14,505 research outputs found

    Design of VR app applied to cognitive training

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    L’objectiu principal d’aquest projecte és el disseny d’una aplicació de realitat virtual per millorar el tractament dels pacients amb deteriorament cognitiu lleu, així com estudiar els possibles avantatges que aquesta tecnologia pot proporcionar en aquest camp. Es va escollir la realitat virtual perquè permet augmentar la sensació d’immersió pel que fa a les tecnologies actuals. Actualment la realitat virtual s’està utilitzant amb aquest tipus de tractament i està aconseguint gran resultats amb els pacients. A més, mitjançant l’ús d’aquesta tècnica d’immersió visual, s’espera que ajudi a millorar la capacitat dels pacients davant nous problemes, com pot ser la iniciació a la realitat virtual, una qüestió fonamental que ajuda a la millora dels pacients que es troben en les primeres etapes de la malaltia. L’aplicació consisteix en un entorn de supermercat virtual on el pacient pot realitzar diverses proves. En aquesta hi haurà diferents nivells amb diverses complexitats, sempre després d’haver realitzat un tutorial previ. L’aplicació s’ha realitzat en dues fases diferents: primer es va crear el guió, amb col·laboració amb la unitat d’Alzheimer de l’Hospital Clínic. Els nivells de l’aplicació es van definir aquí. El següent va ser la realització de l’aplicació amb col·laboració amb la companyia Vysion 360. Per a la seva utilització per la unitat d’Alzheimer de l’Hospital Clínic, l’aplicació tenia que complir diferents criteris. En primer lloc, els nivells de dificultat tenen que ser suficients per realitzar un tractament a llarg termini. En segon lloc, per crear una bona experiència de immersió, l’entorn creat té que ser el més realista possible. Finalment, s’ha creat una base de dades local per guardar la informació de totes les sessions, utilitzat posteriorment en l’anàlisi de evolució dels pacients. Amb aquesta aplicació, s’espera que els resultats en els pacients amb deteriorament cognitiu lleu milloren respecte a les tècniques anteriors. Especialment gràcies a la gran experiència d’immersió aconseguida amb la realitat virtual, la qual ajuda a la concentració dels pacients durant el tractament

    Understanding the role of risk (perception) in destination choice: A literature review and synthesis

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    Safety and security are key aspects for the success of tourism in every destination. Rather than objective risks, it is rather the tourist\u27s individual and subjective perception of these risks that mostly influence destination choice and in the long run tourism flows from one country to another. The concept of risk perception has been highly studied in tourism, however the literature remains fragmented resulting in lack of a cohesive and comprehensive framework. It is not yet clear how risk perception as one important determinant of destination choice acts as an influencing factor in the destination choice process. The purpose of this paper is to review and synthesise literature from tourism research and other disciplines on risk and particularly risk perception to develop a framework that offers a better understanding of the role of risk (perception) in the destination choice process. Although travel decision-making and destination choice is a negotiation process between tourist needs and destination offer, most past research has mainly concentrated on the tourist rather than the specific attributes of a destination. The aim is therefore to develop a literature-based framework, including tourist and destination attributes, which is built upon a meta-review of fundamental and recent studies from various disciplines

    Motorcycle safety research project: Interim summary report 3: training and licensing interventions for risk taking and hazard perception for motorcyclists

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    Motorcycle trauma is a serious road safety issue in Queensland and throughout Australia. In 2009, Queensland Transport (later Transport and Main Roads or TMR) appointed CARRS-Q to provide a three-year program of Road Safety Research Services for Motorcycle Rider Safety. Funding for this research originated from the Motor Accident Insurance Commission. This program of research was undertaken to produce knowledge to assist TMR to improve motorcycle safety by further strengthening the licensing and training system to make learner riders safer by developing a pre-learner package (Deliverable 1), and by evaluating the QRide CAP program to ensure that it is maximally effective and contributes to the best possible training for new riders (Deliverable 2). The focus of this report is Deliverable 3 of the overall program of research. It identifies potential new licensing components that will reduce the incidence of risky riding and improve higher-order cognitive skills in new riders

    Can Science Explain Consciousness?

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    For diverse reasons, the problem of phenomenal consciousness is persistently challenging. Mental terms are characteristically ambiguous, researchers have philosophical biases, secondary qualities are excluded from objective description, and philosophers love to argue. Adhering to a regime of efficient causes and third-person descriptions, science as it has been defined has no place for subjectivity or teleology. A solution to the “hard problem” of consciousness will require a radical approach: to take the point of view of the cognitive system itself. To facilitate this approach, a concept of agency is introduced along with a different understanding of intentionality. Following this approach reveals that the autopoietic cognitive system constructs phenomenality through acts of fiat, which underlie perceptual completion effects and “filling in”—and, by implication, phenomenology in general. It creates phenomenality much as we create meaning in language, through the use of symbols that it assigns meaning in the context of an embodied evolutionary history that is the source of valuation upon which meaning depends. Phenomenality is a virtual representation to itself by an executive agent (the conscious self) tasked with monitoring the state of the organism and its environment, planning future action, and coordinating various sub- agencies. Consciousness is not epiphenomenal, but serves a function for higher organisms that is distinct from that of unconscious processing. While a strictly scientific solution to the hard problem is not possible for a science that excludes the subjectivity it seeks to explain, there is hope to at least psychologically bridge the explanatory gulf between mind and matter, and perhaps hope for a broader definition of science

    (Tele)presence in Mediated Worship: The Influence of Antecedent Traits and the Effect on Memory, Enjoyment and Behavior

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    This study examines the phenomena of (tele)presence in the distinct mediated environment of an online Christian worship service. A quantitative field experiment involving 48 participants who had just viewed a religious Internet broadcast was undertaken. Individual differences in personality and religiosity are examined in tandem with (tele)presence as predictors of a number of outcome variables, including memory, enjoyment of the online worship service and behavioral intention to be more active with the church. The results showed no significant relationship between religiosity and the experience of (tele)presence, but that users who experienced greater (tele)presence enjoyed the service more, had a greater ability to recognize information from the service, and had a greater intention to attend in the future. The implications for online worship services, along with the limitations of this study, are discussed

    The Architecture of the Virtual World

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    The development of artificial intelligence-based virtual reality technology offers the potential of the digital world as an alternative activity space for humans. The virtual world is expected to complement the shortcomings of the natural world and meet human needs that cannot or are difficult to realize in the real world. The real world is formed by physical matter, while the virtual world comprises bits that cause a considerable difference between the two. This study aims to recognize the positive and negative potential due to differences between the real and virtual worlds concerning architecture. The goal is to answer how quickly the architecture of the virtual world can be put into practical use and dominate human life. The method used is the exploration of libraries and the internet, which are reviewed qualitatively. The results show that the idea of humans still dominates the world of virtual architecture as its creators. However, artificial intelligence can give new ideas beyond what humans think. Therefore, the virtual architectural world gives both positive and negative potential concerning differences in character from the real architectural world

    Neuroenhancement in Military Personnel::Conceptual and Methodological Promises and Challenges

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    Military personnel face harsh conditions that strain their physical and mental well-being, depleting resources necessary for sustained operational performance. Future operations will impose even greater demands on soldiers in austere environments with limited support, and new training and technological approaches are essential. This report highlights the progress in cognitive neuroenhancement research, exploring techniques such as neuromodulation and neurofeedback, and emphasizes the inherent challenges and future directions in the field of cognitive neuroenhancement for selection, training, operations, and recovery

    Enhancing Qualities of Consciousness during Online Learning via Multisensory Interactions

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    Online-learning is a feasible alternative to in-person attendance during COVID-19 pan- demic. In this period, information technologies have allowed sharing experiences, but have also highlighted some limitations compared to traditional learning. Learning is strongly supported by some qualities of consciousness such as flow (intended as the optimal state of absorption and engagement activity) and sense of presence (feeling of exerting control, interacting with and get- ting immersed into real/virtual environments), behavioral, emotional, and cognitive engagement, together with the need for social interaction. During online learning, feelings of disconnection, social isolation, distractions, boredom, and lack of control exert a detrimental effect on the ability to reach the state of flow, the feeling of presence, the feeling of social involvement. Since online environments could prevent the rising of these learning–supporting variables, this article aims at describing the role of flow, presence, engagement, and social interactions during online sessions and at characterizing multisensory stimulations as a driver to cope with these issues. We argue that the use of augmented, mixed, or virtual reality can support the above-mentioned domains, and thus counteract the detrimental effects of physical distance. Such support could be further increased by enhancing multisensory stimulation modalities within augmented and virtual environme
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