Search results for "Virtual"

showing 10 items of 1485 documents

Minimally invasive superficial temporal artery to middle cerebral artery bypass through a minicraniotomy: benefit of three-dimensional virtual realit…

2009

Object The aim of the authors in this study was to introduce a minimally invasive superficial temporal artery to middle cerebral artery (STA-MCA) bypass surgery by the preselection of appropriate donor and recipient branches in a 3D virtual reality setting based on 3-T MR angiography data. Methods An STA-MCA anastomosis was performed in each of 5 patients. Before surgery, 3-T MR imaging was performed with 3D magnetization-prepared rapid acquisition gradient echo sequences, and a high-resolution CT 3D dataset was obtained. Image fusion and the construction of a 3D virtual reality model of each patient were completed. Results In the 3D virtual reality setting, the skin surface, skull surface…

MaleMiddle Cerebral Arterymedicine.medical_specialtyAnastomosisVirtual realityMagnetic resonance angiographyUser-Computer InterfaceImaging Three-DimensionalPredictive Value of Testsmedicine.arteryPreoperative CareSkin surfacemedicineHumansMinimally Invasive Surgical ProceduresAgedCerebral Revascularizationmedicine.diagnostic_testbusiness.industryInfarction Middle Cerebral ArteryIntracranial AneurysmGeneral MedicineMiddle AgedSuperficial temporal arteryTemporal ArteriesDextroscopeBypass surgeryMiddle cerebral arterySurgeryNeurology (clinical)RadiologybusinessCraniotomyMagnetic Resonance AngiographyNeurosurgical Focus
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Using Virtual Reality to Distract Overweight Children from Bodily Sensations During Exercise

2016

This study analyzes the potential of virtual reality (VR) to enhance attentional distraction in overweight children as they experience bodily sensations during exercise. It has been suggested that one reason why obese children stop exercising is the perception of bodily sensations. In a counterbalanced design, a total of 109 children (33 overweight, 10-15 years old) were asked to walk twice for 6 minutes on a treadmill under one of two conditions: (a) traditional condition (TC)-focusing their attention on their physical feelings and sensations or (b) distraction condition (DC)-focusing their attention on a virtual environment. Attentional focus during exercise, bad-good feeling states (pre-…

MalePleasuremedicine.medical_specialtyPsychotherapistSocial PsychologyAdolescentmedia_common.quotation_subjecteducationEmotionsHappinessSensationWalkingOverweightPleasureVirtual Reality Exposure Therapy03 medical and health sciences0302 clinical medicineHeart RateDistractionPerceptionSensationmedicineHumansAttentionComputer Simulation030212 general & internal medicineTreadmillChildExerciseApplied Psychologymedia_commonCommunicationVirtual Reality Exposure Therapy030229 sport sciencesGeneral MedicineOverweighthumanitiesComputer Science ApplicationsHuman-Computer InteractionFeelingPhysical therapyFemalemedicine.symptomPsychology
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Development of symbolic play through the use of virtual reality tools in children with autistic spectrum disorders: two case studies.

2008

Difficulties in understanding symbolism have been documented as characteristic of autistic spectrum disorders (ASDs). In general, virtual reality (VR) environments offer a set of potential advantages for educational intervention in ASD. In particular, VR offers the advantage, for teaching pretend play and for understanding imagination, of it being possible to show these imaginary transformations explicitly. This article reports two case studies of children with autism (aged 8:6 and 15:7, both male), examining the effectiveness of using a VR tool specifically designed to work on teaching understanding of pretend play. The results, confirmed by independent observers, showed a significant adv…

MaleSymbolismAdolescentLearning DisabilitiesTeaching methodVirtual realitymedicine.diseaseDevelopmental psychologyPlay and PlaythingsDevelopmental disorderUser-Computer InterfaceIntervention (counseling)Generalization (learning)Developmental and Educational PsychologymedicineImaginationAutismHumansAutistic DisorderSet (psychology)PsychologyChildThe ImaginaryAutism : the international journal of research and practice
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The VEPSY UPDATED Project: Clinical Rationale and Technical Approach.

2003

More than 10 years ago, Tart (1990) described virtual reality (VR) as a technological model of consciousness offering intriguing possibilities for developing diagnostic, inductive, psychotherapeutic, and training techniques that can extend and supplement current ones. To exploit and understand this potential is the overall goal of the "Telemedicine and Portable Virtual Environment in Clinical Psychology"--VEPSY UPDATED--a European Community-funded research project (IST-2000-25323, www.cybertherapy.info). Particularly, its specific goal is the development of different PC-based virtual reality modules to be used in clinical assessment and treatment of social phobia, panic disorders, male sexu…

MaleTelemedicineEuropean communityExploitmedia_common.quotation_subjectPsychology ClinicalApplied psychologyMEDLINEVirtual realitycomputer.software_genrerealtà virtuale fobia sociale panico obesità psicologia clinica disordini alimentariUser-Computer InterfaceMicrocomputersHuman–computer interactionmedicineHumansComputer SimulationApplied Psychologyvirtual reality social phobia panic obesity clinical psychology eating disordersmedia_commonMental DisordersCommunicationGeneral Medicinemedicine.diseaseTelemedicinePsychotherapyHuman-Computer InteractionEating disordersVirtual machineTherapy Computer-AssistedFemaleConsciousnessM-PSI/01 - PSICOLOGIA GENERALEPsychologycomputer
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Intercepting real and simulated falling objects: what is the difference?

2009

International audience; The use of virtual reality is nowadays common in many studies in the field of human perception and movement control, particularly in interceptive actions. However, the ecological validity of the simulation is often taken for granted without having been formally established. If participants were to perceive the real situation and its virtual equivalent in a different fashion, the generalization of the results obtained in virtual reality to real life would be highly questionable. We tested the ecological validity of virtual reality in this context by comparing the timing of interceptive actions based upon actually falling objects and their simulated counterparts. The r…

MaleTime Factorsmedia_common.quotation_subjectMotion PerceptionVirtual realityMotor Activity050105 experimental psychology03 medical and health sciencesUser-Computer InterfaceYoung Adult0302 clinical medicineHuman–computer interactionPerceptionPsychophysicsHumans0501 psychology and cognitive sciencesComputer SimulationSimulationMovement controlmedia_commonAnalysis of Variance[SCCO.NEUR]Cognitive science/NeuroscienceGeneral Neuroscience05 social sciencesFalling ObjectsBiomechanical PhenomenaFemalePsychology030217 neurology & neurosurgeryPsychomotor PerformanceJournal of neuroscience methods
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Mimicking emotions: how 3–12-month-old infants use the facial expressions and eyes of a model

2017

International audience; While there is an extensive literature on the tendency to mimic emotional expressions in adults, it is unclear how this skill emerges and develops over time. Specifically, it is unclear whether infants mimic discrete emotion-related facial actions, whether their facial displays are moderated by contextual cues and whether infants’ emotional mimicry is constrained by developmental changes in the ability to discriminate emotions. We therefore investigate these questions using Baby-FACS to code infants’ facial displays and eye-movement tracking to examine infants’ looking times at facial expressions. Three-, 7-, and 12-month-old participants were exposed to dynamic faci…

MaleVirtual modelEye Movementsmedia_common.quotation_subjectEmotionsgaze directionExperimental and Cognitive Psychologyfacial expressionsAnger050105 experimental psychologyDevelopmental psychologyChild DevelopmentArts and Humanities (miscellaneous)Developmental and Educational Psychologyemotional mimicryHumans0501 psychology and cognitive sciencesEmotional expressionmedia_commonFacial expression05 social sciencesInfantGazeDisgustFacial ExpressionSadness[SCCO.PSYC]Cognitive science/PsychologyMimicryFemale[ SCCO ] Cognitive scienceCuesPsychologyPhotic Stimulation050104 developmental & child psychology
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Head-Mounted Mixed-Reality Technology During Robotic-Assisted Transanal Total Mesorectal Excision

2019

INTRODUCTION Head-mounted mixed-reality technologies may enable advanced intraoperative visualization during visceral surgery. In this technical note, we describe an innovative use of real-time mixed reality during robotic-assisted transanal total mesorectal excision. TECHNIQUE Video signals from the robotic console and video endoscopic transanal approach were displayed on a virtual monitor using a head-up display. The surgeon, assistant, and a surgical trainee used this technique during abdominal and transanal robotic-assisted total mesorectal excision. We evaluated the feasibility and usability of this approach with the use of validated scales. RESULTS The technical feasibility of the rea…

MaleVisceral surgerymedicine.medical_specialtyRobotic assistedComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONTransanal approachAdenocarcinoma03 medical and health sciences0302 clinical medicineRobotic Surgical ProceduresHumansMedicineMesenteryMedical physicsAgedTransanal Endoscopic SurgeryProctectomyRectal Neoplasmsbusiness.industryVirtual RealityGastroenterologyTechnical noteUsabilityGeneral MedicineTotal mesorectal excisionMixed realityVisualization030220 oncology & carcinogenesis030211 gastroenterology & hepatologybusinessDiseases of the Colon & Rectum
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MDCT and virtual angioscopy in spontaneous aortocaval fistula

2007

Aortocaval fistula is a rare, less than 1%, but life threatening complication, of abdominal aortic aneurysm. Mortality is high but prompt recognition of the fistula can reduce mortality rate. The multidetector row CT (MDCT) findings in a 69-year-old patient with a complex medical history characterized by previous episodes of myocardial ischemia, is reported. MDCT shows an early homogeneous enhancement of the inferior vena cava, slightly dilated at the liver level and markedly narrowed above the renal vein due to aneurysm compression. The patient underwent to emergency laparotomy but died during surgery for cardiac arrest. MDCT allows a prompt recognition of the fistula and different compute…

Malemedicine.medical_specialtymedicine.medical_treatmentFistulaAngioscopyVena Cava InferiorInferior vena cavaAortographyAortic aneurysmUser-Computer InterfaceAneurysmFatal OutcomeImaging Three-DimensionalcavaLaparotomymedicineHumansfistulaRadiology Nuclear Medicine and imagingcardiovascular diseasesAgedMDCT angioscopymedicine.diagnostic_testbusiness.industryvirtual angioscopyPhlebographymedicine.diseaseAngioscopyAbdominal aortic aneurysmaortamultidetector row ctmedicine.veinArteriovenous Fistulacardiovascular systemRadiographic Image Interpretation Computer-AssistedRadiologyRenal veinCardiology and Cardiovascular MedicinebusinessTomography X-Ray ComputedVascular Surgical Proceduresaorta; cava; fistula; multidetector row ct; virtual angioscopyAortic Aneurysm Abdominal
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In vivo versus augmented reality exposure in the treatment of small animal phobia: A randomized controlled trial

2016

Although in vivo exposure is the treatment of choice for specific phobias, some acceptability problems have been associated with it. Virtual Reality exposure has been shown to be as effective as in vivo exposure, and it is widely accepted for the treatment of specific phobias, but only preliminary data are available in the literature about the efficacy of Augmented Reality. The purpose of the present study was to examine the efficacy and acceptance of two treatment conditions for specific phobias in which the exposure component was applied in different ways: In vivo exposure (N = 31) versus an Augmented Reality system (N = 32) in a randomized controlled trial. “One-session treatment” guidel…

Man-Computer InterfaceMale050103 clinical psychologyEmotionsSocial Scienceslcsh:MedicineCockroachesComputer Architecturelaw.inventionMathematical and Statistical Techniques0302 clinical medicineRandomized controlled triallawMedicine and Health SciencesPsychologyMedicineYoung adultSmall Animalslcsh:ScienceMultidisciplinary05 social sciencesVirtual RealitySpidersFearMiddle AgedpsychopathologyIntention to Treat AnalysisInsectsActinobacteriaspecific phobiasTreatment OutcomePhobic DisordersMeta-analysisPhysical SciencesEngineering and TechnologyFemaletreatment for SPStatistics (Mathematics)Research ArticlePsychopathologyClinical psychologyAdultsmall animal phobiaComputer and Information SciencesDrug Research and DevelopmentArthropodaPsychometricsAnimal TypesResearch and Analysis MethodsPhobic disorderVirtual Reality Exposure TherapyYoung Adult03 medical and health sciencesAnimalsHumansClinical Trials0501 psychology and cognitive sciencesStatistical MethodsAgedPharmacologyIntention-to-treat analysisBacteriabusiness.industryVirtual Reality Exposure Therapylcsh:ROrganismsBiology and Life SciencesInvertebratesRandomized Controlled Trials030227 psychiatryHuman Factors Engineeringlcsh:QAugmented realityClinical MedicinebusinessZoologyMycobacterium TuberculosisMathematicsUser InterfacesMeta-AnalysisFollow-Up Studies
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Virtual and augmented reality: Advancing research in consumer marketing

2020

Abstract Virtual reality (VR) and augmented reality (AR) technologies are having a profound impact on a variety of marketing practices and are attracting increasing attention from marketing researchers. In this article, we review developments in VR/AR applications and research in the area of consumer marketing. We propose a conceptual framework for VR/AR research in consumer marketing that centers around consumer experiences provided by VR/AR applications along the customer journey and the effectiveness of such applications, and delve into the key concepts and components of the framework. Next, we provide a comprehensive overview of VR/AR applications in current practices and extant researc…

MarketingComputer science05 social sciencesVirtual realityVariety (cybernetics)Consumer experienceExtant taxonConceptual frameworkVirtual reality Augmented reality Consumer experience Customer journey VR/AR effectiveness0502 economics and businessKey (cryptography)050211 marketingAugmented realityMarketing050203 business & management
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