Search results for "multimedia"

showing 10 items of 692 documents

Anaerobic performance testing of professional soccer players 1995-2010

2013

Purpose:To compare sprint and countermovement-jump (CMJ) performance among competitive soccer players as a function of performance level, field position, and age. In addition, the authors wanted to quantify the evolution of these physical characteristics among professional players over a 15-y period.Methods:939 athletes (22.1 ± 4.3 y), including national-team players, tested 40-m sprint with electronic timing and CMJ on a force platform at the Norwegian Olympic Training Center between 1995 and 2010.Results:National-team and 1st-division players were faster (P < .05) than 2nd-division (1.0–1.4%), 3rd- to 5th-division (3.0–3.8%), junior national-team (1.7–2.2%), and junior players (2.8–3.7…

AdultMaleAnalysis of VarianceCompetitive BehaviorAdolescentAnaerobic ThresholdMultimediaAge FactorsMEDLINEPhysical Therapy Sports Therapy and RehabilitationAthletic Performancecomputer.software_genreVertical jumpSprintPhysical FitnessSoccerHumansOrthopedics and Sports MedicineVDP::Medical disciplines: 700::Sports medicine: 850PsychologycomputerAnaerobic exercise
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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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Exploring the Enjoyment of Playing Browser Games

2009

Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discuss…

AdultMaleCompetitive BehaviorAdolescentComputer scienceDecision MakingInternet privacycomputer.software_genreChoice BehaviorYoung AdultGame clientGame designGermanyAdaptation PsychologicalHumansInterpersonal RelationsSocial BehaviorVideo game designGame DeveloperVideo gameProblem SolvingApplied PsychologyMotivationNon-cooperative gameGame mechanicsVideo game developmentMultimediaAttitude to Computersbusiness.industryCommunicationComputingMilieux_PERSONALCOMPUTINGGeneral MedicineBehavior AddictiveHuman-Computer InteractionVideo GamesFemalebusinesscomputerSoftwareCyberPsychology & Behavior
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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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Immersion and emotion: their impact on the sense of presence.

2005

The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was to test the interactive role of these two media characteristics (form and content). Scores on two self-report presence measurements were compared among six groups of 10 people each. The results suggest that both immersion and affective content have …

AdultMaleEngineeringAdolescentSense of presenceVirtual realityAffect (psychology)computer.software_genreJudgmentUser-Computer InterfaceHuman–computer interactionSurveys and QuestionnairesImmersion (virtual reality)HumansMass MediaMedia contentApplied PsychologyMass mediaMultimediabusiness.industryCommunicationGeneral MedicineMiddle AgedAffective valenceHuman-Computer InteractionAffectFemalebusinessVideo wallcomputerCyberpsychologybehavior : the impact of the Internet, multimedia and virtual reality on behavior and society
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How could multimedia information about dental implant surgery effects patients- anxiety level?

2017

Background To evaluate the effects of different patient education techniques on patients’ anxiety levels before and after dental implant surgery. Material and Methods Sixty patients were randomized into three groups; each contained 20 patients; [group 1, basic information given verbally, with details of operation and recovery; group 2 (study group), basic information given verbally with details of operative procedures and recovery, and by watching a movie on single implant surgery]; and a control group [basic information given verbally “but it was devoid of the details of the operative procedures and recovery”]. Anxiety levels were assessed using the Spielberger’s State-Trait Anxiety Invent…

AdultMalemedicine.medical_specialtyVisual analogue scaleAnalgesicDental implant surgery03 medical and health sciences0302 clinical medicinePatient Education as Topicstomatognathic systemDental AnxietymedicineHumansGeneral DentistryDental ImplantsAnxiety levelbusiness.industrySingle implantResearch030206 dentistryMiddle Aged:CIENCIAS MÉDICAS [UNESCO]stomatognathic diseasesOtorhinolaryngologyMultimedia030220 oncology & carcinogenesisUNESCO::CIENCIAS MÉDICASMultimedia informationPhysical therapyAnxietySurgeryFemalemedicine.symptomOral SurgerybusinessKazancioglu H. Dahhan A. Acar A. -How could multimedia information about dental implant surgery effects patients- anxiety level?- MEDICINA ORAL PATOLOGIA ORAL Y CIRUGIA BUCAL cilt.22 2017Patient education
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Interventions to Improve Health among Reproductive-Age Women of Low Health Literacy: A Systematic Review

2020

Background: Limited or low health literacy (HL) has been associated with poor health outcomes, including inadequate self-caring and preventive behaviors. A few studies have systematically summarized the effect of interventions to improve reproductive health and care in women with insufficient HL. The main objective of the study was to investigate health care promotion interventions and examine their effectiveness on women with inadequate HL through a systematic review of randomized controlled trials (RCT). Methods: RCTs and quasi-experimental studies that assessed HL interventions to improve reproductive health of women with low HL were included. The study protocol was registered with PROSP…

Adultreading abilitymedicine.medical_specialtyService delivery frameworkHealth Toxicology and MutagenesisPsychological interventionreading skilllcsh:MedicineHealth literacyReviewHealth Promotionlaw.invention03 medical and health sciences0302 clinical medicineRandomized controlled trialPregnancyNumeracylawHealth caremedicineHumans030212 general & internal medicineinterventionReproductive health030219 obstetrics & reproductive medicinebusiness.industrylcsh:RInfant NewbornPublic Health Environmental and Occupational HealthReproductive HealthMultimediaReading comprehensionFamily medicineFemalebusinesshealth literacynumeracypregnant womenInternational Journal of Environmental Research and Public Health
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The Intelligent e-Therapy system: a new paradigm for telepsychology and cybertherapy

2009

ABSTRACT One of the main drawbacks of computer-assisted psychology tools developed up to now is related to the real time customisation and adaptation of the content to each patient depending on his/her activity. In this paper we propose a new approach for mental e-health treatments named Intelligent e-Therapy (eIT) with capabilities for ambient intelligence and ubiquitous computing. From a technical point of view, an eIT system is based on four fundamental axes: ambient intelligence for capturing physiological, psychological and contextual information of the patient; persuasive computing for changing/reinforcing behaviours; ubiquitous computing for using the system at any place, and at any …

Ambient intelligenceUbiquitous computingPoint (typography)Multimediabusiness.industryContext effectComputer scienceInformation technologycomputer.software_genreIntelligent user interfaceComputer-mediated communicationbusinessAdaptation (computer science)computerApplied PsychologyBritish Journal of Guidance & Counselling
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Identifying technical, physiological, tactical and psychological characteristics that contribute to career progression in soccer

2016

This study sought to examine which technical, physiological, tactical and psychological characteristics at age 15 years contribute to successful soccer performance at age 19 years. Participants were male soccer players ( n = 114; mean age 15.4 ± 0.3 years), divided into elite and sub-elite groups based on their performance level at age 19 years. Technical, physiological, tactical and psychological characteristics were recorded when players were 15-year olds. Binary logistic regression analysis showed that performance level at age 19 was clearly associated with technical skills of passing and centering as well as agility and motivation levels recorded at age 15 years. These results extend o…

Applied psychology030209 endocrinology & metabolismcomputer.software_genreCoachingagility03 medical and health sciences0302 clinical medicinemotivationassociation footballtalent developmentta315skillta515biologyMultimediaAthletesbusiness.industry030229 sport sciencesbiology.organism_classificationsoccerTalent developmentPsychologybusinesscomputerhuman activitiesSocial Sciences (miscellaneous)Career development
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