Search results for "computer interface"

showing 10 items of 189 documents

Can't simply roll it out: Evaluating a real-world virtual reality intervention to reduce driving under the influence.

2020

Driving under the influence (DUI) increases the risk of crashes. Emerging technologies, such as virtual reality (VR), represent potentially powerful and attractive tools for the prevention of risky behaviours, such as DUI. Therefore, they are embraced in prevention efforts with VR interventions primed to grow in popularity in near future. However, little is known about the actual effectiveness of such DUI-targeting VR interventions. To help fill the knowledge gap, this study explored the effects of one VR intervention as delivered in the real world. Using pre and post test design, including an intervention group (n = 98) and a control group (n = 39), the intervention evaluation examined you…

MaleMan-Computer InterfaceEpidemiologyApplied psychologyPsychological interventionTransportationIntentionSurveysChi Square TestsComputer ArchitectureElectronics EngineeringMathematical and Statistical TechniquesMedicine and Health SciencesPublic and Occupational HealthComputer EngineeringDriving Under the InfluenceMultidisciplinaryOrganic CompoundscelebritiesTraumatic Injury Risk FactorsStatisticsQVirtual RealityRSoftware EngineeringTransportation Infrastructurecelebrities.reason_for_arrestChemistryResearch DesignPhysical SciencesEngineering and TechnologyMedicineFemalePsychologyQuasi-experimentResearch ArticleAdultAutomobile DrivingComputer and Information SciencesAdolescentEmerging technologiesScienceVirtual realityResearch and Analysis MethodsCivil EngineeringComputer SoftwareIntervention (counseling)HumansStatistical MethodsStatistical Hypothesis TestingDriving under the influenceSurvey ResearchTest designOrganic ChemistryChemical CompoundsPopularityRoadsHigh Fidelity Simulation TrainingMedical Risk FactorsAlcoholsMathematicsUser InterfacesPLoS ONE
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Composing only by thought: Novel application of the P300 brain-computer interface.

2017

The P300 event-related potential is a well-known pattern in the electroencephalogram (EEG). This kind of brain signal is used for many different brain-computer interface (BCI) applications, e.g., spellers, environmental controllers, web browsers, or for painting. In recent times, BCI systems are mature enough to leave the laboratories to be used by the end-users, namely severely disabled people. Therefore, new challenges arise and the systems should be implemented and evaluated according to user-centered design (USD) guidelines. We developed and implemented a new system that utilizes the P300 pattern to compose music. Our Brain Composing system consists of three parts: the EEG acquisition d…

MaleMan-Computer InterfaceVisual Analog ScaleComputer sciencePhysiologyInterface (computing)lcsh:MedicineSocial Sciences02 engineering and technologyMusicalMaterial FatigueTask (project management)Thinking0302 clinical medicineSoftwareHuman–computer interactionMaterials PhysicsSoftware DesignSurveys and QuestionnairesTask Performance and AnalysisMedicine and Health SciencesPsychologylcsh:ScienceClinical NeurophysiologyBrain MappingMultidisciplinaryMusic psychologyPhysicsClassical MechanicsSoftware EngineeringElectroencephalographyElectrophysiologyBioassays and Physiological AnalysisBrain ElectrophysiologyResearch DesignBrain-Computer InterfacesPhysical SciencesSoftware designEngineering and TechnologyFemaleResearch ArticleAdultComputer and Information SciencesImaging Techniques0206 medical engineeringMaterials ScienceNeurophysiologyNeuroimagingResearch and Analysis MethodsComputer Software03 medical and health sciencesHumansBrain–computer interfaceBehaviorDamage MechanicsMusic Cognitionbusiness.industrySIGNAL (programming language)lcsh:RElectrophysiological TechniquesCognitive PsychologyBiology and Life SciencesPilot StudiesAcoustics020601 biomedical engineeringEvent-Related Potentials P300Human Factors EngineeringCognitive Sciencelcsh:QClinical MedicinebusinessBioacoustics030217 neurology & neurosurgeryNeurosciencePloS one
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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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Multiple representations and mechanisms for visuomotor adaptation in young children

2012

International audience; In this study, we utilized transformed spatial mappings to perturb visuomotor integration in 5-yr-old children and adults. The participants were asked to perform pointing movements under five different conditions of visuomotor rotation (from 0° to 180°), which were designed to reveal explicit vs. implicit representations as well as the mechanisms underlying the visual-motor mapping. Several tests allowed us to separately evaluate sensorimotor (i.e., the dynamic dimension of movement) and cognitive (i.e., the explicit representations of target position and the strategies used by the participants) representations of visuo-proprioceptive distortion. Our results indicate…

MaleMotor developmentgenetic structuresBiophysicsPoison controlExperimental and Cognitive Psychology050105 experimental psychologyDiscrimination LearningUser-Computer InterfaceYoung Adult[ SDV.NEU.SC ] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Cognitive Sciences03 medical and health sciences0302 clinical medicineOrientationAdaptation PsychologicalHumans0501 psychology and cognitive sciencesOrthopedics and Sports MedicinePerceptual DistortionDiscrimination learningPsycINFO classification: 2820; 2330Problem SolvingMotor skillDepth PerceptionPerceptual DistortionCommunicationCognitive & perceptual developmentProprioceptionMechanism (biology)business.industrymusculoskeletal neural and ocular physiology05 social sciences[SDV.NEU.SC]Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Cognitive SciencesCognitionGeneral MedicineProprioceptionVisuomotor adaptationSensorimotorChild PreschoolFemalePsychologybusinessDepth perceptionPsychomotor Performance030217 neurology & neurosurgeryCognitive psychologyHuman Movement Science
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The effect of body posture on long range time-to-contact estimation

2011

On Earth, gravity accelerates freely moving objects downward, whereas upward-moving objects are being decelerated. Do humans take internalised knowledge of gravity into account when estimating time-to-contact (TTC, the time remaining before the moving object reaches the observer)? To answer this question, we created a motion-prediction task in which participants saw the initial part of an object's trajectory moving on a collision course prior to an occlusion. Observers had to judge when the object would make contact with them. The visual scene was presented with a head-mounted display. Participants lay either supine (looking up) or prone (looking down), suggestive of the ball either rising…

MaleSupine positionComputer scienceMotion PerceptionTime to contactExperimental and Cognitive Psychology050105 experimental psychology03 medical and health sciencesJudgmentUser-Computer InterfaceYoung Adult0302 clinical medicineArtificial IntelligenceOrientationImmediacyOcclusionProne PositionSupine PositionHumans0501 psychology and cognitive sciencesComputer visionCommunicationDepth Perception[SDV.NEU.PC]Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Psychology and behaviorbusiness.industryBody posture05 social sciencesCOMPORTEMENT DU CONDUCTEURObserver (special relativity)CollisionSensory SystemsOphthalmologyPattern Recognition VisualTime PerceptionFemaleArtificial intelligencebusinessPerceptual Masking030217 neurology & neurosurgeryGravitation
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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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A Concept for ICT Assisted Health Promotion in the Occupational Healthcare

2007

Lifestyle related health risks, such as overweight, work stress, and physical inactivity, have become pervasive in most modern societies. These risk factors have a debilitating impact on the well being of citizens and play a major role in the onset of many chronic diseases. As a result, working life is affected due to impaired work ability, decreased productivity, absenteeism, and disability pensions. Lifestyle changes are the key to managing these problems, but they are often difficult to accomplish and maintain. We present a concept for ICT (Information and Communication Technology) assisted health promotion in the occupational healthcare. ICT tools are provided for employees participatin…

MaleTelemedicineCost-Benefit AnalysisOccupational Health ServicesHealth PromotionEnvironmentOccupational safety and healthUser-Computer InterfaceNursingSDG 3 - Good Health and Well-beingIntervention (counseling)Health careparasitic diseasesHumansMedicineLife StyleFinlandClinical Trials as TopicComputersbusiness.industryReproducibility of ResultsOverweightPublic relationsTelemedicineHealth promotionInformation and Communications TechnologyWell-beingAbsenteeism/dk/atira/pure/sustainabledevelopmentgoals/good_health_and_well_beingFemalebusiness
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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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Hippocampal ripple-contingent training accelerates trace eyeblink conditioning and retards extinction in rabbits.

2010

There are at least two distinct oscillatory states of the hippocampus that are related to distinct behavioral patterns. Theta (4–12 Hz) oscillation has been suggested to indicate selective attention during which the animal concentrates on some features of the environment while suppressing reactivity to others. In contrast, sharp-wave ripples (∼200 Hz) can be seen in a state in which the hippocampus is at its most responsive to any kind of afferent stimulation. In addition, external stimulation tends to evoke and reset theta oscillation, the phase of which has been shown to modulate synaptic plasticity in the hippocampus. Theoretically, training on a hippocampus-dependent learning task conti…

MaleTime FactorsoppiminenRippleStimulationStimulus (physiology)Hippocampal formationoskillaatioHippocampusExtinction PsychologicalRandom AllocationAnimalshippokampusElectromyographyGeneral Neurosciencebrain-computer interfaceConditioned responseClassical conditioningAssociation LearningArticlesoscillationConditioning EyelidEyeblink conditioningaivo-tietokoneliittymäSynaptic plasticityRabbitsPsychologyNeuroscienceThe Journal of neuroscience : the official journal of the Society for Neuroscience
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