Domen Novak

Prof. Domen Novak

Assistant Professor, Department of Electrical & Computer Engineering, College of Engineering and Applied Science, University of Wyoming, Laramie, WY 82071, USA
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Research Focus & Metrics

Academic Career Length

14Years (2013-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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23 March 2017 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
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Maja GoršičMaja Goršič
Maja Goršič
ICImre Cikajlo
Imre Cikajlo
DNDomen Novak
Domen Novak
People with chronic arm impairment should exercise intensely to regain their abilities, but frequently lack motivation, leading to poor rehabilitation outcome. One promising way to increase motivation is through interpersonal rehabilitation games, which allow patients to compete or cooperate together with other people. However, such games have mainly been evaluated with unimpaired subjects, and little is known about how they affect motivation and exercise intensity in people with chronic arm impairment. We designed four different arm rehabilitation games that are played by a person with arm impairment and their unimpaired friend, relative or occupational therapist. One is a competitive game (both people compete against each other), two are cooperative games (both people work together against the computer) and one is a single-player game (played only by the impaired person against the computer). The games were played by 29 participants with chronic arm impairment, of which 19 were accompanied by their friend or relative and 10 were accompanied by their occupational therapist. Each participant played all four games within a single session. Participants’ subjective experience was quantified using the Intrinsic Motivation Inventory questionnaire after each game, as well as a final questionnaire about game preferences. Their exercise intensity was quantified using wearable inertial sensors that measured hand velocity in each game. Of the 29 impaired participants, 12 chose the competitive game as their favorite, 12 chose a cooperative game, and 5 preferred to exercise alone. Participants who chose the competitive game as their favorite showed increased motivation and exercise intensity in that game compared to other games. Participants who chose a cooperative game as their favorite also showed increased motivation in cooperative games, but not increased exercise intensity. Since both motivation and intensity are positively correlated with rehabilitation outcome, competitive games have high potential to lead to functional improvement and increased quality of life for patients compared to conventional rehabilitation exercises. Cooperative games do not increase exercise intensity, but could still increase motivation of patients who do not enjoy competition. However, such games need to be tested in longer, multisession studies to determine whether the observed increases in motivation and exercise intensity persist over a longer period of time and whether they positively affect rehabilitation outcome. The study is not a clinical trial. While human subjects are involved, they participate in a single-session evaluation of a rehabilitation game rather than a full rehabilitation intervention, and no health outcomes are examined.

1 September 2021 in Journal of Biomechanics
Verified
Journal Article
Closed access
MGMaja Goršič
Maja Goršič
YSYu Song
Yu Song
BDBoyi Dai
Boyi Dai
DNDomen Novak
Domen Novak

11 November 2021 in Wearable Technologies
Verified
Journal Article
Open access
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Jan BabicJan Babic
Jan Babic
Matteo LaffranchiMatteo Laffranchi
Matteo Laffranchi
FTFederico Tessari
Federico Tessari
TVTom Verstraten
Tom Verstraten
DNDomen Novak
Domen Novak
JVJan F. Veneman
Jan F. Veneman
The science and technology of wearable robots are steadily advancing, and the use of such robots in our everyday life appears to be within reach. Nevertheless, widespread adoption of wearable robots should not be taken for granted, especially since many recent attempts to bring them to real-life applications resulted in mixed outcomes. The aim of this article is to address the current challenges that are limiting the application and wider adoption of wearable robots that are typically worn over the human body. We categorized the challenges into mechanical layout, actuation, sensing, body interface, control, human–robot interfacing and coadaptation, and benchmarking. For each category, we discuss specific challenges and the rationale for why solving them is important, followed by an overview of relevant recent works. We conclude with an opinion that summarizes possible solutions that could contribute to the wider adoption of wearable robots.

6 December 2017 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
Maja GoršičMaja Goršič
Maja Goršič
ICImre Cikajlo
Imre Cikajlo
NGNika Goljar
Nika Goljar
DNDomen Novak
Domen Novak
People with neurological injuries such as stroke should exercise frequently and intensely to regain their motor abilities, but are generally hindered by lack of motivation. One way to increase motivation in rehabilitation is through competitive exercises, but such exercises have only been tested in single brief sessions and usually did not adapt difficulty to the patient’s abilities. We designed a competitive arm rehabilitation game for two players that dynamically adapts its difficulty to both players’ abilities. This game was evaluated by two participant groups: 15 participants with chronic arm impairment who exercised at home with an unimpaired friend or relative, and 20 participants in the acute or subacute phase of stroke who exercised in pairs (10 pairs) at a rehabilitation clinic. All participants first played the game against their human opponent for 3 sessions, then played alone (against a computer opponent) in the final, fourth session. In all sessions, participants’ subjective experiences were assessed with the Intrinsic Motivation Inventory questionnaire while exercise intensity was measured using inertial sensors built into the rehabilitation device. After the fourth session, a final brief questionnaire was used to compare competition and exercising alone. Participants who played against an unimpaired friend or relative at home tended to prefer competition (only 1 preferred exercising alone), and exhibited higher enjoyment and exercise intensity when competing (first three sessions) than when exercising alone (last session). Participants who played against each other in the clinic, however, did not exhibit significant differences between competition and exercising alone. For both groups, there was no difference in enjoyment or exercise intensity between the first three sessions, indicating no negative effects of habituation or novelty. Competitive exercises have high potential for unsupervised home rehabilitation, as they improve enjoyment and exercise intensity compared to exercising alone. Such exercises could thus improve rehabilitation outcome, but this needs to be tested in long-term clinical trials. It is not clear why participants who competed against each other at the clinic did not exhibit any advantages of competition, and further studies are needed to determine how different factors (environment, nature of opponent etc.) influence patients’ experiences with competitive exercises. The study is not a clinical trial. While human subjects are involved, they do not participate in a full rehabilitation intervention, and no health outcomes are examined.

14 August 2018 in Frontiers in Neuroscience
Verified
Journal Article
Open access
PDF file
ADAli Darzi
Ali Darzi
Sherif Moustafa GaweeshSherif Moustafa Gaweesh
Sherif Moustafa Gaweesh
MAMohamed Ahmed
Mohamed Ahmed
DNDomen Novak
Domen Novak
Drivers’ hazardous physical and mental states (e.g., distraction, fatigue, stress, and high workload) have a major effect on driving performance and strongly contribute to 25–50% of all traffic accidents. They are caused by numerous factors, such as cell phone use or lack of sleep. However, while significant research has been done on detecting hazardous states, most studies have not tried to identify the causes of the hazardous states. Such information would be very useful, as it would allow intelligent vehicles to better respond to a detected hazardous state. Thus, this study examined whether the cause of a driver’s hazardous state can be automatically identified using a combination of driver characteristics, vehicle kinematics, and physiological measures. Twenty-one healthy participants took part in four 45-min sessions of simulated driving, of which they were mildly sleep-deprived for two sessions. Within each session, there were eight different scenarios with different weather (sunny or snowy), traffic density and cell phone usage (with or without cell phone). During each scenario, four physiological (respiration, electrocardiogram, skin conductance, and body temperature) and eight vehicle kinematics measures were monitored. Additionally, three self-reported driver characteristics were obtained: personality, stress level, and mood. Three feature sets were formed based on driver characteristics, vehicle kinematics, and physiological signals. All possible combinations of the three feature sets were used to classify sleep deprivation (drowsy vs. alert), traffic density (low vs. high), cell phone use, and weather conditions (foggy/snowy vs. sunny) with highest accuracies of 98.8%, 91.4%, 82.3%, and 71.5%, respectively. Vehicle kinematics were most useful for classification of weather and traffic density while physiology and driver characteristics were useful for classification of sleep deprivation and cell phone use. Furthermore, a second classification scheme was tested that also incorporates information about whether or not other causes of hazardous states are present, though this did not result in higher classification accuracy. In the future, these classifiers could be used to identify both the presence and cause of a driver’s hazardous state, which could serve as the basis for more intelligent intervention systems.

31 May 2021 in JMIR Serious Games
Verified
Journal Article
Open access
ADAli Darzi
Ali Darzi
SMSean M McCrea
Sean M McCrea
DNDomen Novak
Domen Novak
Background: In affective exergames, game difficulty is dynamically adjusted to match the user’s physical and psychological state. Such an adjustment is commonly made based on a combination of performance measures (eg, in-game scores) and physiological measurements, which provide insight into the player’s psychological state. However, although many prototypes of affective games have been presented and many studies have shown that physiological measurements allow more accurate classification of the player’s psychological state than performance measures, few studies have examined whether dynamic difficulty adjustment (DDA) based on physiological measurements (which requires additional sensors) results in a better user experience than performance-based DDA or manual difficulty adjustment. Objective: This study aims to compare five DDA methods in an affective exergame: manual (player-controlled), random, performance-based, personality-performance–based, and physiology-personality-performance–based (all-data). Methods: A total of 50 participants (N=50) were divided into five groups, corresponding to the five DDA methods. They played an exergame version of Pong for 18 minutes, starting at a medium difficulty; every 2 minutes, two game difficulty parameters (ball speed and paddle size) were adjusted using the participant’s assigned DDA method. The DDA rules for the performance-based, personality-performance–based, and all-data groups were developed based on data from a previous open-loop study. Seven physiological responses were recorded throughout the sessions, and participants self-reported their preferred changes to difficulty every 2 minutes. After playing the game, participants reported their in-game experience using two questionnaires: the Intrinsic Motivation Inventory and the Flow Experience Measure. Results: Although the all-data method resulted in the most accurate changes to ball speed and paddle size (defined as the percentage match between DDA choice and participants’ preference), no significant differences between DDA methods were found on the Intrinsic Motivation Inventory and Flow Experience Measure. When the data from all four automated DDA methods were pooled together, the accuracy of changes in ball speed was significantly correlated with players’ enjoyment (r=0.38) and pressure (r=0.43). Conclusions: Although our study is limited by the use of a between-subjects design and may not generalize to other exergame designs, the results do not currently support the inclusion of physiological measurements in affective exergames, as they did not result in an improved user experience. As the accuracy of difficulty changes is correlated with user experience, the results support the development of more effective DDA methods. However, they show that the inclusion of physiological measurements does not guarantee a better user experience even if it yields promising results in offline cross-validation.