329,963 research outputs found

    Using Virtual Reality as a Tool in the Rehabilitation of Movement Abnormalities in Schizophrenia.

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    Movement abnormalities are prevalent across all stages of schizophrenia contributing to poor social functioning and reduced quality of life. To date, treatments are scarce, often involving pharmacological agents, but none have been shown to improve movement abnormalities effectively. Virtual reality (VR) is a tool used to simulate virtual environments where behavioral performance can be quantified safely across different tasks while exerting control over stimulus delivery, feedback and measurement in real time. Sensory information is transmitted via a head mounted display allowing users to directly interact with virtual objects and bodies using gestures and body movements in the real world to perform different actions, permitting a sense of immersion in the simulated virtual environment. Although, VR has been widely used for successful motor rehabilitation in a variety of different neurological domains, none have been exploited for motor rehabilitation in schizophrenia. The objectives of this article are to review movement abnormalities specific to schizophrenia, and how VR can be utilized to restore and improve motor functioning in patients with schizophrenia. Constructing VR-mediated motor-cognitive interventions that can help in retaining and transferring the learned outcomes to real life are also discussed

    Aphasia VR

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    Aphasia Intervention using Virtual Reality Technology Kristina Mahagamage, MFA Graduate Candidate, Media Arts, University of Montana Co-Authors/Editors : Michael Musick Media Arts University of Montana Jenna Griffin Speech, Language, Hearing and Occupational Sciences University of Montana Introduction Virtual Reality technology can help healthcare clinicians work with persons with Aphasia in therapeutic exercises that simulate real-world experiences. “Aphasia is an impairment of language, affecting the production or comprehension of speech and the ability to read or write (“Aphasia Definitions - National Aphasia Association”). Virtual Reality (VR) is a groundbreaking technology that allows people to interact with computer-generated (CG) simulations in real-time. In the study, Virtual Reality For Stroke Rehabilitation, Kate Laver compares the results and methodology of using VR to improve upper limb activity in post-stroke patients (Laver). By examining similar VR methods, the intention is to design and develop an immersive experience that simulates real-world challenges that persons with Aphasia may face with a speech therapist or Clinician\u27s guidance. Purpose Using current therapeutic methods for Aphasia intervention and applying them to a simulated immersive experience, users/patients can practice and improve their communication deficiencies in a simulated environment. VR provides a safe space for users/patients to practice real-world communication skills. Methods The development of this experience is both a technical and a design challenge. It requires an understanding of who the user base is and how to cater to that user. Interactivity is key. Developing an interactive therapy experience in Unreal Engine 4 (UE4), a game engine, allows for the design of experience functionality while also creating stunning, high-resolution environments. Multi-user functionality is also enabled so that clinicians may be present in the simulation. In this project, users/patients will experience a coffee shop environment. The user/patient is seated at a table with a menu in front of them. The menu is simple, with a single word. A Computer-Generated (CG) character or Clinician then interacts with the user/patient. When the word is said correctly, the patient receives what they asked. These exercises will then be followed up with different words to further the experience. The goal is for the user/patient to feel confident through the interaction and improve their communication skills. Originality Virtual technologies are currently used in Aphasia therapy for stroke-related communication disabilities. The most prominent example is EVA Park, designed and developed at the University of London. EVA Park is a compelling experience for persons with Aphasia. It has an astoundingly positive effect on people, with a high-rating of enjoyment (“EVA – Evaluating the Effects of a Virtual Communication Environment for People with Aphasia”). While EVA Park uses virtual worlds accessed through standard computer interfaces (i.e. a screen, keyboard, and mouse), this experience\u27s originality will focus on practice and training using a head mount display (HMD), Oculus or Vive, for a completely immersive experience. The objective is to help users/patients build confidence in speaking and reading. Significance The practical application of Virtual Reality technologies is currently being used in medical intervention and rehabilitation. The potential of this technology could lead to medical breakthroughs. In this experience, VR presents a simulated real-world situation for users/patients by building on the current methods of virtual therapies used today. Creating a virtual reality simulation for intervention can improve confidence and communication skills for users/patients with Aphasia. The Aphasia VR project can supply different methods of intervention by providing a practical option for isolated people. It can increase confidence and improve quality of life. Clinicians also have the opportunity to observe and understand the conflicts and challenges they may face in a real-world environment and allow for adjustment in one\u27s therapy if needed. Works Cited “Aphasia Definitions - National Aphasia Association.” National Aphasia Association, http://www.facebook.com/NatlAphasiaAssoc, https://www.aphasia.org/aphasia-definitions/. Accessed 21 Jan. 2021. Laver, Kate, et al. “Virtual Reality for Stroke Rehabilitation.” Stroke, 15 Dec. 2011, www.ahajournals.org/doi/full/10.1161/STROKEAHA.111.642439. “EVA – Evaluating the Effects of a Virtual Communication Environment for People with Aphasia.” EVA, https://evapark.city.ac.uk/. Accessed 21 Jan. 2021

    Encouraging Children to Actively Recycle: A mobile application to promote recycling in the Dominican Republic

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    The Dominican Republic generates 14,000 tons of solid waste daily, 49% of this is recyclable, but only 5% is. This waste is causing health problems, affecting the tourism industry, and the quality of life of its residents. Problems of confusion, lack of motivation, and lack of prioritization of the activity, affect the decision-making process when recycling. What if there was a way to motivate the Dominican population to recycle, and change the behavior towards this activity? Children learn new behaviors faster than adults. Why not use this opportunity to incorporate the engaging factor of design and technology to help improve the motivation level of the Dominican society, with the help of children as the promoters of good recycling habits? To educate, motivate, and engage children and adults to actively recycle, a mobile application can be used throughout the country to raise recycling awareness memorably. This thesis explores behavioral design methods and the use of gamification and Augmented Reality to engage children with the application. The solution rewards real-world recycling actions and allows children to transform recycled materials into energy for virtual robots. The application provides tips on how to separate and dispose of scanned materials. Users can share their knowledge with other children and adults, which can result in hopes of building a virtual recycling community. When using the application, children will be able to make recycling a habit, by implementing their learnings from interacting with the platform and integrate recycling into their life and its value to become a lifelong habit. The final solution highlights the primary interactions of the mobile application in a demo format, built based off of feedback from primary user groups and design peers. This prototype demonstrates how design can be used to best leverage the full capabilities of mobile technology to affect real-world change

    Pengaruh Penggunaan Virtual Reality Pada Penderita Parkinson's Disease

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    Parkinson's disease is a progressive neurodegenerative disease that generally affects the motor and non-motor systems. Parkinson has various symptoms that directly or indirectly affect the quality of life of sufferers and their families. Because it is progressive, the older the patient will experience deficits in mobility, agility, and executive function, this will affect patient ability to organize daily life, resulting in the disruption of the patient’s overall quality of life. The individual severity of Parkinson's disease was measured using the Hoehn and Yahr scale. To prevent rapid worsening, people with Parkinson's should undergo regular physical therapy. There are many exercise methods that can be applied, depending on the severity. One method that uses technology and is starting to be applied is virtual reality. Objective: to determine the mechanism of using virtual reality to improve motor function in Parkinson's patients. Methods: literature review, search for scientific articles using literature search engines, namely PubMed, Physiotherapy Evidence Database (PEDro), google schoolar, Cochrane Library, Science Direct, and Jane BioSemantics. Accompanied by the criteria for the year published from 2011-2021, the article is in the form of a randomized controlled trial, with research subjects having grades 1-4 for the Hoehn and Yahr scale, Mini-Mental State Examination score> 24 and articles or journals discussing the use of virtual reality in Parkinson's patients. Results: 295 articles were found, which were then filtered by inclusion criteria so that 5 articles were selected for review. From these 5 articles, the use of virtual reality in Parkinson's sufferers for motor improvement is quite significant because it provides feedback in the form of auditory and visual to improve motor performance and the exercises provided are integrated into everyday life environments that are similar to the real world. Giving this method can also use a combination of virtual reality and conventional therapy (conventional therapy) to get better results

    A platform for otakus to gradually learn and adapt to social conventions

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    It is believed that good design should not only satisfy users’ needs, but also improve their overall quality of life. Nowadays, with the rapidly increasing amounts of time spent on the internet, more and more people, the majority of them youngsters, claim themselves as otakus since they cut themselves off from face-to-face communication. From my primary and secondary user studies, most otakus have difficulties interacting with strangers in real world contexts, but some do want to expand their social networks. This design hypothesis is to provide opportunities for otakus to meet people and build friendships in real life. The purpose of this thesis is to use design methodologies to accomplish this hypothesis. The objective is to adopt design approaches to enhance the connections among otakus in face-to-face scenarios by incorporating what is learned from research on and with the target group. Based on the analysis of the user group who regard themselves as otakus, my final design adopts a user-centered approach in order to accurately address the problems. Previous otaku studies are valuable and inform this interaction design. Yet with such general information as a guide, it is still essential to identify the otakus users’ needs and problems they face in their daily routines. Therefore, I conducted a survey to learn about otakus’ social-phobias techniques skills and needs. The interview data provided more detailed information to identify user requirements and needs. According to the survey data, 79% of otakus are willing to meet more friends in real life, which indicated that most otakus wanted to meet more people in real belief as long as they are able to choose where and when to meet, as if they were playing a game. They lack the face-to-face communication practice with live people in various scenarios. The mobile phone is the best medium to reach out to otakus; cell phones are the most highly-used electronic device of all screen technologies. Thus, this design thesis developed the mobile app “Say Hey,” a social app with a role-playing game format. “Say Hey” a social app with a role-playing game platform. Using this app, otakus will act as game characters and finish a set of tasks, which involves offline entertainments, including interacting with their physical surroundings. In this way, participating otakus will start to connect the virtual world (mobile application) and the real world (offline activities). By using this app, they will have to collaborate with other people to finish tasks, which will connect them with other players and people in real life, starting a trivia challenge. As a result, the objective is that Say Hey will improve their interpersonal communication skills. The ultimate design goal of this thesis project is to help otakus gradually get involved in real society and frequent interpersonal communications in daily life

    Virtual Reality: “Giving designers the platform to design a conceptual world”

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    Virtual Reality has always held the perception of a “dreamy escape” from reality. That is why the name stuck to the concept of virtually reality is somewhat in accurate; soother naming such as “alternative reality” or “computer simulation” might be better options for branding the term.  It is practical technology that has been used by all whether scientists, engineers, architects, designers and many others, for longer than 30 years.   Virtual reality is the creation of a virtual environment presented to the senses in such a way that one experience it as if he was really there. It uses a host of technologies to achieve this goal and is a technically complex. Virtual reality has both entertainment and serious uses. The technology is becoming cheaper and more widespread. The aim is for a natural, free-flowing form of interaction which will result in a memorable experience. It is blocking oneself off from the real world and replacing it with a computer-generated alternative. It usually involves wearing a wraparound headset “head-mounted display”, clamping stereo headphones over the ears, and touching around an imaginary home using datagloves (gloves with built-in sensors).  Today, using design in VR is considered an accomplishment. For so long designers used mouse translated movements into 2 & 3 dimensional computer screens. And here this new technology reflected the merger of computer software capabilities with the natural movement of human body; this is definitely the path for the future of design, however the concept will only be unlocked universally when UX designers integrate AR with daily life to improve productivity & quality of experiences.   DOI: 10.7176/JTHS/42-05 Publication date:August 31st 201

    Desarrollo de un modelo de simulaciĂłn de realidad virtual usando un dispositivo portable en un entorno virtual

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    The world population is aging, The quality life in elder people deteriorates with age, this is because of the sedentary lifestyle in which they live, consequently these countries must adapt much more rapidly to this aging. Therapy and Physical activity helps to improve health and well-being in the elders, bringing longevity and improves their life quality. The Technology has been used as a tool in various fields and there are some applications that have been developed to encourage sports through entertainment. Nintendo Wii and Kinect games had a positive impact on the overall well-being of the elderly, compared to a other group that played traditional board games. The life quality of the elderly is impaired by the lack of physical activity, entertainment and lack of memory use. This work aims to solve this problem with the implementation of a system that promotes physical activity through body movements, generate entertainment through the control of a drone in a virtual environment and promote memory through remembering movement patterns that is due perform to be able to control the virtual Drone correctly. This work makes use of wireless devices, wearable, light and with IMU sensors integrated in order to generate a body area network system that scans each arm movement and sends that information through Bluetooth Low Energy (BLE) technology to a virtual environment and control an UAV (Unamed Aereal Vehicle) remotely. The proposed system includes a 3D simulator that uses VR glasses for an immersive visualization in a virtual world, 2 Raspberry Pi devices with Sense HAT board integrated as hand controls, these plates are equipped with an IMU sensor that is responsible for the arms movement monitoring. This proposal allows an interconnection of portable devices through wireless technology and combine them with immersive virtual environments to generate a system that emulates the control of a Drone in a simulated environment. In order to adapt the system and focus on older people, it is proposed to implement 2 visualization modes and 2 difficulty modes, the visualization modes determine the perspective in which the user looks at the environment while the user controls the Drone, The First perspective, is defined by a third person camera system, where the user is layers of watching the Drone while controlling it and the second mode corresponds to a first person camera system, where the user's eyes are in the same drone position, this mode allows appreciate the environment in a better way, but does not allow to visualize the UAV. In the performed tests, each user had his / her own preferences, some of them liked to use the simulator with first persona camera configuration and others with third person camera configuration. this way the system is designed to adapt to the visualization mode of each individual. With respect to the difficulty modes, the simulator offers the possibility to use the maneuver the drone through 2 mechanisms, in easy mode, where the user only needs to make 4 movements between both hands and the difficult mode where the user requires 6 movements between both hands in order to have a total drone control, this allows the user to develop cognitive skills (Eye-hand coordination) and improve physical and mental health, when using this system. Through the tests of latency, it is determined that the transmission of data through Bluetooth Low Energy is extremely fast which means that the movements of hands that the user performs become real motions of the Virtual Drone in real time. A real time simulator is a system that offers reaction times similar to reality, this determines the efficiency of the simulator when it is used as training before using a real Drone. Performed tests with older adults reveal an evolution of skills when using the system progressively in each of the different modes of use. The interest, the entertainment and the physical activity that the system promotes in the elderly, is enough to improve their quality of life by contributing in the reduction of the sedentary, promoting the physical activity and mental state. To achieve the implementation of this system we propose a parallel development of a native Android application that makes use of the same system of body area networks of sensors to maneuver a real dron (Phantom 4) using only the movement of hands, with the object of validate the functions and movements of the virtual drone based on the movements of the real dron under the same control mechanism

    Second Life as a Learning and Teaching Environment for Digital Games Education

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    Previous studies show that online virtual worlds can contribute to the social aspects of distance learning, improve student engagement, and enhance students’ experience as a whole [4]; [3]. This paper reviews previous research of using online virtual worlds in teaching and learning, compares Second Life with traditional classroom sessions and the Blackboard, and discusses the benefits and problems of using virtual environments in the post-sixteen education and how they affect students’ learning. It also reports a study of using Second Life as an educational environment for teaching games design at undergraduate level, and investigates the impacts and implications of online virtual environments on learning and teaching processes and their application to digital games education. The sample was 27 first year students of the Computer Games Modelling and Animation course. Students’ views on using Second Life for learning and teaching were collected through a feedback questionnaire. The results suggest that virtual learning environments like Second Life can be exploited as a motivational learning tool. However, problems such as identify issues and lacking of role markers may change student behaviour in virtual classroom. We discuss this phenomenon and suggest ways to avoid it in the preparation stage

    ALT-C 2010 - Conference Proceedings

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    Exploring the Potential of the Web-Based Virtual World of Second Life to Improve Substance Abuse Treatment Outcomes

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    Provides an overview of Second Life, an Internet-based virtual world, and summarizes discussions among addiction recovery experts about integrating virtual reality into behavioral treatment as a way to teach patients new responses to real environments
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