2,314 research outputs found

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 341)

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    This bibliography lists 133 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during September 1990. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance

    Aerospace medicine and biology: A continuing bibliography with indexes (supplement 338)

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    This bibliography lists 139 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during June 1990. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance

    Viewing the Future? Virtual Reality In Journalism

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    Journalism underwent a flurry of virtual reality content creation, production and distribution starting in the final months of 2015. The New York Times distributed more than 1 million cardboard virtual reality viewers and released an app showing a spherical video short about displaced refugees. The Los Angeles Times landed people next to a crater on Mars. USA TODAY took visitors on a ride-along in the "Back to the Future" car on the Universal Studios lot and on a spin through Old Havana in a bright pink '57 Ford. ABC News went to North Korea for a spherical view of a military parade and to Syria to see artifacts threatened by war. The Emblematic Group, a company that creates virtual reality content, followed a woman navigating a gauntlet of anti- abortion demonstrators at a family planning clinic and allowed people to witness a murder-suicide stemming from domestic violence.In short, the period from October 2015 through February 2016 was one of significant experimentation with virtual reality (VR) storytelling. These efforts are part of an initial foray into determining whether VR is a feasible way to present news. The year 2016 is shaping up as a period of further testing and careful monitoring of potential growth in the use of virtual reality among consumers

    Virtual reality: Theoretical basis, practical applications

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    Virtual reality (VR) is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems

    Virtual Representations for Cybertherapy: A Relaxation Experience for Dementia Patients

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    The development of serious games has enabled new challenges for the healthcare sector in psychological, cognitive and motor rehabilitation. Thanks to Virtual Reality, stimulating and interactive experiences can be reproduced in a safe and controlled environment. This chapter illustrates the experimentation conducted in the hospital setting for the non-pharmacological treatment of cognitive disorders associated with Dementia. The therapy aims to relax patients of the agitation cluster through a gaming approach through the immersion in multisensory and natural settings in which sound and visual stimuli are provided. The study is supported by a technological architecture, including the Virtual Wall system for stereoscopic wall projection and rigid body tracking

    Contributions to the Development of Objective Techniques for Presence Measurement in Virtual Environments by means of Brain Activity Analysis

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    En esta tesis, se propone el uso de la técnica de Doppler transcraneal (DTC) para monitorizar la actividad cerebral durante la exposición a entornos virtuales (EV) y así poder analizar los correlatos cerebrales del sentido de presencia. Las hipótesis de partida son las siguientes: 1) DTC se podrá utilizar fácilmente en combinación con sistemas de realidad virtual. 2) Los datos de velocidad de flujo sanguíneo medidos por DTC se podrán utilizar para analizar cambios de actividad cerebral durante la exposición a EV. 3) Habrá diferencias en la velocidad del flujo sanguíneo asociadas a distintos niveles de presencia. 4) Habrá correlación entre el grado de presencia medido por cuestionarios y parámetros de la velocidad de flujo sanguíneo. 5) Cada componente de la experiencia virtual tendrá una influencia en las variaciones de velocidad observadas. Para analizar las hipótesis planteadas, se realizaron cuatro experimentos distintos, en los que se analizó la velocidad del flujo sanguíneo durante: 1) distintas condiciones de navegación, 2) distintas condiciones de inmersión, 3) una tarea de percepción visual y 4) tareas motoras para manejo de un joystick. Durante la tesis, se han propuesto distintas técnicas de procesado de señal basadas en análisis espectral y en la obtención parámetros no lineales de la señal, que no habían sido utilizadas previamente en experimentos psicofisiológicos con DTC. Se ha observado que existe un incremento en la velocidad del flujo sanguíneo durante la exposición a un EV, el cual puede deberse a distintos factores que intervienen en la experiencia: tareas de interacción visuoespacial, tareas de atención, la creación y ejecución de un plan motor, cambios emocionales Los análisis han mostrado que existen correlaciones significativas entre la velocidad media de flujo sanguíneo en las arterias cerebrales medias durante la exposición al EV y respuestas a los cuestionarios de presencia utilizados.Rey Solaz, B. (2010). Contributions to the Development of Objective Techniques for Presence Measurement in Virtual Environments by means of Brain Activity Analysis [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/8505Palanci
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