127 research outputs found

    An exploratory study on the effectiveness of virtual reality analgesia for children and adolescents with kidney diseases undergoing venipuncture

    Get PDF
    The current study evaluated the effectiveness of VR analgesia among pediatric and adolescent patients with kidney disease undergoing venipuncture. Patients at an Italian Children’s hospital (N = 82, age range 7–17 years) undergoing venipuncture were randomly assigned to a No VR group (non-medical conversation) vs. a Yes VR group (VR analgesia). After the procedure, patients gave 0–10 Verbal Numeric Pain Scale ratings. Compared with patients in the No VR Group, patients in the Yes VR group reported significantly lower “Pain intensity”(No VR mean = 2.74, SD = 2.76 vs. Yes VR mean = 1.56, SD = 1.83) and the VR group also rated “Pain unpleasantness” significantly lower than the No VR group (No VR mean = 2.41, SD = 0.94 vs. Yes VR mean = 1.17, SD = 1.80). Patients distracted with VR also reported having significantly more fun during the venipuncture procedure. No side effects emerged. In addition to reducing pain intensity, VR has the potential to make venipuncture a more fun and less unpleasant experience for children with CKD, as measured in the present study for the first time. Finally, in exploratory analyses, children aged 7–11 in the VR group reported 55% lower worst pain than control subjects in the same age range, whereas children aged 12 to 17 in the VR group only reported 35% lower worst pain than control subjects. Additional research and development using more immersive VR is recommended.info:eu-repo/semantics/publishedVersio

    Observations of the volume flux of a seafloor hydrothermal plume using an acoustic imaging sonar

    Get PDF
    [2] We present a 26 day time series (October 2010) of physical properties (volume flux, flow velocity, expansion rate) of a vigorous deep-sea hydrothermal plume measured using our Cabled Observatory Vent Imaging Sonar (COVIS), which is connected to the Northeast Pacific Time Series Underwater Experiment Canada Cabled Observatory at the Main Endeavour Field on the Juan de Fuca Ridge. COVIS quantitatively monitors the initial buoyant rise of the plume from 5mto5 m to 15 m above the vents. The time series exhibits temporal variations of the plume vertical volume flux (1:93 À 5:09 m 3 =s ), centerline vertical velocity component (0:11 À 0:24 m=s ) and expansion rate (0:082 À 0:21 m=m ); these variations have major spectral peaks at semidiurnal (2cycle/day)andinertialoscillation(2 cycle/day) and inertial oscillation (1:5 cycle/day) frequencies. The plume expansion rate (average 0:14m=m)isinverselyproportionaltotheplumecenterlineverticalvelocitycomponent(coefficientofdeterminationR20:14 m=m ) is inversely proportional to the plume centerline vertical velocity component (coefficient of determination R 2 0:5). This inverse proportionality, as well as the semidiurnal frequency, indicates interaction between the plume and ambient ocean currents consistent with an entrainment of ambient seawater that increases with the magnitude of ambient currents. The inertial oscillations observed in the time series provide evidence for the influence of surface storms on the dynamics of hydrothermal plumes

    A framework study on the use of immersive XR technologies in the cultural heritage domain

    Get PDF
    Most cultural promotion and dissemination are nowadays performed through the digitization of heritage sites and museums, a necessary requirement to meet the new needs of the public. Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) have the potential to improve the experience quality and educational effect of these sites by stimulating users’ senses in a more natural and vivid way. In this respect, head-mounted display (HMD) devices allow visitors to enhance the experience of cultural sites by digitizing information and integrating additional virtual cues about cultural artifacts, resulting in a more immersive experience that engages the visitor both physically and emotionally. This study contributes to the development and incorporation of AR, MR, and VR applications in the cultural heritage domain by providing an overview of relevant studies utilizing fully immersive systems, such as headsets and CAVE systems, emphasizing the advantages that they bring when compared to handheld devices. We propose a framework study to identify the key features of headset-based Extended Reality (XR) technologies used in the cultural heritage domain that boost immersion, sense of presence, and agency. Furthermore, we highlight core characteristics that favor the adoption of these systems over more traditional solutions (e.g., handheld devices), as well as unsolved issues that must be addressed to improve the guests’ experience and the appreciation of the cultural heritage. An extensive search of Google Scholar, Scopus, IEEE Xplore, ACM Digital Library, and Wiley Online Library databases was conducted, including papers published from January 2018 to September 2022. To improve review reporting, the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were used. Sixty-five papers met the inclusion criteria and were classified depending on the study’s purpose: education, entertainment, edutainment, touristic guidance systems, accessibility, visitor profiling, and management. Immersive cultural heritage systems allow visitors to feel completely immersed and present in the virtual environment, providing a stimulating and educational cultural experience that can improve the quality and learning purposes of cultural visits. Nonetheless, the analyzed studies revealed some limitations that must be faced to give a further impulse to the adoption of these technologies in the cultural heritage domain

    The Effects of Virtual Reality on Procedural Pain and Anxiety in Pediatrics

    Get PDF
    Distraction and procedural preparation techniques are frequently used to manage pain and anxiety in children undergoing medical procedures. An increasing number of studies have indicated that Virtual Reality (VR) can be used to deliver these interventions, but treatment effects vary greatly. The present study is a systematic review and meta-analysis of studies that have used VR to reduce procedural pain and anxiety in children. It is the first meta-analytic assessment of the potential influence of technical specifications (immersion) and degree of user-system interactivity on treatment effects. 65 studies were identified, of which 42 reported pain outcomes and 35 reported anxiety outcomes. Results indicate large effect sizes in favor of VR for both outcomes. Larger effects were observed in dental studies and studies that used non-interactive VR. No relationship was found between the degree of immersion or participant age and treatment effects. Most studies were found to have a high risk of bias and there are strong indications of publication bias. The results and their implications are discussed in context of these limitations, and modified effect sizes are suggested. Finally, recommendations for future investigations are provided

    Impact of an Operating Room Nurse Preoperative Dialogue on Anxiety, Satisfaction and Early Postoperative Outcomes in Patients Undergoing Major Visceral Surgery-A Single Center, Open-Label, Randomized Controlled Trial.

    Get PDF
    Anxiety is common before surgery and known to negatively impact recovery from surgery. The aim of this study was to evaluate the impact of a preoperative nurse dialogue on a patient's anxiety, satisfaction and early postoperative outcomes. This 1:1 randomized controlled trial compared patients undergoing major visceral surgery after a semistructured preoperative nurse dialogue (interventional group: IG) to a control group (CG) without nursing intervention prior to surgery. Anxiety was measured with the autoevaluation scale State-Trait Anxiety Inventory (STAI, Y-form) pre and postoperatively. The European Organization for Research and Treatment of Cancer (EORTC) In-Patsat32 questionnaire was used to assess patient satisfaction at discharge. Further outcomes included postoperative pain (visual analogue scale: VAS 0-10), postoperative nausea and vomiting (PONV), opiate consumption and length of stay (LOS). Over a period of 6 months, 35 participants were randomized to either group with no drop-out or loss to follow-up (total n = 70). The median score of preoperative anxiety was 40 (IQR 33-55) in the IG vs. 61 (IQR 52-68) in the CG (p < 0.001). Postoperative anxiety levels were comparable 34 (IQR 25-46) vs. 32 (IQR 25-44) for IG and CG, respectively (p = 0.579). The IG did not present higher overall satisfaction (90 ± 15 vs. 82.9 ± 16, p = 0.057), and pain at Day 2 was similar (1.3 ± 1.7 vs. 2 ± 1.9, p = 0.077), while opiate consumption, PONV levels and LOS were comparable. A preoperative dialogue with a patient-centered approach helped to reduce preoperative anxiety in patients undergoing major visceral surgery

    JDReAM. Journal of InterDisciplinary Research Applied to Medicine - Vol. 3, issue 1 (2019)

    Get PDF

    Virtual light fields for global illumination in computer graphics

    Get PDF
    This thesis presents novel techniques for the generation and real-time rendering of globally illuminated environments with surfaces described by arbitrary materials. Real-time rendering of globally illuminated virtual environments has for a long time been an elusive goal. Many techniques have been developed which can compute still images with full global illumination and this is still an area of active flourishing research. Other techniques have only dealt with certain aspects of global illumination in order to speed up computation and thus rendering. These include radiosity, ray-tracing and hybrid methods. Radiosity due to its view independent nature can easily be rendered in real-time after pre-computing and storing the energy equilibrium. Ray-tracing however is view-dependent and requires substantial computational resources in order to run in real-time. Attempts at providing full global illumination at interactive rates include caching methods, fast rendering from photon maps, light fields, brute force ray-tracing and GPU accelerated methods. Currently, these methods either only apply to special cases, are incomplete exhibiting poor image quality and/or scale badly such that only modest scenes can be rendered in real-time with current hardware. The techniques developed in this thesis extend upon earlier research and provide a novel, comprehensive framework for storing global illumination in a data structure - the Virtual Light Field - that is suitable for real-time rendering. The techniques trade off rapid rendering for memory usage and precompute time. The main weaknesses of the VLF method are targeted in this thesis. It is the expensive pre-compute stage with best-case O(N^2) performance, where N is the number of faces, which make the light propagation unpractical for all but simple scenes. This is analysed and greatly superior alternatives are presented and evaluated in terms of efficiency and error. Several orders of magnitude improvement in computational efficiency is achieved over the original VLF method. A novel propagation algorithm running entirely on the Graphics Processing Unit (GPU) is presented. It is incremental in that it can resolve visibility along a set of parallel rays in O(N) time and can produce a virtual light field for a moderately complex scene (tens of thousands of faces), with complex illumination stored in millions of elements, in minutes and for simple scenes in seconds. It is approximate but gracefully converges to a correct solution; a linear increase in resolution results in a linear increase in computation time. Finally a GPU rendering technique is presented which can render from Virtual Light Fields at real-time frame rates in high resolution VR presentation devices such as the CAVETM
    corecore