339 research outputs found
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A systematic evaluation of current control devices used by people with intellectual disabilities in non-immersive virtual environments
Virtual environments have a role to play in facilitating the acquisition of living skills in people with intellectual disabilities, improving their cognitive skills and providing them with entertainment. However, the currently recommended devices to allow navigation in and interaction with the environments are difficult to use. Using a methodology established in an earlier study, the study aims to systematically document the performance of users with the currently recommended devices in order to (i) inform the design of a usable control device or devices and (ii) act as a baseline against which they can be evaluated. 40 people with severe intellectual disabilities aged 21–67 years used four environments with an equal number of sessions with the different devices being evaluated. Results indicate that when forward movement is provided by the software using the mouse for both navigation and interaction allows better performance both initially and after exposure than using the fire button on the joystick. When the user had to initiate forward movement with the navigation device, the joystick allowed better performance than the arrows on the keyboard. Preventing slippage of the joystick base would make its use much easier and it is suggested that separate devices are retained for navigation and interaction
Management of information security in organizations
Treball Final de Grau en Administració d'Empreses. Codi: AE1049. Curs 2017-201
An evaluation of the use of a computer game in improving the choice reaction time of adults with intellectual disabilities
People with intellectual disabilities have difficulty making decisions and this may hinder their independence and inclusion in society. Interactive computer software may give them the opportunity to practice the underlying components of this skill. This study aimed to discover if repeated sessions playing a computer game involving aspects of decision making, such as collecting relevant information and controlling impulsivity, would improve performance in two non-computer based tests of decision making. 12 adults with intellectual disabilities were randomly assigned to either an intervention group or control group. They were all exposed to 10 twice weekly sessions, playing either the intervention game or the control game, which involved simple reaction time only. After repeated sessions, the intervention group showed a significant improvement in game score, with researcher assistance significantly decreasing. At follow up, the intervention group showed a significant decrease from baseline in the number of guesses made before guessing correctly on both of the decision making tests. The decrease observed in the control group failed to reach significance
Structured evaluation of virtual environments for special-needs education
This paper describes the development of a structured approach to evaluate experiential and communication virtual learning environments (VLEs) designed specifically for use in the education of children with severe learning difficulties at the Shepherd special needs school in Nottingham, UK. Constructivist learning theory was used as a basis for the production of an evaluation framework, used to evaluate the design of three VLEs and how they were used by students with respect to this learning theory. From an observational field study of student-teacher pairs using the VLEs, 18 behaviour categories were identified as relevant to five of the seven constructivist principles defined by Jonassen (1994). Analysis of student-teacher behaviour was used to provide support for, or against, the constructivist principles. The results show that the three VLEs meet the constructivist principles in very different ways and recommendations for design modifications are put forward
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Mineral Resource Assessment. Big Bend RanchState Natural Area, Presidio and Brewster Counties, Texas - Final Report
The Big Bend Ranch State Natural Area has a diverse geology reflecting
nearly 600 million years of geologic evolution. Major geologic events include
(1) deposition of elastic sedimentary rocks during the Paleozoic and their
deformation (folding and faulting) at the end of the Paleozoic; (2) deposition of
limestone and elastic rocks during the Cretaceous and their deformation during
the early Tertiary; (3) intense extrusive and intrusive igneous activity during the
middle Tertiary; and (4) major normal faulting during the late Tertiary.
Almost all mineral potential of the area is associated with mid-Tertiary
igneous activity. The only significant mineral production within the Ranch area
was from the Fresno Mine in the western part of the Terlingua mercury district,
one of the largest mining districts in Texas. This mine produced approximately
3500 flasks of mercury, mostly during World War II. Other production was
minor and included some additional mercury from localities near the Fresno Mine,
as well as silver-lead ore containing minor gold from a small mine in the
Solitario.Bureau of Economic Geolog
The Development and Validation of the Successful Psychopathy Scale
The personality construct known as ‘Successful Psychopathy’ has attracted the
interests of researchers and clinicians alike. The concept suggests an individual
who demonstrates the core traits associated with psychopathy but is able to adapt
and function within society to prototypical or superior standards. There has yet to
be a sound theoretical model of this construct by which to base a psychometric
measure. This protocol presents the ethical procedure that will endeavour to create
such a measure and validate it within general population samples
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Effects of system- and media-driven immersive capabilities on presence and affective experience
Virtual reality (VR) is receiving widespread attention as a delivery tool for exposure therapies. The advantage offered by VR over traditional technology is a greater sense of presence and immersion, which magnifies user effects and enhances the effectiveness of exposure-based interventions. The current study systematically examined the basic factors involved in generating presence in VR as compared to standard technology, namely (1) system-driven factors that are exclusive to VR devices while controlling general factors such as field of view and image quality; (2) media-driven factors of the virtual environment eliciting motivational salience through different levels of arousal and valence (relaxing, exciting and fear evoking stimuli); and (3) the effects of presence on magnifying affective response. Participants (N = 14) watched 3 different emotionally salient videos (1 × fear evoking, 1 × relaxing and 1 × exciting) in both viewing modes (VR and Projector). Subjective scores of user experience were collected as well as objective EEG markers of presence (frontal alpha power, theta/beta ratio). Subjective and objective presence was significantly greater in the VR condition. There was no difference in subjective or objective presence for stimulus type, suggesting presence is not moderated by arousal, but may be reliant on activation of motivational systems. Finally, presence did not magnify feelings of relaxation or excitement, but did significantly magnify users’ experience of fear when viewing fear evoking stimuli. This is in line with previous literature showing strong links between presence and generation of fear, which is vital in the efficacy of exposure therapies
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The neural correlates of reinforcement sensitivity theory: a systematic review of the (f)MRI literature
Objectives: Reinforcement Sensitivity Theory (RST) is a theory of motivation, emotion and learning, that has been translated into an account of personality. RST proposes neural structures that form the basis of systems responsible for reward (BAS), punishment (FFFS) and conflict processing (BIS). This systematic review collated studies examining psychometric measures of RST alongside structural and function MRI data to (i) examine how psychometric RST is associated with the proposed neural topologies of RST, (ii) identify any common associations between psychometric RST and other brain regions, and (iii) provide recommendations for advancing the current literature base.
Methods: Initial search terms identified 10952 papers. After processing, 39 papers that investigated the association between RST scales and neural functioning in healthy adult samples were included in this review.
Results: There was general support for associations between the BAS and the structure/activity of the pre-frontal cortex and ventral striatum with some additional findings for the ventral pallidum and ventral tegmental area. There was also some support for associations between BIS/FFFS and structure/activity of frontal regions, cingulate cortices and the amygdala.
Conclusions: Overall, psychometric correlates of RST were associated with activity in proposed neural circuitry, with the most consistent support being found for the BAS; however, psychometric and experimental limitations still hamper the differentiation of the BIS and FFFS systems in their activation of deeper brain networks. Future studies need to include revised RST scales that separate the BIS and FFFS and implement more rigorous tasks that allow for the examination of each system both independently and codependently
Enhancing biofeedback-driven self-guided virtual reality exposure therapy through arousal detection from multimodal data using machine learning
Virtual reality exposure therapy (VRET) is a novel intervention technique that allows individuals to experience anxiety-evoking stimuli in a safe environment, recognise specific triggers and gradually increase their exposure to perceived threats. Public-speaking anxiety (PSA) is a prevalent form of social anxiety, characterised by stressful arousal and anxiety generated when presenting to an audience. In self-guided VRET, participants can gradually increase their tolerance to exposure and reduce anxiety-induced arousal and PSA over time. However, creating such a VR environment and determining physiological indices of anxiety-induced arousal or distress is an open challenge. Environment modelling, character creation and animation, psychological state determination and the use of machine learning (ML) models for anxiety or stress detection are equally important, and multi-disciplinary expertise is required. In this work, we have explored a series of ML models with publicly available data sets (using electroencephalogram and heart rate variability) to predict arousal states. If we can detect anxiety-induced arousal, we can trigger calming activities to allow individuals to cope with and overcome distress. Here, we discuss the means of effective selection of ML models and parameters in arousal detection. We propose a pipeline to overcome the model selection problem with different parameter settings in the context of virtual reality exposure therapy. This pipeline can be extended to other domains of interest where arousal detection is crucial. Finally, we have implemented a biofeedback framework for VRET where we successfully provided feedback as a form of heart rate and brain laterality index from our acquired multimodal data for psychological intervention to overcome anxiety
Design of a Morphing Wing-tip
An initial design of a morphing wing-tip for a Regional Jet aircraft is developed and evaluated. The adaptive wing-tip concept is based upon a chiral type internal structure, enabling controlled cant angle orientation, camber and twist throughout the flight envelope. A baseline Turbo-Fan Aircraft configuration model is used as the benchmark to assess the device. CFD based aerodynamics are used to evaluate the required design configurations for the device at different points across the flight envelope in terms of lift/drag and bending moment distribution along the span, complemented by panel method based gust load computations. Detailed studies are performed to show how the chiral structure can facilitate the required shape changes in twist, camber and cant. Actuator requirements and limitations are assessed, along with an evaluation of the aerodynamic gains from the inclusion of the device versus power and weight penalties. For a typical mission it was found that savings of around 2% in fuel weight are possible using the morphing wing-tip device. A similar reduction in weight due to passive gust loads alleviation is also possible with a slight change of configuration
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