Search results for "virtual reality."

showing 10 items of 364 documents

Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweig…

2020

Virtual reality has been found to be a useful tool for positively influencing relevant psychological variables in order to increase physical activity (PA), especially in the overweight population. This study investigates the use of avatars and their physical variations to extend the effectiveness of existing interventions to promote PA. The main objective is to analyze the influence of the avatars&rsquo

AvatarsHealth Toxicology and MutagenesisApplied psychologyPopulationPsychological interventionlcsh:Medicine030209 endocrinology & metabolismInterventionOverweightMetaverseArticleVirtual realityVirtual environmentsUser-Computer Interface03 medical and health sciences0302 clinical medicineIntervention (counseling)TEORIA DE LA SEÑAL Y COMUNICACIONESmedicineHumans030212 general & internal medicineeducationExerciseAvatarInterneteducation.field_of_studybusiness.industryPhysical activitylcsh:RPublic Health Environmental and Occupational HealthComputingMilieux_PERSONALCOMPUTINGINGENIERIA TELEMATICAOverweightAnxietyFemaleThe Internetmedicine.symptombusinessPsychology
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A COLLABORATIVE VIRTUAL REALITY ENVIRONMENT FOR NEUROSURGICAL PLANNING AND TRAINING

2007

OBJECTIVE We have developed a highly interactive virtual environment that enables collaborative examination of stereoscopic three-dimensional (3-D) medical imaging data for planning, discussing, or teaching neurosurgical approaches and strategies. MATERIALS AND METHODS The system consists of an interactive console with which the user manipulates 3-D data using hand-held and tracked devices within a 3-D virtual workspace and a stereoscopic projection system. The projection system displays the 3-D data on a large screen while the user is working with it. This setup allows users to interact intuitively with complex 3-D data while sharing this information with a larger audience. RESULTS We have…

Brain Diseasesbusiness.industryEducational TechnologyNeurosurgeryComputer-Assisted InstructionStereoscopyPlan (drawing)Virtual realitycomputer.software_genrelaw.inventionImaging Three-DimensionallawHuman–computer interactionVirtual machineMedical imagingHumansMedicineComputer SimulationSurgeryNeurology (clinical)businessProjection (set theory)computerComputer-Assisted InstructionInstructional simulationOperative Neurosurgery
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Comparison of relaxation techniques in virtual reality for breast cancer patients

2019

A number of studies demonstrated that virtual reality (VR) featuring pleasant scenarios and relaxing narratives is effective in promoting relaxation in users, both in healthy and pathological contexts. One important field for application of relaxing VR is breast cancer, because of therapy-related distress and changes in body imagine experienced by patients during the care process. However, comparisons between different relaxation techniques adapted to virtual reality are rare. In the present study, the same virtual environment has been integrated with audio narratives designed according to two different relaxation techniques (respiration control and body scan). As initial exploration, 16 br…

Care process020205 medical informaticsRelaxation (psychology)virtual reality relaxation stress reduction breast cancer user centered design human-computer interaction user preferences02 engineering and technologySettore M-PSI/08 - PSICOLOGIA CLINICAVirtual realitymedicine.diseasecomputer.software_genre03 medical and health sciencesDistress0302 clinical medicineBreast cancerVirtual machine030220 oncology & carcinogenesis0202 electrical engineering electronic engineering information engineeringmedicineingleseValence (psychology)PsychologycomputerCognitive psychologyUser-centered design
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Virtual reality in the treatment of claustrophobic fear: A controlled, multiple-baseline design

2000

The aim of this study was to determine the effectiveness of virtual reality (VR) exposure in the treatment of claustrophobic fear. We evaluated the intervention following a controlled, multiple-baseline design across 4 participants with claustrophobic fear who sought psychological help in our anxiety disorders clinic. The treatment consisted of 8 individual VR graded exposure sessions. Data were obtained at pretreatment, posttreatment, and 3-month follow-up on several clinical measures: Behavioral Avoidance Test, Self-Efficacy Toward Closed Spaces, Problem-Related Impairment Questionnaire, Beck Depression Inventory (Beck, 1978), and Anxiety Sensitivity Index (Peterson & Reiss, 1992). Result…

Clinical PsychologyMultiple baseline designPsychotherapistIntervention (counseling)Beck Depression InventoryAnxiety sensitivitymedicineAnxietyBehavioral avoidancemedicine.symptomVirtual realityPsychologyAfter treatment
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2018

This article explores promising points of contact between philosophy and the expanding field of virtual reality research. Aiming at an interdisciplinary audience, it proposes a series of new research targets by presenting a range of concrete examples characterized by high theoretical relevance and heuristic fecundity. Among these examples are conscious experience itself, “Bayesian” and social VR, amnestic re-embodiment, merging human-controlled avatars and virtual agents, virtual ego-dissolution, controlling the reality/virtuality continuum, the confluence of VR and artificial intelligence (AI) as well as of VR and functional magnetic resonance imaging (fMRI), VR-based social hallucinations…

Cognitive scienceComputer sciencemedia_common.quotation_subjectField (Bourdieu)Reality–virtuality continuum06 humanities and the artsVirtual reality0603 philosophy ethics and religionMixed realityComputer Science ApplicationsPhenomenology (philosophy)03 medical and health sciences0302 clinical medicineArtificial Intelligence060302 philosophyRelevance (information retrieval)Augmented realityConsciousness030217 neurology & neurosurgerymedia_commonFrontiers in Robotics and AI
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Assessing Virtual Reality as a Tool for Support Imagination

2002

One of the major developments of the second year of human life is the emergence of the ability to pretend (Leslie, 1987). Many children with autism use no pretend play or are impoverished in the quality of their play (Baron-Cohen, 1989). The key factor of our Virtual Reality Software in relation to Pretend Play is the possibility to really show the object transformations we propose when pretending. We hope those technics to drive people with autism to a better understanding of pretense and to enable them to develop a play with more quality.

Cognitive scienceImaginationComputer scienceHuman lifemedia_common.quotation_subjectmedicineAutismQuality (business)Virtual realityRelation (history of concept)medicine.diseaseObject (philosophy)media_common
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Investigating metaphors of musical involvement : Immersion, flow, interaction and incorporation

2018

The concept of immersion, despite being relatively unknown within music research, presents a potentially productive way for understanding the well acknowledged phenomenon of "being drawn into music". This paper 1) discusses immersion as a metaphor for conceptualizing musical involvement by drawing on the research into video games and virtual reality and 2) aims to clarify the metaphor of immersion by utilizing the concept of image schema to analyze it in relation to alternative metaphors of flow, interaction and incorporation. The theoretical stance of the paper is based on the paradigm of enactive cognitive sciences, which stresses the bodily, constructive and interactive nature of experie…

Cognitive scienceimmersionenactive perceptionMetaphorComputer scienceimage schemamedia_common.quotation_subject05 social sciencesConceptual metaphorconceptual metaphor06 humanities and the artsMusicalVirtual realityConstructive050105 experimental psychology060404 musicexperienceImage schemaPhenomenonta6131Immersion (virtual reality)0501 psychology and cognitive sciencesmusic0604 artsmedia_common
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A Reconfigurable Immersive Workbench and Wall-System for Designing and Training in 3D Environments

2007

Virtual and Augmented Reality have been widely used in many scientific fields for the last two decades in order to visualize complex data and information. Although both techniques are oriented to show users complex 3D environments by means of an intuitive and easy mechanism, they use to become useless to manipulate the information in an intuitive and realistic way. In this paper, we present SOROLLA, a new concept of workbench designed for virtual and augmented reality purposes and specially oriented to the fields of teleeducation and engineering. Unlike other proposals, SOROLLA not only allows an easy utilization and configuration, but also shows a cost-effective immersive visualization sys…

Complex data typeHuman–computer interactionComputer scienceUser satisfactionWorkbenchAugmented realityComputer-mediated realityVirtual realityMixed realityVirtual prototyping
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A grid representation for distributed virtual environments

2004

Fast Internet connections and the widespread use of high performance graphic cards are making Distributed Virtual Environments (DVE) very common nowadays. The architecture and behavior of these systems are very similar to new grid computing applications where concepts such as sharing and high scalability are extremely exploited. However, there are several key issues in these systems that should still be improved in order to design a scalable and cost-effective DVE system. One of these key issues is the partitioning problem. This problem consists of efficiently assigning clients (3-D avatars) to the arbiters (servers) in the system. As an alternative to the ad-hoc heuristic proposed in the l…

Computació en núvolRealitat virtualbusiness.industryHeuristic (computer science)Computer scienceDistributed computingEvolutionary algorithmcomputer.software_genreGridInteractive programmingVirtual realityClient-server systemsGrid computingServerEmbedded systemScalabilityGrid computingSystems architecturePerformance evaluationHeuristicsbusinessOpen systemscomputerArquitectura client-servidor (Informàtica):Informàtica::Arquitectura de computadors [Àrees temàtiques de la UPC]
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A VR-Enhanced Rollover Car Simulator and Edutainment Application for Increasing Seat Belt Use Awareness

2021

Most countries have active road safety policies that seek the objective of reducing deaths in traffic accidents. One of the main factors in this regard is the awareness of the safety measures, one of the most important being the correct usage of the seat belt, a device that is known to save thousands of lives every year. The presented work shows a VR-enhanced edutainment application designed to increase awareness on the use of seat belts. For this goal, a motorized rollover system was developed that, synchronized with a VR application (shown in a head-mounted display for each user inside a real car), rolls over this car with up to four passengers inside. This way, users feel the sensations …

Computer Networks and CommunicationsComputer scienceContext (language use)02 engineering and technologySerious gameVirtual realitylaw.inventiontraffic safetyAeronauticslaw0202 electrical engineering electronic engineering information engineeringSeat beltPer capitagamificationawarenessserious gameSeguretat viària05 social sciencesedutainment050301 education020207 software engineeringQA75.5-76.95RolloverHuman-Computer InteractionRisk perceptionPsicologiaWork (electrical)Electronic computers. Computer sciencevirtual realityseat beltrollover simulator0503 educationComputers
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