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Who Owns What? Psychological Ownership in Shared Augmented Reality
Poretski, Lev; Arazy, Ofer; Lanir, Joel; Nov, Oded
Psychological ownership defines how we behave in and interact with the social world and the objects around us. Shared Augmented Reality (shared AR) may challenge conventional understanding of psychological ownership because virtual objects created by one user in a social place are available for other participants to see, interact with, and edit. Moreover, confusion may arise when one user attaches a virtual object in a shared AR environment onto the physical object that is owned by a different user. The goal of this study is to investigate tensions around psychological ownership in shared AR. Drawing on prior work, we developed a conceptualization of psychological ownership in shared AR in terms of five underlying dimensions: possession, control, identity, responsibility, and territoriality. We studied several shared AR scenarios through a laboratory experiment that was intended to highlight normative tensions. We divided participants into pairs, whereby one participant in each pair created the virtual object (object-creator) and placed it over the other person's (space proprietor) physical object or space. We recorded participants"™ perceptions of psychological ownership along the 5 dimensions through surveys and interviews. Our results reveal that the paired participants failed to form a mutual understanding of ownership over the virtual objects. In addition, the introduction of virtual objects called into question participants"™ sense of psychological ownership over the physical articles to which the virtual objects were attached. Building on our results, we offer a set of design principles for shared AR environments, intended specifically to alleviate psychological ownership-related concerns. Herein, we also discuss the implications of our findings for research and practice in this field.
SCOPUS:85101808897
ISSN: 1071-5819
CID: 4833182
A low-cost telerehabilitation paradigm for bimanual training
Barak Ventura, Roni; Nov, Oded; Ruiz Marin, Manuel; Raghavan, Preeti; Porfiri, Maurizio
The COVID-19 pandemic has transformed daily life, as individuals engage in social distancing to prevent the spread of the disease. Consequently, patients' access to outpatient rehabilitation care was curtailed and their prospect for recovery has been compromised. Telerehabilitation has the potential to provide these patients with equally-efficacious therapy in their homes. Using commercial gaming devices with embedded motion sensors, data on movement can be collected toward objective assessment of motor performance, followed by training and documentation of progress. Herein, we present a low-cost telerehabilitation system dedicated to bimanual exercise, wherein the healthy arm drives movements of the affected arm. In the proposed setting, a patient manipulates a dowel embedded with a sensor in front of a Microsoft Kinect sensor. In order to provide an engaging environment for the exercise, the dowel is interfaced with a personal computer, to serve as a controller. The patient's gestures are translated into interactive actions in a custom-made citizen-science project. Along with the system, we introduce an algorithm for classification of the bimanual movements, whose inner workings are detailed in terms of the procedures performed for dimensionality reduction, feature extraction, and movement classification. We demonstrate the feasibility of our system on eight healthy subjects, offering support to the validity of the algorithm. These preliminary findings set forth the development of precise motion analysis algorithms in affordable home-based rehabilitation.
SCOPUS:85102707235
ISSN: 1083-4435
CID: 4834562
Telemedicine and Healthcare Disparities: A cohort study in a large healthcare system in New York City during COVID-19
Chunara, Rumi; Zhao, Yuan; Chen, Ji; Lawrence, Katharine; Testa, Paul A; Nov, Oded; Mann, Devin M
OBJECTIVE:Through the coronavirus disease 2019 (COVID-19) pandemic, telemedicine became a necessary entry point into the process of diagnosis, triage and treatment. Racial and ethnic disparities in health care have been well documented in COVID-19 with respect to risk of infection and in-hospital outcomes once admitted, and here we assess disparities in those who access healthcare via telemedicine for COVID-19 . MATERIALS AND METHODS/METHODS:Electronic health record data of patients at New York University Langone Health between March 19th and April 30, 2020 were used to conduct descriptive and multilevel regression analyses with respect to visit type (telemedicine or in-person), suspected COVID diagnosis and COVID test results. RESULTS:Controlling for individual and community-level attributes, Black patients had 0.6 times the adjusted odds (95%CI:0.58-0.63) of accessing care through telemedicine compared to white patients, though they are increasingly accessing telemedicine for urgent care, driven by a younger and female population. COVID diagnoses were significantly more likely for Black versus white telemedicine patients. DISCUSSION/CONCLUSIONS:There are disparities for Black patients accessing telemedicine, however increased uptake by young, female Black patients. Mean income and decreased mean household size of Zip code were also significantly related to telemedicine use. CONCLUSION/CONCLUSIONS:Telemedicine access disparities reflect those in in-person healthcare access. Roots of disparate use are complex and reflect individual, community, and structural factors, including their intersection; many of which are due to systemic racism. Evidence regarding disparities that manifest through telemedicine can be used to inform tool design and systemic efforts to promote digital health equity.
PMID: 32866264
ISSN: 1527-974x
CID: 4596042
Good for the Many or Best for the Few? A Dilemma in the Design of Algorithmic Advice
Dove, Graham; Balestra, Martina; Mann, Devin; Nov, Oded
Applications in a range of domains, including route planning and well-being, offer advice based on the social information available in prior users' aggregated activity. When designing these applications, is it better to offer: a) advice that if strictly adhered to is more likely to result in an individual successfully achieving their goal, even if fewer users will choose to adopt it? or b) advice that is likely to be adopted by a larger number of users, but which is sub-optimal with regard to any particular individual achieving their goal? We identify this dilemma, characterized as Goal-Directed vs. Adoption-Directed advice, and investigate the design questions it raises through an online experiment undertaken in four advice domains (financial investment, making healthier lifestyle choices, route planning, training for a 5k run), with three user types, and across two levels of uncertainty. We report findings that suggest a preference for advice favoring individual goal attainment over higher user adoption rates, albeit with significant variation across advice domains; and discuss their design implications.
SCOPUS:85094202211
ISSN: 2573-0142
CID: 4681932
The gold miner's dilemma: Use of information scent in cooperative and competitive information foraging
Nakayama, Shinnosuke; Richmond, Samuel; Nov, Oded; Porfiri, Maurizio
When searching for new information, do people focus their search on places not-yet discovered by others, or on places that others also focus on? Through a controlled experiment, we investigated heuristic rules that people adopt in social information search, a growing characteristic of how people find information in this hyperconnected world. Three people were connected online to simultaneously search for specific objects in multiple images, under either a cooperative or a competitive setting. They were provided with information about the current number of objects collected and the cumulative time spent on each image. People used such information to decide when to stop the current search and which image to explore next. Further, people paid more attention to others and distribute search efforts when cooperating, compared to when competing against others. Our findings highlight the heuristic rules that people adopt when searching in groups for new information.
SCOPUS:85082761264
ISSN: 0747-5632
CID: 4420432
COVID-19 transforms health care through telemedicine: evidence from the field
Mann, Devin M; Chen, Ji; Chunara, Rumi; Testa, Paul A; Nov, Oded
This study provides data on the feasibility and impact of video-enabled telemedicine use among patients and providers and its impact on urgent and non-urgent health care delivery from one large health system (NYU Langone Health) at the epicenter of the COVID-19 outbreak in the United States. Between March 2nd and April 14th 2020, telemedicine visits increased from 369.1 daily to 866.8 daily (135% increase) in urgent care after the system-wide expansion of virtual health visits in response to COVID-19, and from 94.7 daily to 4209.3 (4345% increase) in non-urgent care post expansion. Of all virtual visits post expansion, 56.2% and 17.6% urgent and non-urgent visits, respectively, were COVID-19-related. Telemedicine usage was highest by patients aged 20-44, particularly for urgent care. The COVID-19 pandemic has driven rapid expansion of telemedicine use for urgent care and non-urgent care visits beyond baseline periods. This reflects an important change in telemedicine that other institutions facing the COVID-19 pandemic should anticipate.
PMID: 32324855
ISSN: 1527-974x
CID: 4402342
A 3D printing approach toward targeted intervention in telerehabilitation
Barak Ventura, Roni; Rizzo, Alessandro; Nov, Oded; Porfiri, Maurizio
Neuromuscular impairment requires adherence to a rehabilitation regimen for maximum recovery of motor function. Consumer-grade game controllers have emerged as a viable means to relay supervised physical therapy to patients' homes, thereby increasing their accessibility to healthcare. These controllers allow patients to perform exercise frequently and improve their rehabilitation outcomes. However, the non-universal design of game controllers targets healthy people and does not always accommodate people with disability. Consequently, many patients experience considerable difficulty assuming certain hand postures and performing the prescribed exercise correctly. Here, we explore the feasibility of improving rehabilitation outcomes through a 3D printing approach that enhances off-the-shelf game controllers in home therapy. Specifically, a custom attachment was 3D printed for a commercial haptic device that mediates fine motor rehabilitation. In an experimental study, 25 healthy subjects performed a navigation task, with the retrofit attachment and without it, while simulating disability of the upper limb. When using the attachment, subjects extended their wrist range of motion, yet maintained their level of compensation. The subjects also showed higher motivation to repeat the exercise with the enhanced device. The results bring forward evidence for the potential of this approach in transforming game controllers toward targeted interventions in home therapy.
PMCID:7048757
PMID: 32111880
ISSN: 2045-2322
CID: 4345752
Matching individual attributes with task types in collaborative citizen science
Nakayama, Shinnosuke; Torre, Marina; Nov, Oded; Porfiri, Maurizio
In citizen science, participants' productivity is imperative to project success. We investigate the feasibility of a collaborative approach to citizen science, within which productivity is enhanced by capitalizing on the diversity of individual attributes among participants. Specifically, we explore the possibility of enhancing productivity by integrating multiple individual attributes to inform the choice of which task should be assigned to which individual. To that end, we collect data in an online citizen science project composed of two task types: (i) filtering images of interest from an image repository in a limited time, and (ii) allocating tags on the object in the filtered images over unlimited time. The first task is assigned to those who have more experience in playing action video games, and the second task to those who have higher intrinsic motivation to participate. While each attribute has weak predictive power on the task performance, we demonstrate a greater increase in productivity when assigning participants to the task based on a combination of these attributes. We acknowledge that such an increase is modest compared to the case where participants are randomly assigned to the tasks, which could offset the effort of implementing our attribute-based task assignment scheme. This study constitutes a first step toward understanding and capitalizing on individual differences in attributes toward enhancing productivity in collaborative citizen science.
PMCID:7924433
PMID: 33816862
ISSN: 2376-5992
CID: 4968892
Crowdsourcing Multi-label Audio Annotation Tasks with Citizen Scientists [Meeting Abstract]
Cartwright, Mark; Dove, Graham; Mendez, Ana Elisa Mendez; Bello, Juan P.; Nov, Oded
ISI:000474467903063
ISSN: 2159-6368
CID: 4346312
Social Information as a Means to Enhance Engagement in Citizen Science-Based Telerehabilitation
Nakayama, Shinnosuke; Tolbert, Tyrone J.; Nov, Oded; Porfiri, Maurizio
ISI:000465239900005
ISSN: 2330-1635
CID: 4346292