11,192 research outputs found

    Immersive Virtual Reality for the Management of Pain in Community-Dwelling Older Adults.

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    Immersive virtual reality (VR) can provide a high level of engagement and distraction analgesia to address pain. However, community-based applications of this technology for older adults have not been studied. The objective of this study was to examine the applicability and effectiveness of an immersive VR intervention for pain, depression, and quality of life (QOL) in older adults. This pretest–posttest, mixed-methods design included senior center members (n = 12) with pain that interfered with daily functioning. The outcomes included the Numeric Pain Rating Scale, Patient-Reported Outcomes Measurement Information System (PROMIS®) depression scale, World Health Organization Quality of Life Scale Brief Version (WHO QOL-BREF), and open-ended questions. The VR intervention (15- to 45-min sessions, 12 sessions over 6 weeks) was well accepted with no dropouts. There was a significant decrease in pain (p =.002, d = −1.54) with no effect on depression and QOL. There were no adverse effects, and positive perceptions of VR were reported. The 6-week immersive VR intervention was applicable and effective in reducing pain intensity for community-dwelling older adults

    Exploring The Impact Of Configuration And Mode Of Input On Group Dynamics In Computing

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    Objectives: Large displays and new technologies for interacting with computers offer a rich area for the development of new tools to facilitate collaborative concept mapping activities. In this thesis, WiiConcept is described as a tool designed to allow the use of multiple WiiRemotes for the collaborative creation of concept maps, with and without gestures. Subsequent investigation of participants' use of the system considers the effect of single and multiple input streams when using the software with and without gestures and the impact upon group concept mapping process outcomes and interactions when using a large display. Methods: Data is presented from an exploratory study of twenty two students who have used the tool. Half of the pairs used two WiiRemotes, while the remainder used one WiiRemote. All pairs created one map without gestures and one map with gestures. Data about their maps, interactions and responses to the tool were collected. Results: Analysis of coded transcripts indicates that one-controller afforded higher levels of interaction, with the use of gestures also increasing the number of interactions seen. Additionally, the result indicated that there were significantly more interactions of the 'shows solidarity', 'gives orientation', and 'gives opinion' categories (defined by the Bales' interaction processes assessment), when using one-controller as opposed to two. Furthermore, there were more interactions for the 'shows solidarity', 'tension release', 'gives orientation' and 'shows tension' categories when using gestures as opposed to the non-use of gestures. Additionally, there were no significant differences in the perceived dominance of individuals, as measured on the social dominance scales, for the amount of interaction displayed, however, there was a significant main effect of group conversational control score on the 'gives orientation' construct, with a higher number of interactions for low, mixed and high scores of this type when dyads had one-controller as opposed to two-controllers. There was also a significant interaction effect of group conversational control score on the 'shows solidarity' construct with a higher number of interactions for all scores of this type when dyads had one-controller as opposed to two-controllers. The results also indicate that for the WiiConcept there was no difference between number of controllers in the detail in the maps, and that all users found the tool to be useful for the collaborative creation of concept maps. At the same time, engaging in disagreement was related to the amount of nodes created with disagreement leading to more nodes being created. Conclusions: Use of one-controller afforded higher levels of interaction, with gestures also increasing the number of interactions seen. If a particular type of interaction is associated with more nodes, there might also be some argument for only using one-controller with gestures enabled to promote cognitive conflict within groups. All participants responded that the tool was relatively easy to use and engaging, which suggests that this tool could be integrated into collaborative concept mapping activities, allowing for greater collaborative knowledge building and sharing of knowledge, due to the increased levels of interaction for one-controller. As research has shown concept mapping can be useful for promoting the understanding of complex ideas, therefore the adoption of the WiiConcept tool as part of a small group learning activity may lead to deeper levels of understanding. Additionally, the use of gestures suggests that this mode of input does not affect the amount of words, nodes, and edges created in a concept map. Further research, over a longer period of time, may see improvement with this form of interaction, with increased mastery of gestural movement leading to greater detail of conceptual mapping

    Demand and Storage Management in a Prosumer Nanogrid Based on Energy Forecasting

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    Energy efficiency and consumers' role in the energy system are among the strategic research topics in power systems these days. Smart grids (SG) and, specifically, microgrids, are key tools for these purposes. This paper presents a three-stage strategy for energy management in a prosumer nanogrid. Firstly, energy monitoring is performed and time-space compression is applied as a tool for forecasting energy resources and power quality (PQ) indices; secondly, demand is managed, taking advantage of smart appliances (SA) to reduce the electricity bill; finally, energy storage systems (ESS) are also managed to better match the forecasted generation of each prosumer. Results show how these strategies can be coordinated to contribute to energy management in the prosumer nanogrid. A simulation test is included, which proves how effectively the prosumers' power converters track the power setpoints obtained from the proposed strategy.Spanish Agencia Estatal de Investigacion ; Fondo Europeo de Desarrollo Regional

    Integrated pest management portfolios in UK arable farming: results of a farmer survey.

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    Farmers are faced with a wide range of pest management (PM) options that can be adopted in isolation or alongside complementary or substitute strategies. This paper presents the results of a survey of UK cereal producers, focusing on the character and diversity of PM strategies currently used by, or available to, farmers. In addition, the survey asked various questions pertaining to agricultural policy participation, attitude towards environmental issues, sources of PM advice and information and the important characteristics of PM technologies. The results indicate that many farmers do make use of a suite of PM techniques, and that their choice of integrated PM (IPM) portfolio appears to be jointly dictated by farm characteristics and government policy. Results also indicate that portfolio choice does affect the number of subsequent insecticide applications per crop. These results help to identify the type of IPM portfolios considered to be adoptable by farmers and highlight the importance of substitution in IPM portfolios. As such, these results will help to direct R&D effort towards the realisation of more sustainable PM approaches and aid the identification of potential portfolio adopters. These findings highlight the opportunity that a revised agri-environmental policy design could generate in terms of enhancing coherent IPM portfolio adoption
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