Journal of
Systemics, Cybernetics and Informatics
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ISSN: 1690-4524 (Online)


Peer Reviewed Journal via three different mandatory reviewing processes, since 2006, and, from September 2020, a fourth mandatory peer-editing has been added.

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Published by
The International Institute of Informatics and Cybernetics


Re-Published in
Academia.edu
(A Community of about 40.000.000 Academics)


Honorary Editorial Advisory Board's Chair
William Lesso (1931-2015)

Editor-in-Chief
Nagib C. Callaos


Sponsored by
The International Institute of
Informatics and Systemics

www.iiis.org
 

Editorial Advisory Board

Quality Assurance

Editors

Journal's Reviewers
Call for Special Articles
 

Description and Aims

Submission of Articles

Areas and Subareas

Information to Contributors

Editorial Peer Review Methodology

Integrating Reviewing Processes


Analogical and Logical Thinking – In the Context of Inter- or Trans-Disciplinary Communication and Real-Life Problems
Nagib Callaos, Jeremy Horne
(pages: 1-17)

Artificial Intelligence for Drone Swarms
Mohammad Ilyas
(pages: 18-22)

Brains, Minds, and Science: Digging Deeper
Maurício Vieira Kritz
(pages: 23-28)

Can AI Truly Understand Us? (The Challenge of Imitating Human Identity)
Jeremy Horne
(pages: 29-38)

Comparison of Three Methods to Generate Synthetic Datasets for Social Science
Li-jing Arthur Chang
(pages: 39-44)

Digital and Transformational Maturity: Key Factors for Effective Leadership in the Industry 4.0 Era
Pawel Poszytek
(pages: 45-48)

Does AI Represent Authentic Intelligence, or an Artificial Identity?
Jeremy Horne
(pages: 49-68)

Embracing Transdisciplinary Communication: Redefining Digital Education Through Multimodality, Postdigital Humanism and Generative AI
Rusudan Makhachashvili, Ivan Semenist
(pages: 69-76)

Engaged Immersive Learning: An Environment-Driven Framework for Higher Education Integrating Multi-Stakeholder Collaboration, Generative AI, and Practice-Based Assessment
Atsushi Yoshikawa
(pages: 77-94)

Focus On STEM at the Expense of Humanities: A Wrong Turn in Educational Systems
Kleanthis Kyriakidis
(pages: 95-101)

From Disciplinary Silos to Cyber-Transdisciplinary Networks: A Plural Epistemic Model for AGI-Era Knowledge Production
Cristo Leon, James Lipuma
(pages: 102-115)

Generative AI (Artificial Intelligence): What Is It? & What Are Its Inter- And Transdisciplinary Applications?
Richard S. Segall
(pages: 116-125)

How Does the CREL Framework Facilitate Effective Interdisciplinary Collaboration and Experiential Learning Through Role-Playing?
James Lipuma, Cristo Leon
(pages: 126-145)

Narwhals, Unicorns, and Big Tech's Messiah Complex: A Transdisciplinary Allegory for the Age of AI
Jasmin Cowin
(pages: 146-151)

Playing by Feel: Gender, Emotion, and Social Norms in Overwatch Role Choice
Cristo Leon, Angela Arroyo, James Lipuma
(pages: 152-163)

Responsible Integration of AI in Public Legal Education: Regulatory Challenges and Opportunities in Albania
Adrian Leka, Brunilda Haxhiu
(pages: 164-170)

The Civic Mission of Universities: Transdisciplinary Communication in Practice
Genejane Adarlo
(pages: 171-175)

The Promise and Peril of Artificial Intelligence in Higher Education
James Lipuma, Cristo Leon
(pages: 176-182)

They Learned the Course! Why Then Do They Come to Tutorials?
Russell Jay Hendel
(pages: 183-187)

To Use or Not to Use Artificial Intelligence (AI) to Solve Terminology Issues?
Ekaterini Nikolarea
(pages: 188-195)

Transdisciplinary Supersymmetry: Generative AI in the Vector Space of Postdigital Humanism
Rusudan Makhachashvili, Ivan Semenist
(pages: 196-204)

Why Is Trans-Disciplinarity So Difficult?
Ekaterini Nikolarea
(pages: 205-207)


 

Abstracts

 


ABSTRACT


Multi-User Virtual Reality Therapy for Post-Stroke Hand Rehabilitation at Home

Daria Tsoupikova, Kristen Triandafilou, Greg Rupp, Fabian Preuss, Derek Kamper


Our paper describes the development of a novel multi-user virtual reality (VR) system for post-stroke rehabilitation that can be used independently in the home to improve upper extremity motor function. This is the pre-clinical phase of an ongoing collaborative, interdisciplinary research project at the Rehabilitation Institute of Chicago involving a team of engineers, researchers, occupational therapists and artists. This system was designed for creative collaboration within a virtual environment to increase patients’ motivation, further engagement and to alleviate the impact of social isolation following stroke. This is a low-cost system adapted to everyday environments and designed to run on a personal computer that combines three VR environments with audio integration, wireless Kinect tracking and hand motion tracking sensors. Three different game exercises for this system were developed to encourage repetitive task practice, collaboration and competitive interaction. The system is currently being tested with 15 subjects in three settings: a multi-user VR, a single-user VR and at a tabletop with standard exercises to examine the level of engagement and to compare resulting functional performance across methods. We hypothesize that stroke survivors will become more engaged in therapy when training with a multi-user VR system and this will translate into greater gains.

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