5,883 research outputs found
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians.âCurriculum and InstructionCurriculum and Instructio
Interactivity: A review of the concept and a framework for analysis
The terms `interactivity' and `interactive media' became significant buzz-words during the late 1980s and early 1990s when the multi-media euphoria fascinated politicians, economists, and researchers alike. However, right from the beginning of the scientific debate, the inconsistent usage of the term `interactivity' massively complicated the comparability of numerous empirical studies. This is where this article joins the discussion. First, the article sheds light on the terminological origins of `interactivity' and distinguishes the term from cognate expressions. Further, it restructures and extends existing findings on the basis of a new analysis framework which considers three levels of interactive communication (action level, level of subjective situation evaluation, and level of meaning exchange). Finally, it delivers a systematic overview of specific criteria of interactive communication
Technology Mediated Dispute Resolution (TMDR): Opportunities and Dangers
Technology Mediated Dispute Resolution (TMDR) presents opportunities and dangers that we cannot yet fully envision. Technologies are available or imminent, such as tele-immersion, that will dramatically change the ways we think about dispute resolution in a virtual environment. Whether or not one finds the idea of TMDR appealing, a generation of teens and preteens is integrating technology so deeply into their daily lives that they not only will expect, but will demand, that those technologies be used in a dispute resolution proceeding. Because girls communicate differently than boys when using technology, it will be interesting to learn if women prove to be more effective technology mediated dispute resolvers than men.
TMDR already is proving to be the most appropriate process when great distances are involved or safety and security are paramount. Despite the fears some may have, virtual spaces do not produce only virtual agreements. TMDR can enable us to achieve long-term process goals, and technology usage does not cause us to be less satisfied or content. Although the dangers of technology can be formidable, a number of protective measures are possible. We must be vigilant to ensure that neutrals are not using technology to manipulate dispute resolution processes. And finally, parties and neutrals must take care to protect confidential information from wrongdoers intent on taking advantage of technology\u27s inherent vulnerabilities
Technology Mediated Dispute Resolution (TMDR): Opportunities and Dangers
Technology Mediated Dispute Resolution (TMDR) presents opportunities and dangers that we cannot yet fully envision. Technologies are available or imminent, such as tele-immersion, that will dramatically change the ways we think about dispute resolution in a virtual environment. Whether or not one finds the idea of TMDR appealing, a generation of teens and preteens is integrating technology so deeply into their daily lives that they not only will expect, but will demand, that those technologies be used in a dispute resolution proceeding. Because girls communicate differently than boys when using technology, it will be interesting to learn if women prove to be more effective technology mediated dispute resolvers than men.
TMDR already is proving to be the most appropriate process when great distances are involved or safety and security are paramount. Despite the fears some may have, virtual spaces do not produce only virtual agreements. TMDR can enable us to achieve long-term process goals, and technology usage does not cause us to be less satisfied or content. Although the dangers of technology can be formidable, a number of protective measures are possible. We must be vigilant to ensure that neutrals are not using technology to manipulate dispute resolution processes. And finally, parties and neutrals must take care to protect confidential information from wrongdoers intent on taking advantage of technology\u27s inherent vulnerabilities
Head Mounted Wind
Within the context of tele-presence and immersion for piloting light aircraft, knowledge about the surrounding wind offers useful information for piloting purposes. Rendering wind in virtual simulation or tele-presence application has been used still the early sixties [ ] to enhance immersion. However since then it has been rather limited to use a fan in front of the user to produce an illusion of speed. This paper presents the development of a new haptic device generating wind around the user head. The system is based on an embedded system driving 8 fan actuators regularly distributed around a Head Mounted Display (HMD). In order to validate the added value of the device in the context of tele-operation, an application has been developed around a flight simulator where wind direction and forces are passed to the user via our system. Feedback from the different users of the applications shows improvements of the immersion inside the simulation. It also gives reliable information about the wind direction and forces using the most natural cues
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Internet gambling: issues, concerns, and recommendations.
The influence of technology in the field of gambling innovation continues to grow at a rapid pace. After a brief overview of gambling technologies and deregulation issues, this review examines the impact of technology on gambling by highlighting salient factors in the rise of Internet gambling (i.e., accessibility, affordability, anonymity, convenience, escape immersion/ dissociation, disinhibition, event frequency, asociability, interactivity, and simulation). The paper also examines other factors in relation to Internet gambling including the relationship between Internet addiction and Internet gambling addiction. The paper ends by overviewing some of the social issues surrounding Internet gambling (i.e., protection of the vulnerable, Internet gambling in the workplace, electronic cash, and unscrupulous operators). Recommendations for Internet gambling operators are also provided
Young Childrenâs Mobile Device Use in Public Places: Immersion, Distraction, and Co-Use
Though prior research has examined how parents use mobile devices in public, we know less about childrenâs use of mobile devices outside the home. The present study therefore explores how children use mobile devices in public places they visit with their parents in order to conceptualize how device use affects childrenâs interactions with their parents and environments. We used naturalistic non-participant observational methods in three locations in the US: eateries, laundromats, and airports. We observed 77 families with at least one parent and one child estimated to be between 2-6 years old. The observers wrote detailed field notes that we analyzed qualitatively using thematic analysis. We found that children used mobile devices in 31% of the observed families. We categorized childrenâs behaviors under three themes: immersion, distraction, and co-use. Children were highly engaged with their parents and environment during co-use. However, when children asked for a device or were provided with a device that they used on their own, they were less engaged with parents and environments. Engagement levels between children and parents therefore corresponded with the circumstances of childrenâs device use and whether they used devices with their parents or in isolation from them. The themes we develop here may be applied to future qualitative and quantitative studies of childrenâs mobile device use in public and at home
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