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1. Leader :
Goh Susan
56056
susangoh96@hotmail.com
017 6761982

2. Relilia Binti Ramlan
57701
reyl.iya97@gmail.com
019 8306702

3. Monica Jane Anak Jack Kennedy
56738
janesandy1234@outlook.com
011 24812617

4. Audrey Grace Paul
58491
audreygracepaul@gmail.com
013 8337278

5. DANIAL AZREE BIN ANUAR
58535
danialazr07@yahoo.com
019 8796397

6. Maxzi Melzrienncy Matias
56581
maxzibulan@gmail.com
014 5563023

7. Amira Adlina bt Pauzi
55451
amiraadlina97@gmail.com
011 37605762

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Venue: Starbuck, Block B
Time: 10 am

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Official logo created - 24 September 2018

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Official logo created - 24 September 2018

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We decided to choose this logo for its simplicity. :)

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Logo presentation day.

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Connect to change the world! 💪🏽

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To explore and engage in experiential learning, and connect to learning communities. 👥

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"Ohana means family. Family means no one gets left behind or forgotten." ❤️

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Brainstorming session

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Brainstorming for presentation ideas - 4 October 2018

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Brainstorming for presentation ideas - 4 October 2018

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We (Danial as our representative) won a can of pepsi!!! :)

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Presentation day! ( Locomotion Interface) - 22/10/18

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Presentation day! ( Locomotion Interface) - 22/10/18

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Here is a picture of Lia explaining the mini quiz game. :)

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Presentation slides for locomotion interface - 22/10/18

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Presentation slides for locomotion interface - 22/10/18

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The slides included simplified information and quiz about locomotion interface.

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We started searching for journals related to locomotion interface first as we know the topic better.

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Thank you and we appreciate every votes given 💕

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Journal review 1 (6/11/18) on locomotion interface: Minimal Virtual Reality System for Virtual Walking in a Real Scene. - Done by Audrey Grace Paul, 58491

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Journal review 1 (6/11/18) on locomotion interface: Minimal Virtual Reality System for Virtual Walking in a Real Scene. - Done by Audrey Grace Paul, 58491

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Journal:

Kitazaki M., Hirota K., Ikei Y. (2016). Minimal Virtual Reality System for Virtual Walking in a Real Scene. In: Yamamoto S. (eds) Human Interface and the Management of Information: Information, Design and Interaction. HIMI 2016. Lecture Notes in Computer Science, vol 9734. Springer, Cham
https://link.springer.com/chapter/10.1007/978-3-319-40349-6_48

Summary:
Various sensory stimuli are required to accomplish a fully virtual walking system because walking is related to multimodal sensations. A minimal virtual walking system and evaluated it using psychological factors. The system consisted of a real-scene optic flow and rhythmic foot vibrations. The effects of vibrations synchronized with optic flow and the size of the visual field on the sensations of virtual walking and found that synchronized, two-channel foot vibrations with a 3-D optic flow elicited the virtual walking sensation. A larger visual field enhanced the footstep sensation during walking.

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Journal review 2 (7/11/18) on locomotion interface:  - Done by Audrey Grace Paul, 58491

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Journal review 2 (7/11/18) on locomotion interface:  - Done by Audrey Grace Paul, 58491

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Journal:

Yan, Z., Lindeman, R.W., Dey, A. (2016). Let your fingers do the walking: A unified approach for efficient short-, medium-, and long-distance travel in VR. Retrieved from https://ieeexplore.ieee.org/abstract/document/7460027

Summary:
Travel is one of the most basic and common Virtual Reality (VR) tasks. Designing a good travel interface to change the position and orientation of one's virtual representation from point A to B in a Virtual Environment (VE) is still a challenging problem. One of the problems is to effectively, efficiently, and realistically map the user's operation in the finite real-world space to locomotion in an infinite VE. Walking-based interfaces and leaning-based interfaces are two common types of natural locomotion interfaces. However, in many applications, travel is not the goal, but a way to reach a location in order to perform other tasks like selection and manipulation. A good travel interface should also produce low fatigue for long-term use. VR researchers and arcade game developers have implemented several low- fatigue travel solutions, such as finger walking, and touch-based travel like. The most popular one is WASD+Mouse which is the basic set in every FPS game. The drawbacks of this technique are also obvious, in that it can only provide discrete speed control, both hands are occupied during travel, and the user can only travel where they are looking.

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Journal review 3 (4/12/18) on Locomotion Interface. Interactive Gait Rehabilitation System with a Locomotion Interface for Training Patients to Climb Stairs  -Done by Amira Adlina, 55451

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Journal review 3 (4/12/18) on Locomotion Interface. Interactive Gait Rehabilitation System with a Locomotion Interface for Training Patients to Climb Stairs  -Done by Amira Adlina, 55451

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Journal:

Yano, H., Tamefusa, S., Tanaka, N., Saito, H., & Iwata, H. (2012). Interactive Gait Rehabilitation System with a Locomotion Interface for Training Patients to Climb Stairs.
Retrieved from
https://www.researchgate.net/publication/254925720_Interactive_Gait_Rehabilitation_System_with_a_Locomotion_Interface_for_Training_Patients_to_Climb_Stairs

Summary:
In gait rehabilitation, physiotherapists describe the motion of walking to
patients verbally or by physically manipulating the patient’s body. However,
there is an insufficient number of physiotherapists for the number of patients to
be treated, which means their workloads are high. It is difficult to teach patients
to walk with a satisfactory motion, even if the patients have the capability. In
addition, the development of motion assist systems is becoming more crucial as
we plan for an aging society. To solve these problems, some systems using robotics have been developed. Hitachi Ltd. commercializes rehabilitation systems using two belt-type treadmills.These are already being used in many hospitals. However, the motion they generate is only in the horizontal direction.

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Journal review 4 (4/12/18) on Locomotion Interface. Natural Locomotion Interfaces - With a Little Bit of Magic!                       -Done by Amira Adlina, 55451

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Journal review 4 (4/12/18) on Locomotion Interface. Natural Locomotion Interfaces - With a Little Bit of Magic!                       -Done by Amira Adlina, 55451

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Journal:

Steinicke, S. (2011).Natural Locomotion Interfaces - With a Little Bit of Magic!
Retrieved from
http://basilic.informatik.unihamburg.de/Publications/2011/Ste11

Summary:
In the real world we navigate with ease by walking, running, driving etc., but in the virtual world realistic simulation of these locomotion techniques is difficult to achieve. While moving in the real world, sensory information such as vestibular, proprioceptive, and efferent copy signals as well as visual information create consistent multi-sensory cues that indicate ones own acceleration, speed and direction of travel. In this context walking is the most basic and intuitive way of moving within the real world. Keeping such an active and dynamic ability to navigate through large-scale immersive virtual environments (IVEs) is of great interest for many 3D applications demanding locomotion, such as urban planning, tourism, 3D entertainment, serious games, robotics etc. Although the mentioned application domains are inherently three-dimensional and sometimes provide a good sense of locomotion by exclusive visual stimulation, usually VR-based user interfaces are not supported, least of all real walking is possible.

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Thank you all who participated in our mini quiz game ^.^

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2nd place for today’s presentation topic - 12/11/18

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2nd place for today’s presentation topic - 12/11/18

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Clap clap hooray 👏🏼

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Advanced AI technology that uses most of the interfaces we learnt in class. Worth the share.

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FINALLY AFTER 2 YEARS OF INTENSE PLANNING, & PROGRAMMING, I HAVE FINALLY BUILT MY OWN ARTIFICIAL INTELLIGENCE

I used the webcam as it's eyes, the microphone as it's ears, & the speaker as it's voice. Of all the things I've built in my life, this is the one I'm proud of the most https://t.co/J30oorKDNx
— Roshen Maghhan (@roshennn) November 15, 2018

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Journal review 5 (4/12/18) on Locomotion Interface. Locomotion for navigation in virtual environments: Walking, turning, and joystick modalities compared.-Done by Amira Adlina, 55451

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Journal review 5 (4/12/18) on Locomotion Interface. Locomotion for navigation in virtual environments: Walking, turning, and joystick modalities compared.-Done by Amira Adlina, 55451

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Journal:

Bodenheimer, B., Feuereissen, D., Williams, B., Peng, P., Mcnamara, T., & Riecke, B. (2010). Locomotion for navigation in virtual environments: Walking, turning, and joystick modalities compared. Retrieved from:
https://www.researchgate.net/publication/221283198_Navigation_modes_in_virtual_environments_walking_vs_joystick

Summary:
There is considerable evidence that people have difficulty maintaining orientation
in virtual environments. This difficulty is usually attributed to poor idiothetic cues, such as the absence of proprioception and other sources of information provided by self locomotion. The lack of proprioceptive cues presents a strong argument
against the use of a joystick interface, and the importance of full physical movement for navigation tasks has also recently been confirmed, who showed that subjects performing a navigational task were superior when they were allowed to walk freely rather than when they could only physically rotate themselves or only move virtually.

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Journal Review 6 (4/12/18) on Locomotion Interface. Locomotion in Virtual Reality for Individuals with Autism Spectrum Disorder. - Done by Audrey Grace Paul, 58491.

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Journal Review 6 (4/12/18) on Locomotion Interface. Locomotion in Virtual Reality for Individuals with Autism Spectrum Disorder. - Done by Audrey Grace Paul, 58491.

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Journal:

Bozgeyikli, E., Raij, A. Katkoori, S. & Dubey, R. (2016). Locomotion in Virtual Reality for Individuals with Autism Spectrum Disorder. Retrieved from: https://dl.acm.org/citation.cfm?id=2985763

Summary:
Locomotion in VR has a direct effect on many aspects of user experience such as enjoyment, frustration, tiredness, motion sickness and presence. In this study, eight locomotion techniques were implemented in an immersive virtual reality test environment. These eight VR locomotion techniques may be categorized as follows: three commonly used locomotion techniques (redirected walking, walk-in-place and joystick controller), two unexplored locomotion techniques (stepper machine and point & teleport) and three locomotion techniques that were selected and designed for individuals with ASD based on their common characteristics (flying, flapping and trackball controller). A user study was performed with 12 high functioning individuals with ASD. Results indicated that joystick and point & teleport techniques provided the most comfortable use for individuals with ASD, followed by walk in place and trackball. On the other hand, flying and hand flapping did not provide comfortable use for individuals with ASD.

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Journal review 7 (4/12/2018) on Locomotion Interfaces. Kinesthetic force feedback and belt control for the Treadport Locomotion Interface - Done by Monica Jane anak Jack Kennedy, 56738. 

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Journal review 7 (4/12/2018) on Locomotion Interfaces. Kinesthetic force feedback and belt control for the Treadport Locomotion Interface - Done by Monica Jane anak Jack Kennedy, 56738. 

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Hejrati, B., Crandall, K., Hollerbach, J.M., and Abbott, J.J., ``Kinesthetic force feedback and belt control for the Treadport locomotion interface,'' IEEE Transactions on Haptics, 8, 2015, pp. 176-187. Retrieved from: https://ieeexplore.ieee.org/document/7042795

Summary:
A new belt controller is implemented to regulate the user's position; when combined with the user's own volition, this controller also enables the user to naturally self-select their walking speed as they would when walking over ground. A new kinesthetic-force-feedback controller is designed for the tether that applies forces to the user's torso. This new controller is derived based on maintaining the user's sense of balance during belt acceleration, rather than by rendering an inertial force as was done in our prior work. Based on the results of a human-subjects study, the improvements in both controllers significantly contribute to an improved perception of realistic walking on the Tread-port. The improved control system uses intuitive dynamic-system and anatomical parameters and requires no ad hoc gain tuning. The control system simply requires three measurements to be made for a given user: the user's mass, the user's height, and the height of the tether attachment point on the user's torso.

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Journal Review 8 (4/12/2018) on Locomotion Interfaces. Efficacy of the Gait Training Using Footpad-Type Locomotion Interface in Chronic Post-Stroke Patients- Done by Monica Jane anak Jack Kennedy, 56738. 

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Journal Review 8 (4/12/2018) on Locomotion Interfaces. Efficacy of the Gait Training Using Footpad-Type Locomotion Interface in Chronic Post-Stroke Patients- Done by Monica Jane anak Jack Kennedy, 56738. 

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Tanaka N., Yano H., & Yanag H. (2017). Efficacy of the Gait Training Using Footpad-Type Locomotion Interface in Chronic Post-Stroke Patients: A Pilot Study. Retrieved from https://www.omicsonline.org/open-access/efficacy-of-the-gait-training-using-footpadtype-locomotion-interface-inchronic-poststroke-patients-a-pilot-study-2165-7025-1000355.php?aid=91328

Summary:
An recent years, robotic devices such as LOKOMAT, Gait Trainer and, Hybrid Assistive Limb® have been used in rehabilitation. About them, a lot of intervention effects are reported. A systematic review of electromechanical assisted gait training using robotic devices was effective at improving the gait ability after stroke. Systematic review showed some problems. The problem included optimum training duration and frequency of electromechanical assisted gait training using robotic devices and the high cost of the robotic devices. Therefore, we developed a footpad-type, small size and low-price locomotion interface. The footpad-type locomotion interface consists of two slider cranks for moving the footpads back and forth, two actuators for moving the footpads up and down, and computer for controlling their movements. The trajectories of footpads are based on healthy individual’s gait trajectory. The trajectory can be scaled to any size and cycle in accord with the subject’s physical ability and condition.

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Journal Review 9 (4/12/2018) on Locomotion Interfaces. Training with brain-machine interfaces, visuo-tactile feedback and assisted locomotion improves sensorimotor, visceral, and psychological signs in chronic paraplegic patients. -Done by Monica Jane Anak Jack Kennedy, 56738.

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Journal Review 9 (4/12/2018) on Locomotion Interfaces. Training with brain-machine interfaces, visuo-tactile feedback and assisted locomotion improves sensorimotor, visceral, and psychological signs in chronic paraplegic patients. -Done by Monica Jane Anak Jack Kennedy, 56738.

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Shokur S, Donati ARC, Campos DSF, Gitti C, Bao G, Fischer D, et al. (2018) Training with brain-machine interfaces, visuo-tactile feedback and assisted locomotion improves sensorimotor, visceral, and psychological signs in chronic paraplegic patients. PLoS ONE 13(11): e0206464. Retrieved from: https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0206464

Summary:
Spinal cord injury (SCI) induces severe deficiencies in sensory-motor and autonomic functions and has a significant negative impact on patients’ quality of life. There is currently no systematic rehabilitation technique assuring recovery of the neurological impairments caused by a complete SCI. In a group of seven chronic SCI patients (six AIS A, one AIS B) following a 28-month, multi-step protocol that combined training with non-invasive brain-machine interfaces, visuo-tactile feedback and assisted locomotion. All patients recovered significant levels of nociceptive sensation below their original SCI (up to 16 dermatomes, average 11 dermatomes), voluntary motor functions (lower-limbs muscle contractions plus multi-joint movements) and partial sensory function for several modalities (proprioception, tactile, pressure, vibration). Patients also recovered partial intestinal, urinary and sexual functions. By the end of the protocol, all patients had their AIS classification upgraded (six from AIS A to C, one from B to C). These improvements translated into significant changes in the patients’ quality of life as measured by standardized psychological instruments. Reexamination of one patient that discontinued the protocol after 12 months of training showed that the 16-month break resulted in neurological stagnation and no reclassification.

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Journal Review 10 (4/12/2018) on Locomotion Interfaces. Reduced-Scale Cable-Driven Locomotion Interface for Rehabilitation and Training -Done by Goh Susan, 56056.

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Journal Review 10 (4/12/2018) on Locomotion Interfaces. Reduced-Scale Cable-Driven Locomotion Interface for Rehabilitation and Training -Done by Goh Susan, 56056.

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M. Otis, D. Laurendeau, and C. Gosselin, “Reduced-Scale Cable-Driven Locomotion Interface for Rehabilitation and Training”, CMBES, vol. 34, no. 1, Jun. 2011. Retrieved from: https://proceedings.cmbes.ca/index.php/proceedings/article/view/578

Summary:
Designing an ecological virtual environment where a user can interact with great level of realism is complex.Walking is a fundamental function for navigating in 3D space.  The design of a system which allows rendering  different  sensing  modalities (auditory, haptics and visual feedback) needs to be performed while taking human factors iinto account.This review presents the final design of a reduced-scale locomotion interface for which the mechanical transmission is achieved with 18 cables. Two six degree-of-freedom parallel mechanisms are used as haptic interfaces for the feet. A one-degree-of-freedom counterweight is used to maintain the equilibrium of the user. Software integration for rendering the locomotion, visual effects and haptic cues is also covered.

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Journal Review 11 (4/12/2018) on Locomotion Interfaces. Walking with virtual people: Evaluation of locomotion interfaces in dynamic environments -Done by Goh Susan, 56056.

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Journal Review 11 (4/12/2018) on Locomotion Interfaces. Walking with virtual people: Evaluation of locomotion interfaces in dynamic environments -Done by Goh Susan, 56056.

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Olivier AH, Bruneau J, Kulpa R., Pettré J.,(2017) Walking with virtual people: Evaluation of locomotion interfaces in dynamic environments. Retrieved from: https://hal.inria.fr/hal-01557761/document

Summary:
Navigation is a fundamental requirement in many Virtual Reality (VR) applications. Navigating in virtual environments requires using some locomotion interfaces, especially when the dimensions of the environment exceed the ones of the Virtual Reality system. Locomotion interfaces induce some biases both in the perception of the self-motion or in the formation of virtual locomotion trajectories. These biases have been mostly evaluated in the context of static environments, and studies need to be revisited in the new context of populated environments where users interact with virtual characters. The evaluation show that reliable results can obtained for quantitative analysis of small scale interaction in VR.

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Journal Review 12 (4/12/2018) on Locomotion Interfaces. Development of an Fast-Omnidirectional Treadmill (F-ODT) for Immersive Locomotion Interface -Done by Goh Susan, 56056.

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Journal Review 12 (4/12/2018) on Locomotion Interfaces. Development of an Fast-Omnidirectional Treadmill (F-ODT) for Immersive Locomotion Interface -Done by Goh Susan, 56056.

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Pyo S.,Lee H., Phu B., Park S., Yoon JWoon. (2018)
Development of an Fast-Omnidirectional Treadmill (F-ODT) for Immersive Locomotion Interface. Retrieved from:
https://ieeexplore.ieee.org/abstract/document/8460669

Summary:
It is necessary to produce 2 dimensional infinite ground for omnidirectional walking to achieve immersive navigation in a virtual environment. At first, the existing omnidirectional treadmill are heavy, complex and exhibit low acceleration due to power transmission inefficiency. Through this journal, we know that that is a novel fast-omnidirectional treadmill (F-ODT) with a new power transmission mechanism called the Geared Omni-pulley. This mechanism ensures higher power transmission efficiency for driving the belts of the multiple transversal treadmills for independent Y-axis motion. Based on the improved performance, the F-ODT system can be used as a locomotion interface platform in various virtual reality environments such as training of soldiers, gaming/educational experiences and gait rehabilitation.