6 research outputs found

    Periodismo inmersivo y su vertiente social: la utilización de la realidad virtual y el vídeo en 360º en el panorama mediático actual

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    [ES]La aplicación de la realidad virtual (RV) y del vídeo en 360º para la elaboración de contenidos informativos ha abierto un nuevo camino de posibilidades a la profesión periodística. Este tipo de producciones, bajo la denominación de periodismo inmersivo, ofrece a los usuarios la posibilidad de sumergirse en el relato mediante la utilización de cascos o gafas de RV. Tras una profunda revisión teórica que llevará al lector a un viaje hacia el pasado hasta el origen de la tecnología de la realidad virtual, esta tesis doctoral repasará los principales cambios experimentados en el ámbito periodístico a raíz de la irrupción de Internet y de las tecnologías digitales; hasta llegar, finalmente, a la aparición de los primeros proyectos de periodismo inmersivo. Mediante el análisis de más de 2.000 proyectos, este estudio busca realizar un acercamiento a este nuevo formato que utiliza la tecnología de la realidad virtual y el vídeo en 360º a fin de establecer diferentes modelos de análisis que puedan servir a futuros investigadores a la hora de abordar este tipo de producciones

    The therapist user interface of a virtual reality exposure therapy system in the treatment of fear of flying

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    The use of virtual reality (VR) technology to support the treatment of patients with phobia, such as the fear of flying, is getting considerable research attention. Research mainly focuses on the patient experience and the effect of the treatment. In this paper, however, the focus is on the interaction therapists have with the system. Two studies are presented in which the therapist user interface is redesigned and evaluated. The first study was conducted in 2001 with the introduction of the system into the clinic. The original user interface design was compared with a redesign that was based on interviews with therapists. The results of a user study with five therapists and 11 students showed significant usability improvement. In 2008 a follow-up study was conducted on how therapists were now using the redesigned system. Using a direct observation approach six therapists were observed during a total of 14 sessions with patients. The analysis showed that: 93% of the exposures had similar patterns, therapists triggered 20 inappropriate sound recordings (e.g. the pilot giving height information while taking off), and more complex airplane simulation functions (e.g. roll control to make turns with the airplane) were only used by a therapist who was also a pilot. This resulted in a second redesign of the user interface, which allowed therapists to select flight scenarios (e.g. a flight with extra long taxiing, a flight with multiple taking off and landing sessions) instead of controlling the simulation manually. This new design was again evaluated with seven therapists. Again, results showed significant usability improvements. These findings led to five design guidelines with the main tenet in favour of a treatment-focused user interface (i.e. specific flying scenario) instead of a simulation-focused user interface (i.e. specific airplane controls)

    Magic Land design and the use of interactive tabletops in non-directive play therapy with primary school children :to play or not to play?

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    PhD ThesisThis research considers the role and design of digital technologies in play therapy settings with young children. Through an aggregation of academic and practitioner literature, and the results of focus group and individual interviews with therapists and counsellors, a set of design requirements for digital technologies that support non-directive play within a play therapy context is proposed. The study explores how these complex requirements could support non-directive play therapy principles through the development and evaluation of Magic Land, a set of four play therapy applications for an interactive tabletop. On the basis of the qualitative research evidence, it is suggested that the design guidelines should be deeply rooted in the theoretical foundations of non-directive play therapy and reflect a number of psychoanalytic and child social development theories. The concepts developed in two opposing schools of thought by Piaget and Vygotsky are used to guide the design and map the research findings. Taking into account the children’s interest in technology, the therapists’ skills, the affordances of the technology and the design guidelines aligned with the core theories of play therapy, it was found that the Magic Land application on an interactive tabletop could support such non-directive play therapy principles as the development of a trusting therapeutic relationship, a child’s creative expression and the gradual nature of the therapeutic process. It created opportunities for children to practise exercising a feeling of mastery and taking the initiative, as well as allowing for joyful and non-goal oriented free play
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