Browsing by Author "Romano, Daniela M."
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Item Open Access ASAD: A Novel Audification Console for Assessment and Communication of Pain and Discomfort(Hindawi-Wiley, 2022-09-22) Sheward, Felipe; Romano, Daniela M.; Marquardt, NicolaiPain and discomfort are subjective perceptions that are difficult to quantify. Various methods and scales have been developed to find an optimal manner to describe them; however, these are difficult to use with some categories of patients. Audification of pain has been utilized as feedback in rehabilitation settings to enhance motor perception and motor control, but not in assessment and communication settings. We present a novel tool, the Audification-console for Self-Assessment of Discomfort (ASAD), for assessing and communicating pain and discomfort through sound. The console is a sequence of increasing pitch and frequencies triggered at the press of buttons and displayed as a matrix that can be associated with the subjective perception of pain and discomfort. The ASAD has been evaluated in its ability to capture and communicate discomfort, following a fatigue test in the lower limbs with thirty healthy volunteers, and compared to the most common self-reported methods used in the NHS. (The National Health Service (NHS) is the publicly funded healthcare system in England and one of the four National Health Service systems in the United Kingdom.) This was a qualitative, within subjects and across groups experiment study. The console provides a more accurate assessment than other scales and clearly recognizable patterns of sounds, indicating increased discomfort, significantly localized in specific frequency ranges, thus easily recognizable across subjects and in different instances of the same subject. The results suggest a possible use of the ASAD for a more precise and automatic assessment of pain and discomfort in health settings. Future studies might assess if this is easier to use for patients with communication or interpretation difficulties with the traditional tools.Item Metadata only Autonomous sensory Meridian response as a physically felt signature of positive and negative emotions(Frontiers, 2024-03-01) Leung, Wai Lam; Romano, Daniela M.Introduction: Current research on Autonomous Sensory Meridian Response (ASMR) assumes that ASMR is always accompanied by contentment, and it is distinct from frisson due to positive emotions. Thus, research investigations tend to limit their scope to solely focusing on the sensation of relaxation that ASMR induces. This study explores whether it is possible to have a different emotional experience and still perceive ASMR, testing the theory of ASMR as an amplifier of pre-existing emotion instead of a determination of positive affect. Methods: The emotional arousal and valence, and mood changes of 180 ASMR-capable and incapable individuals were analysed using questionnaires after altering the affective interpretation associated with auditory ASMR (tapping) with visual priming to examine whether the primed emotion (fearful, relaxing, or neutral) could be amplified. Results: It was found that an ASMR response occurred in all priming conditions, including the fear priming group. No significant difference was found in the emotional outcome or mood of the neutral and relaxing priming groups. Upon comparison with ASMR-incapable individuals, both the relaxing and neutral priming groups demonstrated the same affect, but greater potent for ASMR-capable. Individuals who appraised ASMR after visual fear priming demonstrated a significant decrease in positive emotional valence and increased arousal. Conclusion: The findings suggest that ASMR occurs in both positive and negative emotional situations, suppressing contentment induction if ASMR stimuli are interpreted negatively and amplifying contentment when interpreted positively. While more research is needed, the results highlight that ASMR and frisson might describe the same phenomenon, both a physically felt signature of emotion. Therapeutic usage of ASMR should carefully select appropriate stimuli that emphasise contentment to avoid potential health risks associated with negative emotions until a further understanding of ASMR’s affective parameters has been established.Item Embargo Blockchain-Enabled Electronic Medical Record With Hyperledger Composer(IEEE, 2022-02-08) Gemeliarana, Gusti Ayu Kusdiah; Hanggoro, Delphi; Sari, Riri Fitri; Romano, Daniela M.Medical records are files that contain records and documents about patients’ identities, examinations, treatments and actions, and other services while the patients are receiving health services. Medical records are personal data that can only be accessed by authorized personnel. Some problems occur, such as the difficulty in managing files for grouping patients’ medical record data based on specific categories such as the documentation year or patients’ biodata. A large storage area is needed to hold medical record data and the absence of backup data in data storage. Blockchain-based solutions help overcome this problem. Hyperledger Composer is an open and extensive development framework for blockchain systems. Hyperledger Composer allows us to quickly model business networks and integrate them into an application or system that we have created easy and save time. Hyperledger consists of 3 main files, model file, script file, and access control file, which have coding flexibility and are easier to understand. Hyperledger Composer uses the JavaScript language for coding and has a client library for node.js. In this study, we propose a medical record sharing model that combines blockchain with the Hyperledger Composer and conducts a performance evaluation of the implementation. The result shows the increase of transactions during testing in which the system could store data into blocks to record medical transactions.Item Open Access Contextualising video game engagement and addiction in mental health: the mediating roles of coping and social support(Elsevier, 2020-11-05) Romano, Daniela M.; Moge, Clara E.Introduction A challenge in defining Internet Gaming Disorder (IGD) is discriminating pathological gameplay from an excessive, yet benign, involvement in video games. Although previous research has explored this theoretical distinction in the context of general computing activities, it merits consideration with regards to online gaming. Additionally, whilst comorbidities of addicted gaming and mental health outcomes have been robustly demonstrated, few studies have examined the role of mediating factors that may contextualise this relationship. As such, the present study aims to validate the distinction between addiction and engagement in online gaming, by considering the mediating roles of coping and social online and offline support in mental health. Method One hundred and thirty-five participants completed the Computer Engagement/Addiction Questionnaire (CEAS), Depression-Anxiety-Stress Scale (DASS-21), Brief Approach-Avoidance Coping Questionnaire (BACQ) and two versions of the Multidimensional Scale of Perceived Social Support (MSPSS). Results Correlational analyses showed a clear distinction between gaming addiction and engagement in the context of all of depression, stress and in particular anxiety (DAS) not found in previous studies. Multiple mediation analysis showed a significant mediating effect of coping, (specifically withdrawal/resignation coping) on the relationship between video game addiction and symptoms of DAS. Offline perceived social support was a significant partial mediator in the relationship between gaming addiction and depression, as compared to any kind of online social support. The results support the distinction of the addiction and engagement concepts in gaming. This study may inform future clinical classifications of IGD, with implications on how pathological gaming is treated.Item Metadata only Coral Morph: An Artistic Shape-Changing Textile Installation for Mindful Emotion Regulation in the Wild(Taylor and Francis, 2024-02-27) Huang, Xinyi; Romano, Daniela M.Mindful human–computer interaction has been increasingly used to induce emotion regulation. The Coral Morph is an artistic shape-changing textile installation designed for mindful emotion regulation in public spaces. The installation incorporates affective soft-robotic material movements, heart rate physicalization, and expressive interactive textile features conceived to enhance sensory engagement. In an exhibition, 55 participants were recruited to interact with Coral Morph, allowing the evaluation of its sensory engagement, somesthetic appreciation, and lifelikeness perception. Participants’ facial expressions during interaction were triangulated with their questionnaire responses, and short interviews were conducted enquiring on the somatic feedback after the interaction. The empirical findings confirmed that participants perceived the installation as emotionally intelligent, animate, likable, safe, and interesting. Participants regarded the experience as pleasant, calm, positive, and relaxed, appreciating the somesthetic aspects, thus highlighting the effectiveness of the design elements. Furthermore, we highlighted the significance of individual differences in shaping the interactive encounter. These findings inform well-being and human–computer interaction researchers on designing future responsive installations for mindfulness and identifying future research avenues, encompassing the nuanced exploration of interactive material behaviors and advancements in evaluation methodologies.Item Unknown Design Innovation for Engaging and Accessible Digital Aphasia Therapies: Framework Analysis of the iReadMore App Co-Design Process(JMIR Neurotechnology, 2022-10-18) Tom, Langford; Victoria, Fleming; Emily, Upton; Catherine, Doogan; Alexander, Leff; Romano, Daniela M.Background: iReadMore is a digital therapy for people with acquired reading impairments (known as alexia) caused by brain injury or neurodegeneration. A phase II clinical trial demonstrated the efficacy of the digital therapy research prototype for improving reading speed and accuracy in people with poststroke aphasia (acquired language impairment) and alexia. However, it also highlighted the complexities and barriers to delivering self-managed therapies at home. Therefore, in order to translate the positive study results into real-world benefits, iReadMore required subsequent design innovation. Here, we present qualitative findings from the co-design process as well as the methodology. Objective: We aimed to present a methodology for inclusive co-design in the redesign of a digital therapy prototype, focusing on elements of accessibility and user engagement. We used framework analysis to explore the themes of the communications and interactions from the co-design process. Methods: This study included 2 stages. In the first stage, 5 in-person co-design sessions were held with participants living with poststroke aphasia (n=22) and their carers (n=3), and in the second stage, remote one-to-one beta-testing sessions were held with participants with aphasia (n=20) and their carers (n=5) to test and refine the final design. Data collection included video recordings of the co-design sessions in addition to participants’ written notes and drawings. Framework analysis was used to identify themes within the data relevant to the design of digital aphasia therapies in general. Results: From a qualitative framework analysis of the data generated in the co-design process, 7 key areas of consideration for digital aphasia therapies have been proposed and discussed in context. The themes generated were agency, intuitive design, motivation, personal trajectory, recognizable and relatable content, social and sharing, and widening participation. This study enabled the deployment of the iReadMore app in an accessible and engaging format. Conclusions: Co-design is a valuable strategy for innovating beyond traditional therapy designs to utilize what is achievable with technology-based therapies in user-centered design. The co-designed iReadMore app has been publicly released for use in the rehabilitation of acquired reading impairments. This paper details the co-design process for the iReadMore therapy app and provides a methodology for how inclusive co-design can be conducted with people with aphasia. The findings of the framework analysis offer insights into design considerations for digital therapies that are important to people living with aphasia.Item Open Access The effects of personality and locus of control on trust in humans versus artificial intelligence(Elsevier, 2020-08-27) Sharan, Navy N,; Romano, Daniela M.Abstract Introduction We are increasingly exposed to applications that embed some sort of artificial intelligence (AI) algorithm, and there is a general belief that people trust any AI-based product or service without question. This study investigated the effect of personality characteristics (Big Five Inventory (BFI) traits and locus of control (LOC)) on trust behaviour, and the extent to which people trust the advice from an AI-based algorithm, more than humans, in a decision-making card game. Method One hundred and seventy-one adult volunteers decided whether the final covered card, in a five-card sequence over ten trials, had a higher/lower number than the second-to-last card. They either received no suggestion (control), recommendations from what they were told were previous participants (humans), or an AI-based algorithm (AI). Trust behaviour was measured as response time and concordance (number of participants' responses that were the same as the suggestion), and trust beliefs were measured as self-reported trust ratings. Results It was found that LOC influences trust concordance and trust ratings, which are correlated. In particular, LOC negatively predicted beyond the BFI dimensions trust concordance. As LOC levels increased, people were less likely to follow suggestions from both humans or AI. Neuroticism negatively predicted trust ratings. Openness predicted reaction time, but only for suggestions from previous participants. However, people chose the AI suggestions more than those from humans, and self-reported that they believed such recommendations more. Conclusions The results indicate that LOC accounts for a significant variance for trust concordance and trust ratings, predicting beyond BFI traits, and affects the way people select whom they trust whether humans or AI. These findings also support the AI-based algorithm appreciation.Item Open Access Is playing violent video games a risk factor for aggressive behaviour? Adding narcissism, self-esteem and PEGI ratings to the debate(Frontiers, 2023-07-05) Olejarnik, Szymon Zbigniew; Romano, Daniela M.Introduction: Aggressive behaviour is a challenge for society. There continues to be considerable debate over whether the consumption of violent video games affects aggression, as violent video game content has become more accessible in recent years due to the growing use of online distribution platforms. Personality traits often linked to aggression, such as narcissism and self-esteem, have been considered in the context of violent video game play and their relationship with aggression. Methods: We surveyed an international population of 166 game players on their personality traits and their three favourite video game choices, which were classified as violent or non-violent, using Pan European Game Information (PEGI) 16 and 18 ratings. Results: We found that violent video game choice is a predictor of verbal aggression alongside narcissism, and hostility alongside self-esteem. A categorical regression highlighted the desire to impersonate society’s undesirable role models (e.g., ‘be a thief or a killer’) as one of the motivations for aggression and violent video game choice. Discussion: These findings show that video game violence should be considered a risk factor for aggression, as in other violent media, as it provides a social reinforcement of aggressive behaviour and observational learning of aggressive models, calling for the introduction of stricter online age verification procedures on online game platforms to safeguard children from violent video game content; and increased use of parental controls on content fruition. More granularity should be considered in the PEGI classifications.Item Open Access Social Trust-based Blockchain-enabled Social Media News Verification System(Verlag der Technischen Universität Graz, 2021-09-28) Sari, Riri Fitri; Ilmananda, Asri Samsiar; Romano, Daniela M.In the current digital era, information exchanges can be done easily through the Internet and social media. However, the actual truth of the news on social media platforms is hard to prove, and social media platforms are susceptible to the spreading of hoaxes. As a remedy, Blockchain technology can be used to ensure the reliability of shared information and can create a trusted communications environment. In this study, we propose a social media news spreading model by adapting an epidemic methodology and a scale-free network. A Blockchain-based news verification system is implemented to identify the credibility of the news and its sources. The effectiveness of the model is investigated by utilizing agent-based modelling using NetLogo software. In the simulations, fake news with a truth level of 20% are assigned a low News Credibility Indicator (NCI ± -0.637) value for all of the different network dimensions. Moreover, the Producer Reputation Credit is also decreased (PRC ± 0.213) so that the trust factor value is reduced. Our epidemic approach for news verification has also been implemented using Ethereum Smart Contract and several tools such as React with Solidity, IPFS, Web3.js, and Metamask. By showing the measurements of the credibility indicator and reputation credit to the user during the news dissemination process, this proposed smart contract can effectively limit user behaviour in spreading fake news and improve the content quality on social media.Item Open Access The Effect of Directional Tactile Memory on the Back of the User on Reaction Time and Accuracy(MDPI, 2024-06-25) Elshafei, Ali; Romano, Daniela M.; Fahim, Irene S.Tactile memory is the cognitive process of storing and recalling information that has been perceived through the sense of touch. Directional tactile memory involves the encoding and retrieval of sensory data associated with a tactile experience, allowing individuals to remember and recognize directional information encoded through the sense of touch. A new method for providing directional tactile feedback, at the back of the user, has been developed to investigate the efficacy of directional tactile memory, its decay over time, and its impact during a concurrent cognitive task. Two experiments were presented. In the first experiment, tactile memory deterioration, with a visual or a tactile cue, was tested with different action-cue latencies (10 s and 20 s). In the second experiment, we considered tactile memory deterioration when there was an increased cognitive load as the participants played Tetris. Forty volunteers participated in the two experiments using purpose-built tactile seats with nine motors controlled by an Arduino. The performance data (error and reaction times) were analyzed statistically, and a NASA task load index (NASA-TLX) questionnaire was administered to measure the subjective workload after each of the two experiments. The findings highlighted that the directional tactile memory of the back can guide individuals to the correct point on the screen and that it can be maintained for at least 20 s. There was no statistically significant difference in the number of errors or reaction time with a visual or tactile action cue. However, being involved in a concurrent cognitive task (playing Tetris) adversely affected the reaction time, the number of errors, and the directional tactile memory, which degraded as the time between the directional cue and the action cue increased. Participants perceived the performance while playing Tetris as significantly more mentally and perceptually demanding, requiring more mental and physical effort and being more frustrating. These trials revealed a new potential for a human–machine interface system, leveraging directional tactile memory, which might be utilized to increase the safety of autonomous vehicles.