
Games and playful interaction
interactive gaming
0.012010
A robotic hand rehabilitation system with interactive gaming using novel Electro-Rheological Fluid based actuators · ICRA 2010
Haptics and multimodal interaction
multimodal feedback
0.012010
VRACK - virtual reality augmented cycling kit: Design and validation · VR 2010

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

physiological sensing · 0.1haptic rendering · 0.1feedforward control · 0.1electro-rheological fluid actuators · 0.1biomechanical sensing · 0.1
YearPublicationVenuePosition
2022 Work-in-Progress - Extended Reality Pilots for Hybrid Learning: a New NUFlex for Northeastern University
abstract
The COVID-19 pandemic forced Northeastern University (NU) to pivot to virtual in Spring 2020 and spurred innovations in hybrid learning called NUFlex that were implemented starting in Fall 2020. However, for many courses and topics taught at NU standard hybrid learning is insufficient to create the ideal pedagogical experience for both students and instructors. Extended reality technologies such as augmented, mixed, and virtual reality can be leveraged to make the NUFlex experience more dynamic and immersive. We are developing best practices and pilots that blend XR technologies with course activities through iterative improvement while collecting student reflections, work samples, and survey data, that we present in this Work-in-Progress. We hope that these technologies can be scaled into other courses in the future.
Mark Sivak, Jamal Thorne
iLRN1
2010 A robotic hand rehabilitation system with interactive gaming using novel Electro-Rheological Fluid based actuators
abstract
A newly developed hand rehabilitation system is presented that combines robotics and interactive gaming to facilitate repetitive performance of task specific exercises for patients recovering from neurological motor deficits. A two degree of freedom robotic interface allows coordinated motions of the forearm and the hand (pronation/supination and grasp/release, respectively). It is driven by two novel Electro-Rheological Fluid based hydraulic actuators. Tests were conducted to characterize these actuators, and feed-forward controllers were developed for their force/torque control. A virtual reality environment (maze game) was developed in which the robot applies force fields to the user as the user navigates the environment, forming a haptic interface between the patient and the game.
Ozer Unluhisarcikli, Brian Weinberg, Mark Sivak, Anat Mirelman, Paolo Bonato, Constantinos Mavroidis
ICRA3
2010 VRACK - virtual reality augmented cycling kit: Design and validation
abstract
In this paper the virtual reality augmented cycling kit (VRACK) a mechatronic rehabilitation system with an interactive virtual environment is presented. It was designed as a modular system that can convert most bicycles in virtual reality (VR) cycles. Novel hardware components embedded with sensors were implemented on a stationary exercise bicycle to monitor physiological and biomechanical parameters of participants while immersing them in a virtual reality simulation providing the user with visual, auditory and haptic feedback. This modular and adaptable system attaches to commercially-available stationary bicycle systems and interfaces with a personal computer for simulation and data acquisition processes. The bicycle system includes novel handle bars based on hydraulic pressure sensors and innovative pedals that monitor lower extremity kinetics and kinematics. Parameters monitored by these systems are communicated to a practitioner's interface screen and can be amplified before entering its virtual environment. The first prototype of the system was successful in demonstrating that a modular mechatronic kit can monitor and record kinetic, kinematic and physiologic parameters of riders.
Richard Ranky, Mark Sivak, Jeffrey A. Lewis, Venkata Gade, Judith E. Deutsch, Constantinos Mavroidis
VR2