Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Marilyn Tremaine is active.

Publication


Featured researches published by Marilyn Tremaine.


international conference of the ieee engineering in medicine and biology society | 2001

Virtual reality-enhanced stroke rehabilitation

David Jack; Rares Boian; Alma S. Merians; Marilyn Tremaine; Grigore C. Burdea; Sergei V. Adamovich; Michael Recce; Howard Poizner

A personal computer (PC)-based desktop virtual reality (VR) system was developed for rehabilitating hand function in stroke patients. The system uses two input devices, a CyberGlove and a Rutgers Master II-ND (RMII) force feedback glove, allowing user interaction with a virtual environment. This consists of four rehabilitation routines, each designed to exercise one specific parameter of hand movement: range, speed, fractionation or strength. The use of performance-based target levels is designed to increase patient motivation and individualize exercise difficulty to a patients current state. Pilot clinical trials have been performed using the above system combined with noncomputer tasks, such as pegboard insertion or tracing of 2D patterns. Three chronic stroke patients used this rehabilitation protocol daily for two weeks. Objective measurements showed that each patient showed improvement on most of the hand parameters over the course of the training. Subjective evaluation by the patients was also positive. This technical report focuses on this newly developed technology for VR rehabilitation.


Presence: Teleoperators & Virtual Environments | 2005

A virtual reality-based exercise system for hand rehabilitation post-stroke

Sergei V. Adamovich; Alma S. Merians; Rares Boian; Jeffrey A. Lewis; Marilyn Tremaine; Grigore C. Burdea; Michael Recce; Howard Poizner

This paper presents preliminary results from a virtual reality (VR)-based system for hand rehabilitation that uses a CyberGlove and a Rutgers Master II-ND haptic glove. This computerized system trains finger range of motion, finger flexion speed, independence of finger motion, and finger strength using specific VR simulation exercises. A remote Web-based monitoring station was developed to allow telerehabilitation interventions. The remote therapist observes simplified versions of the patient exercises that are updated in real time. Patient data is stored transparently in an Oracle database, which is also Web accessible through a portal GUI. Thus the remote therapist or attending physician can graph exercise outcomes and thus evaluate patient outcomes at a distance. Data from the VR simulations is complemented by clinical measurements of hand function and strength. Eight chronic post-stroke subjects participated in a pilot study of the above system. In keeping with variability in both their lesion size and site and in their initial upper extremity function, each subject showed improvement on a unique combination of movement parameters in VR training. Importantly, these improvements transferred to gains on clinical tests, as well as to significant reductions in task-completion times for the prehension of real objects. These results are indicative of the potential feasibility of this exercise system for rehabilitation in patients with hand dysfunction resulting from neurological impairment.


ieee visualization | 2005

Understanding visualization through spatial ability differences

Maria C. Velez; Deborah Silver; Marilyn Tremaine

Little is known about the cognitive abilities which influence the comprehension of scientific and information visualizations and what properties of the visualization affect comprehension. Our goal in this paper is to understand what makes visualizations difficult. We address this goal by examining the spatial ability differences in a diverse population selected for spatial ability variance. For example, how is, spatial ability related to visualization comprehension? What makes a particular visualization difficult or time intensive for specific groups of subjects? In this paper, we present the results of an experiment designed to answer these questions. Fifty-six subjects were tested on a basic visualization task and given standard paper tests of spatial abilities. An equal number of males and females were recruited in this study in order to increase spatial ability variance. Our results show that high spatial ability is correlated with accuracy on our three-dimensional visualization test, but not with time. High spatial ability subjects also had less difficulty with object complexity and the hidden properties of an object.


human factors in computing systems | 2006

Participatory design with proxies: developing a desktop-PDA system to support people with aphasia

Jordan L. Boyd-Graber; Sonya S. Nikolova; Karyn Moffatt; Kenrick Kin; Joshua Y. Lee; Lester W. Mackey; Marilyn Tremaine; Maria M. Klawe

In this paper, we describe the design and preliminary evaluation of a hybrid desktop-handheld system developed to support individuals with aphasia, a disorder which impairs the ability to speak, read, write, or understand language. The system allows its users to develop speech communication through images and sound on a desktop computer and download this speech to a mobile device that can then support communication outside the home. Using a desktop computer for input addresses some of this populations difficulties interacting with handheld devices, while the mobile device addresses stigma and portability issues. A modified participatory design approach was used in which proxies, that is, speech-language pathologists who work with aphasic individuals, assumed the role normally filled by users. This was done because of the difficulties in communicating with the target population and the high variability in aphasic disorders. In addition, the paper presents a case study of the proxy-use participatory design process that illustrates how different interview techniques resulted in different user feedback.


international conference of the ieee engineering in medicine and biology society | 2004

A virtual reality based exercise system for hand rehabilitation post-stroke: transfer to function

Sergei V. Adamovich; Alma S. Merians; Rares Boian; Marilyn Tremaine; G.S. Burdea; Michael Recce; Howard Poizner

We present preliminary results from a virtual reality (VR)-based system for hand rehabilitation that uses a CyberGlove and a Rutgers Master II-ND haptic glove. This system trains finger range of motion, finger flexion speed, independence of finger motion and finger strength. Eight chronic post-stroke subjects participated. In keeping with variability in both the lesion site and in initial upper extremity function, each subject showed improvement on a unique combination of movement parameters in VR training. These improvements transferred to gains on clinical tests, as well as to significant reductions in task completion times for the prehension of real objects. These results are indicative of the potential feasibility of this exercise system for rehabilitation in patients with hand dysfunction resulting from neurological impairment.


hawaii international conference on system sciences | 2003

A framework for classifying personalization scheme used on e-commerce Websites

Dezhi Wu; Il Im; Marilyn Tremaine; Keith Instone; Murray Turoff

Personalization is a new system development approach for designing information systems that change configurations based on each users needs and preferences. Although personalization capabilities are present throughout a large number of commercial software packages, they are just beginning to be incorporated into electronic commerce. Most of this personalization has been done in an ad hoc fashion. In this paper, we present a categorization framework for organizing the various types of personalization that have been attempted on Web sites. We develop an algorithm for classifying Web sites into high, medium and low personalization support and apply it to a set of well-known Web sites such as amazon.com. Finally, we discuss why various Web sites have high or low degrees of personalization depending on the organizations goals and product mix and also how personalization might have little or large impact on a Web sites achieving its intended goal (e.g., sales, customer service, information dissemination, etc.) We also present future research that needs to be done to support our theories on how personalization impacts a Web sites success.


conference on computers and accessibility | 2000

A virtual reality-based exercise program for stroke rehabilitation

David Jack; Rares Boian; Alma S. Merians; Sergei V. Adamovich; Marilyn Tremaine; Michael Recce; Grigore C. Burdea; Howard Poizner

A PC based desktop Virtual Reality system was developed for rehabilitating hand function in stroke patients. The system uses two hand input devices, a CyberGlove and a RMII force feedback glove, to allow the user to interact with one of four rehabilitation exercises. Each of which is designed to exercise one specific parameter of hand movement, namely range, speed, fractionation or strength. The therapy program is semi-automated and personalized to each user through the use of performance-based target levels. These are adapted between sessions in order to induce the user to improve. Feedback is provided to each user throughout the exercise sessions. To further motivate the user to continue the exercise program, screen displays are designed as interactive games. The system is described and sample data is presented from preliminary studies performed on control subjects.


Journal of Data and Information Quality | 2011

Typing Biometrics: Impact of Human Learning on Performance Quality

Benjamin Ngugi; Beverly K. Kahn; Marilyn Tremaine

The use of stolen personal-identifying information, like Social Security numbers, to commit identity fraud continues to be a major problem. The fact that an impostor can pass as the genuine user by possession of stolen identification information is a weakness in current authentication systems. Adding a biometric layer to the traditional knowledge and token-based authentication systems is one way to counter this problem. Physical biometrics, such as fingerprint systems, are highly accurate; hence, they would be the first choice for such applications but are often inappropriate. Behavioral biometrics, like biometric typing patterns, have the potential to fill this gap as another level of security but this research identified some deficiencies in performance quality. Two research streams for improvements have emerged. The first approach attempts to improve performance by building better classifiers, while the second attempts to attain the same goal by using richer identifying inputs. Both streams assume that the typing biometric patterns are stable over time. This study investigates the validity of this assumption by analyzing how students’ typing patterns behave over time. The results demonstrate that typing patterns change over time due to learning resulting in several performance quality challenges. First, the changing patterns lead to deteriorating authentication accuracy. Second, the relevancy of the reference biometric template created during training becomes questionable. Third, the deterioration in accuracy compromises the security of the whole system and fourth, the net effect brings to question whether the biometric keypad is no longer “fit for use” as an authentication system. These are critical data quality issues that need to be addressed if behavioral biometrics are to play a significant role in minimizing authentication fraud. Possible solutions to the problem, including biometric template updating and choice of uncorrelated PIN combinations, are suggested as potential topics for future research.


Universal Access in The Information Society | 2006

AudioBrowser: a mobile browsable information access for the visually impaired

Xiaoyu Chen; Marilyn Tremaine; Robert Lutz; Jae-woo Chung; Patrick Lacsina

Although a large amount of research has been conducted on building interfaces for the visually impaired that allows users to read web pages and generate and access information on computers, little development addresses two problems faced by the blind users. First, sighted users can rapidly browse and select information they find useful, and second, sighted users can make much useful information portable through the recent proliferation of personal digital assistants (PDAs). These possibilities are not currently available for blind users. This paper describes an interface that has been built on a standard PDA and allows its user to browse the information stored on it through a combination of screen touches coupled with auditory feedback. The system also supports the storage and management of personal information so that addresses, music, directions, and other supportive information can be readily created and then accessed anytime and anywhere by the PDA user. The paper describes the system along with the related design choices and design rationale. A user study is also reported.


International Journal of e-Collaboration | 2009

Occurrence and Effects of Leader Delegation in Virtual Software Teams

Suling Zhang; Marilyn Tremaine; Richard Egan; Allen E. Milewski; Patrick J. O'Sullivan; Jerry Fjermestad

Virtual teams are an important work structure in software development projects. However, little is known about what constitutes effective virtual software team leadership, in particular, the amount of leader delegation that is appropriate in a virtual software-development environment. This study investigates virtual software team leader delegation and explores the impact of delegation strategies on virtual team performance mediated by team motivation, team flexibility and team satisfaction with the team leader. This research is a report of a pilot study run on student teams carried out to refine and test the research constructs and research model for a larger study run in corporations. The study found that virtual team leaders delegate more to competent virtual teams and that such delegation is positively correlated with team member satisfaction with their leader and with team member motivation. Overall, the work provides important information for software-based organizations interested in developing virtual team leadership skills.

Collaboration


Dive into the Marilyn Tremaine's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar

Suling Zhang

New Jersey Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Michael Recce

New Jersey Institute of Technology

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Richard Egan

New Jersey Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Howard Poizner

University of California

View shared research outputs
Top Co-Authors

Avatar

Jerry Fjermestad

New Jersey Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Sergei V. Adamovich

New Jersey Institute of Technology

View shared research outputs
Researchain Logo
Decentralizing Knowledge