5,173 research outputs found

    Future Trends of Virtual, Augmented Reality, and Games for Health

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    Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare

    Writing essays by pictures : redrawing the textbook

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    This opinion piece considers the textbook as an academic genre and wonders whether, as it could be seen to have been developed based on now outmoded concepts and technologies, the textbook is outmoded itself. It is argued that learning resources need to be designed with the different types of knowledge to be learnt in mind. This is demonstrated with the example of Writing Essays by Pictures, a recently published stand-alone resource that aims to facilitate the researching and writing of a basic research based essay for first year undergraduate students

    A Wireless Future: performance art, interaction and the brain-computer interfaces

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    Although the use of Brain-Computer Interfaces (BCIs) in the arts originates in the 1960s, there is a limited number of known applications in the context of real-time audio-visual and mixed-media performances and accordingly the knowledge base of this area has not been developed sufficiently. Among the reasons are the difficulties and the unknown parameters involved in the design and implementation of the BCIs. However today, with the dissemination of the new wireless devices, the field is rapidly growing and changing. In this frame, we examine a selection of representative works and artists, in comparison to the current scientific evidence. We identify important performative and neuroscientific aspects, issues and challenges. A model of possible interactions between the performers and the audience is discussed and future trends regarding liveness and interconnectivity are suggested

    Using body language indicators for assessing the effects of soundscape quality on individuals

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    “Sounding Brighton” is a collaborative project exploring practical approaches towards better soundscapes focusing on soundscape issues related to health, quality of life and restorative functions of the environment. The project is part of a citywide engagement process working to provide opportunities to demonstrate how an applied soundscape approach might: tackle conventional noise problems, contribute to local planning and improve the environment in areas including urban green spaces, the built environment and traffic noise. So far, a soundscape map of the city has been developed, and a public outreach exhibition and conferences have taken place. One preliminary, experimental soundscape intervention in night noise has been analysed. This paper reports on further work to develop a better understanding of the effects of soundscapes on individual and community responses to soundscape through the use of body language indicators. Two-minute excerpts of aversive and preferred music were presented to 11 healthy volunteers in a motion-capture laboratory setting. Their responses were quantified computationally using motion-capture-derived parameters for position, absolute movement speed, and stillness. The prevalence of stillness of the head height (based on a 2 cm cut-off during 2-second sectors) was significantly lower when volunteers were exposed to unpleasant music compared to preferred music. This experiment provides proof in principle that changes in soundscape can be associated with subsequent, objective and statistically significant changes in body language that can be detected computationally

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    The effects of shoe temperature on the kinetics and kinematics of running

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    The aim of the current investigation was to examine the effects of cooled footwear on the kinetics and kinematics of running in comparison to footwear at normal temperature. Twelve participants ran at 4.0 m/s ± 5% in both cooled and normal temperature footwear conditions over a force platform. Two identical footwear were worn, one of which was cooled for 30 min. Lower extremity kinematics were obtained using a motion capture system and tibial accelerations were measured using a triaxial accelerometer. Differences between cooled and normal footwear temperatures were contrasted using paired samples t-tests. The results showed that midsole temperature (cooled = 4.21 °C and normal = 23.25 °C) and maximal midsole deformation during stance (cooled = 12.85 mm and normal = 14.52 mm) were significantly reduced in the cooled footwear. In addition, instantaneous loading rate (cooled = 186.21 B.W/s and normal = 167.08 B W/s), peak tibial acceleration (cooled = 12.75 g and normal = 10.70 g) and tibial acceleration slope (cooled = 478.69 g/s and normal = 327.48 g/s) were significantly greater in the cooled footwear. Finally, peak eversion (cooled = −10.57 ° and normal = −7.83°) and tibial internal rotation (cooled = 10.67 ° and normal = 7.77°) were also shown to be significantly larger in the cooled footwear condition. This study indicates that running in cooled footwear may place runners at increased risk from the biomechanical parameters linked to the aetiology of injuries

    A multimedia package for patient understanding and rehabilitation of non-contact anterior cruciate ligament injuries

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    Non-contact anterior cruciate ligament (ACL) injury is one of the most common ligament injuries in the body. Many patients’ receive graft surgery to repair the damage, but have to undertake an extensive period of rehabilitation. However, non-compliance and lack of understanding of the injury, healing process and rehabilitation means patient’s return to activities before effective structural integrity of the graft has been reached. When clinicians educate the patient, to encourage compliance with treatment and rehabilitation, the only tools that are currently widely in use are static plastic models, line diagrams and pamphlets. As modern technology grows in use in anatomical education, we have developed a unique educational and training package for patient’s to use in gaining a better understanding of their injury and treatment plan. We have combined cadaveric dissections of the knee (and captured with high resolution digital images) with reconstructed 3D modules from the Visible Human dataset, computer generated animations, and images to produce a multimedia package, which can be used to educate the patient in their knee anatomy, the injury, the healing process and their rehabilitation, and how this links into key stages of improving graft integrity. It is hoped that this will improve patient compliance with their rehabilitation programme, and better long-term prognosis in returning to normal or near-normal activities. Feedback from healthcare professionals about this package has been positive and encouraging for its long-term use

    Offenders’ perceptions of the UK prison smoking ban

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    Purpose Despite overall reductions in levels of smoking in the UK, rates of offender smoking remain high. In 2016, it was announced that prisons in England and Wales would gradually introduce a smoking ban. The purpose of this paper is to explore offenders’ perceptions around the upcoming smoking ban. Design/methodology/approach A total of eight focus groups were conducted in four prisons across the North of England. Both smoking and non-smoking offenders participated in the focus groups, and thematic analysis was used to explore the findings. Findings Themes generated from the data were “freedom and rights”, “the prison environment” and “guiding support”. Participants discussed how the smoking ban was viewed as a punishment and restricted their freedom, with perceptions as to why the ban was being implemented centring around others trying to control them. Participants expressed concerns around the financial implications of the smoking ban on already stretched prison resources. Participants also recommended improving the nicotine replacement therapy on offer, and increasing the range of leisure activities within the prison to prepare for the smoking ban. Originality/value Overall, it was apparent that participants’ awareness of the smoking ban was generally poor. It is recommended that offenders need to be made more aware of the smoking cessation support they will receive and given the opportunity to ask questions about the smoking ban. Increasing offenders’ awareness of the ban may reduce stress associated with a perceived lack of choice around their smoking behaviours

    Editorial

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    Archives are sites of exploration and discovery for all kinds of practices. They are also reinforced structures. Whether as a library of manuscripts, museum store or personal collection, the ‘archive-as-repository’ catalogues and categorizes, houses and buries, its items. Bringing the contents of an archive to life requires that one ignite what is dormant so as to draw archival materials out into the space of the world to be received and experienced in new ways. Designed to stimulate collaborative conversations and exchanges, in and around the archive, with a view to presenting new approaches to archival experiences, and with them, styles of writing that resonate with the ‘archival’ as a concept and as a practice, this guest-edited issue expands the field of the archive to incorporate a variety of different practitioner perspectives. Whether through animation, art education, contemporary art, costume, creative writing, information retrieval studies, performance, sculpture, sound and textiles, re-writing the archive from these positions can inform how historical and material remnants of the past may be re-thought in creative practice
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