Search results for "computer interface"

showing 10 items of 189 documents

Virtual reality system for planning minimally invasive neurosurgery

2008

Object The authors report on their experience with a 3D virtual reality system for planning minimally invasive neurosurgical procedures. Methods Between October 2002 and April 2006, the authors used the Dextroscope (Volume Interactions, Ltd.) to plan neurosurgical procedures in 106 patients, including 100 with intracranial and 6 with spinal lesions. The planning was performed 1 to 3 days preoperatively, and in 12 cases, 3D prints of the planning procedure were taken into the operating room. A questionnaire was completed by the neurosurgeon after the planning procedure. Results After a short period of acclimatization, the system proved easy to operate and is currently used routinely for pre…

AdenomaAdultMaleHemangioma Cavernous Central Nervous Systemmedicine.medical_specialtySurgical strategyClinical Neurology610 Medicine & healthPlan (drawing)Virtual realitySurgical planningNeurosurgical ProceduresPatient Care PlanningUser-Computer Interface10180 Clinic for NeurosurgeryImaging Three-DimensionalImage Processing Computer-AssistedmedicineHumansMinimally Invasive Surgical ProceduresComputer SimulationMedical physicsAgedBrain Neoplasmsbusiness.industryAngiographyIntracranial AneurysmTechnical noteGeneral MedicineMiddle AgedMagnetic Resonance Imaging2746 SurgerySurgeryDextroscopeDiffusion Magnetic Resonance Imaging2728 Neurology (clinical)Surgery Computer-AssistedIntracranial lesionsFemaleSurgeryNeurosurgeryMeningiomaTomography X-Ray ComputedbusinessMagnetic Resonance AngiographyJournal of Neurosurgery
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Effectance and control as determinants of video game enjoyment

2007

This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex. © 2007 Mary Ann Liebert, Inc.

AdultEngineeringInjury controlAdolescentAccident preventionControl (management)HappinessPoison controlComputer securitycomputer.software_genreUser-Computer InterfaceInteractivityHumansPerceived controlVideo gameApplied PsychologyAgedbusiness.industryCommunicationComputingMilieux_PERSONALCOMPUTINGGeneral MedicineConsumer BehaviorMiddle AgedPlay and PlaythingsHuman-Computer InteractionVideo GamesbusinesscomputerSocial psychology
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Similarities and differences between eating disorders and obese patients in a virtual environment for normalizing eating patterns.

2016

Virtual reality has demonstrated promising results in the treatment of eating disorders (ED); however, few studies have examined its usefulness in treating obesity. The aim of this study was to compare ED and obese patients on their reality judgment of a virtual environment (VE) designed to normalize their eating pattern. A second objective was to study which variables predicted the reality of the experience of eating a virtual forbidden-fattening food. ED patients, obese patients, and a non-clinical group (N = 62) experienced a non-immersive VE, and then completed reality judgment and presence measures. All participants rated the VE with similar scores for quality, interaction, engagement,…

AdultMale050103 clinical psychology020205 medical informaticsAdolescentlcsh:RC435-571Ecological validityEmotions02 engineering and technologyVirtual realitycomputer.software_genreDevelopmental psychologyFeeding and Eating DisordersEatingJudgmentUser-Computer InterfaceYoung Adultlcsh:Psychiatry0202 electrical engineering electronic engineering information engineeringmedicineHumans0501 psychology and cognitive sciencesComputer SimulationObesityYoung adultdigestive oral and skin physiology05 social sciencesMiddle Agedmedicine.diseaseObesityPsychiatry and Mental healthClinical PsychologyEating disordersVirtual machineFoodPhysical spaceFemalePsychologyAttributioncomputerComprehensive psychiatry
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Virtual endoscopy of the inner ear and the auditory canal.

2000

To assess the role of virtual endoscopy (VE) in the examination of intracisternal structures and of the inner ear, we studied the anatomy of the labyrinth and internal auditory canal using the original CT slices and VE on the unaffected side in three female and three male patients, age range 3–46 years, with contralateral retrocochlear hearing loss. We also examined seven patients with different pathological findings. VE was performed using an advanced postprocessing program with high- resolution 3D data sets of CT (1–1.5 mm thickness, pitch 1.25) and MRI-CISS-3D (constructive interference in steady state) images of the basal cisterns (1.5 T, slice thickness 0.7–1 mm). VE provides an endosc…

AdultMaleAdolescentAuditory canalUser-Computer InterfaceImaging Three-DimensionalInternal auditory meatusReference ValuesmedicineHumansRadiology Nuclear Medicine and imagingInner earVirtual endoscopyChildNeuroradiologymedicine.diagnostic_testbusiness.industryCisternMagnetic resonance imagingEndoscopyAnatomyNeuroma AcousticMiddle AgedCochlear ImplantationEndoscopymedicine.anatomical_structureChild PreschoolEar InnerFemalesense organsNeurology (clinical)Cardiology and Cardiovascular MedicinebusinessNeuroradiology
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Interval between two sequential arrays determines their storage state in visual working memory.

2020

AbstractThe visual information can be stored as either “active” representations in the active state or “activity-silent” representations in the passive state during the retention period in visual working memory (VWM). Catering to the dynamic nature of visual world, we explored how the temporally dynamic visual input was stored in VWM. In the current study, the memory arrays were presented sequentially, and the contralateral delay activity (CDA), an electrophysiological measure, was used to identify whether the memory representations were transferred into the passive state. Participants were instructed to encode two sequential arrays and retrieve them respectively, with two conditions of int…

AdultMaleAdolescentComputer scienceSpeech recognitionlcsh:Medicinenäkömuisti050105 experimental psychologyArticle03 medical and health sciencesYoung Adult0302 clinical medicineMode (computer interface)HumansPsychology0501 psychology and cognitive sciencesAttentionlcsh:ScienceMultidisciplinaryWorking memorylcsh:R05 social sciencesBrainElectroencephalographytyömuistiTask (computing)Interval (music)Memory Short-TermVisual Perceptionlcsh:QFemaleState (computer science)030217 neurology & neurosurgeryPhotic StimulationScientific reports
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Virtual reality versus computer-aided exposure treatments for fear of flying

2011

Evidence is growing that two modalities of computer-based exposure therapies—virtual reality and computer-aided psychotherapy—are effective in treating anxiety disorders, including fear of flying. However, they have not yet been directly compared. The aim of this study was to analyze the efficacy of three computer-based exposure treatments for fear of flying: virtual reality exposure therapy (VRET), computer-aided exposure with a therapist’s (CAE-T) assistance throughout exposure sessions, and self-administered computer-aided exposure (CAE-SA). A total of 60 participants with flying phobia were randomly assigned to VRET, CAE-T, or CAE-SA. Results indicate that the three interventions were …

AdultMaleAircraftPsychological interventionImplosive TherapyFlying PhobiaStatistics NonparametricVirtual realitylaw.inventionExposureFear of flyingVirtual Reality Exposure TherapyUser-Computer InterfaceArts and Humanities (miscellaneous)Randomized controlled trialFear of flyinglawDevelopmental and Educational PsychologymedicineHumansComputer SimulationAnalysis of VarianceIntention-to-treat analysisModalitiesfungiPor a volar--Tractament--Simulació per ordinadorFearMiddle Agedmedicine.diseaseFear of flying --Treatment--Computer simulationIntention to Treat AnalysisTreatmentClinical PsychologyTreatment OutcomePhobic DisordersComputer-aidedPatient SatisfactionRandomized controlled trialTherapy Computer-AssistedAnxietyFemalemedicine.symptomPsychologyClinical psychology
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Virtual reality treatment of flying phobia.

2002

Flying phobia (FP) might become a very incapacitating and disturbing problem in a person's social, working, and private areas. Psychological interventions based on exposure therapy have proved to be effective, but given the particular nature of this disorder they bear important limitations. Exposure therapy for FP might be excessively costly in terms of time, money, and efforts. Virtual reality (VR) overcomes these difficulties as different significant environments might be created, where the patient can interact with what he or she fears while in a totally safe and protected environment, the therapist's consulting room. This paper intends, on one hand, to show the different scenarios desig…

AdultMaleAircraftmedicine.medical_treatmentApplied psychologyExposure therapyPsychological interventionVirtual realitySensitivity and SpecificityFlying PhobiaUser-Computer InterfaceComputer GraphicsMedicineHumansPatient treatmentComputer SimulationElectrical and Electronic EngineeringSimulationTravelConsulting roomCognitive Behavioral Therapybusiness.industryReproducibility of ResultsGeneral MedicineFearComputer Science ApplicationsMultiple baseline designTreatment OutcomePhobic DisordersTherapy Computer-AssistedChronic DiseaseAerospace MedicinePanic DisorderFemaleUser interfaceDesensitization PsychologicbusinessBiotechnologyIEEE transactions on information technology in biomedicine : a publication of the IEEE Engineering in Medicine and Biology Society
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Accident ahead? Difficulties of drivers with and without reading impairment recognising words and pictograms in variable message signs

2017

A timely and accurate acquisition of the information provided by variable message signs (VMS) can be crucial while driving. In the current study, we assess the difficulties of adults with dyslexia acquiring the information shown in VMS and provide evidence to discuss the controversial use of pictograms as potential countermeasures. Twenty-two adults with dyslexia and 22 matched controls completed a simulated driving session. The legibility of 12 VMS was assessed, including six text messages (e.g. "ACCIDENT") and six single pictograms (e.g. the icon for "accident ahead"). On average, participants with dyslexia started reading text messages when they were closer to the VMS. In addition, while…

AdultMaleAutomobile DrivingAdolescentComputer sciencemedia_common.quotation_subjectControl (management)Physical Therapy Sports Therapy and RehabilitationHuman Factors and ErgonomicsFixation OcularLegibilitycomputer.software_genrePictogram050105 experimental psychologySession (web analytics)DyslexiaUser-Computer InterfaceYoung AdultReading (process)Reaction TimemedicineHumans0501 psychology and cognitive sciencesSafety Risk Reliability and QualityEngineering (miscellaneous)computer.programming_languagemedia_commonText MessagingMultimediaCompensation (psychology)05 social sciencesAccidents TrafficDyslexia050301 educationMiddle Agedmedicine.diseaseReadingCase-Control StudiesFemaleIcon0503 educationcomputerPhotic StimulationCognitive psychologyApplied Ergonomics
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Semantic distance as a critical factor in icon design for in-car infotainment systems

2017

In-car infotainment systems require icons that enable fluent cognitive information processing and safe interaction while driving. An important issue is how to find an optimised set of icons for different functions in terms of semantic distance. In an optimised icon set, every icon needs to be semantically as close as possible to the function it visually represents and semantically as far as possible from the other functions represented concurrently. In three experiments (N = 21 each), semantic distances of 19 icons to four menu functions were studied with preference rankings, verbal protocols, and the primed product comparisons method. The results show that the primed product comparisons me…

AdultMaleAutomobile DrivingiconSafety-critical user interfacesComputer scienceSemantic distancemedia_common.quotation_subjectPhysical Therapy Sports Therapy and RehabilitationHuman Factors and Ergonomicscomputer.software_genre050105 experimental psychologyUser-Computer InterfaceYoung AdultSemantic similarityHuman–computer interactionFactor (programming language)IconReaction TimeHumanssemantic distance0501 psychology and cognitive sciencesSafety Risk Reliability and QualitySet (psychology)Function (engineering)Engineering (miscellaneous)050107 human factorsmedia_commoncomputer.programming_languageta113ta213MultimediakuvakkeetCognitive Information Processing05 social sciencesIcon designEquipment DesignSemanticsProduct (mathematics)semantiikkaFemaleIconAutomobilessafety-critical user interfacescomputerApplied Ergonomics
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Using Augmented Reality to Treat Phobias

2005

Virtual reality (VR) is useful for treating several psychological problems, including phobias such as fear of flying, agoraphobia, claustrophobia, and phobia to insects and small animals. We believe that augmented reality (AR) could also be used to treat some psychological disorders. AR and VR share some advantages over traditional treatments. However, AR gives a greater feeling of presence (the sensation of being there) and reality judgment (judging an experience as real) than VR because the environment and the elements the patient uses to interact with the application are real. Moreover, in AR users see their own hands, feet, and so on, whereas VR only simulates this experience. With thes…

AdultMaleComputer sciencemedia_common.quotation_subjectCockroachesVirtual realitycomputer.software_genreFear of flyingUser-Computer InterfaceSensationComputer GraphicsmedicineAnimalsHumansComputer Simulationmedia_commonPhobiasMultimediaSpidersModels Theoreticalmedicine.diseaseComputer Graphics and Computer-Aided DesignTreatment OutcomeMultimediaPhobic DisordersFeelingTherapy Computer-AssistedClaustrophobiaFemaleAugmented realityDesensitization PsychologiccomputerSoftwareCognitive psychologyAgoraphobiaIEEE Computer Graphics and Applications
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