127 research outputs found
An exploratory study on the effectiveness of virtual reality analgesia for children and adolescents with kidney diseases undergoing venipuncture
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
[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 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 (1:5 cycle/day) frequencies. The plume expansion rate (average 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
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
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.
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
Virtual light fields for global illumination in computer graphics
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
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Mixed Reality for Historic Preservation
Digital technologies are becoming widely available to experts in the field of historic preservation. These tools equip experts with the capability to obtain high resolution and accurate information about cultural heritage, which can be accurately reproduced and rematerialized without coming into contact with the physical object itself. This preservation approach is described as non-contact, meaning that it is not invasive to the material integrity of an artifact. Since the turn of the century, stakeholders in the field have increasingly focused their attention on digital technologies for advancing the field. The motivation for experts to preserve cultural heritage with digital technologies starts with the idea of merging the two, and in recent years, innovations in high-resolution digital imaging, recording, processing, modeling and reproduction capabilities have fostered the integration of a virtual environment. Mixed Reality (MR), which the merging of digital and physical worlds, not only allows experts to expand possibilities for preservation interventions once all physical range of actions have been exhausted, but it also makes it possible for experts to intervene digitally before carrying out a preservation treatment. MR can be used as a tool to create hybrid environments for experts and researchers to better manage and understand cultural heritage, which in turn allows them to provide the public with a deeper understanding about cultural heritage. The traditionally object-centric nature of the historic preservation field favors MR over Virtual Reality, since the former engages with the physical site or artifact themselves. By allowing field experts and visitors to visualize scenes in situ from viewpoints that are impossible due to size, content or accessibility issues, the installation of MR’s formless aesthetics engages viewers of cultural heritage through new and innovative ways. The application of MR offers countless strategies for approaching conservation and interpretation projects in historic preservation. But, despite its capacity to enhance the practice of historic preservation, MR poses new technological and methodological questions for the field. As a burgeoning tool and constantly changing field, there have been very few studies conducted on the application of MR to the field of historic preservation. This thesis argues that, on the one hand, MR provides innovative strategies for approaching preservation problems; but on the other hand, the absence of standards, guidelines, and techniques make it difficult to evaluate and propose new projects in the field. As a response to this deficiency, I propose a framework to evaluate and use MR for the preservation of cultural heritage. This framework is first tested to evaluate three case studies, and next, to propose a unique MR strategy for the complex preservation case of the San Baudelio de Berlanga Hermitage in the province of Soria, Spain. This thesis aims to contribute a MR framework and methodology that provides a consistent conceptual approach to MR projects in the field
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