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…
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…
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…
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…
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…
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 …
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…
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…
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 …
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…