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Kurt Debattista, Thomas Bashford-Rogers, Elmedin Selmanovic, Ratnajit Mukherjee, A. Chalmers

Kurt Debattista, Thomas Bashford-Rogers, Elmedin Selmanovic, Ratnajit Mukherjee, A. Chalmers

M. Broome, Eva Zányi, T. Hamborg, Elmedin Selmanovic, S. Czanner, M. Birchwood, A. Chalmers, S. Singh

Psychotic disorders carry social and economic costs for sufferers and society. Recent evidence highlights the risk posed by urban upbringing and social deprivation in the genesis of paranoia and psychosis. Evidence based psychological interventions are often not offered because of a lack of therapists. Virtual reality (VR) environments have been used to treat mental health problems. VR may be a way of understanding the aetiological processes in psychosis and increasing psychotherapeutic resources for its treatment. We developed a high-fidelity virtual reality scenario of an urban street scene to test the hypothesis that virtual urban exposure is able to generate paranoia to a comparable or greater extent than scenarios using indoor scenes. Participants (n = 32) entered the VR scenario for four minutes, after which time their degree of paranoid ideation was assessed. We demonstrated that the virtual reality scenario was able to elicit paranoia in a nonclinical, healthy group and that an urban scene was more likely to lead to higher levels of paranoia than a virtual indoor environment. We suggest that this study offers evidence to support the role of exposure to factors in the urban environment in the genesis and maintenance of psychotic experiences and symptoms. The realistic high-fidelity street scene scenario may offer a useful tool for therapists.

Luís Paulo Santos, Jonathan Wood, Elmedin Selmanovic, Carlo Harvey, Kurt Debattista, A. Chalmers

This project is funded by TSB ICT for Manufacturing and Construction project 14345-87267. The project is also partially supported by ICT COST Action IC1005. L. P. Santos is partially funded through the FCT (Portuguese Foundation for Science and Technology) within project PEst-OE/EEI/UI0752/2011.

Elmedin Selmanovic, Kurt Debattista, Thomas Bashford-Rogers, A. Chalmers

A number of novel imaging technologies have been gaining popularity over the past few years. Foremost among these are stereoscopy and high dynamic range (HDR) Imaging. While a large body of research has looked into each of these imaging technologies independently, very little work has attempted to combine them. This is mostly due to the current limitations in capture and display. In this article, we mitigate problems of capturing Stereoscopic HDR (SHDR) that would potentially require two HDR cameras, by capturing an HDR and LDR pair and using it to generate 3D stereoscopic HDR content. We ran a detailed user study to compare four different methods of generating SHDR content. The methods investigated were the following: two based on expanding the luminance of the LDR image, and two utilizing stereo correspondence methods, which were adapted for our purposes. Results demonstrate that one of the stereo correspondence methods may be considered perceptually indistinguishable from the ground truth (image pair captured using two HDR cameras), while the other methods are all significantly distinct from the ground truth.

Two modern technologies show promise to dramatically increase immersion in virtual environments. Stereoscopic imaging captures two images representing the views of both eyes and allows for better depth perception. High dynamic range (HDR) imaging accurately represents real world lighting as opposed to traditional low dynamic range (LDR) imaging. HDR provides a better contrast and more natural looking scenes. The combination of the two technologies in order to gain advantages of both has been, until now, mostly unexplored due to the current limitations in the imaging pipeline. This thesis reviews both fields, proposes stereoscopic high dynamic range (SHDR) imaging pipeline outlining the challenges that need to be resolved to enable SHDR and focuses on capture and compression aspects of that pipeline. The problems of capturing SHDR images that would potentially require two HDR cameras and introduce ghosting, are mitigated by capturing an HDR and LDR pair and using it to generate SHDR images. A detailed user study compared four different methods of generating SHDR images. Results demonstrated that one of the methods may produce images perceptually indistinguishable from the ground truth. Insights obtained while developing static image operators guided the design of SHDR video techniques. Three methods for generating SHDR video from an HDR-LDR video pair are proposed and compared to the ground truth SHDR videos. Results showed little overall error and identified a method with the least error. Once captured, SHDR content needs to be efficiently compressed. Five SHDR compression methods that are backward compatible are presented. The proposed methods can encode SHDR content to little more than that of a traditional single LDR image (18% larger for one method) and the backward compatibility property encourages early adoption of the format. The work presented in this thesis has introduced and advanced capture and compression methods for the adoption of SHDR imaging. In general, this research paves the way for a novel field of SHDR imaging which should lead to improved and more realistic representation of captured scenes.

Elmedin Selmanovic, Kurt Debattista, Thomas Bashford-Rogers, A. Chalmers

In this paper we introduce Stereoscopic High Dynamic Range (SHDR) Imagery which is a novel tecnique that combines high dynamic range imaging and stereoscopy. Stereoscopic imaging captures two images representing the views of both eyes and allows for better depth perception. High dynamic range (HDR) imaging is an emerging technology which allows the capture, storage and display of real world lighting as opposed to traditional imagery which only captures a restricted range of light due to limitation in hardware capture and displays. HDR provides better contrast and more natural looking scenes. One of the main challenges that needs to be overcome for SHDR to be successful is an efficient storage format that compresses the very large sizes obtained by SHDR if left uncompressed; stereoscopic imaging requires the storage of two images and uncompressed HDR requires the storage of a floating point value per colour channel per pixel. In this paper we present a number of SHDR compression methods that are backward compatible with traditional JPEG, stereo JPEG and JPEG-HDR. The proposed methods can encode SHDR content to little more than that of a traditional LDR image and the backward compatibility property encourages early adopters to adopt the format since their content will still be viewable by any of the legacy viewers.

S. Scarle, I. Dunwell, Thomas Bashford-Rogers, Elmedin Selmanovic, Kurt Debattista, A. Chalmers, J. Powell, W. Robertson

Childhood obesity is a major problem in most developed countries, with significant negative impacts on children's health. A suggested method for reducing obesity, especially for children, are serious games. These could promote healthy eating and increased physical activity. Ideally, they should also increase energy expenditure during play, and not be a sedentary experience. In the preliminary work described here, we produced a demonstration serious game designed to combat childhood obesity. All user interaction for the game was supplied via movement using re-appropriated Wii input devices to maximize physical activity whilst playing. We describe the problems of implementing such an interface, in particular that of overlearning.

Elmedin Selmanovic, Kurt Debattista, S. Scarle, A. Chalmers

Childhood obesity is a prevalent problem in most developed countries. It can have a significant negative impact on a childs health including diabetes and cancer. Help in the preventing and reducing obesity is required. One possible method suggested in this paper is a serious game, which would increase energy expenditure during play, educate about nutrition and promote healthy eating and physical activity. Methods and ideas, informed by the related research, which were used for the implementation of such a game, are presented in this paper. Although not a complete solution in itself the game could help in the fight against childhood obesity.

Eva Zányi, Elmedin Selmanovic, M. Broome, S. Czanner, M. Birchwood, A. Chalmers, S. Singh

Schizophrenia can be a devastating lifelong psychotic disorder with a poor prognosis. National guidelines in the UK recommend the provision of cognitive behavioral therapy (CBT) to all those suffering with psychotic disorders, but there is a lack of trained therapists in the UK able to provide such a treatment. Developing high quality automated technologies that can serve as an adjunct to conventional CBT should enhance the provision of this therapy, and increase the efficiency of the therapists in practice. The latter will occur by enabling alternate professionals to aid in the delivery of therapy, to enable behavioral experiments to be conducted in the clinic, and for sessions to be recorded and re-played such that the patient can deliver therapy to him or herself. As such the system will enable patients to become experts in, and providers of, their own treatment and decrease the number of sessions needed to be led by a trained CBT therapist. A key feature of any such system is the level of realism required to ensure a compelling session in which the user is not adversely affected by the system itself. This paper presents a high-fidelity virtual environment to help better understand the environmental triggers for psychosis.

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