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21 pages, 4424 KiB  
Article
Non-Contact Fall Detection System Using 4D Imaging Radar for Elderly Safety Based on a CNN Model
by Sejong Ahn, Museong Choi, Jongjin Lee, Jinseok Kim and Sungtaek Chung
Sensors 2025, 25(11), 3452; https://doi.org/10.3390/s25113452 - 30 May 2025
Viewed by 968
Abstract
Progressive global aging has increased the number of elderly individuals living alone. The consequent rise in fall accidents has worsened physical injuries, reduced the quality of life, and increased medical expenses. Existing wearable fall-detection devices may cause discomfort, and camera-based systems raise privacy [...] Read more.
Progressive global aging has increased the number of elderly individuals living alone. The consequent rise in fall accidents has worsened physical injuries, reduced the quality of life, and increased medical expenses. Existing wearable fall-detection devices may cause discomfort, and camera-based systems raise privacy concerns. Here, we propose a non-contact fall-detection system that integrates 4D imaging radar sensors with artificial intelligence (AI) technology to detect falls through real-time monitoring and visualization using a web-based dashboard and Unity engine-based avatar, along with immediate alerts. The system eliminates the need for uncomfortable wearable devices and mitigates the privacy issues associated with cameras. The radar sensors generate Point Cloud data (the spatial coordinates, velocity, Doppler power, and time), which allow analysis of the body position and movement. A CNN model classifies postures into standing, sitting, and lying, while changes in the speed and position distinguish falling actions from lying-down actions. The Point Cloud data were normalized and organized using zero padding and k-means clustering to improve the learning efficiency. The model achieved 98.66% accuracy in posture classification and 95% in fall detection. This study demonstrates the effectiveness of the proposed fall detection approach and suggests future directions in multi-sensor integration for indoor applications. Full article
(This article belongs to the Special Issue Advanced Sensors for Health Monitoring in Older Adults)
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12 pages, 1391 KiB  
Article
Speech Intelligibility in Virtual Avatars: Comparison Between Audio and Audio–Visual-Driven Facial Animation
by Federico Cioffi, Massimiliano Masullo, Aniello Pascale and Luigi Maffei
Acoustics 2025, 7(2), 30; https://doi.org/10.3390/acoustics7020030 - 23 May 2025
Viewed by 1168
Abstract
Speech intelligibility (SI) is critical in effective communication across various settings, although it is often compromised by adverse acoustic conditions. In noisy environments, visual cues such as lip movements and facial expressions, when congruent with auditory information, can significantly enhance speech perception and [...] Read more.
Speech intelligibility (SI) is critical in effective communication across various settings, although it is often compromised by adverse acoustic conditions. In noisy environments, visual cues such as lip movements and facial expressions, when congruent with auditory information, can significantly enhance speech perception and reduce cognitive effort. In an ever-growing diffusion of virtual environments, communicating through virtual avatars is becoming increasingly prevalent, thus requiring a comprehensive understanding of these dynamics to ensure effective interactions. The present study used Unreal Engine’s MetaHuman technology to compare four methodologies used to create facial animation: MetaHuman Animator (MHA), MetaHuman LiveLink (MHLL), Audio-Driven MetaHuman (ADMH), and Synthetized Audio-Driven MetaHuman (SADMH). Thirty-six word pairs from the Diagnostic Rhyme Test (DRT) were used as input stimuli to create the animations and to compare them in terms of intelligibility. Moreover, to simulate a challenging background noise, the animations were mixed with a babble noise at a signal-to-noise ratio of −13 dB (A). Participants assessed a total of 144 facial animations. Results showed the ADMH condition to be the most intelligible among the methodologies used, probably due to enhanced clarity and consistency in the generated facial animations, while eliminating distractions like micro-expressions and natural variations in human articulation. Full article
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21 pages, 10523 KiB  
Article
Fostering Social Interaction Variability in the Metaverse: A Case Study of the Museum of L’Avesnois in Fourmies
by Makram Mestiri, Meriem Khadhar, Arnaud Huftier and Amos Fergombe
Heritage 2025, 8(5), 171; https://doi.org/10.3390/heritage8050171 - 13 May 2025
Viewed by 611
Abstract
This study explores the transformative potential of the metaverse in redefining cultural heritage engagement, with a specific focus on the digital metamorphosis of the Museum of L’Avesnois in Fourmies. By leveraging advanced 3D scanning technologies and immersive virtual environments, select artifacts have been [...] Read more.
This study explores the transformative potential of the metaverse in redefining cultural heritage engagement, with a specific focus on the digital metamorphosis of the Museum of L’Avesnois in Fourmies. By leveraging advanced 3D scanning technologies and immersive virtual environments, select artifacts have been meticulously digitized, creating an unprecedented interactive platform that bridges accessibility gaps and invites global audiences to engage with cultural heritage. Variability in user experience, reflecting the diverse interactions, emotions, and cognitive responses of participants, serves as a critical analytical axis in this research. While diversity can yield invaluable insights into user preferences, excessive discrepancies risk fragmenting the coherence of engagement. This study demonstrates how strategic design interventions can mitigate such variability, fostering uniform yet personalized experiences. Through the integration of real-time social dynamics, enabled by customizable avatars and communication tools, the metaverse is established as a pioneering medium for collaborative cultural exploration. Employing a robust mixed-methods approach, this research synthesizes quantitative metrics with qualitative insights from in-depth interviews to critically evaluate the metaverse’s capacity to deliver authentic, emotionally resonant, and pedagogically impactful engagements. While challenges persist in replicating the emotive depth of physical exhibits and sustaining user attention, findings underscore the metaverse’s unparalleled efficacy in democratizing access to cultural artifacts and enabling transboundary social interactions. Furthermore, the seamless incorporation of previously inaccessible artifacts into these virtual domains significantly enhances both user engagement and educational outcomes. This work advances the discourse on digital heritage by presenting actionable insights into the design of virtual environments that uphold cultural authenticity, foster socially immersive interactions, and align with the broader paradigm of digital transformation. Full article
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17 pages, 1786 KiB  
Review
An Overview of Commercial Virtual Reality Providers in Education: Mapping the Current Market Landscape
by Dominik Evangelou, Miriam Mulders and Bünyamin Sekerci
Appl. Sci. 2025, 15(7), 3906; https://doi.org/10.3390/app15073906 - 2 Apr 2025
Viewed by 727
Abstract
In recent years, virtual reality (VR) has emerged as a pivotal technology in the field of education, offering immersive and interactive experiences that have the potential to significantly enhance teaching and learning processes. However, for educational designers, teachers, and lecturers who lack advanced [...] Read more.
In recent years, virtual reality (VR) has emerged as a pivotal technology in the field of education, offering immersive and interactive experiences that have the potential to significantly enhance teaching and learning processes. However, for educational designers, teachers, and lecturers who lack advanced information technology skills, identifying and evaluating suitable VR applications can be a complex and labour-intensive endeavour. This article provides a non-technical, action-oriented overview of commercially available VR solutions designed for social skills training in education. To identify relevant providers, we conducted a four-phase snowball search from April to October 2024, combining academic literature reviews, expert interviews, web searches, and demo testing. This process led to the identification of ten VR providers suitable for social and communication skills development. The selected applications were analyzed across ten key criteria, including communication style, avatar design and customization, technological requirements, language support, and the availability of content libraries and authoring tools. The results reveal significant variation among providers in terms of pedagogical flexibility, technical accessibility, and degrees of user customization. By mapping these differences, the article offers a practical starting point for educational stakeholders seeking VR solutions that align with their instructional goals. Rather than offering an exhaustive review, the study presents a structured orientation to facilitate informed decision-making in selecting and implementing VR tools for social skills training. Full article
(This article belongs to the Special Issue Applications of Digital Technology and AI in Educational Settings)
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14 pages, 2113 KiB  
Article
Immersive Virtual Reality for Enabling Patient Experience and Enrollment in Oncology Clinical Trials: A Feasibility Study
by Frank Tsai, Landon Gray, Amy Mirabella, Margaux Steinbach, Jacqueline M. Garrick, Nadine J. Barrett, Nelson Chao and Frederic Zenhausern
Cancers 2025, 17(7), 1148; https://doi.org/10.3390/cancers17071148 - 29 Mar 2025
Viewed by 823
Abstract
Background/Objectives: Informed consent is a crucial part of the clinical trial enrollment process in which patients are asked to understand and provide approval for medical interventions. Consent forms can be complex and hinder patient comprehension, highlighting the need for novel tools to [...] Read more.
Background/Objectives: Informed consent is a crucial part of the clinical trial enrollment process in which patients are asked to understand and provide approval for medical interventions. Consent forms can be complex and hinder patient comprehension, highlighting the need for novel tools to improve the patient enrollment experience. This feasibility study aimed to develop an immersive technology to enroll human subjects in oncology clinical trials and provide 3D avatar-based informed consent in a virtual reality (VR) environment. Methods: Clinical feasibility and the effects of head-mounted VR devices on motion sickness and educational quality were evaluated in adult oncology patients enrolled in an intravenous (IV) port placement intervention study. Participants received before- and after-questionnaires to measure their understanding of the information received in VR. A follow-up questionnaire was given four weeks post-consent to measure knowledge retention. Results: Clinical staff reported that VR technology was manageable to use. Among 16 adult participants, all reported that VR was well tolerated with no motion sickness. The mean pre-intervention knowledge score was 64.6%, with an immediate post-intervention knowledge score of 97.9%. A mean knowledge score of 93.3% four-weeks post-consent was observed among 10/16 participants who completed a follow-up questionnaire. Conclusions: These findings support that VR is well tolerated and effective at delivering information during the informed consent process for oncology clinical trials. Key limitations include the small sample size and single clinical population. Further trials are warranted to compare efficacy over traditional consenting mechanisms and include more diverse clinical populations among a wider participant pool. Full article
(This article belongs to the Special Issue Digital Health Technologies in Oncology)
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22 pages, 1300 KiB  
Systematic Review
Emerging Roles of 3D Body Scanning in Human-Centric Applications
by Mahendran Balasubramanian and Pariya Sheykhmaleki
Technologies 2025, 13(4), 126; https://doi.org/10.3390/technologies13040126 - 24 Mar 2025
Cited by 1 | Viewed by 2180
Abstract
The three-dimensional (3D) body scanning technology has impacted various fields, from digital anthropometry to healthcare. This paper provides an exhaustive review of the existing literature on applications of 3D body scanning technology in human-centered work. Our systematic analysis of Web of Science and [...] Read more.
The three-dimensional (3D) body scanning technology has impacted various fields, from digital anthropometry to healthcare. This paper provides an exhaustive review of the existing literature on applications of 3D body scanning technology in human-centered work. Our systematic analysis of Web of Science and Scopus journal articles revealed six critical themes: product development, healthcare, body shape, anthropometric measurement, avatar creation, and body image. Three-dimensional body scanning technology is used to design and develop ergonomically coherent and fit products. In addition to its application in clothing, footwear, and furniture, its non-invasive and rapid image-capturing capabilities make it an attractive tool for clinical diagnostics and evaluations in healthcare. Given the exponential growth of digital interfaces, 3D avatars and body forms have gained popularity, and scanners facilitate their growth and adoption. The creation of anthropometric databases for various populations, from children to boomers and from adolescents to pregnant women, has been made possible with body scanning technology and has been helpful in several applications. This review highlights the growing importance of 3D body scanning technology in various contexts and provides a foundation for researchers and practitioners seeking to understand its utility and implications. Full article
(This article belongs to the Section Manufacturing Technology)
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16 pages, 2310 KiB  
Review
Decoding Liver Fibrosis: How Omics Technologies and Innovative Modeling Can Guide Precision Medicine
by Gabriele Codotto, Benedetta Blarasin, Claudio Tiribelli, Cristina Bellarosa and Danilo Licastro
Int. J. Mol. Sci. 2025, 26(6), 2658; https://doi.org/10.3390/ijms26062658 - 15 Mar 2025
Viewed by 1227
Abstract
The burden of chronic liver disease (CLD) is dramatically increasing. It is estimated that 20–30% of the population worldwide is affected by CLD. Hepatic fibrosis is a symptom common to all CLDs. Although it affects liver functional activities, it is a reversible stage [...] Read more.
The burden of chronic liver disease (CLD) is dramatically increasing. It is estimated that 20–30% of the population worldwide is affected by CLD. Hepatic fibrosis is a symptom common to all CLDs. Although it affects liver functional activities, it is a reversible stage if diagnosed at an early stage, but no resolutive therapy to contrast liver fibrosis is currently available. Therefore, efforts are needed to study the molecular insights of the disease. Emerging cutting-edge fields in cellular and molecular biology are introducing innovative strategies. Spatial and single-cell resolution approaches are paving the way for a more detailed understanding of the mechanisms underlying liver fibrosis. Cellular models have been generated to recapitulate the in-a-dish pathophysiology of liver fibrosis, yielding remarkable results that not only uncover the underlying molecular mechanisms but also serve as patient-specific avatars for precision medicine. Induced pluripotent stem cells (iPSC) and organoids are incredible tools to reshape the modeling of liver diseases, describe their architecture, and study the residents of hepatic tissue and their heterogeneous population. The present work aims to give an overview of innovative omics technologies revolutionizing liver fibrosis research and the current tools to model this disease. Full article
(This article belongs to the Special Issue Liver Fibrosis: Molecular Pathogenesis, Diagnosis and Treatment)
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24 pages, 6713 KiB  
Article
Behavioural Realism and Its Impact on Virtual Reality Social Interactions Involving Self-Disclosure
by Alan Fraser, Ross Hollett, Craig Speelman and Shane L. Rogers
Appl. Sci. 2025, 15(6), 2896; https://doi.org/10.3390/app15062896 - 7 Mar 2025
Viewed by 2048
Abstract
This study investigates how the behavioural realism of avatars can enhance virtual reality (VR) social interactions involving self-disclosure. First, we review how factors such as trust, enjoyment, and nonverbal communication could be influenced by motion capture technology by enhancing behavioural realism. We also [...] Read more.
This study investigates how the behavioural realism of avatars can enhance virtual reality (VR) social interactions involving self-disclosure. First, we review how factors such as trust, enjoyment, and nonverbal communication could be influenced by motion capture technology by enhancing behavioural realism. We also address a gap in the prior literature by comparing different motion capture systems and how these differences affect perceptions of realism, enjoyment, and eye contact. Specifically, this study compared two types of avatars: an iClone UNREAL avatar with full-body and facial motion capture and a Vive Sync avatar with limited motion capture for self-disclosure. Our participants rated the iClone UNREAL avatar higher for realism, enjoyment, and eye contact duration. However, as shown in our post-experiment survey, some participants reported that they preferred the avatar with less behavioural realism. We conclude that a higher level of behavioural realism achieved through more advanced motion capture can improve the experience of VR social interactions. We also conclude that despite the general advantages of higher motion capture, the simpler avatar was still acceptable and preferred by some participants. This has important implications for improving the accessibility of avatars for different contexts, such as therapy, where simpler avatars may be sufficient. Full article
(This article belongs to the Special Issue Virtual/Augmented Reality and Its Applications)
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12 pages, 10631 KiB  
Article
Reimagining Historical Exploration: Multi-User Mixed Reality Systems for Cultural Heritage Sites
by Agapi Chrysanthakopoulou, Theofilos Chrysikopoulos, Gerasimos Arvanitis and Konstantinos Moustakas
Appl. Sci. 2025, 15(5), 2854; https://doi.org/10.3390/app15052854 - 6 Mar 2025
Cited by 1 | Viewed by 1418
Abstract
This work presents a mixed reality (MR) system designed to explore inaccessible cultural heritage sites through immersive and interactive experiences. The application features two versions: an asynchronous personalized guided system offering interactions tailored to individual users’ requests and a synchronous guided system providing [...] Read more.
This work presents a mixed reality (MR) system designed to explore inaccessible cultural heritage sites through immersive and interactive experiences. The application features two versions: an asynchronous personalized guided system offering interactions tailored to individual users’ requests and a synchronous guided system providing a shared, collective navigation experience for all users. Both versions integrate innovative mechanics that allow users to explore virtual recreations of cultural sites. Multi-user functionality ensures the visibility of other users as avatars in the virtual environment, enabling collaborative exploration. The proposed application offers a GPS localization system for on-site experiences and a non-location-dependent option for remote settings. A user evaluation was conducted to assess the effectiveness and engagement of the system, providing insights into user preferences and the potential for MR technologies in preserving and promoting cultural heritage. The results highlight the application’s impact on accessibility, immersion, and multi-user interaction, paving the way for further innovation in MR cultural heritage exploration. Full article
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25 pages, 6644 KiB  
Review
Intelligent Virtual Reality and Augmented Reality Technologies: An Overview
by Georgios Lampropoulos
Future Internet 2025, 17(2), 58; https://doi.org/10.3390/fi17020058 - 2 Feb 2025
Cited by 5 | Viewed by 3127
Abstract
The research into artificial intelligence (AI), the metaverse, and extended reality (XR) technologies, such as augmented reality (AR), virtual reality (VR), and mixed reality (MR), has been expanding over the recent years. This study aims to provide an overview regarding the combination of [...] Read more.
The research into artificial intelligence (AI), the metaverse, and extended reality (XR) technologies, such as augmented reality (AR), virtual reality (VR), and mixed reality (MR), has been expanding over the recent years. This study aims to provide an overview regarding the combination of AI with XR technologies and the metaverse through the examination of 880 articles using different approaches. The field has experienced a 91.29% increase in its annual growth rate, and although it is still in its infancy, the outcomes of this study highlight the potential of these technologies to be effectively combined and applied in various domains transforming and enriching them. Through content analysis and topic modeling, the main topics and areas in which this combination is mostly being researched and applied are as follows: (1) “Education/Learning/Training”, (2) “Healthcare and Medicine”, (3) “Generative artificial intelligence/Large language models”, (4) “Virtual worlds/Virtual avatars/Virtual assistants”, (5) “Human-computer interaction”, (6) “Machine learning/Deep learning/Neural networks”, (7) “Communication networks”, (8) “Industry”, (9) “Manufacturing”, (10) “E-commerce”, (11) “Entertainment”, (12) “Smart cities”, and (13) “New technologies” (e.g., digital twins, blockchain, internet of things, etc.). The study explores the documents through various dimensions and concludes by presenting the existing limitations, identifying key challenges, and providing suggestions for future research. Full article
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15 pages, 4304 KiB  
Article
Face and Voice Recognition-Based Emotion Analysis System (EAS) to Minimize Heterogeneity in the Metaverse
by Surak Son and Yina Jeong
Appl. Sci. 2025, 15(2), 845; https://doi.org/10.3390/app15020845 - 16 Jan 2025
Viewed by 2480
Abstract
The metaverse, where users interact through avatars, is evolving to closely mirror the real world, requiring realistic object responses based on users’ emotions. While technologies like eye-tracking and hand-tracking transfer physical movements into virtual spaces, accurate emotion detection remains challenging. This study proposes [...] Read more.
The metaverse, where users interact through avatars, is evolving to closely mirror the real world, requiring realistic object responses based on users’ emotions. While technologies like eye-tracking and hand-tracking transfer physical movements into virtual spaces, accurate emotion detection remains challenging. This study proposes the “Face and Voice Recognition-based Emotion Analysis System (EAS)” to bridge this gap, assessing emotions through both voice and facial expressions. EAS utilizes a microphone and camera to gauge emotional states, combining these inputs for a comprehensive analysis. It comprises three neural networks: the Facial Emotion Analysis Model (FEAM), which classifies emotions using facial landmarks; the Voice Sentiment Analysis Model (VSAM), which detects vocal emotions even in noisy environments using MCycleGAN; and the Metaverse Emotion Recognition Model (MERM), which integrates FEAM and VSAM outputs to infer overall emotional states. EAS’s three primary modules—Facial Emotion Recognition, Voice Emotion Recognition, and User Emotion Analysis—analyze facial features and vocal tones to detect emotions, providing a holistic emotional assessment for realistic interactions in the metaverse. The system’s performance is validated through dataset testing, and future directions are suggested based on simulation outcomes. Full article
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15 pages, 2245 KiB  
Article
Validation of an Upgraded Virtual Reality Platform Designed for Real-Time Dialogical Psychotherapies
by Taylor Simoes-Gomes, Stéphane Potvin, Sabrina Giguère, Mélissa Beaudoin, Kingsada Phraxayavong and Alexandre Dumais
BioMedInformatics 2025, 5(1), 4; https://doi.org/10.3390/biomedinformatics5010004 - 9 Jan 2025
Cited by 1 | Viewed by 1132
Abstract
Background: The advent of virtual reality in psychiatry presents a wealth of opportunities for a variety of psychopathologies. Avatar Interventions are dialogic and experiential treatments integrating personalized medicine with virtual reality (VR), which have shown promising results by enhancing the emotional regulation of [...] Read more.
Background: The advent of virtual reality in psychiatry presents a wealth of opportunities for a variety of psychopathologies. Avatar Interventions are dialogic and experiential treatments integrating personalized medicine with virtual reality (VR), which have shown promising results by enhancing the emotional regulation of their participants. Notably, Avatar Therapy for the treatment of auditory hallucinations (i.e., voices) allows patients to engage in dialogue with an avatar representing their most persecutory voice. In addition, Avatar Intervention for cannabis use disorder involves an avatar representing a significant person in the patient’s consumption. In both cases, the main goal is to modify the problematic relationship and allow patients to regain control over their symptoms. While results are promising, its potential to be applied to other psychopathologies, such as major depression, is an exciting area for further exploration. In an era where VR interventions are gaining popularity, the present study aims to investigate whether technological advancements could overcome current limitations, such as avatar realism, and foster a deeper immersion into virtual environments, thereby enhancing participants’ sense of presence within the virtual world. A newly developed virtual reality platform was compared to the current platform used by our research team in past and ongoing studies. Methods: This study involved 43 subjects: 20 healthy subjects and 23 subjects diagnosed with severe mental disorders. Each participant interacted with an avatar using both platforms. After each immersive session, questionnaires were administered by a graduate student in a double-blind manner to evaluate technological advancements and user experiences. Results: The findings indicate that the new technological improvements allow the new platform to significantly surpass the current platform as per multiple subjective parameters. Notably, the new platform was associated with superior realism of the avatar (d = 0.574; p < 0.001) and the voice (d = 1.035; p < 0.001), as well as enhanced lip synchronization (d = 0.693; p < 0.001). Participants reported a significantly heightened sense of presence (d = 0.520; p = 0.002) and an overall better immersive experience (d = 0.756; p < 0.001) with the new VR platform. These observations were true in both healthy subjects and participants with severe mental disorders. Conclusions: The technological improvements generated a heightened sense of presence among participants, thus improving their immersive experience. These two parameters could be associated with the effectiveness of VR interventions and future studies should be undertaken to evaluate their impact on outcomes. Full article
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23 pages, 1710 KiB  
Article
High-Risk AI Systems—Lie Detection Application
by Konstantinos Kalodanis, Panagiotis Rizomiliotis, Georgios Feretzakis, Charalampos Papapavlou and Dimosthenis Anagnostopoulos
Future Internet 2025, 17(1), 26; https://doi.org/10.3390/fi17010026 - 8 Jan 2025
Cited by 7 | Viewed by 4489 | Correction
Abstract
Integrating artificial intelligence into border control systems may help to strengthen security and make operations more efficient. For example, the emerging application of artificial intelligence for lie detection when inspecting passengers presents significant opportunities for future implementation. However, as it makes use of [...] Read more.
Integrating artificial intelligence into border control systems may help to strengthen security and make operations more efficient. For example, the emerging application of artificial intelligence for lie detection when inspecting passengers presents significant opportunities for future implementation. However, as it makes use of technology that is associated with artificial intelligence, the system is classified as high risk, in accordance with the EU AI Act and, therefore, must adhere to rigorous regulatory requirements to mitigate potential risks. This manuscript distinctly amalgamates the technical, ethical, and legal aspects, thereby offering an extensive examination of the AI-based lie detection systems utilized in border security. This academic paper is uniquely set apart from others because it undertakes a thorough investigation into the categorization of these emerging technologies in terms of the regulatory framework established by the EU AI Act, which classifies them as high risk. It further makes an assessment of practical case studies, including notable examples such as iBorderCtrl and AVATAR. This in-depth analysis seeks to emphasize not only the enormous challenges ahead for practitioners but also the progress made in this emerging field of study. Furthermore, it seeks to investigate threats, vulnerabilities, and privacy concerns associated with AI, while providing security controls to address difficulties related to lie detection. Finally, we propose a framework that encompasses the EU AI Act’s principles and serves as a foundation for future approaches and research projects. By analyzing current methodologies and considering future directions, the paper aims to provide a comprehensive understanding of the viability and consequences of deploying AI lie detection capabilities in border control. Full article
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22 pages, 3008 KiB  
Perspective
Digital Immortality in Palaeoanthropology and Archaeology: The Rise of the Postmortem Avatar
by Caroline M. Wilkinson, Mark A. Roughley and Sarah L. Shrimpton
Heritage 2024, 7(12), 7188-7209; https://doi.org/10.3390/heritage7120332 - 15 Dec 2024
Cited by 2 | Viewed by 2535
Abstract
It has been proposed that we are entering the age of postmortalism, where digital immortality is a credible option. The desire to overcome death has occupied humanity for centuries, and even though biological immortality is still impossible, recent technological advances have enabled possible [...] Read more.
It has been proposed that we are entering the age of postmortalism, where digital immortality is a credible option. The desire to overcome death has occupied humanity for centuries, and even though biological immortality is still impossible, recent technological advances have enabled possible eternal life in the metaverse. In palaeoanthropology and archaeology contexts, we are often driven by our preoccupation with visualising and interacting with ancient populations, with the production of facial depictions of people from the past enabling some interaction. New technologies and their implementation, such as the use of Artificial Intelligence (AI), are profoundly transforming the ways that images, videos, voices, and avatars of digital ancient humans are produced, manipulated, disseminated, and viewed. As facial depiction practitioners, postmortalism crosses challenging ethical territory around consent and representation. Should we create a postmortem avatar of someone from past just because it is technically possible, and what are the implications of this kind of forced immortality? This paper describes the history of the technologically mediated simulation of people, discussing the benefits and flaws of each technological iteration. Recent applications of 4D digital technology and AI to the fields of palaeoanthropological and historical facial depiction are discussed in relation to the technical, aesthetic, and ethical challenges associated with this phenomenon. Full article
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19 pages, 2865 KiB  
Article
Assessing the Efficacy of Cognitive-Behavioral Therapy on Body Image in Adolescent Scoliosis Patients Using Virtual Reality
by Ewa Misterska, Marek Tomaszewski, Filip Górski, Jakub Gapsa, Anna Słysz and Maciej Głowacki
J. Clin. Med. 2024, 13(21), 6422; https://doi.org/10.3390/jcm13216422 - 26 Oct 2024
Cited by 2 | Viewed by 2179
Abstract
Background/Objectives: Adolescents with idiopathic scoliosis require emotional support to change their experience of their desired body shape and to feel optimistic about the cosmetic results of surgical treatment. Recently, the use of virtual reality in psychological assessment and treatment has given specialists a [...] Read more.
Background/Objectives: Adolescents with idiopathic scoliosis require emotional support to change their experience of their desired body shape and to feel optimistic about the cosmetic results of surgical treatment. Recently, the use of virtual reality in psychological assessment and treatment has given specialists a technology that appears particularly well-suited for addressing body image disorders. The study objectives were two-fold. Firstly, we aimed to evaluate changes within the body image of scoliosis patients pre- and postoperatively. Secondly, we aimed to investigate if differences in body image exist in scoliosis females after implementing cognitive-behavioral therapy. Methods: Thirty-six total scoliosis patients participated in the 1st and 2nd study phases. The psychotherapy took place before and after surgery and during the patient’s stay in the hospital. Body image was assessed using a virtual reality-based application, “Avatar Scoliosis 3D”. Results: Regarding body image dissatisfaction evaluated via virtual tasks, the difference between the desired by patients and actual (based on the radiographic parameters) body shape is significant preoperatively in both scoliosis samples: with and without therapy (p < 0.000001 and p < 0.000001, respectively). Conclusions: The results of the present study may have important implications for developing standards for body image disorder treatments in scoliosis patients. We revealed that irrespective of received therapeutic support, scoliosis patients accurately estimate their body shape pre- and postoperatively, and they feel dissatisfied with their body preoperatively but not postoperatively. Full article
(This article belongs to the Section Mental Health)
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