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Sample records for cognitive mobile virtual

  1. Cognitive virtual network operator games

    CERN Document Server

    Duan, Lingjie; Shou, Biying

    2014-01-01

    This SpringerBrief provides an overview of cognitive mobile virtual network operator's (C-MVNO) decisions under investment flexibility, supply uncertainty, and market competition in cognitive radio networks. This is a new research area at the nexus of cognitive radio engineering and microeconomics. The authors focus on an operator's joint spectrum investment and service pricing decisions. The readers will learn how to tradeoff the two flexible investment choices (dynamic spectrum leasing and spectrum sensing) under supply uncertainty. Furthermore, if there is more than one operator, we present

  2. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    Directory of Open Access Journals (Sweden)

    Fan Zhang

    2018-01-01

    Full Text Available Virtual Geographic Environment Cognition is the attempt to understand the human cognition of surface features, geographic processes, and human behaviour, as well as their relationships in the real world. From the perspective of human cognition behaviour analysis and simulation, previous work in Virtual Geographic Environments (VGEs has focused mostly on representing and simulating the real world to create an ‘interpretive’ virtual world and improve an individual’s active cognition. In terms of reactive cognition, building a user ‘evaluative’ environment in a complex virtual experiment is a necessary yet challenging task. This paper discusses the outlook of VGEs and proposes a framework for virtual cognitive experiments. The framework not only employs immersive virtual environment technology to create a realistic virtual world but also involves a responsive mechanism to record the user’s cognitive activities during the experiment. Based on the framework, this paper presents two potential implementation methods: first, training a deep learning model with several hundred thousand street view images scored by online volunteers, with further analysis of which visual factors produce a sense of safety for the individual, and second, creating an immersive virtual environment and Electroencephalogram (EEG-based experimental paradigm to both record and analyse the brain activity of a user and explore what type of virtual environment is more suitable and comfortable. Finally, we present some preliminary findings based on the first method.

  3. Virtual Stationary Automata for Mobile Networks

    National Research Council Canada - National Science Library

    Dolev, Shlomi; Gilbert, Seth; Lahiani, Limor; Lynch, Nancy; Nolte, Tina

    2005-01-01

    We define a programming abstraction for mobile networks called the Virtual Stationary Automata programming layer, consisting of real mobile clients, virtual timed I/O automata called virtual stationary automata (VSAs...

  4. Virtual Enterprises, Mobile Markets and Volatile Customers

    NARCIS (Netherlands)

    F.P.H. Jaspers (Ferdinand); W. Hulsink (Wim); J.J.M. Theeuwes (Myrte)

    2005-01-01

    textabstractRecently, several new mobile virtual network operators (MVNOs) have entered the European mobile telecommunications markets. These service providers do not own a mobile network, but instead they buy capacity from other companies. Because these virtual operators do not possess an

  5. Virtual Reality Interaction Using Mobile Devices

    KAUST Repository

    Aseeri, Sahar A.

    2013-07-01

    With the use of an immersive display system such as CAVE system, the user is able to realize a 3D immersive virtual environment realistically. However, interacting with virtual worlds in CAVE systems using traditional input devices to perform easy operations such as manipulation, object selection, and navigation is often difficult. This difficulty could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. Our research aims to implement and evaluate alternative approaches of interaction with immersive virtual environments on mobile devices for manipulation and object selection tasks. As many researchers have noted, using a mobile device as an interaction device has a number of advantages, including built-in display, built-in control, and touch screen facility. These advantages facilitate simple tasks within immersive virtual environments. This research proposes new methods using mobile devices like Smart-phones to perform di↵erent kinds of interactions both as an input device, (e.g. performing selection and manipulation of objects) and as an output device (e.g. utilizing the screen as an extra view for a virtual camera or information display). Moreover, we developed a prototype system to demonstrate and informally evaluate these methods. The research conclusion suggests using mobile devices as a 3D-controller. This will be a more intuitive approach to interact within the virtual environment.

  6. Mobile Virtual Private Networking

    Science.gov (United States)

    Pulkkis, Göran; Grahn, Kaj; Mårtens, Mathias; Mattsson, Jonny

    Mobile Virtual Private Networking (VPN) solutions based on the Internet Security Protocol (IPSec), Transport Layer Security/Secure Socket Layer (SSL/TLS), Secure Shell (SSH), 3G/GPRS cellular networks, Mobile IP, and the presently experimental Host Identity Protocol (HIP) are described, compared and evaluated. Mobile VPN solutions based on HIP are recommended for future networking because of superior processing efficiency and network capacity demand features. Mobile VPN implementation issues associated with the IP protocol versions IPv4 and IPv6 are also evaluated. Mobile VPN implementation experiences are presented and discussed.

  7. Poster: Virtual reality interaction using mobile devices

    KAUST Repository

    Aseeri, Sahar A.

    2013-03-01

    In this work we aim to implement and evaluate alternative approaches for interacting with virtual environments on mobile devices for navigation, object selection and manipulation. Interaction with objects in virtual worlds using traditional input such as current state-of-the-art devices is often difficult and could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. We have developed new methods to perform different kinds of interactions using a mobile device (e.g. a smartphone) both as input device, performing selection and manipulation of objects, and as output device, utilizing the screen as an extra view (virtual camera or information display). Our hypothesis is that interaction via mobile devices facilitates simple tasks like the ones described within immersive virtual reality systems. We present here our initial implementation and result. © 2013 IEEE.

  8. The Cognitive Mobilization Index

    Directory of Open Access Journals (Sweden)

    Antonio Alaminos

    2012-01-01

    Full Text Available This article shows how the cognitive mobilization index, designed for use in observing potential political participation, can be used as an indicator of the political climate that a particular society is going through. Following a discussion of the theoretical elaborations (and their working definitions of the concept of cognitive mobilization, a longitudinal study of various European countries is used to consider the question of how political crises influence cognitive mobilization indexes and what effects they have on the political socialization process among the youngest cohorts.

  9. Implementing Mobile Virtual Exhibition to Increase Cultural Heritage Visibility

    Directory of Open Access Journals (Sweden)

    Cristian CIUREA

    2014-01-01

    Full Text Available The paper presents an implementation of iOS mobile application designed as a virtual exhibition, which aims to increase the accessibility and visibility of physical objects that composite cultural heritage elements. Mobile technologies have seen a huge evolution in the last years and people are very attracted by smartphones, tablets and other mobile devices. Taking into consideration the impact of mobile technologies in all the activity fields, an important research objective is to analyze the influence of mobile applications designed as virtual exhibitions on cultural heritage promotion and on people cultural needs.

  10. Virtualization techniques for mobile systems

    CERN Document Server

    Jaramillo, David; Agarwal, Ankur

    2014-01-01

    This book presents effective ways to partition mobile devices such that the enterprise system access and its information are completely separated from the personal information. For those using mobile devices for personal and business purposes, the ability to keep the data secure and separate is critical. The applications for security in smart platforms range from personal email accounts to global enterprise systems.Several approaches for mobile virtualization are described, all creating secure and secluded environments for enterprise information. The authors present a reference architecture th

  11. Effect of Virtual Reality on Cognition in Stroke Patients

    OpenAIRE

    Kim, Bo Ryun; Chun, Min Ho; Kim, Lee Suk; Park, Ji Young

    2011-01-01

    Objective To investigate the effect of virtual reality on the recovery of cognitive impairment in stroke patients. Method Twenty-eight patients (11 males and 17 females, mean age 64.2) with cognitive impairment following stroke were recruited for this study. All patients were randomly assigned to one of two groups, the virtual reality (VR) group (n=15) or the control group (n=13). The VR group received both virtual reality training and computer-based cognitive rehabilitation, whereas the cont...

  12. Perspectives on the Viable Mobile Virtual Community for Telemedicine

    OpenAIRE

    van 't Klooster, J.W.J.R.; Pawar, P.; van Beijnum, Bernhard J.F.; Dulawan, Chariz; Hermens, Hermanus J.

    2010-01-01

    A virtual community is an electronically supported social network: it can be seen as a group of people who have regular social interaction, independent of time and space, because of a common interest such as a problem, task, or feeling exchange (Eysenbach, Powell, Englesakis, Rizo, & Stern, 2004; Rheingold, 1993). When independence of time and space is achieved through the use of mobile devices and wireless communication technologies, such a virtual community is called a Mobile Virtual Commun...

  13. Mobile devices, Virtual Reality, Augmented Reality, and Digital Geoscience Education.

    Science.gov (United States)

    Crompton, H.; De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.

    2016-12-01

    Mobile devices are playing an increasing role in geoscience education. Affordances include instructor-student communication and class management in large classrooms, virtual and augmented reality applications, digital mapping, and crowd-sourcing. Mobile technologies have spawned the sub field of mobile learning or m-learning, which is defined as learning across multiple contexts, through social and content interactions. Geoscientists have traditionally engaged in non-digital mobile learning via fieldwork, but digital devices are greatly extending the possibilities, especially for non-traditional students. Smartphones and tablets are the most common devices but smart glasses such as Pivothead enable live streaming of a first-person view (see for example, https://youtu.be/gWrDaYP5w58). Virtual reality headsets such as Google Cardboard create an immersive virtual field experience and digital imagery such as GigaPan and Structure from Motion enables instructors and/or students to create virtual specimens and outcrops that are sharable across the globe. Whereas virtual reality (VR) replaces the real world with a virtual representation, augmented reality (AR) overlays digital data on the live scene visible to the user in real time. We have previously reported on our use of the AR application called FreshAiR for geoscientific "egg hunts." The popularity of Pokémon Go demonstrates the potential of AR for mobile learning in the geosciences.

  14. Natural interaction for mobile virtual reality

    OpenAIRE

    Prosenik, Uroš

    2016-01-01

    Virtual reality (VR) has recently become a real hit. Also, an increasing number of mobile devices that are used for everyday needs support and are powerful enough to run VR applications. As a result, the market is growing in number of VR glasses, which project the image from mobile device screens to user eyes. These glasses can be from different manufacturers and different shapes. Many VR glasses do not provide any additional controllers for interaction with the mobile device. The user is lim...

  15. Cognitive training on stroke patients via virtual reality-based serious games.

    Science.gov (United States)

    Gamito, Pedro; Oliveira, Jorge; Coelho, Carla; Morais, Diogo; Lopes, Paulo; Pacheco, José; Brito, Rodrigo; Soares, Fabio; Santos, Nuno; Barata, Ana Filipa

    2017-02-01

    Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients. A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.

  16. Learning anatomy via mobile augmented reality: Effects on achievement and cognitive load.

    Science.gov (United States)

    Küçük, Sevda; Kapakin, Samet; Göktaş, Yüksel

    2016-10-01

    Augmented reality (AR), a new generation of technology, has attracted the attention of educators in recent years. In this study, a MagicBook was developed for a neuroanatomy topic by using mobile augmented reality (mAR) technology. This technology integrates virtual learning objects into the real world and allow users to interact with the environment using mobile devices. The purpose of this study was to determine the effects of learning anatomy via mAR on medical students' academic achievement and cognitive load. The mixed method was applied in the study. The random sample consisted of 70 second-year undergraduate medical students: 34 in an experimental group and 36 in a control group. Academic achievement test and cognitive load scale were used as data collection tool. A one-way MANOVA test was used for analysis. The experimental group, which used mAR applications, reported higher achievement and lower cognitive load. The use of mAR applications in anatomy education contributed to the formation of an effective and productive learning environment. Student cognitive load decreased as abstract information became concrete in printed books via multimedia materials in mAR applications. Additionally, students were able to access the materials in the MagicBook anytime and anywhere they wanted. The mobile learning approach helped students learn better by exerting less cognitive effort. Moreover, the sensory experience and real time interaction with environment may provide learning satisfaction and enable students to structure their knowledge to complete the learning tasks. Anat Sci Educ 9: 411-421. © 2016 American Association of Anatomists. © 2016 American Association of Anatomists.

  17. Associations between mobility, cognition and callosal integrity in people with parkinsonism

    Directory of Open Access Journals (Sweden)

    Brett W. Fling

    2016-01-01

    Full Text Available Falls in people with parkinsonism are likely related to both motor and cognitive impairments. In addition to idiopathic Parkinson's disease (PD, some older adults have lower body parkinsonism (a frontal gait disorder, characterized by impaired lower extremity balance and gait as well as cognition, but without tremor or rigidity. Neuroimaging during virtual gait suggests that interhemispheric, prefrontal cortex communication may be involved in locomotion, but contributions of neuroanatomy connecting these regions to objective measures of gait in people with parkinsonism remains unknown. Our objectives were to compare the integrity of fiber tracts connecting prefrontal and sensorimotor cortical regions via the corpus callosum in people with two types of parkinsonism and an age-matched control group and to relate integrity of these callosal fibers with clinical and objective measures of mobility and cognition. We recruited 10 patients with frontal gait disorders, 10 patients with idiopathic PD and 10 age-matched healthy control participants. Participants underwent cognitive and mobility testing as well as diffusion weighted magnetic resonance imaging to quantify white matter microstructural integrity of interhemispheric fiber tracts. People with frontal gait disorders displayed poorer cognitive performance and a slower, wider-based gait compared to subjects with PD and age-matched control subjects. Despite a widespread network of reduced white matter integrity in people with frontal gait disorders, gait and cognitive deficits were solely related to interhemispheric circuitry employing the genu of the corpus callosum. Current results highlight the importance of prefrontal interhemispheric communication for lower extremity control in neurological patients with cognitive dysfunction.

  18. Effect of virtual reality on cognition in stroke patients.

    Science.gov (United States)

    Kim, Bo Ryun; Chun, Min Ho; Kim, Lee Suk; Park, Ji Young

    2011-08-01

    To investigate the effect of virtual reality on the recovery of cognitive impairment in stroke patients. Twenty-eight patients (11 males and 17 females, mean age 64.2) with cognitive impairment following stroke were recruited for this study. All patients were randomly assigned to one of two groups, the virtual reality (VR) group (n=15) or the control group (n=13). The VR group received both virtual reality training and computer-based cognitive rehabilitation, whereas the control group received only computer-based cognitive rehabilitation. To measure, activity of daily living cognitive and motor functions, the following assessment tools were used: computerized neuropsychological test and the Tower of London (TOL) test for cognitive function assessment, Korean-Modified Barthel index (K-MBI) for functional status evaluation, and the motricity index (MI) for motor function assessment. All recruited patients underwent these evaluations before rehabilitation and four weeks after rehabilitation. The VR group showed significant improvement in the K-MMSE, visual and auditory continuous performance tests (CPT), forward digit span test (DST), forward and backward visual span tests (VST), visual and verbal learning tests, TOL, K-MBI, and MI scores, while the control group showed significant improvement in the K-MMSE, forward DST, visual and verbal learning tests, trail-making test-type A, TOL, K-MBI, and MI scores after rehabilitation. The changes in the visual CPT and backward VST in the VR group after rehabilitation were significantly higher than those in the control group. Our findings suggest that virtual reality training combined with computer-based cognitive rehabilitation may be of additional benefit for treating cognitive impairment in stroke patients.

  19. Complex Mobile Learning That Adapts to Learners' Cognitive Load

    Science.gov (United States)

    Deegan, Robin

    2015-01-01

    Mobile learning is cognitively demanding and frequently the ubiquitous nature of mobile computing means that mobile devices are used in cognitively demanding environments. This paper examines the use of mobile devices from a Learning, Usability and Cognitive Load Theory perspective. It suggests scenarios where these fields interact and presents an…

  20. Applying virtual reality to remote control of mobile robot

    Directory of Open Access Journals (Sweden)

    Chen Chin-Shan

    2017-01-01

    Full Text Available The purpose of this research is based on virtual reality to assisted pick and place tasks. Virtual reality can be utilized to control remote robot for pick and place element. The operator monitored and controlled the situation information of working site by Human Machine Interface. Therefore, we worked in harsh or dangerous environments that thing can be avoided. The procedure to operate mobile robot in virtual reality describes as follow: An experiment site with really experimental equipment is first established. Then, the experimental equipment and scene modeling are input to virtual reality for establishing a environment similar to the reality. Finally, the remote mobile robot is controlled to operate pick and place tasks through wireless communication by the object operation in virtual reality. The robot consists of a movable robot platform and robotic arm. The virtual reality is constructed by EON software; the Human Machine Interface is established by Visual Basic. The wireless connection is equipped the wireless Bluetooth, which is set the PC and PLC controller. With experimental tests to verify the robot in virtual reality and the wireless remote control, the robot could be operated and controlled to successfully complete pick and place tasks in reality by Human Machine Interface.

  1. Subjective visual vertical assessment with mobile virtual reality system

    Directory of Open Access Journals (Sweden)

    Ingrida Ulozienė

    Full Text Available Background and objective: The subjective visual vertical (SVV is a measure of a subject's perceived verticality, and a sensitive test of vestibular dysfunction. Despite this, and consequent upon technical and logistical limitations, SVV has not entered mainstream clinical practice. The aim of the study was to develop a mobile virtual reality based system for SVV test, evaluate the suitability of different controllers and assess the system's usability in practical settings. Materials and methods: In this study, we describe a novel virtual reality based system that has been developed to test SVV using integrated software and hardware, and report normative values across healthy population. Participants wore a mobile virtual reality headset in order to observe a 3D stimulus presented across separate conditions – static, dynamic and an immersive real-world (“boat in the sea” SVV tests. The virtual reality environment was controlled by the tester using a Bluetooth connected controllers. Participants controlled the movement of a vertical arrow using either a gesture control armband or a general-purpose gamepad, to indicate perceived verticality. We wanted to compare 2 different methods for object control in the system, determine normal values and compare them with literature data, to evaluate the developed system with the help of the system usability scale questionnaire and evaluate possible virtually induced dizziness with the help of subjective visual analog scale. Results: There were no statistically significant differences in SVV values during static, dynamic and virtual reality stimulus conditions, obtained using the two different controllers and the results are compared to those previously reported in the literature using alternative methodologies. The SUS scores for the system were high, with a median of 82.5 for the Myo controller and of 95.0 for the Gamepad controller, representing a statistically significant difference between the two

  2. Study of cognitive and technological prerequisites for virtual laboratories and collaborative virtual environments for radiopharmacy

    International Nuclear Information System (INIS)

    Melo, Roberto Correia de

    2009-01-01

    This academic work explains a general view of virtual laboratories (VL) and collaborative virtual environments (CVE) (called, together, a VL/CVE set), focusing their technological features and analyzing the common cognitive features of their users. Also is presented a detailed description of VL/CVE VirRAD (Virtual Radiopharmacy), created specially to connect and support the international radiopharmacy community around the world, and is explained an analysis of their users' cognitive profile, under the perspective of two of the most important cognitive theories of the 20th century: multiple intelligences, by Howard Gardner, and mindful learning, by Ellen Langer. Conclusions from this study has been incorporated, as feature enhancements, to a software prototype created based upon VirRAD software solution, and the hardcopy of their screens is exposed at the end of this work. It is also an essential idea that the conclusions of this work are relevant to any VL/CVE environment. (author)

  3. Virtual reality for mobility devices: training applications and clinical results: a review.

    Science.gov (United States)

    Erren-Wolters, Catelijne Victorien; van Dijk, Henk; de Kort, Alexander C; Ijzerman, Maarten J; Jannink, Michiel J

    2007-06-01

    Virtual reality technology is an emerging technology that possibly can address the problems encountered in training (elderly) people to handle a mobility device. The objective of this review was to study different virtual reality training applications as well as their clinical implication for patients with mobility problems. Computerized literature searches were performed using the MEDLINE, Cochrane, CIRRIE and REHABDATA databases. This resulted in eight peer reviewed journal articles. The included studies could be divided into three categories, on the basis of their study objective. Five studies were related to training driving skills, two to physical exercise training and one to leisure activity. This review suggests that virtual reality is a potentially useful means to improve the use of a mobility device, in training one's driving skills, for keeping up the physical condition and also in a way of leisure time activity. Although this field of research appears to be in its early stages, the included studies pointed out a promising transfer of training in a virtual environment to the real-life use of mobility devices.

  4. Mobile Virtual Reality : A Solution for Big Data Visualization

    Science.gov (United States)

    Marshall, E.; Seichter, N. D.; D'sa, A.; Werner, L. A.; Yuen, D. A.

    2015-12-01

    Pursuits in geological sciences and other branches of quantitative sciences often require data visualization frameworks that are in continual need of improvement and new ideas. Virtual reality is a medium of visualization that has large audiences originally designed for gaming purposes; Virtual reality can be captured in Cave-like environment but they are unwieldy and expensive to maintain. Recent efforts by major companies such as Facebook have focussed more on a large market , The Oculus is the first of such kind of mobile devices The operating system Unity makes it possible for us to convert the data files into a mesh of isosurfaces and be rendered into 3D. A user is immersed inside of the virtual reality and is able to move within and around the data using arrow keys and other steering devices, similar to those employed in XBox.. With introductions of products like the Oculus Rift and Holo Lens combined with ever increasing mobile computing strength, mobile virtual reality data visualization can be implemented for better analysis of 3D geological and mineralogical data sets. As more new products like the Surface Pro 4 and other high power yet very mobile computers are introduced to the market, the RAM and graphics card capacity necessary to run these models is more available, opening doors to this new reality. The computing requirements needed to run these models are a mere 8 GB of RAM and 2 GHz of CPU speed, which many mobile computers are starting to exceed. Using Unity 3D software to create a virtual environment containing a visual representation of the data, any data set converted into FBX or OBJ format which can be traversed by wearing the Oculus Rift device. This new method for analysis in conjunction with 3D scanning has potential applications in many fields, including the analysis of precious stones or jewelry. Using hologram technology to capture in high-resolution the 3D shape, color, and imperfections of minerals and stones, detailed review and

  5. Cognitive evaluation by tasks in a virtual reality environment in multiple sclerosis.

    Science.gov (United States)

    Lamargue-Hamel, Delphine; Deloire, Mathilde; Saubusse, Aurore; Ruet, Aurélie; Taillard, Jacques; Philip, Pierre; Brochet, Bruno

    2015-12-15

    The assessment of cognitive impairment in multiple sclerosis (MS) requires large neuropsychological batteries that assess numerous domains. The relevance of these assessments to daily cognitive functioning is not well established. Cognitive ecological evaluation has not been frequently studied in MS. The aim of this study was to determine the interest of cognitive evaluation in a virtual reality environment in a sample of persons with MS with cognitive deficits. Thirty persons with MS with at least moderate cognitive impairment were assessed with two ecological evaluations, an in-house developed task in a virtual reality environment (Urban DailyCog®) and a divided attention task in a driving simulator. Classical neuropsychological testing was also used. Fifty-two percent of the persons with MS failed the driving simulator task and 80% failed the Urban DailyCog®. Virtual reality assessments are promising in identifying cognitive impairment in MS. Copyright © 2015 Elsevier B.V. All rights reserved.

  6. A cognitive approach to vision for a mobile robot

    Science.gov (United States)

    Benjamin, D. Paul; Funk, Christopher; Lyons, Damian

    2013-05-01

    We describe a cognitive vision system for a mobile robot. This system works in a manner similar to the human vision system, using saccadic, vergence and pursuit movements to extract information from visual input. At each fixation, the system builds a 3D model of a small region, combining information about distance, shape, texture and motion. These 3D models are embedded within an overall 3D model of the robot's environment. This approach turns the computer vision problem into a search problem, with the goal of constructing a physically realistic model of the entire environment. At each step, the vision system selects a point in the visual input to focus on. The distance, shape, texture and motion information are computed in a small region and used to build a mesh in a 3D virtual world. Background knowledge is used to extend this structure as appropriate, e.g. if a patch of wall is seen, it is hypothesized to be part of a large wall and the entire wall is created in the virtual world, or if part of an object is recognized, the whole object's mesh is retrieved from the library of objects and placed into the virtual world. The difference between the input from the real camera and from the virtual camera is compared using local Gaussians, creating an error mask that indicates the main differences between them. This is then used to select the next points to focus on. This approach permits us to use very expensive algorithms on small localities, thus generating very accurate models. It also is task-oriented, permitting the robot to use its knowledge about its task and goals to decide which parts of the environment need to be examined. The software components of this architecture include PhysX for the 3D virtual world, OpenCV and the Point Cloud Library for visual processing, and the Soar cognitive architecture, which controls the perceptual processing and robot planning. The hardware is a custom-built pan-tilt stereo color camera. We describe experiments using both

  7. Effects of virtual reality training on mobility and physical function in stroke.

    Science.gov (United States)

    Malik, Arshad Nawaz; Masood, Tahir

    2017-10-01

    Stroke is a common disabling condition which declines the functional and mobility level. The purpose of the case series was to determine the effect of virtual reality training on sensorimotor function and mobility level in stroke patients. Ten male (40-60 year) patients of stroke (08 Infarction, 02 Haemorrhagic) were selected from Physiotherapy department of Pakistan Railway Hospital, Rawalpindi. The additional virtual reality training (15-20 minutes) was provided 03 days per week for 06weeks along with task oriented training. All patients were assessed through Fugl-Meyer Assessment-Lower Extremity (FMA-LE) and Timed Get Up and Go Test (TUG) at baseline and after 06 weeks of training. The results showed that there was significant improvement in mobility level of stroke patients. It is concluded that combination of task oriented and virtual reality training considerably improves the physical performance and mobility level in stroke patients.

  8. Novel Virtual User Models of Mild Cognitive Impairment for Simulating Dementia

    Directory of Open Access Journals (Sweden)

    Sofia Segkouli

    2015-01-01

    Full Text Available Virtual user modeling research has attempted to address critical issues of human-computer interaction (HCI such as usability and utility through a large number of analytic, usability-oriented approaches as cognitive models in order to provide users with experiences fitting to their specific needs. However, there is demand for more specific modules embodied in cognitive architecture that will detect abnormal cognitive decline across new synthetic task environments. Also, accessibility evaluation of graphical user interfaces (GUIs requires considerable effort for enhancing ICT products accessibility for older adults. The main aim of this study is to develop and test virtual user models (VUM simulating mild cognitive impairment (MCI through novel specific modules, embodied at cognitive models and defined by estimations of cognitive parameters. Well-established MCI detection tests assessed users’ cognition, elaborated their ability to perform multitasks, and monitored the performance of infotainment related tasks to provide more accurate simulation results on existing conceptual frameworks and enhanced predictive validity in interfaces’ design supported by increased tasks’ complexity to capture a more detailed profile of users’ capabilities and limitations. The final outcome is a more robust cognitive prediction model, accurately fitted to human data to be used for more reliable interfaces’ evaluation through simulation on the basis of virtual models of MCI users.

  9. Novel Virtual User Models of Mild Cognitive Impairment for Simulating Dementia

    Science.gov (United States)

    Segkouli, Sofia; Tzovaras, Dimitrios; Tsakiris, Thanos; Tsolaki, Magda; Karagiannidis, Charalampos

    2015-01-01

    Virtual user modeling research has attempted to address critical issues of human-computer interaction (HCI) such as usability and utility through a large number of analytic, usability-oriented approaches as cognitive models in order to provide users with experiences fitting to their specific needs. However, there is demand for more specific modules embodied in cognitive architecture that will detect abnormal cognitive decline across new synthetic task environments. Also, accessibility evaluation of graphical user interfaces (GUIs) requires considerable effort for enhancing ICT products accessibility for older adults. The main aim of this study is to develop and test virtual user models (VUM) simulating mild cognitive impairment (MCI) through novel specific modules, embodied at cognitive models and defined by estimations of cognitive parameters. Well-established MCI detection tests assessed users' cognition, elaborated their ability to perform multitasks, and monitored the performance of infotainment related tasks to provide more accurate simulation results on existing conceptual frameworks and enhanced predictive validity in interfaces' design supported by increased tasks' complexity to capture a more detailed profile of users' capabilities and limitations. The final outcome is a more robust cognitive prediction model, accurately fitted to human data to be used for more reliable interfaces' evaluation through simulation on the basis of virtual models of MCI users. PMID:26339282

  10. Poster: Virtual reality interaction using mobile devices

    KAUST Repository

    Aseeri, Sahar A.; Acevedo-Feliz, Daniel; Schulze, Jü rgen P.

    2013-01-01

    such as current state-of-the-art devices is often difficult and could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. We have developed new methods to perform different kinds of interactions using a mobile device (e.g. a

  11. Virtual reality and gaming systems to improve walking and mobility for people with musculoskeletal and neuromuscular conditions.

    Science.gov (United States)

    Deutsch, Judith E

    2009-01-01

    Improving walking for individuals with musculoskeletal and neuromuscular conditions is an important aspect of rehabilitation. The capabilities of clinicians who address these rehabilitation issues could be augmented with innovations such as virtual reality gaming based technologies. The chapter provides an overview of virtual reality gaming based technologies currently being developed and tested to improve motor and cognitive elements required for ambulation and mobility in different patient populations. Included as well is a detailed description of a single VR system, consisting of the rationale for development and iterative refinement of the system based on clinical science. These concepts include: neural plasticity, part-task training, whole task training, task specific training, principles of exercise and motor learning, sensorimotor integration, and visual spatial processing.

  12. PENGUJIAN COGNITIVE ABSORPTION TERHADAP KEPERCAYAAN-KEPERCAYAAN PENGGUNA UNTUK BERBAGI INFORMASI DI LINGKUNGAN VIRTUAL WORLDS

    OpenAIRE

    Supardi Supardi

    2014-01-01

    Virtual Worlds (VWs) are media-rich  cognitively  engaging technologies that geographically dispersed organizations  can use  as a cost effective workplace collaboration tool. Using  a sharing  information in virtual worlds environment, the aims of this study is to investigate cognitive absorption within individual beliefs about the technology of virtual worlds use. Cognitive absorption, theorized as being exhibited through the five dimensions of temporal dissociation, focused immersion, heig...

  13. Cognitive ability predicts motor learning on a virtual reality game in patients with TBI.

    Science.gov (United States)

    O'Neil, Rochelle L; Skeel, Reid L; Ustinova, Ksenia I

    2013-01-01

    Virtual reality games and simulations have been utilized successfully for motor rehabilitation of individuals with traumatic brain injury (TBI). Little is known, however, how TBI-related cognitive decline affects learning of motor tasks in virtual environments. To fill this gap, we examined learning within a virtual reality game involving various reaching motions in 14 patients with TBI and 15 healthy individuals with different cognitive abilities. All participants practiced ten 90-second gaming trials to assess various aspects of motor learning. Cognitive abilities were assessed with a battery of tests including measures of memory, executive functioning, and visuospatial ability. Overall, participants with TBI showed both reduced performance and a slower learning rate in the virtual reality game compared to healthy individuals. Numerous correlations between overall performance and several of the cognitive ability domains were revealed for both the patient and control groups, with the best predictor being overall cognitive ability. The results may provide a starting point for rehabilitation programs regarding which cognitive domains interact with motor learning.

  14. Cognitive functioning is more closely related to real-life mobility than to laboratory-based mobility parameters

    NARCIS (Netherlands)

    Giannouli, Eleftheria; Bock, Otmar; Zijlstra, Wiebren

    2018-01-01

    Increasing evidence indicates that mobility depends on cognitive resources, but the exact relationships between various cognitive functions and different mobility parameters still need to be investigated. This study examines the hypothesis that cognitive functioning is more closely related to

  15. ME science as mobile learning based on virtual reality

    Science.gov (United States)

    Fradika, H. D.; Surjono, H. D.

    2018-04-01

    The purpose of this article described about ME Science (Mobile Education Science) as mobile learning application learning of Fisika Inti. ME Science is a product of research and development (R&D) that was using Alessi and Trollip model. Alessi and Trollip model consists three stages that are: (a) planning include analysis of problems, goals, need, and idea of development product, (b) designing includes collecting of materials, designing of material content, creating of story board, evaluating and review product, (c) developing includes development of product, alpha testing, revision of product, validation of product, beta testing, and evaluation of product. The article describes ME Science only to development of product which include development stages. The result of development product has been generates mobile learning application based on virtual reality that can be run on android-based smartphone. These application consist a brief description of learning material, quizzes, video of material summery, and learning material based on virtual reality.

  16. Proposal for the 4th Workshop on Mobile Gaming, Mobile Life – Interweaving the Virtual and the Real

    OpenAIRE

    Grüter , Barbara; Mügge , Holger; Oppermann , Leif; Billinghurst , Mark

    2012-01-01

    Part 18: Mobile Gaming, Mobile Life - Interweaving the Virtual and the Real; International audience; Over the last few years we have witnessed the smartphone dominating the market, the rapid growth of mobile apps, a surge in mobile augmented reality and location-based apps, and burgeoning mobile communities. While mobile topics continue to provide rich research challenges, people and companies outside academia already use these apps regularly. This is due to the increased availability of affo...

  17. Applying SDN/OpenFlow in Virtualized LTE to support Distributed Mobility Management (DMM)

    NARCIS (Netherlands)

    Karimzadeh Motallebi Azar, Morteza; Valtulina, Luca; Karagiannis, Georgios

    2014-01-01

    Distributed Mobility Management (DMM) is a mobility management solution, where the mobility anchors are distributed instead of being centralized. The use of DMM can be applied in cloud-based (virtualized) Long Term Evolution (LTE) mobile network environments to (1) provide session continuity to

  18. Ion mobility spectrometer with virtual aperture grid

    Science.gov (United States)

    Pfeifer, Kent B.; Rumpf, Arthur N.

    2010-11-23

    An ion mobility spectrometer does not require a physical aperture grid to prevent premature ion detector response. The last electrodes adjacent to the ion collector (typically the last four or five) have an electrode pitch that is less than the width of the ion swarm and each of the adjacent electrodes is connected to a source of free charge, thereby providing a virtual aperture grid at the end of the drift region that shields the ion collector from the mirror current of the approaching ion swarm. The virtual aperture grid is less complex in assembly and function and is less sensitive to vibrations than the physical aperture grid.

  19. Feasibility and validity of mobile cognitive testing in the investigation of age-related cognitive decline.

    Science.gov (United States)

    Schweitzer, Pierre; Husky, Mathilde; Allard, Michèle; Amieva, Hélène; Pérès, Karine; Foubert-Samier, Alexandra; Dartigues, Jean-François; Swendsen, Joel

    2017-09-01

    Mobile cognitive testing may be used to help characterize subtle deficits at the earliest stages of cognitive decline. Despite growing interest in this approach, comprehensive information concerning its feasibility and validity has been lacking in elderly samples. Over a one-week period, this study applied mobile cognitive tests of semantic memory, episodic memory and executive functioning in a cohort of 114 elderly non-demented community residents. While the study acceptance rate was moderate (66%), the majority of recruited individuals met minimal compliance thresholds and responded to an average of 82% of the repeated daily assessments. Missing data did not increase over the course of the study, but practice effects were observed for several test scores. However, even when controlling for practice effects, traditional neuropsychological tests were significantly associated with mobile cognitive test scores. In particular, the Isaacs Set Test was associated with mobile assessments of semantic memory (γ = 0.084, t = 5.598, p mobile assessments of episodic memory (γ = 0.069, t = 3.156, p mobile assessments of executive functioning (γ = 0.168, t = 4.562, p Mobile cognitive testing in the elderly may provide complementary and potentially more sensitive data relative to traditional neuropsychological assessment. Copyright © 2016 John Wiley & Sons, Ltd. Copyright © 2016 John Wiley & Sons, Ltd.

  20. Mobile Learning Application Interfaces: First Steps to a Cognitive Load Aware System

    Science.gov (United States)

    Deegan, Robin

    2013-01-01

    Mobile learning is a cognitively demanding application and more frequently the ubiquitous nature of mobile computing means that mobile devices are used in cognitively demanding environments. This paper examines the nature of this use of mobile devices from a Learning, Usability and Cognitive Load Theory perspective. It suggests scenarios where…

  1. Does chronic exposure to mobile phones affect cognition?

    Science.gov (United States)

    Mohan, Mamta; Khaliq, Farah; Panwar, Aprajita; Vaney, Neelam

    2016-01-01

    Summary Mobile phones form an integral part of our modern lifestyle. Following the drastic rise in mobile phone use in recent years, it has become important to study its potential public health impact. Amongst the various mobile phone health hazards, the most alarming is the possible effect on the brain. The aim of the present study was to explore whether chronic exposure to mobile phones affects cognition. Ninety subjects aged 17–25 years with normal hearing were recruited for the study and divided into three groups according to their duration of mobile phone use. No significant differences in N100, P200, N200, P300 latencies or N2-P300 amplitude were observed. Our results suggest that chronic mobile phone exposure does not have detrimental effects on cognition. PMID:27027894

  2. Human mobility, cognition and GISc

    DEFF Research Database (Denmark)

    Welcome to Human Mobility, Cognition and GISc’ - a conference hosted by the University of Copenhagen on November 9, 2015. The present document encloses the abstracts contributed by five invited speakers and eight submitted as responses to a public call made on June 1st 2015. In GIS and related...... the psychological/cognitive and neurophysiological background of our spatial behavior - including our abilities to perceive, memorize, apply and communicate spatial knowledge. It is the aim of the conference to bring together professionals from cognitive, analytical and geo-technical sciences (including...

  3. Virtual reality-based cognitive training for drug abusers: A randomised controlled trial.

    Science.gov (United States)

    Man, David W K

    2018-05-08

    Non-pharmacological means are being developed to enhance cognitive abilities in drug abusers. This study evaluated virtual reality (VR) as an intervention tool for enhancing cognitive and vocational outcomes in 90 young ketamine users (KU) randomly assigned to a treatment group (virtual reality group, VRG; tutor-administered group, TAG) or wait-listed control group (CG). Two training programmes with similar content but different delivery modes (VR-based and manual-based) were applied using a virtual boutique as a training scenario. Outcome assessments comprised the Digit Vigilance Test, Rivermead Behavioural Memory Test, Wisconsin Cart Sorting Test, work-site test and self-efficacy pre- and post-test and during 3- and 6-month follow-ups. The VRG exhibited significant improvements in attention and improvements in memory that were maintained after 3 months. Both the VRG and TAG exhibited significantly improved vocational skills after training which were maintained during follow-up, and improved self-efficacy. VR-based cognitive training might target cognitive problems in KU.

  4. Cognitive assessment and rehabilitation in virtual reality: theoretical review and practical implications

    Directory of Open Access Journals (Sweden)

    Negut, A.

    2014-07-01

    Full Text Available Virtual reality scenarios have been developed in order to assess cognitive functioning such as: memory, attention and executive function. Most scenarios replicate everyday situations like shopping activities, navigation through a park or a street, learning objects in an apartment or virtual office, or sitting and solving tasks in a classroom or apartment. Results of these studies support the use of virtual reality scenarios in neurocognitive assessment. Virtual scenarios that are used in cognitive training include a wide range of contexts from everyday life such as: a store, a kitchen, a city, as well as exercises like touching a ball on a screen for movement coordination, collecting a coconut and positioning it in a basket. Overall, virtual reality-based assessment or rehabilitation tools seem to be valid, reliable and efficient with an increased level of ecological validity.

  5. Virtual reality for mobility devices: training applications and clinical research: a review

    NARCIS (Netherlands)

    Erren-Wolters, Cathelijne V.; van Dijk, Henk; de Kort, Alexander C.; IJzerman, Maarten Joost; Jannink, M.J.A.

    2007-01-01

    Virtual reality technology is an emerging technology that possibly can address the problems encountered in training (elderly) people to handle a mobility device. The objective of this review was to study different virtual reality training applications as well as their clinical implication for

  6. PENGUJIAN COGNITIVE ABSORPTION TERHADAP KEPERCAYAAN-KEPERCAYAAN PENGGUNA UNTUK BERBAGI INFORMASI DI LINGKUNGAN VIRTUAL WORLDS

    Directory of Open Access Journals (Sweden)

    Supardi Supardi

    2014-04-01

    Full Text Available Virtual Worlds (VWs are media-rich  cognitively  engaging technologies that geographically dispersed organizations  can use  as a cost effective workplace collaboration tool. Using  a sharing  information in virtual worlds environment, the aims of this study is to investigate cognitive absorption within individual beliefs about the technology of virtual worlds use. Cognitive absorption, theorized as being exhibited through the five dimensions of temporal dissociation, focused immersion, heightened enjoyment, control, and curiosity, is posited to be a proximal antecedent of two important beliefs about technology use: perceived usefulness and perceived ease of use. A model, based on Bandura's Social Cognitive Theory, was developed to test number of variables as the antecedents of cognitive absorption, which include social factor and individual like familiarity and personal innovativeness.A sample of 218 respondents participated in the research. In informing the results, the study utilized the partial least square model with the support for SmartPLS 2.0 software. Our findings suggest that beliefs about VWs usage can be influenced by cognitive absorption. Significant relationships were found between familiarity and cognitive absorption, and between personal innovativeness and cognitive absorption. Theoretical and practical implications are offered.

  7. Modelling Ecological Cognitive Rehabilitation Therapies for Building Virtual Environments in Brain Injury.

    Science.gov (United States)

    Martínez-Moreno, J M; Sánchez-González, P; Luna, M; Roig, T; Tormos, J M; Gómez, E J

    2016-01-01

    Brain Injury (BI) has become one of the most common causes of neurological disability in developed countries. Cognitive disorders result in a loss of independence and patients' quality of life. Cognitive rehabilitation aims to promote patients' skills to achieve their highest degree of personal autonomy. New technologies such as virtual reality or interactive video allow developing rehabilitation therapies based on reproducible Activities of Daily Living (ADLs), increasing the ecological validity of the therapy. However, the lack of frameworks to formalize and represent the definition of this kind of therapies can be a barrier for widespread use of interactive virtual environments in clinical routine. To provide neuropsychologists with a methodology and an instrument to design and evaluate cognitive rehabilitation therapeutic interventions strategies based on ADLs performed in interactive virtual environments. The proposed methodology is used to model therapeutic interventions during virtual ADLs considering cognitive deficit, expected abnormal interactions and therapeutic hypotheses. It allows identifying abnormal behavioural patterns and designing interventions strategies in order to achieve errorless-based rehabilitation. An ADL case study ('buying bread') is defined according to the guidelines established by the ADL intervention model. This case study is developed, as a proof of principle, using interactive video technology and is used to assess the feasibility of the proposed methodology in the definition of therapeutic intervention procedures. The proposed methodology provides neuropsychologists with an instrument to design and evaluate ADL-based therapeutic intervention strategies, attending to solve actual limitation of virtual scenarios, to be use for ecological rehabilitation of cognitive deficit in daily clinical practice. The developed case study proves the potential of the methodology to design therapeutic interventions strategies; however our current

  8. VIRTUAL COGNITIVE CENTERS AS INTELLIGENT SYSTEMS FOR MANAGEMENT INFORMATION SUPPORT OF REGIONAL SECURITY

    Directory of Open Access Journals (Sweden)

    A. V. Masloboev

    2014-03-01

    Full Text Available The paper deals with engineering problems and application perspectives of virtual cognitive centers as intelligent systems for information support of interagency activities in the field of complex security management of regional development. A research prototype of virtual cognitive center for regional security management in crisis situations, implemented as hybrid cloud service based on IaaS architectural framework with the usage of multi-agent and web-service technologies has been developed. Virtual cognitive center is a training simulator software system and is intended for solving on the basis of distributed simulation such problems as: strategic planning and forecasting of risk-sustainable development of regional socioeconomic systems, agents of management interaction specification synthesis for regional components security in different crisis situations within the planning stage of joint anti-crisis actions.

  9. Virtual instrumentation on mobile devices for deployment in nuclear installations

    International Nuclear Information System (INIS)

    Farias, Marcos Santana; Santos, Isaac Jose A. Luquetti dos; Jesus, Miller F. de; Sant'Anna, Claudio Reis de; Szabo, Andre Pedro; Carvalho, Paulo Victor R. de

    2013-01-01

    The virtual instrumentation can be defined as a layer of software and hardware, added to a general purpose computer, so that users can interact with the computer in the same way that they interacted with traditional electronic instruments such as oscilloscopes, multi-meters and signal generators, and may add other functions defined by software. The virtual instrumentation gets a new integration environment, little explored yet, with the great growth that occurred in the mobile devices area. Nowadays it is possible to take measurements in more places by combining mobile devices with data acquisition hardware to create extremely portable and interconnected measurement systems. This paper shows the development of software and hardware that make possible the use of instrumentation on mobile devices for monitoring nuclear installations. It's presented the hardware and the application software for data acquisition of radiation monitors, developed to iOS devices. It's also shown the possibilities of hardware and software to develop near real-time data transfer to and from the field in nuclear installations, with benefits in efficiency, safety and productivity. (author)

  10. Mobile Phones as Cognitive Systems

    DEFF Research Database (Denmark)

    Stopczynski, Arkadiusz

    the importance of the proposed approach and deployed implementation. The second part of the thesis deals with expanding our capabilities to sense the cognitive and emotional state of the users through development of a system for mobile brain imaging—the Smartphone Brain Scanner. A developed framework allows...

  11. Online International Learning: Internationalising the Curriculum through Virtual Mobility at Coventry University

    Science.gov (United States)

    Villar-Onrubia, Daniel; Rajpal, Brinder

    2016-01-01

    Virtual mobility initiatives are one of the most flexible, versatile and inclusive approaches in the provision of international experience opportunities. Given that in most universities only a small fraction of students can benefit from forms of academic mobility that involve travelling abroad, Internet-based intercultural interactions prove to be…

  12. Making the most of mobility: virtual mentoring and education practitioner professional development

    Directory of Open Access Journals (Sweden)

    Hazel D. Owen

    2015-09-01

    Full Text Available Learning provision, including professional learning, needs to embrace mobility (of knowledge, cultures and contexts – physical and cerebral to enable education practitioners to interact locally and globally, engage with new literacies, access rich contexts, and to question, co-construct and collaborate. Virtual mentoring, also known as distance, remote, tele-, cyber- and eMentoring, offers a level of flexibility that enables mentors and mentees to maximise these concepts of mobility. There are Professional Learning and Development (PLD initiatives that offer contextualised, individualised learning experiences via mentoring partnerships and Communities of Practice (CoPs, but not so many that have focussed on virtual mentoring and online CoPs. This article describes a Virtual PLD programme that has been offered in Aotearoa New Zealand from 2009 to date and discusses findings from the associated research study, including benefits that can be specifically equated to the virtual nature of the mentoring and access to the online CoP. Also reported are shifts in mentees’ self-efficacy and perceptions of changes in professional practice.

  13. Mobile access to virtual randomization for investigator-initiated trials.

    Science.gov (United States)

    Deserno, Thomas M; Keszei, András P

    2017-08-01

    Background/aims Randomization is indispensable in clinical trials in order to provide unbiased treatment allocation and a valid statistical inference. Improper handling of allocation lists can be avoided using central systems, for example, human-based services. However, central systems are unaffordable for investigator-initiated trials and might be inaccessible from some places, where study subjects need allocations. We propose mobile access to virtual randomization, where the randomization lists are non-existent and the appropriate allocation is computed on demand. Methods The core of the system architecture is an electronic data capture system or a clinical trial management system, which is extended by an R interface connecting the R server using the Java R Interface. Mobile devices communicate via the representational state transfer web services. Furthermore, a simple web-based setup allows configuring the appropriate statistics by non-statisticians. Our comprehensive R script supports simple randomization, restricted randomization using a random allocation rule, block randomization, and stratified randomization for un-blinded, single-blinded, and double-blinded trials. For each trial, the electronic data capture system or the clinical trial management system stores the randomization parameters and the subject assignments. Results Apps are provided for iOS and Android and subjects are randomized using smartphones. After logging onto the system, the user selects the trial and the subject, and the allocation number and treatment arm are displayed instantaneously and stored in the core system. So far, 156 subjects have been allocated from mobile devices serving five investigator-initiated trials. Conclusion Transforming pre-printed allocation lists into virtual ones ensures the correct conduct of trials and guarantees a strictly sequential processing in all trial sites. Covering 88% of all randomization models that are used in recent trials, virtual randomization

  14. Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

    Science.gov (United States)

    Parmar, Dhaval

    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational

  15. Technology advancing the study of animal cognition: using virtual reality to present virtually simulated environments to investigate nonhuman primate spatial cognition.

    Science.gov (United States)

    Dolins, Francine L; Schweller, Kenneth; Milne, Scott

    2017-02-01

    Virtual simulated environments provide multiple ways of testing cognitive function and evaluating problem solving with humans (e.g., Woollett et al. 2009). The use of such interactive technology has increasingly become an essential part of modern life (e.g., autonomously driving vehicles, global positioning systems (GPS), and touchscreen computers; Chinn and Fairlie 2007; Brown 2011). While many nonhuman animals have their own forms of "technology", such as chimpanzees who create and use tools, in captive animal environments the opportunity to actively participate with interactive technology is not often made available. Exceptions can be found in some state-of-the-art zoos and laboratory facilities (e.g., Mallavarapu and Kuhar 2005). When interactive technology is available, captive animals often selectively choose to engage with it. This enhances the animal's sense of control over their immediate surroundings (e.g., Clay et al. 2011; Ackerman 2012). Such self-efficacy may help to fulfill basic requirements in a species' daily activities using problem solving that can involve foraging and other goal-oriented behaviors. It also assists in fulfilling the strong underlying motivation for contrafreeloading and exploration expressed behaviorally by many species in captivity (Young 1999). Moreover, being able to present nonhuman primates virtual reality environments under experimental conditions provides the opportunity to gain insight into their navigational abilities and spatial cognition. It allows for insight into the generation and application of internal mental representations of landmarks and environments under multiple conditions (e.g., small- and large-scale space) and subsequent spatial behavior. This paper reviews methods using virtual reality developed to investigate the spatial cognitive abilities of nonhuman primates, and great apes in particular, in comparison with that of humans of multiple age groups. We make recommendations about training, best

  16. Technology advancing the study of animal cognition: using virtual reality to present virtually simulated environments to investigate nonhuman primate spatial cognition

    Science.gov (United States)

    Schweller, Kenneth; Milne, Scott

    2017-01-01

    Abstract Virtual simulated environments provide multiple ways of testing cognitive function and evaluating problem solving with humans (e.g., Woollett et al. 2009). The use of such interactive technology has increasingly become an essential part of modern life (e.g., autonomously driving vehicles, global positioning systems (GPS), and touchscreen computers; Chinn and Fairlie 2007; Brown 2011). While many nonhuman animals have their own forms of "technology", such as chimpanzees who create and use tools, in captive animal environments the opportunity to actively participate with interactive technology is not often made available. Exceptions can be found in some state-of-the-art zoos and laboratory facilities (e.g., Mallavarapu and Kuhar 2005). When interactive technology is available, captive animals often selectively choose to engage with it. This enhances the animal’s sense of control over their immediate surroundings (e.g., Clay et al. 2011; Ackerman 2012). Such self-efficacy may help to fulfill basic requirements in a species’ daily activities using problem solving that can involve foraging and other goal-oriented behaviors. It also assists in fulfilling the strong underlying motivation for contrafreeloading and exploration expressed behaviorally by many species in captivity (Young 1999). Moreover, being able to present nonhuman primates virtual reality environments under experimental conditions provides the opportunity to gain insight into their navigational abilities and spatial cognition. It allows for insight into the generation and application of internal mental representations of landmarks and environments under multiple conditions (e.g., small- and large-scale space) and subsequent spatial behavior. This paper reviews methods using virtual reality developed to investigate the spatial cognitive abilities of nonhuman primates, and great apes in particular, in comparison with that of humans of multiple age groups. We make recommendations about training

  17. Association of self-reported cognitive concerns with mobility in people with lower limb loss.

    Science.gov (United States)

    Kelly, Valerie E; Morgan, Sara J; Amtmann, Dagmar; Salem, Rana; Hafner, Brian J

    2018-01-01

    This study tested the hypothesis that greater perceived cognitive concerns are associated with worse mobility in a cohort of prosthesis users with lower limb loss (LLL). We performed a secondary analysis of cross-sectional self-report data from a volunteer sample of people with LLL due to dysvascular and non-dysvacular causes. Perceived cognitive difficulties were assessed using the Quality of Life in Neurological Disorders Applied Cognition - General Concerns (Neuro-QoL ACGC). Mobility was measured with the Activities-Specific Balance Confidence Scale (ABC) and the Prosthetic Limb Users Survey of Mobility (PLUS-M). Simple linear regressions examined univariate relationships between cognitive concerns and mobility. Multiple linear regression analyses included demographic and amputation-related variables that could influence this relationship. Analysis of data from 1291 people with LLL demonstrated that greater cognitive concerns, measured by the Neuro-QoL ACGC, were associated with poorer perceived mobility, measured by both ABC and PLUS-M instruments. This relationship remained statistically significant after adjusting for demographic and amputation-related factors. These results suggest that greater cognitive concerns are associated with worse mobility among a broad range of people with LLL. An improved understanding of this relationship is critical for optimizing rehabilitation outcomes for this population. Implications for rehabilitation Rehabilitation for people with lower limb loss (LLL) typically focuses on physical impairments and mobility limitations, but cognition is increasingly recognized to have an impact on functional outcomes. Greater perceived cognitive concerns are associated with poorer mobility among a broad range of people with LLL, even when adjusting for demographic and amputation-related factors. Cognitive status can impact relevant rehabilitative outcomes, including mobility, and should be considered when planning prosthetic and therapeutic

  18. Virtual Reality Social Cognition Training for Young Adults with High-Functioning Autism

    Science.gov (United States)

    Kandalaft, Michelle R.; Didehbani, Nyaz; Krawczyk, Daniel C.; Allen, Tandra T.; Chapman, Sandra B.

    2013-01-01

    Few evidence-based social interventions exist for young adults with high-functioning autism, many of whom encounter significant challenges during the transition into adulthood. The current study investigated the feasibility of an engaging Virtual Reality Social Cognition Training intervention focused on enhancing social skills, social cognition,…

  19. Rehabilitation Program Integrating Virtual Environment to Improve Orientation and Mobility Skills for People Who Are Blind.

    Science.gov (United States)

    Lahav, Orly; Schloerb, David W; Srinivasan, Mandayam A

    2015-01-01

    This paper presents the integration of a virtual environment (BlindAid) in an orientation and mobility rehabilitation program as a training aid for people who are blind. BlindAid allows the users to interact with different virtual structures and objects through auditory and haptic feedback. This research explores if and how use of the BlindAid in conjunction with a rehabilitation program can help people who are blind train themselves in familiar and unfamiliar spaces. The study, focused on nine participants who were congenitally, adventitiously, and newly blind, during their orientation and mobility rehabilitation program at the Carroll Center for the Blind (Newton, Massachusetts, USA). The research was implemented using virtual environment (VE) exploration tasks and orientation tasks in virtual environments and real spaces. The methodology encompassed both qualitative and quantitative methods, including interviews, a questionnaire, videotape recording, and user computer logs. The results demonstrated that the BlindAid training gave participants additional time to explore the virtual environment systematically. Secondly, it helped elucidate several issues concerning the potential strengths of the BlindAid system as a training aid for orientation and mobility for both adults and teenagers who are congenitally, adventitiously, and newly blind.

  20. A DBR Framework for Designing Mobile Virtual Reality Learning Environments

    Science.gov (United States)

    Cochrane, Thomas Donald; Cook, Stuart; Aiello, Stephen; Christie, Duncan; Sinfield, David; Steagall, Marcus; Aguayo, Claudio

    2017-01-01

    This paper proposes a design based research (DBR) framework for designing mobile virtual reality learning environments. The application of the framework is illustrated by two design-based research projects that aim to develop more authentic educational experiences and learner-centred pedagogies in higher education. The projects highlight the first…

  1. AGILE DEVELOPMENT OF A VIRTUAL REALITY COGNITIVE ASSESSMENT

    Directory of Open Access Journals (Sweden)

    Sebastian T Koenig

    2014-06-01

    Full Text Available In recent years user-centered design, participatory design and agile development have seen much popularity in the field of software development. More specifically, applying these methods to user groups with cognitive and motor disabilities has been the topic of numerous publications. However, neuropsychological assessment and training require special consideration to include therapists and brain-injured patients into the development cycle. Application goals, development tools and communication between all stakeholders are interdependent and outlined in a framework that promotes elements of agile development. The framework is introduced by example of a virtual reality cognitive assessment for patients with traumatic brain injuries. The assessment has seen a total of 20 iterations over the course of nine months including changes in task content, task difficulty, user interaction and data collection. The framework and development of the cognitive assessment are discussed.

  2. Social Cognitive Theory in Mobile Banking Innovations

    OpenAIRE

    Vanessa Ratten

    2011-01-01

    This paper examines the behavior Australian youths have toward mobile banking. Social cognitive theory is the theoretical framework in which a conceptual model is empirically tested. The conceptual model includes five constructs (media, modeling, outcome expectancy, learning orientation and entrepreneurial orientation), which are proposed to influence an individual’s intention to adopt mobile banking. The conceptual model is tested in a sample of Australian youths and the analysis supports ...

  3. Inclusive Education: Mobile Serious Games for People with Cognitive Disabilities

    Directory of Open Access Journals (Sweden)

    Angel Jaramillo-Alcázar

    2018-03-01

    Full Text Available Nowadays, the use of mobile devices is increasingly frequent. In many occasions they are used as a means of entertainment for people through video games. Serious games is a category of video games used as teaching methods in different environments. They use fun as a strategy for the learning process. However, the vast majority do not focus on vulnerable groups such as people with cognitive disabilities, because they do not consider accessibility parameters in their design. Some video games development companies have proposed general guidelines for the implementation of accessible video games, but they have not been formalized as good practices or standards. This article presents a compilation and analysis of different accessibility guidelines for the development of mobile serious games for people with cognitive disabilities. It also proposes a model to evaluate the access of serious games for people with cognitive disabilities and applies it in a case study. Finally, an evaluation tool is proposed for mobile serious games developers focused on people with cognitive disabilities.

  4. Real-Time Motion Tracking for Mobile Augmented/Virtual Reality Using Adaptive Visual-Inertial Fusion.

    Science.gov (United States)

    Fang, Wei; Zheng, Lianyu; Deng, Huanjun; Zhang, Hongbo

    2017-05-05

    In mobile augmented/virtual reality (AR/VR), real-time 6-Degree of Freedom (DoF) motion tracking is essential for the registration between virtual scenes and the real world. However, due to the limited computational capacity of mobile terminals today, the latency between consecutive arriving poses would damage the user experience in mobile AR/VR. Thus, a visual-inertial based real-time motion tracking for mobile AR/VR is proposed in this paper. By means of high frequency and passive outputs from the inertial sensor, the real-time performance of arriving poses for mobile AR/VR is achieved. In addition, to alleviate the jitter phenomenon during the visual-inertial fusion, an adaptive filter framework is established to cope with different motion situations automatically, enabling the real-time 6-DoF motion tracking by balancing the jitter and latency. Besides, the robustness of the traditional visual-only based motion tracking is enhanced, giving rise to a better mobile AR/VR performance when motion blur is encountered. Finally, experiments are carried out to demonstrate the proposed method, and the results show that this work is capable of providing a smooth and robust 6-DoF motion tracking for mobile AR/VR in real-time.

  5. Motor performance of individuals with cerebral palsy in a virtual game using a mobile phone.

    Science.gov (United States)

    de Paula, Juliana Nobre; de Mello Monteiro, Carlos Bandeira; da Silva, Talita Dias; Capelini, Camila Miliani; de Menezes, Lilian Del Cielo; Massetti, Thais; Tonks, James; Watson, Suzanna; Nicolai Ré, Alessandro Hervaldo

    2017-11-01

    Cerebral palsy (CP) is a permanent disorder of movement, muscle tone or posture that is caused by damage to the immature and developing brain. Research has shown that Virtual Reality (VR) technology can be used in rehabilitation to support the acquisition of motor skills and the achievement of functional tasks. The aim of this study was to explore for improvements in the performance of individuals with CP with practice in the use of a virtual game on a mobile phone and to compare their performance with that of the control group. Twenty-five individuals with CP were matched for age and sex with twenty-five, typically developing individuals. Participants were asked to complete a VR maze task as fast as possible on a mobile phone. All participants performed 20 repetitions in the acquisition phase, five repetitions for retention and five more repetitions for transfer tests, in order to evaluate motor learning from the task. The CP group improved their performance in the acquisition phase and maintained the performance, which was shown by the retention test; in addition, they were able to transfer the performance acquired in an opposite maze path. The CP group had longer task-execution compared to the control group for all phases of the study. Individuals with cerebral palsy were able to learn a virtual reality game (maze task) using a mobile phone, and despite their differences from the control group, this kind of device offers new possibilities for use to improve function. Implications for rehabilitation A virtual game on a mobile phone can enable individuals with Cerebral Palsy (CP) to improve performance. This illustrates the potential for use of mobile phone games to improve function. Individuals with CP had poorer performance than individuals without CP, but they demonstrated immediate improvements from using a mobile phone device. Individuals with CP were able to transfer their skills to a similar task indicating that they were able to learn these motor skills by

  6. Application of an ion mobility spectrometer based on virtual instrument technology

    International Nuclear Information System (INIS)

    Fu Shihong; Wei Yongbo; Jiang Dazhen

    2008-01-01

    This paper presents the application of virtual instrument technology on an ion mobility spectrometer (IMS). By designing the data acquisition and processing system of IMS on LabVIEW platform, the ability of signal processing and real time measurement in practice has been improved. (authors)

  7. An adaptable navigation strategy for Virtual Microscopy from mobile platforms.

    Science.gov (United States)

    Corredor, Germán; Romero, Eduardo; Iregui, Marcela

    2015-04-01

    Real integration of Virtual Microscopy with the pathologist service workflow requires the design of adaptable strategies for any hospital service to interact with a set of Whole Slide Images. Nowadays, mobile devices have the actual potential of supporting an online pervasive network of specialists working together. However, such devices are still very limited. This article introduces a novel highly adaptable strategy for streaming and visualizing WSI from mobile devices. The presented approach effectively exploits and extends the granularity of the JPEG2000 standard and integrates it with different strategies to achieve a lossless, loosely-coupled, decoder and platform independent implementation, adaptable to any interaction model. The performance was evaluated by two expert pathologists interacting with a set of 20 virtual slides. The method efficiently uses the available device resources: the memory usage did not exceed a 7% of the device capacity while the decoding times were smaller than the 200 ms per Region of Interest, i.e., a window of 256×256 pixels. This model is easily adaptable to other medical imaging scenarios. Copyright © 2015 Elsevier Inc. All rights reserved.

  8. Residential Mobility and Cognitive Function Among Middle-Aged and Older Adults in China.

    Science.gov (United States)

    Xu, Hanzhang; Dupre, Matthew E; Østbye, Truls; Vorderstrasse, Allison A; Wu, Bei

    2018-01-01

    To assess the association between rural and urban residential mobility and cognitive function among middle-aged and older adults in China. We used data from the World Health Organization Study on global AGEing and adult health that included adults age 50+ from China ( N = 12,410). We used multivariate linear regressions to examine how residential mobility and age at migration were associated with cognitive function. Urban and urban-to-urban residents had the highest level of cognitive function, whereas rural and rural-to-rural residents had the poorest cognitive function. Persons who migrated to/within rural areas before age 20 had poorer cognitive function than those who migrated during later adulthood. Socioeconomic factors played a major role in accounting for the disparities in cognition; however, the association remained significant after inclusion of all covariates. Residential mobility and age at migration have significant implications for cognitive function among middle-aged and older adults in China.

  9. Performance on naturalistic virtual reality tasks depends on global cognitive functioning as assessed via traditional neurocognitive tests.

    Science.gov (United States)

    Oliveira, Jorge; Gamito, Pedro; Alghazzawi, Daniyal M; Fardoun, Habib M; Rosa, Pedro J; Sousa, Tatiana; Picareli, Luís Felipe; Morais, Diogo; Lopes, Paulo

    2017-08-14

    This investigation sought to understand whether performance in naturalistic virtual reality tasks for cognitive assessment relates to the cognitive domains that are supposed to be measured. The Shoe Closet Test (SCT) was developed based on a simple visual search task involving attention skills, in which participants have to match each pair of shoes with the colors of the compartments in a virtual shoe closet. The interaction within the virtual environment was made using the Microsoft Kinect. The measures consisted of concurrent paper-and-pencil neurocognitive tests for global cognitive functioning, executive functions, attention, psychomotor ability, and the outcomes of the SCT. The results showed that the SCT correlated with global cognitive performance as measured with the Montreal Cognitive Assessment (MoCA). The SCT explained one third of the total variance of this test and revealed good sensitivity and specificity in discriminating scores below one standard deviation in this screening tool. These findings suggest that performance of such functional tasks involves a broad range of cognitive processes that are associated with global cognitive functioning and that may be difficult to isolate through paper-and-pencil neurocognitive tests.

  10. Housing mobility and cognitive development: Change in verbal and nonverbal abilities.

    Science.gov (United States)

    Fowler, Patrick J; McGrath, Lauren M; Henry, David B; Schoeny, Michael; Chavira, Dina; Taylor, Jeremy J; Day, Orin

    2015-10-01

    This study investigates the influence of housing instability on verbal and nonverbal cognitive development among at-risk children and adolescents involved in the child welfare system. Frequent residential changes threaten child mental health, especially among low-income families. Little is known regarding disruptions to cognitive growth, specifically the impact on verbal and nonverbal abilities. The study tests whether developmental timing of housing mobility affects cognitive development beyond individual and family risks. A nationally representative study of families (n=2,442) susceptible to housing and family instability tracked children and adolescents aged 4-14 years (M=8.95 years) over 36 months following investigation by the child welfare system. Youth completed standardized cognitive assessments while caregivers reported on behavior problems and family risk at three time points. Latent growth models examined change in cognitive abilities over time. Housing mobility in the 12 months prior to baseline predicts lower verbal cognitive abilities that improve marginally. Similar effects emerge for all age groups; however, frequent moves in infancy diminish the influence of subsequent housing mobility on verbal tasks. Housing instability threatened cognitive development beyond child maltreatment, family changes, poverty, and other risks. Findings inform emerging research on environmental influences on neurocognitive development, as well as identify targets for early intervention. Systematic assessment of family housing problems, including through the child welfare system, provides opportunities for coordinated responses to prevent instability and cognitive threats. Copyright © 2015 Elsevier Ltd. All rights reserved.

  11. Understanding the Differences of the Cognition Gained from Real and Virtual Tourism based on the Narrative Theory

    Directory of Open Access Journals (Sweden)

    Azam Ravadrad

    2010-06-01

    Full Text Available Communication technologies today are greatly developed to the extent that obtaining information from different parts of the world is no more only depended to real and physical traveling. People are now able to travel as far as they want and whenever they wish using cyberspace, while sitting at home. Tourism in this condition is no more dependent on time, place and financial planning. Two important questions raise here, first, can virtual tourism replace the real tourism and eliminate the need for it? Secondly, could cognition produced by the virtual tourism be the same as the cognition formed by the real tourism? To answer these questions, defining the characteristics of virtual and real tourism is needed. The main basis of this comparison is being in special place and an experimental sense of being in that place, in the real tourism, on one hand, and selectivity of places and receiving packaged information in the virtual tourism, on the other. This paper claims that although the virtual tourism could offer vast and complete information to the tourist, but in reality it lacks sense of being in place and lived experience. For these reasons, the obtained cognition is manipulated and unreal. Secondly, this type of tourism can be considered only as a complement to the real tourism. A tourism that begins with virtual space and leads to the real world could have positive and better consequences of both spaces on the process of cognition.

  12. Serious games at the UNHCR with ARLearn, a toolkit for mobile and virtual reality applications

    NARCIS (Netherlands)

    Gonsalves, Atish; Ternier, Stefaan; De Vries, Fred; Specht, Marcus

    2013-01-01

    Gonsalves, A., Ternier, S., De Vries, F., & Specht, M. (2012, 16-18 October). Serious games at the UNHCR with ARLearn, a toolkit for mobile and virtual reality applications. Presentation given at the 11th World Conference on Mobile and Contextual Learning (mLearn 2012), Helsinki, Finland.

  13. Virtual Simulator for Autonomous Mobile Robots Navigation System Using Concepts of Control Rapid Prototyping

    Directory of Open Access Journals (Sweden)

    Leonimer Flavio de Melo

    2013-09-01

    Full Text Available This work presents the proposal of virtual environment implementation for project simulation and conception of supervision and control systems for mobile robots, that are capable to operate and adapting in different environments and conditions. This virtual system has as purpose to facilitate the development of embedded architecture systems, emphasizing the implementation of tools that allow the simulation of the kinematic conditions, dynamic and control, with real time monitoring of all important system points. For this, open control architecture is proposal, integrating the two main techniques of robotic control implementation in the hardware level: systems microprocessors and reconfigurable hardware devices. The implemented simulator system is composed of a trajectory generating module, a kinematic and dynamic simulator module and of a analysis module of results and errors. The kinematic and dynamic simulator module makes all simulation of the mobile robot following the pre-determined trajectory of the trajectory generator. All the kinematic and dynamic results shown during the simulation can be evaluated and visualized in graphs and tables formats, in the results analysis module, allowing an improvement in the system, minimizing the errors with the necessary adjustments optimization. For controller implementation in the embedded system, it uses the rapid prototyping, which is the technology that allows, in set with the virtual simulation environment, the development of a controller project for mobile robots. The validation and tests had been accomplishing with nonholonomics mobile robots models with differential transmission.

  14. Effects of Combined Physical and Cognitive Exercises on Cognition and Mobility in Patients With Mild Cognitive Impairment: A Randomized Clinical Trial.

    Science.gov (United States)

    Shimada, Hiroyuki; Makizako, Hyuma; Doi, Takehiko; Park, Hyuntae; Tsutsumimoto, Kota; Verghese, Joe; Suzuki, Takao

    2017-11-17

    Although participation in physical and cognitive activities is encouraged to reduce the risk of dementia, the preventive efficacy of these activities for patients with mild cognitive impairment is unestablished. To compare the cognitive and mobility effects of a 40-week program of combined cognitive and physical activity with those of a health education program. A randomized, parallel, single-blind controlled trial. A population-based study of participants recruited from Obu, a residential suburb of Nagoya, Japan. Between August 2011 and February 2012, we evaluated 945 adults 65 years or older with mild cognitive impairment, enrolled 308, and randomly assigned them to the combined activity group (n = 154) or the health education control group (n = 154). The combined activity program involved weekly 90-minute sessions for 40 weeks focused on physical and cognitive activities. The control group attended 90-minute health promotion classes thrice during the 40-week trial period. The outcome measures were assessed at the study's beginning and end by personnel blinded to mild cognitive impairment subtype and group. The primary endpoints were postintervention changes in scores on (1) the Mini-Mental State Examination as a measure of general cognitive status and memory, (2) the Wechsler Memory Scale-Revised-Logical Memory II, and (3) the Rey Auditory Verbal Learning Test. We applied mobility assessments and assessed brain atrophy with magnetic resonance imaging. Compared with the control group, the combined activity group showed significantly greater scores on the Mini-Mental State Examination (difference = 0.8 points, P = .012) and Wechsler Memory Scale-Revised-Logical Memory II (difference = 1.0, P = .004), significant improvements in mobility and the nonmemory domains and reduced left medial temporal lobe atrophy in amnestic mild cognitive impairment (Z-score difference = -31.3, P physical and cognitive activity improves or maintains

  15. The Design and Analysis of Virtual Network Configuration for a Wireless Mobile ATM Network

    OpenAIRE

    Bush, Stephen F.

    1999-01-01

    This research concentrates on the design and analysis of an algorithm referred to as Virtual Network Configuration (VNC) which uses predicted future states of a system for faster network configuration and management. VNC is applied to the configuration of a wireless mobile ATM network. VNC is built on techniques from parallel discrete event simulation merged with constraints from real-time systems and applied to mobile ATM configuration and handoff. Configuration in a mobile network is a dyna...

  16. Mild Cognitive Impairment Status and Mobility Performance

    DEFF Research Database (Denmark)

    Pedersen, Mette; Holt, Nicole E; Grande, Laura

    2014-01-01

    : An analysis was conducted on baseline data from the Boston Rehabilitative Impairment Study in the Elderly study, a cohort study of 430 primary care patients aged 65 or older. Neuropsychological tests identified participants with MCI and further subclassified those with impairment in memory domains (a......BACKGROUND: The prevalence of mild cognitive impairment (MCI) and mobility limitations is high among older adults. The aim of this study was to investigate the association between MCI status and both performance-based and self-report measures of mobility in community-dwelling older adults. METHODS...

  17. Virtual reality and cognitive rehabilitation: a review of current outcome research.

    Science.gov (United States)

    Larson, Eric B; Feigon, Maia; Gagliardo, Pablo; Dvorkin, Assaf Y

    2014-01-01

    Recent advancement in the technology of virtual reality (VR) has allowed improved applications for cognitive rehabilitation. The aim of this review is to facilitate comparisons of therapeutic efficacy of different VR interventions. A systematic approach for the review of VR cognitive rehabilitation outcome research addressed the nature of each sample, treatment apparatus, experimental treatment protocol, control treatment protocol, statistical analysis and results. Using this approach, studies that provide valid evidence of efficacy of VR applications are summarized. Applications that have not yet undergone controlled outcome study but which have promise are introduced. Seventeen studies conducted over the past eight years are reviewed. The few randomized controlled trials that have been completed show that some applications are effective in treating cognitive deficits in people with neurological diagnoses although further study is needed. Innovations requiring further study include the use of enriched virtual environments that provide haptic sensory input in addition to visual and auditory inputs and the use of commercially available gaming systems to provide tele-rehabilitation services. Recommendations are offered to improve efficacy of rehabilitation, to improve scientific rigor of rehabilitation research and to broaden access to the evidence-based treatments that this research has identified.

  18. Newly blind persons using virtual environment system in a traditional orientation and mobility rehabilitation program: a case study.

    Science.gov (United States)

    Lahav, Orly; Schloerb, David W; Srinivasan, Mandayam A

    2012-09-01

    This paper presents a virtual reality system (the BlindAid) developed for orientation and mobility training of people who are newly blind. The BlindAid allows users to interact with different virtual structures and objects via auditory and haptic feedback. This case study aims to examine if and how the BlindAid, in conjunction with a traditional rehabilitation programme, can help people who are newly blind develop new orientation and mobility methods. Follow-up research based on this study, with a large experiment and control group, could contribute to the area of orientation and mobility rehabilitation training for the newly blind. The case study research focused on A., a woman who is newly blind, for 17 virtual sessions spanning ten weeks, during the 12 weeks of her traditional orientation and mobility rehabilitation programme. The research was implemented by using virtual environment (VE) exploration and orientation tasks in VE and physical spaces. The research methodology used both qualitative and quantitative methods, including interviews, questionnaire, videotape recording, and user computer logs. The results of this study helped elucidate several issues concerning the contribution of the BlindAid system to the exploration strategies and learning processes experienced by the participant in her encounters with familiar and unfamiliar physical surroundings. [Box: see text].

  19. Effect of Pain and Mild Cognitive Impairment on Mobility

    DEFF Research Database (Denmark)

    Schepker, Caroline A; Leveille, Suzanne G; Pedersen, Mette Merete

    2016-01-01

    OBJECTIVES: To examine the effect of pain and mild cognitive impairment (MCI)-together and separately-on performance-based and self-reported mobility outcomes in older adults in primary care with mild to moderate self-reported mobility limitations. DESIGN: Cross-sectional analysis. SETTING...... Inventory (BPI) were defined as having pain. MCI was defined using age-adjusted scores on a neuropsychological battery. Multivariable linear regression models assessed associations between pain and MCI, together and separately, and mobility performance (habitual gait speed, Short Physical Performance...

  20. Toward cognitive robotics

    Science.gov (United States)

    Laird, John E.

    2009-05-01

    Our long-term goal is to develop autonomous robotic systems that have the cognitive abilities of humans, including communication, coordination, adapting to novel situations, and learning through experience. Our approach rests on the recent integration of the Soar cognitive architecture with both virtual and physical robotic systems. Soar has been used to develop a wide variety of knowledge-rich agents for complex virtual environments, including distributed training environments and interactive computer games. For development and testing in robotic virtual environments, Soar interfaces to a variety of robotic simulators and a simple mobile robot. We have recently made significant extensions to Soar that add new memories and new non-symbolic reasoning to Soar's original symbolic processing, which should significantly improve Soar abilities for control of robots. These extensions include episodic memory, semantic memory, reinforcement learning, and mental imagery. Episodic memory and semantic memory support the learning and recalling of prior events and situations as well as facts about the world. Reinforcement learning provides the ability of the system to tune its procedural knowledge - knowledge about how to do things. Mental imagery supports the use of diagrammatic and visual representations that are critical to support spatial reasoning. We speculate on the future of unmanned systems and the need for cognitive robotics to support dynamic instruction and taskability.

  1. Virtual target tracking (VTT) as applied to mobile satellite communication networks

    Science.gov (United States)

    Amoozegar, Farid

    1999-08-01

    Traditionally, target tracking has been used for aerospace applications, such as, tracking highly maneuvering targets in a cluttered environment for missile-to-target intercept scenarios. Although the speed and maneuvering capability of current aerospace targets demand more efficient algorithms, many complex techniques have already been proposed in the literature, which primarily cover the defense applications of tracking methods. On the other hand, the rapid growth of Global Communication Systems, Global Information Systems (GIS), and Global Positioning Systems (GPS) is creating new and more diverse challenges for multi-target tracking applications. Mobile communication and computing can very well appreciate a huge market for Cellular Communication and Tracking Devices (CCTD), which will be tracking networked devices at the cellular level. The objective of this paper is to introduce a new concept, i.e., Virtual Target Tracking (VTT) for commercial applications of multi-target tracking algorithms and techniques as applied to mobile satellite communication networks. It would be discussed how Virtual Target Tracking would bring more diversity to target tracking research.

  2. Virtual Reality Training with Cognitive Load Improves Walking Function in Chronic Stroke Patients.

    Science.gov (United States)

    Cho, Ki Hun; Kim, Min Kyu; Lee, Hwang-Jae; Lee, Wan Hee

    2015-08-01

    Virtual reality training is considered as an effective intervention method of stroke patients, and the virtual reality system for therapeutic rehabilitation has emphasized the cognitive factors to improve walking function. The purpose of current study was to investigate the effect of virtual reality training with cognitive load (VRTCL) on walking function of chronic stroke. Chronic stroke patients were randomly assigned to the VRTCL group (11 patients, including 5 men; mean age, 60.0 years; post-stroke duration, 273.9 days) or control group (11 patients, including 2 men; mean age, 58.6 years; post-stroke duration, 263.9 days). All subjects participated in the standard rehabilitation program that consisted of physical and occupational therapies. In addition, VRTCL group participated in the VRTCL for 4 weeks (30 min per day and five times a week), while those in the control group participated in virtual reality treadmill training. Walking function under single (walking alone) and dual task (walking with cognitive tasks) conditions was assessed using an electrical walkway system. After the 4-week intervention, under both single and dual task conditions, significant improvement on walking function was observed in VRTCL and control groups (P < 0.05). In addition, in the dual task condition, greater improvement on walking function was observed in the VRTCL group, compared with the control group (P < 0.05). These findings demonstrated the efficacy of VRTCL on the walking function under the dual task condition. Therefore, we suggest that VRTCL may be an effective method for the achievement of independent walking in chronic stroke patients.

  3. Cognitive-Based Interventions to Improve Mobility: A Systematic Review and Meta-analysis.

    Science.gov (United States)

    Marusic, Uros; Verghese, Joe; Mahoney, Jeannette R

    2018-06-01

    A strong relation between cognition and mobility has been identified in aging, supporting a role for enhancement mobility through cognitive-based interventions. However, a critical evaluation of the consistency of treatment effects of cognitive-based interventions is currently lacking. The objective of this study was 2-fold: (1) to review the existing literature on cognitive-based interventions aimed at improving mobility in older adults and (2) to assess the clinical effectiveness of cognitive interventions on gait performance. A systematic review of randomized controlled trials (RCT) of cognitive training interventions for improving simple (normal walking) and complex (dual task walking) gait was conducted in February 2018. Older adults without major cognitive, psychiatric, neurologic, and/or sensory impairments were included. Random effect meta-analyses and a subsequent meta-regression were performed to generate overall cognitive intervention effects on single- and dual-task walking conditions. Ten RCTs met inclusion criteria, with a total of 351 participants included in this meta-analysis. Cognitive training interventions revealed a small effect of intervention on complex gait [effect size (ES) = 0.47, 95% confidence interval (CI) 0.13 to 0.81, P = .007, I 2  = 15.85%], but not simple gait (ES = 0.35, 95% CI -0.01 to 0.71, P = .057, I 2  = 57.32%). Moreover, a meta-regression analysis revealed that intervention duration, training frequency, total number of sessions, and total minutes spent in intervention were not significant predictors of improvement in dual-task walking speed, though there was a suggestive trend toward a negative association between dual-task walking speed improvements and individual training session duration (P = .067). This meta-analysis provides support for the fact that cognitive training interventions can improve mobility-related outcomes, especially during challenging walking conditions requiring higher-order executive

  4. A socio-cognitive inquiry of excessive mobile phone use.

    Science.gov (United States)

    Pourrazavi, Sara; Allahverdipour, Hamid; Jafarabadi, Mohammad Asghari; Matlabi, Hossein

    2014-08-01

    The study examined the predictive ability of selected demographic and socio-psychological characteristics in explaining excessive mobile phone use (EMPU) behavior and problematic use in a sample of university students on the basis of the social cognitive theory. The sample consisted of 476 randomly selected university students in Tabriz, Iran. The study was cross-sectional in nature. A researcher-designed questionnaire was used for the purpose of data collection. No causal inferences were drawn due to non-experimental nature of the study. It was found that having boyfriend/girlfriend increases the likelihood of EMPU while self-efficacy to avoid EMPU decreases it. Self-efficacy to avoid EMPU, self-regulation, observational learning, self-control, and attitude toward EMPU were predictors of mobile phone problematic use. The results provided a proper fit for a conceptual model of reciprocal determinism. Although social cognitive constructs may predict mobile phone problematic use, they are not useful in predicting the behavior of EMPU. Copyright © 2014 Elsevier B.V. All rights reserved.

  5. Virtual reality training to enhance behavior and cognitive function among children with attention-deficit/hyperactivity disorder: brief report.

    Science.gov (United States)

    Shema-Shiratzky, Shirley; Brozgol, Marina; Cornejo-Thumm, Pablo; Geva-Dayan, Karen; Rotstein, Michael; Leitner, Yael; Hausdorff, Jeffrey M; Mirelman, Anat

    2018-05-17

    To examine the feasibility and efficacy of a combined motor-cognitive training using virtual reality to enhance behavior, cognitive function and dual-tasking in children with Attention-Deficit/Hyperactivity Disorder (ADHD). Fourteen non-medicated school-aged children with ADHD, received 18 training sessions during 6 weeks. Training included walking on a treadmill while negotiating virtual obstacles. Behavioral symptoms, cognition and gait were tested before and after the training and at 6-weeks follow-up. Based on parental report, there was a significant improvement in children's social problems and psychosomatic behavior after the training. Executive function and memory were improved post-training while attention was unchanged. Gait regularity significantly increased during dual-task walking. Long-term training effects were maintained in memory and executive function. Treadmill-training augmented with virtual-reality is feasible and may be an effective treatment to enhance behavior, cognitive function and dual-tasking in children with ADHD.

  6. Development of a cognitive function test using virtual reality technology: examination in healthy participants.

    Science.gov (United States)

    Sakai, Hiromi; Nagano, Akinori; Seki, Keiko; Okahashi, Sayaka; Kojima, Maki; Luo, Zhiwei

    2018-07-01

    We developed a virtual reality test to assess the cognitive function of Japanese people in near-daily-life environment, namely, a virtual shopping test (VST). In this test, participants were asked to execute shopping tasks using touch panel operations in a "virtual shopping mall." We examined differences in VST performances among healthy participants of different ages and correlations between VST and screening tests, such as the Mini-Mental State Examination (MMSE) and Everyday Memory Checklist (EMC). We included 285 healthy participants between 20 and 86 years of age in seven age groups. Therefore, each VST index tended to decrease with advancing age; differences among age groups were significant. Most VST indices had a significantly negative correlation with MMSE and significantly positive correlation with EMC. VST may be useful for assessing general cognitive decline; effects of age must be considered for proper interpretation of the VST scores.

  7. [Effectiveness of a programme based on a virtual reality game for cognitive enhancement in schizophrenia].

    Science.gov (United States)

    López-Martín, Olga; Segura Fragoso, Antonio; Rodríguez Hernández, Marta; Dimbwadyo Terrer, Iris; Polonio-López, Begoña

    2016-01-01

    To evaluate the effectiveness of a programme based on a virtual reality game to improve cognitive domains in patients with schizophrenia. A randomized controlled trial was conducted in 40 patients with schizophrenia, 20 in the experimental group and 20 in the control group. The experimental group received 10 sessions with Nintendo Wii(®) for 5 weeks, 50 minutes/session, 2 days/week in addition to conventional treatment. The control group received conventional treatment only. Statistically significant differences in the T-Score were found in 5 of the 6 cognitive domains assessed: processing speed (F=12.04, p=0.001), attention/vigilance (F=12.75, p=0.001), working memory (F=18.86, p virtual reality interventions aimed at cognitive training have great potential for significant gains in different cognitive domains assessed in patients with schizophrenia. Copyright © 2015 SESPAS. Published by Elsevier Espana. All rights reserved.

  8. Embodied social interaction constitutes social cognition in pairs of humans: a minimalist virtual reality experiment.

    Science.gov (United States)

    Froese, Tom; Iizuka, Hiroyuki; Ikegami, Takashi

    2014-01-14

    Scientists have traditionally limited the mechanisms of social cognition to one brain, but recent approaches claim that interaction also realizes cognitive work. Experiments under constrained virtual settings revealed that interaction dynamics implicitly guide social cognition. Here we show that embodied social interaction can be constitutive of agency detection and of experiencing another's presence. Pairs of participants moved their "avatars" along an invisible virtual line and could make haptic contact with three identical objects, two of which embodied the other's motions, but only one, the other's avatar, also embodied the other's contact sensor and thereby enabled responsive interaction. Co-regulated interactions were significantly correlated with identifications of the other's avatar and reports of the clearest awareness of the other's presence. These results challenge folk psychological notions about the boundaries of mind, but make sense from evolutionary and developmental perspectives: an extendible mind can offload cognitive work into its environment.

  9. The effect of implementing cognitive load theory-based design principles in virtual reality simulation training of surgical skills: a randomized controlled trial.

    Science.gov (United States)

    Andersen, Steven Arild Wuyts; Mikkelsen, Peter Trier; Konge, Lars; Cayé-Thomasen, Per; Sørensen, Mads Sølvsten

    2016-01-01

    Cognitive overload can inhibit learning, and cognitive load theory-based instructional design principles can be used to optimize learning situations. This study aims to investigate the effect of implementing cognitive load theory-based design principles in virtual reality simulation training of mastoidectomy. Eighteen novice medical students received 1 h of self-directed virtual reality simulation training of the mastoidectomy procedure randomized for standard instructions (control) or cognitive load theory-based instructions with a worked example followed by a problem completion exercise (intervention). Participants then completed two post-training virtual procedures for assessment and comparison. Cognitive load during the post-training procedures was estimated by reaction time testing on an integrated secondary task. Final-product analysis by two blinded expert raters was used to assess the virtual mastoidectomy performances. Participants in the intervention group had a significantly increased cognitive load during the post-training procedures compared with the control group (52 vs. 41 %, p  = 0.02). This was also reflected in the final-product performance: the intervention group had a significantly lower final-product score than the control group (13.0 vs. 15.4, p  virtual reality surgical simulation training of novices.

  10. The effect of implementing cognitive load theory-based design principles in virtual reality simulation training of surgical skills: a randomized controlled trial

    DEFF Research Database (Denmark)

    Andersen, Steven Arild Wuyts; Mikkelsen, Peter Trier; Konge, Lars

    2016-01-01

    training of mastoidectomy. Methods Eighteen novice medical students received 1 h of self-directed virtual reality simulation training of the mastoidectomy procedure randomized for standard instructions (control) or cognitive load theory-based instructions with a worked example followed by a problem......Background Cognitive overload can inhibit learning, and cognitive load theory-based instructional design principles can be used to optimize learning situations. This study aims to investigate the effect of implementing cognitive load theory-based design principles in virtual reality simulation....... Increased cognitive load when part tasks needed to be integrated in the post-training procedures could be a possible explanation for this. Other instructional designs and methods are needed to lower the cognitive load and improve the performance in virtual reality surgical simulation training of novices....

  11. Virtual reality based experiential cognitive treatment of anorexia nervosa.

    Science.gov (United States)

    Riva, G; Bacchetta, M; Baruffi, M; Rinaldi, S; Molinari, E

    1999-09-01

    The treatment of a 22-year old female university student diagnosed with Anorexia Nervosa is described. In the study the Experiential Cognitive Therapy (ECT) was used: a relatively short-term, integrated, patient oriented approach that focuses on individual discovery. Main characteristic of this approach is the use of Virtual Reality, a new technology that allows the user to be immersed in a computer-generated virtual world. At the end of the in-patient treatment, the subject increased her bodily awareness joined to a reduction in her level of body dissatisfaction. Moreover, the patient presented a high degree of motivation to change. The results are discussed with regard to Vitousek, Watson and Wilson (1998, Clinical Psychology Review, 18(4), 391-420) proposal of using the Socratic Method to face denial and resistance of anorectic patients.

  12. The acceptance of virtual reality devices for cognitive rehabilitation: a report of positive results with schizophrenia.

    Science.gov (United States)

    da Costa, Rosa Maria Esteves Moreira; de Carvalho, Luís Alfredo Vidal

    2004-03-01

    This study presents a process of virtual environment development supported by a cognitive model that is specific to cognitive deficits of diverse disorders or traumatic brain injury, and evaluates the acceptance of computer devices by a group of schizophrenic patients. The subjects that participated in this experiment accepted to work with computers and immersive glasses and demonstrated a high level of interest in the proposed tasks. No problems of illness have been observed. This experiment indicated that further research projects must be carried out to verify the value of virtual reality technology for cognitive rehabilitation of psychiatric patients. The results of the current study represent a small but necessary step in the realization of that potential.

  13. Evaluation of the cognitive effects of travel technique in complex real and virtual environments.

    Science.gov (United States)

    Suma, Evan A; Finkelstein, Samantha L; Reid, Myra; V Babu, Sabarish; Ulinski, Amy C; Hodges, Larry F

    2010-01-01

    We report a series of experiments conducted to investigate the effects of travel technique on information gathering and cognition in complex virtual environments. In the first experiment, participants completed a non-branching multilevel 3D maze at their own pace using either real walking or one of two virtual travel techniques. In the second experiment, we constructed a real-world maze with branching pathways and modeled an identical virtual environment. Participants explored either the real or virtual maze for a predetermined amount of time using real walking or a virtual travel technique. Our results across experiments suggest that for complex environments requiring a large number of turns, virtual travel is an acceptable substitute for real walking if the goal of the application involves learning or reasoning based on information presented in the virtual world. However, for applications that require fast, efficient navigation or travel that closely resembles real-world behavior, real walking has advantages over common joystick-based virtual travel techniques.

  14. Best Practices and Provisional Guidelines for Integrating Mobile, Virtual, and Videogame-Based Training and Assessments

    Science.gov (United States)

    2014-01-01

    videogame -based platforms, 2) role of assessments and how they can be implemented within these platforms, or 3) benefits or challenges of the...Technical Report 1334 Best Practices and Provisional Guidelines for Integrating Mobile, Virtual, and Videogame -Based Training and...Virtual, and Videogame -Based Training and Assessments 5a. CONTRACT OR GRANT NUMBER W5J9CQ-11-D-0002 5b. PROGRAM ELEMENT NUMBER 622785

  15. Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies.

    Science.gov (United States)

    Tieri, Gaetano; Morone, Giovanni; Paolucci, Stefano; Iosa, Marco

    2018-02-01

    Over recent decades many researchers and clinicians have started to use Virtual Reality (VR) as a new technology for implementing innovative rehabilitation treatments in cognitive and motor domains. However, the expression 'VR' has often also been improperly used to refer to video games. Further, VR efficacy, often confused with that of video-game exercises, is still debated. Areas covered: In this review, we provide the scientific rationale for the advantages of using VR systems in rehabilitation and investigate whether the VR could really be a promising technique for the future of rehabilitation of patients, or if it is just an entertainment for scientists. In addition, we describe some of the most used devices in VR with their potential advantages for research and provide an overview of the recent evidence and meta-analyses in rehabilitation. Expert commentary: We highlight the efficacy and fallacies of VR in neurorehabilitation and discuss the important factors emerging from the use of VR, including the sense of presence and the embodiment over a virtual avatar, in developing future applications in cognitive and motor rehabilitation.

  16. Virtual Learning Simulations in High School: Effects on Cognitive and Non-cognitive Outcomes and Implications on the Development of STEM Academic and Career Choice

    OpenAIRE

    Thisgaard, Malene; Makransky, Guido

    2017-01-01

    The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory. The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increas...

  17. Collaborative Virtual Environments as Means to Increase the Level of Intersubjectivity in a Distributed Cognition System

    Science.gov (United States)

    Ligorio, M. Beatrice; Cesareni, Donatella; Schwartz, Neil

    2008-01-01

    Virtual environments are able to extend the space of interaction beyond the classroom. In order to analyze how distributed cognition functions in such an extended space, we suggest focusing on the architecture of intersubjectivity. The Euroland project--a virtual land created and populated by seven classrooms supported by a team of…

  18. Virtual Learning Simulations in High School: Effects on Cognitive and Non-cognitive Outcomes and Implications on the Development of STEM Academic and Career Choice.

    Science.gov (United States)

    Thisgaard, Malene; Makransky, Guido

    2017-01-01

    The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory. The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increased knowledge of evolution significantly, compared to the traditional lesson. No significant differences between the simulation and lesson were found in their ability to increase the non-cognitive measures. Both interventions increased self-efficacy significantly, and none of them had a significant effect on motivation. In addition, the results showed that the simulation increased interest in biology related tasks, but not outcome expectations. The findings suggest that virtual learning simulations are at least as efficient in enhancing learning and self-efficacy as traditional lessons, and high schools can thus use them as supplementary educational methods. In addition, the findings indicate that virtual learning simulations may be a useful tool in enhancing student's interest in and goals toward STEM related careers.

  19. Virtual Learning Simulations in High School: Effects on Cognitive and Non-cognitive Outcomes and Implications on the Development of STEM Academic and Career Choice

    Directory of Open Access Journals (Sweden)

    Malene Thisgaard

    2017-05-01

    Full Text Available The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory. The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increased knowledge of evolution significantly, compared to the traditional lesson. No significant differences between the simulation and lesson were found in their ability to increase the non-cognitive measures. Both interventions increased self-efficacy significantly, and none of them had a significant effect on motivation. In addition, the results showed that the simulation increased interest in biology related tasks, but not outcome expectations. The findings suggest that virtual learning simulations are at least as efficient in enhancing learning and self-efficacy as traditional lessons, and high schools can thus use them as supplementary educational methods. In addition, the findings indicate that virtual learning simulations may be a useful tool in enhancing student’s interest in and goals toward STEM related careers.

  20. An Appeal for heritage interpretation and accessibility. Immersive and interactive virtual reality tours for mobile devices

    Directory of Open Access Journals (Sweden)

    Guillermo Duclos Bautista

    2013-11-01

    Full Text Available We propose an interactive resource for the value enhancement, management, diffusion and accessibility of the architectural and archaeological heritage by means of virtual reality technologies through mobile devices. The resource is, in addition, a tool for the management of the heritage by the employment of intermediate modules that allow the graphical and alphanumeric update of the external and internal databases put in relation with the resource, depending on the interventions and investigations that on the monument are taking place in the time. Furthermore, the resource is a powerful compensatory measure for the virtual accessibility to the heritage by persons with limited mobility and / or sensory deficiencies.

  1. Smartphones and Cognition: A Review of Research Exploring the Links between Mobile Technology Habits and Cognitive Functioning

    Science.gov (United States)

    Wilmer, Henry H.; Sherman, Lauren E.; Chein, Jason M.

    2017-01-01

    While smartphones and related mobile technologies are recognized as flexible and powerful tools that, when used prudently, can augment human cognition, there is also a growing perception that habitual involvement with these devices may have a negative and lasting impact on users’ ability to think, remember, pay attention, and regulate emotion. The present review considers an intensifying, though still limited, area of research exploring the potential cognitive impacts of smartphone-related habits, and seeks to determine in which domains of functioning there is accruing evidence of a significant relationship between smartphone technology and cognitive performance, and in which domains the scientific literature is not yet mature enough to endorse any firm conclusions. We focus our review primarily on three facets of cognition that are clearly implicated in public discourse regarding the impacts of mobile technology – attention, memory, and delay of gratification – and then consider evidence regarding the broader relationships between smartphone habits and everyday cognitive functioning. Along the way, we highlight compelling findings, discuss limitations with respect to empirical methodology and interpretation, and offer suggestions for how the field might progress toward a more coherent and robust area of scientific inquiry. PMID:28487665

  2. Smartphones and Cognition: A Review of Research Exploring the Links between Mobile Technology Habits and Cognitive Functioning

    Directory of Open Access Journals (Sweden)

    Jason M. Chein

    2017-04-01

    Full Text Available While smartphones and related mobile technologies are recognized as flexible and powerful tools that, when used prudently, can augment human cognition, there is also a growing perception that habitual involvement with these devices may have a negative and lasting impact on users’ ability to think, remember, pay attention, and regulate emotion. The present review considers an intensifying, though still limited, area of research exploring the potential cognitive impacts of smartphone-related habits, and seeks to determine in which domains of functioning there is accruing evidence of a significant relationship between smartphone technology and cognitive performance, and in which domains the scientific literature is not yet mature enough to endorse any firm conclusions. We focus our review primarily on three facets of cognition that are clearly implicated in public discourse regarding the impacts of mobile technology – attention, memory, and delay of gratification – and then consider evidence regarding the broader relationships between smartphone habits and everyday cognitive functioning. Along the way, we highlight compelling findings, discuss limitations with respect to empirical methodology and interpretation, and offer suggestions for how the field might progress toward a more coherent and robust area of scientific inquiry.

  3. Virtual reality therapy versus cognitive behavior therapy for social phobia: a preliminary controlled study.

    Science.gov (United States)

    Klinger, E; Bouchard, S; Légeron, P; Roy, S; Lauer, F; Chemin, I; Nugues, P

    2005-02-01

    Social phobia is one of the most frequent mental disorders and is accessible to two forms of scientifically validated treatments: anti-depressant drugs and cognitive behavior therapies (CBT). In this last case, graded exposure to feared social situations is one of the fundamental therapeutic ingredients. Virtual reality technologies are an interesting alternative to the standard exposure in social phobia, especially since studies have shown its usefulness for the fear of public speaking. This paper reports a preliminary study in which a virtual reality therapy (VRT), based on exposure to virtual environments, was used to treat social phobia. The sample consisted of 36 participants diagnosed with social phobia assigned to either VRT or a group-CBT (control condition). The virtual environments used in the treatment recreate four situations dealing with social anxiety: performance, intimacy, scrutiny, and assertiveness. With the help of the therapist, the patient learns adapted cognitions and behaviors in order to reduce anxiety in the corresponding real situations. Both treatments lasted 12 weeks, and sessions were delivered according to a treatment manual. Results showed statistically and clinically significant improvement in both conditions. The effect-sizes comparing the efficacy of VRT to the control traditional group-CBT revealed that the differences between the two treatments are trivial.

  4. Collaboration Modality, Cognitive Load, and Science Inquiry Learning in Virtual Inquiry Environments

    Science.gov (United States)

    Erlandson, Benjamin E.; Nelson, Brian C.; Savenye, Wilhelmina C.

    2010-01-01

    Educational multi-user virtual environments (MUVEs) have been shown to be effective platforms for situated science inquiry curricula. While researchers find MUVEs to be supportive of collaborative scientific inquiry processes, the complex mix of multi-modal messages present in MUVEs can lead to cognitive overload, with learners unable to…

  5. A virtual structure approach to formation control of unicycle mobile robots using mutual coupling

    NARCIS (Netherlands)

    Sadowska, A.D.; van den Broek, T.H.A.; Huijberts, H.J.C.; Wouw, van de N.; Kostic, D.; Nijmeijer, H.

    2011-01-01

    In this article, the formation control problem for unicycle mobile robots is studied. A distributed virtual structure control strategy with mutual coupling between the robots is proposed. The rationale behind the introduction of the coupling terms is the fact that these introduce additional

  6. Using a vision cognitive algorithm to schedule virtual machines

    Directory of Open Access Journals (Sweden)

    Zhao Jiaqi

    2014-09-01

    Full Text Available Scheduling virtual machines is a major research topic for cloud computing, because it directly influences the performance, the operation cost and the quality of services. A large cloud center is normally equipped with several hundred thousand physical machines. The mission of the scheduler is to select the best one to host a virtual machine. This is an NPhard global optimization problem with grand challenges for researchers. This work studies the Virtual Machine (VM scheduling problem on the cloud. Our primary concern with VM scheduling is the energy consumption, because the largest part of a cloud center operation cost goes to the kilowatts used. We designed a scheduling algorithm that allocates an incoming virtual machine instance on the host machine, which results in the lowest energy consumption of the entire system. More specifically, we developed a new algorithm, called vision cognition, to solve the global optimization problem. This algorithm is inspired by the observation of how human eyes see directly the smallest/largest item without comparing them pairwisely. We theoretically proved that the algorithm works correctly and converges fast. Practically, we validated the novel algorithm, together with the scheduling concept, using a simulation approach. The adopted cloud simulator models different cloud infrastructures with various properties and detailed runtime information that can usually not be acquired from real clouds. The experimental results demonstrate the benefit of our approach in terms of reducing the cloud center energy consumption

  7. Next gen perception and cognition: augmenting perception and enhancing cognition through mobile technologies

    Science.gov (United States)

    Goma, Sergio R.

    2015-03-01

    In current times, mobile technologies are ubiquitous and the complexity of problems is continuously increasing. In the context of advancement of engineering, we explore in this paper possible reasons that could cause a saturation in technology evolution - namely the ability of problem solving based on previous results and the ability of expressing solutions in a more efficient way, concluding that `thinking outside of brain' - as in solving engineering problems that are expressed in a virtual media due to their complexity - would benefit from mobile technology augmentation. This could be the necessary evolutionary step that would provide the efficiency required to solve new complex problems (addressing the `running out of time' issue) and remove the communication of results barrier (addressing the human `perception/expression imbalance' issue). Some consequences are discussed, as in this context the artificial intelligence becomes an automation tool aid instead of a necessary next evolutionary step. The paper concludes that research in modeling as problem solving aid and data visualization as perception aid augmented with mobile technologies could be the path to an evolutionary step in advancing engineering.

  8. Embodying a cognitive model in a mobile robot

    Science.gov (United States)

    Benjamin, D. Paul; Lyons, Damian; Lonsdale, Deryle

    2006-10-01

    The ADAPT project is a collaboration of researchers in robotics, linguistics and artificial intelligence at three universities to create a cognitive architecture specifically designed to be embodied in a mobile robot. There are major respects in which existing cognitive architectures are inadequate for robot cognition. In particular, they lack support for true concurrency and for active perception. ADAPT addresses these deficiencies by modeling the world as a network of concurrent schemas, and modeling perception as problem solving. Schemas are represented using the RS (Robot Schemas) language, and are activated by spreading activation. RS provides a powerful language for distributed control of concurrent processes. Also, The formal semantics of RS provides the basis for the semantics of ADAPT's use of natural language. We have implemented the RS language in Soar, a mature cognitive architecture originally developed at CMU and used at a number of universities and companies. Soar's subgoaling and learning capabilities enable ADAPT to manage the complexity of its environment and to learn new schemas from experience. We describe the issues faced in developing an embodied cognitive architecture, and our implementation choices.

  9. Mobile Application-Assisted Cognitive Behavioral Therapy for Insomnia in an Older Adult.

    Science.gov (United States)

    Chen, Yong-Xiang; Hung, Yi-Ping; Chen, Hsi-Chung

    2016-04-01

    Current evidence suggests potential efficacy of cognitive behavioral therapy for insomnia (CBT-I) in older adults. Mobile applications (apps) have been developed to facilitate CBT-I in the general population. However, because of deteriorating perceptual and cognitive functioning, the effectiveness of mobile apps in older adults remains unknown. This case report aims to demonstrate the utilization, advantages, and limitations of mobile app-assisted CBT-I in an older female adult. An app ("Win-Win aSleep" [WWaS]) was applied in a six-session CBT-I treatment. The patient successfully discontinued her hypnotics and had restored sleep quality after the intervention with WWaS-assisted CBT-I. Several limitations of WWaS were summarized, and pertinent approaches for enhancing future work were discussed. Mobile apps integrating wearable devices might overcome the difficulty for applying WWaS in older adults. In addition to tailored design of mobile technology for older adults, psychosocial support for the utilization of apps may not only enhance the compliance but also provide additional connection to the environment.

  10. Virtual Reality Aided Positioning of Mobile C-Arms for Image-Guided Surgery

    Directory of Open Access Journals (Sweden)

    Zhenzhou Shao

    2014-06-01

    Full Text Available For the image-guided surgery, the positioning of mobile C-arms is a key technique to take X-ray images in a desired pose for the confirmation of current surgical outcome. Unfortunately, surgeons and patient often suffer the radiation exposure due to the repeated imaging when the X-ray image is of poor quality or not captured at a good projection view. In this paper, a virtual reality (VR aided positioning method for the mobile C-arm is proposed by the alignment of 3D surface model of region of interest and preoperative anatomy, so that a reference pose of the mobile C-arm with respect to the inside anatomy can be figured out from outside view. It allows a one-time imaging from the outside view to greatly reduce the additional radiation exposure. To control the mobile C-arm to the desired pose, the mobile C-arm is modeled as a robotic arm with a movable base. Experiments were conducted to evaluate the accuracy of appearance model and precision of mobile C-arm positioning. The appearance model was reconstructed with the average error of 2.16 mm. One-time imaging of mobile C-arm was achieved, and new modeling of mobile C-arm with 8 DoFs enlarges the working space in the operating room.

  11. Cognitive behavioral therapy for public-speaking anxiety using virtual reality for exposure.

    Science.gov (United States)

    Anderson, Page L; Zimand, Elana; Hodges, Larry F; Rothbaum, Barbara O

    2005-01-01

    This study used an open clinical trial to test a cognitive-behavioral treatment for public-speaking anxiety that utilized virtual reality as a tool for exposure therapy. Treatment was completed by participants (n = 10) meeting the Diagnostic and Statistical Manual of Mental Disorders (DSM)-IV criteria for social phobia, or panic disorder with agoraphobia in which public speaking was the predominantly feared stimulus. Treatment was conducted by a licensed psychologist in an outpatient clinic. Treatment consisted of eight individual therapy sessions, including four sessions of anxiety management training and four sessions of exposure therapy using a virtual audience, according to a standardized treatment manual. Participants completed standardized self-report questionnaires assessing public-speaking anxiety at pre-treatment, post-treatment, and 3-month follow-up. Participants were asked to give a speech to an actual audience at pre- and post-treatment. Results showed decreases on all self-report measures of public-speaking anxiety from pre- to post-treatment, which were maintained at follow-up (n = 8; all P = 05). Participants were no more likely to complete a speech post-treatment than at pre-treatment. This study provides preliminary evidence that a cognitive-behavioral treatment using virtual reality for exposure to public speaking may reduce public-speaking anxiety and suggests that further research with a controlled design is needed. Copyright 2005 Wiley-Liss, Inc.

  12. Symptoms and Cognitive Functions in Adolescents in Relation to Mobile Phone Use during Night.

    Science.gov (United States)

    Schoeni, Anna; Roser, Katharina; Röösli, Martin

    2015-01-01

    Many adolescents tend to leave their mobile phones turned on during night, accepting that they may be awakened by an incoming text message or call. Using self-reported and objective operator recorded mobile phone use data, we thus aimed to analyze how being awakened during night by mobile phone affects adolescents' perceived health and cognitive functions. In this cross-sectional study, 439 adolescents completed questionnaires about their mobile phone use during night, health related quality of life and possible confounding factors. Standardized computerized cognitive tests were performed to assess memory and concentration capacity. Objective operator recorded mobile phone use data was further collected for 233 study participants. Data were analyzed by multivariable regression models adjusted for relevant confounders including amount of mobile phone use. For adolescents reporting to be awakened by a mobile phone during night at least once a month the odds ratio for daytime tiredness and rapid exhaustibility were 1.86 (95% CI: 1.02-3.39) and 2.28 (95% CI: 0.97-5.34), respectively. Similar results were found when analyzing objective operator recorded mobile phone use data (tiredness: 1.63, 95% CI: 0.94-2.82 and rapid exhaustibility: 2.32, 95% CI: 1.01-5.36). The cognitive tests on memory and concentration capacity were not related to mobile phone use during night. Overall, being awakened during night by mobile phone was associated with an increase in health symptom reports such as tiredness, rapid exhaustibility, headache and physical ill-being, but not with memory and concentration capacity. Prevention strategies should focus on helping adolescents set limits for their accessibility by mobile phone, especially during night.

  13. Symptoms and Cognitive Functions in Adolescents in Relation to Mobile Phone Use during Night

    Science.gov (United States)

    Schoeni, Anna; Roser, Katharina; Röösli, Martin

    2015-01-01

    Many adolescents tend to leave their mobile phones turned on during night, accepting that they may be awakened by an incoming text message or call. Using self-reported and objective operator recorded mobile phone use data, we thus aimed to analyze how being awakened during night by mobile phone affects adolescents’ perceived health and cognitive functions. In this cross-sectional study, 439 adolescents completed questionnaires about their mobile phone use during night, health related quality of life and possible confounding factors. Standardized computerized cognitive tests were performed to assess memory and concentration capacity. Objective operator recorded mobile phone use data was further collected for 233 study participants. Data were analyzed by multivariable regression models adjusted for relevant confounders including amount of mobile phone use. For adolescents reporting to be awakened by a mobile phone during night at least once a month the odds ratio for daytime tiredness and rapid exhaustibility were 1.86 (95% CI: 1.02–3.39) and 2.28 (95% CI: 0.97–5.34), respectively. Similar results were found when analyzing objective operator recorded mobile phone use data (tiredness: 1.63, 95% CI: 0.94–2.82 and rapid exhaustibility: 2.32, 95% CI: 1.01–5.36). The cognitive tests on memory and concentration capacity were not related to mobile phone use during night. Overall, being awakened during night by mobile phone was associated with an increase in health symptom reports such as tiredness, rapid exhaustibility, headache and physical ill-being, but not with memory and concentration capacity. Prevention strategies should focus on helping adolescents set limits for their accessibility by mobile phone, especially during night. PMID:26222312

  14. COGNITIVE ASPECTS OF COLLABORATION IN 3D VIRTUAL ENVIRONMENTS

    Directory of Open Access Journals (Sweden)

    V. Juřík

    2016-06-01

    Full Text Available Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators’ actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators’ responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators’ strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.

  15. Cognitive Aspects of Collaboration in 3d Virtual Environments

    Science.gov (United States)

    Juřík, V.; Herman, L.; Kubíček, P.; Stachoň, Z.; Šašinka, Č.

    2016-06-01

    Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW) become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators' actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators' responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators' strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.

  16. Mobility and cognition at admission to the nursing home - a cross-sectional study.

    Science.gov (United States)

    Sverdrup, Karen; Bergh, Sverre; Selbæk, Geir; Røen, Irene; Kirkevold, Øyvind; Tangen, Gro Gujord

    2018-01-30

    Earlier studies show that the main reasons for admission to long-term nursing home care are cognitive impairment and functional impairments of activities of daily life. However, descriptive evidence of mobility is scant. The aims of this study were to describe mobility at admission to nursing homes and to assess the association between mobility and degree of dementia. We included 696 residents at admission to 47 nursing homes in Norway. Inclusion criteria were expected stay for more than 4 weeks and 65 years or older. In addition, younger residents with dementia were included. Residents with life expectancy shorter than six weeks were excluded. Mobility was assessed using the Short Physical Performance Battery (SPPB) and the Nursing Home Life Space Diameter (NHLSD). The Clinical Dementia Rating Scale (CDR) was used to describe the degree of dementia. The associations between mobility and degree of dementia was analysed using the Chi-square and the Kruskal-Wallis test (KW-test). When the KW-test indicated a statistical significant difference, we proceeded with planned group comparisons with the Mann-Whitney U-test. In addition, we performed multiple linear regression analyses to control for potential confounders. Forty-three percent of the residents were not able to perform the balance test in SPPB. Twenty-four percent of the residents were not able to walk four meters, while only 17.6% had a walking speed of 0.83 m/s or higher. Sixty-two percent of the residents were not able to rise from a chair or spent more than 60 s doing it. The median score on NHLSD area was 22 (IQR 17) and the median score on NHLSD dependency was 36 (IQR 26). Residents with severe dementia had significantly lower levels of mobility than residents with moderate dementia. Cognitive function was associated with SPPB and NHLSD dependency in the adjusted models. Nursing home residents form a frail, but heterogeneous group both in terms of cognition and mobility at admission. Mobility was

  17. Push Attack: Binding Virtual and Real Identities Using Mobile Push Notifications

    Directory of Open Access Journals (Sweden)

    Pierpaolo Loreti

    2018-01-01

    Full Text Available Popular mobile apps use push notifications extensively to offer an “always connected” experience to their users. Social networking apps use them as a real-time channel to notify users about new private messages or new social interactions (e.g., friendship request, tagging, etc.. Despite the cryptography used to protect these communication channels, the strict temporal binding between the actions that trigger the notifications and the reception of the notification messages in the mobile device may represent a privacy issue. In this work, we present the push notification attack designed to bind the physical owners of mobile devices with their virtual identities, even if pseudonyms are used. In an online attack, an active attacker triggers a push notification and captures the notification packets that transit in the network. In an offline attack, a passive attacker correlates the social network activity of a user with the received push notification. The push notification attack bypasses the standard ways of protecting user privacy based on the network layer by operating at the application level. It requires no additional software on the victim’s mobile device.

  18. A Framework for Interactive Teaching of Virtual Borders to Mobile Robots

    OpenAIRE

    Sprute, Dennis; Rasch, Robin; Tönnies, Klaus; König, Matthias

    2017-01-01

    The increasing number of robots in home environments leads to an emerging coexistence between humans and robots. Robots undertake common tasks and support the residents in their everyday life. People appreciate the presence of robots in their environment as long as they keep the control over them. One important aspect is the control of a robot's workspace. Therefore, we introduce virtual borders to precisely and flexibly define the workspace of mobile robots. First, we propose a novel framewo...

  19. Post-purchase cognitive dissonance:Evidence from the mobile phone market

    OpenAIRE

    Graff, Jens; Sophonthummapharn, Kittipong; Parida, Vinit

    2012-01-01

    This article investigates whether cognitive dissonance exists in the post-purchase phase in the mobile phone industry. It asks if mobile phone users are fully satisfied since they are usually overloaded with information during the purchasing period. Three dimensions of dissonance were measured in 283 university students. The results provide interesting insights. The major differences between the high and low dissonance groups are being influenced by other people’s opinions, difficulty in find...

  20. Cognitive load in distributed and massed practice in virtual reality mastoidectomy simulation.

    Science.gov (United States)

    Andersen, Steven Arild Wuyts; Mikkelsen, Peter Trier; Konge, Lars; Cayé-Thomasen, Per; Sørensen, Mads Sølvsten

    2016-02-01

    Cognitive load theory states that working memory is limited. This has implications for learning and suggests that reducing cognitive load (CL) could promote learning and skills acquisition. This study aims to explore the effect of repeated practice and simulator-integrated tutoring on CL in virtual reality (VR) mastoidectomy simulation. Prospective trial. Forty novice medical students performed 12 repeated virtual mastoidectomy procedures in the Visible Ear Simulator: 21 completed distributed practice with practice blocks spaced in time and 19 participants completed massed practice (all practices performed in 1 day). Participants were randomized for tutoring with the simulator-integrated tutor function. Cognitive load was estimated by measuring reaction time in a secondary task. Data were analyzed using linear mixed models for repeated measurements. The mean reaction time increased by 37% during the procedure compared with baseline, demonstrating that the procedure placed substantial cognitive demands. Repeated practice significantly lowered CL in the distributed practice group but not in massed practice group. In addition, CL was found to be further increased by 10.3% in the later and more complex stages of the procedure. The simulator-integrated tutor function did not have an impact on CL. Distributed practice decreased CL in repeated VR mastoidectomy training more consistently than was seen in massed practice. This suggests a possible effect of skills and memory consolidation occurring over time. To optimize technical skills learning, training should be organized as time-distributed practice rather than as a massed block of practice, which is common in skills-training courses. N/A. © 2015 The American Laryngological, Rhinological and Otological Society, Inc.

  1. A virtual shopping test for realistic assessment of cognitive function.

    Science.gov (United States)

    Okahashi, Sayaka; Seki, Keiko; Nagano, Akinori; Luo, Zhiwei; Kojima, Maki; Futaki, Toshiko

    2013-06-18

    Cognitive dysfunction caused by brain injury often prevents a patient from achieving a healthy and high quality of life. By now, each cognitive function is assessed precisely by neuropsychological tests. However, it is also important to provide an overall assessment of the patients' ability in their everyday life. We have developed a Virtual Shopping Test (VST) using virtual reality technology. The objective of this study was to clarify 1) the significance of VST by comparing VST with other conventional tests, 2) the applicability of VST to brain-damaged patients, and 3) the performance of VST in relation to age differences. The participants included 10 patients with brain damage, 10 age-matched healthy subjects for controls, 10 old healthy subjects, and 10 young healthy subjects. VST and neuropsychological tests/questionnaires about attention, memory and executive function were conducted on the patients, while VST and the Mini-Mental State Examination (MMSE) were conducted on the controls and healthy subjects. Within the VST, the participants were asked to buy four items in the virtual shopping mall quickly in a rational way. The score for evaluation included the number of items bought correctly, the number of times to refer to hints, the number of movements between shops, and the total time spent to complete the shopping. Some variables on VST correlated with the scores of conventional assessment about attention and everyday memory. The mean number of times referring to hints and the mean number of movements were significantly larger for the patients with brain damage, and the mean total time was significantly longer for the patients than for the controls. In addition, the mean total time was significantly longer for the old than for the young. The results suggest that VST is able to evaluate the ability of attention and everyday memory in patients with brain damage. The time of VST is increased by age.

  2. Image Based Rendering and Virtual Reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation.......The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation....

  3. Virtual Reality Cognitive Behavior Therapy for Public Speaking Anxiety: A Randomized Clinical Trial

    Science.gov (United States)

    Wallach, Helene S.; Safir, Marilyn P.; Bar-Zvi, Margalit

    2009-01-01

    Public speaking anxiety (PSA) is a common phobia. Although cognitive behavior therapy (CBT) is preferred, difficulties arise with the exposure component (lack of therapist control, patient's inability to imagine, self-flooding, loss of confidentiality resulting from public exposure). Virtual reality CBT (VRCBT) enables a high degree of therapist…

  4. Construction and Optimization of Three-Dimensional Disaster Scenes within Mobile Virtual Reality

    Directory of Open Access Journals (Sweden)

    Ya Hu

    2018-06-01

    Full Text Available Because mobile virtual reality (VR is both mobile and immersive, three-dimensional (3D visualizations of disaster scenes based in mobile VR enable users to perceive and recognize disaster environments faster and better than is possible with other methods. To achieve immersion and prevent users from feeling dizzy, such visualizations require a high scene-rendering frame rate. However, the existing related visualization work cannot provide a sufficient solution for this purpose. This study focuses on the construction and optimization of a 3D disaster scene in order to satisfy the high frame-rate requirements for the rendering of 3D disaster scenes in mobile VR. First, the design of a plugin-free browser/server (B/S architecture for 3D disaster scene construction and visualization based in mobile VR is presented. Second, certain key technologies for scene optimization are discussed, including diverse modes of scene data representation, representation optimization of mobile scenes, and adaptive scheduling of mobile scenes. By means of these technologies, smartphones with various performance levels can achieve higher scene-rendering frame rates and improved visual quality. Finally, using a flood disaster as an example, a plugin-free prototype system was developed, and experiments were conducted. The experimental results demonstrate that a 3D disaster scene constructed via the methods addressed in this study has a sufficiently high scene-rendering frame rate to satisfy the requirements for rendering a 3D disaster scene in mobile VR.

  5. Outline and Evaluation of a Joint European and Canadian Virtual Mobility: e-Learning Project

    Science.gov (United States)

    Hilliard, Alan

    2006-01-01

    The "virtual mobility" project was created as part of a joint Canadian and European Commission funded project to explore cross-cultural clinical curricular developments in the radiation sciences. The aim of the project was to facilitate student learning of the cross-cultural differences in the delivery of healthcare within the…

  6. Transforming Clinical Imaging and 3D Data for Virtual Reality Learning Objects: HTML5 and Mobile Devices Implementation

    Science.gov (United States)

    Trelease, Robert B.; Nieder, Gary L.

    2013-01-01

    Web deployable anatomical simulations or "virtual reality learning objects" can easily be produced with QuickTime VR software, but their use for online and mobile learning is being limited by the declining support for web browser plug-ins for personal computers and unavailability on popular mobile devices like Apple iPad and Android…

  7. Mobile virtual synchronous machine for vehicle-to-grid applications

    Energy Technology Data Exchange (ETDEWEB)

    Pelczar, Christopher

    2012-03-20

    The Mobile Virtual Synchronous Machine (VISMA) is a power electronics device for Vehicle to Grid (V2G) applications which behaves like an electromechanical synchronous machine and offers the same beneficial properties to the power network, increasing the inertia in the system, stabilizing the grid voltage, and providing a short-circuit current in case of grid faults. The VISMA performs a real-time simulation of a synchronous machine and calculates the phase currents that an electromagnetic synchronous machine would produce under the same local grid conditions. An inverter with a current controller feeds the currents calculated by the VISMA into the grid. In this dissertation, the requirements for a machine model suitable for the Mobile VISMA are set, and a mathematical model suitable for use in the VISMA algorithm is found and tested in a custom-designed simulation environment prior to implementation on the Mobile VISMA hardware. A new hardware architecture for the Mobile VISMA based on microcontroller and FPGA technologies is presented, and experimental hardware is designed, implemented, and tested. The new architecture is designed in such a way that allows reducing the size and cost of the VISMA, making it suitable for installation in an electric vehicle. A simulation model of the inverter hardware and hysteresis current controller is created, and the simulations are verified with various experiments. The verified model is then used to design a new type of PWM-based current controller for the Mobile VISMA. The performance of the hysteresis- and PWM-based current controllers is evaluated and compared for different operational modes of the VISMA and configurations of the inverter hardware. Finally, the behavior of the VISMA during power network faults is examined. A desired behavior of the VISMA during network faults is defined, and experiments are performed which verify that the VISMA, inverter hardware, and current controllers are capable of supporting this

  8. A training system of orientation and mobility for blind people using acoustic virtual reality.

    Science.gov (United States)

    Seki, Yoshikazu; Sato, Tetsuji

    2011-02-01

    A new auditory orientation training system was developed for blind people using acoustic virtual reality (VR) based on a head-related transfer function (HRTF) simulation. The present training system can reproduce a virtual training environment for orientation and mobility (O&M) instruction, and the trainee can walk through the virtual training environment safely by listening to sounds such as vehicles, stores, ambient noise, etc., three-dimensionally through headphones. The system can reproduce not only sound sources but also sound reflection and insulation, so that the trainee can learn both sound location and obstacle perception skills. The virtual training environment is described in extensible markup language (XML), and the O&M instructor can edit it easily according to the training curriculum. Evaluation experiments were conducted to test the efficiency of some features of the system. Thirty subjects who had not acquired O&M skills attended the experiments. The subjects were separated into three groups: a no-training group, a virtual-training group using the present system, and a real-training group in real environments. The results suggested that virtual-training can reduce "veering" more than real-training and also can reduce stress as much as real training. The subjective technical and anxiety scores also improved.

  9. Virtual Reality Cognitive-Behavior Therapy for Public Speaking Anxiety: One-Year Follow-up

    Science.gov (United States)

    Safir, Marilyn P.; Wallach, Helene S.; Bar-Zvi, Margalit

    2012-01-01

    Public speaking anxiety (PSA) is a common social phobia. Although cognitive-behavior therapy (CBT) is the treatment of choice, difficulties arise with both in vivo and in vitro exposure (lack of therapist control, patient's inability to imagine, self-flooding, and a lack of confidentiality resulting from public exposure). Virtual reality CBT…

  10. Neurocognitive stages of spatial cognitive mapping measured during free exploration of a large-scale virtual environment.

    Science.gov (United States)

    Plank, Markus; Snider, Joseph; Kaestner, Erik; Halgren, Eric; Poizner, Howard

    2015-02-01

    Using a novel, fully mobile virtual reality paradigm, we investigated the EEG correlates of spatial representations formed during unsupervised exploration. On day 1, subjects implicitly learned the location of 39 objects by exploring a room and popping bubbles that hid the objects. On day 2, they again popped bubbles in the same environment. In most cases, the objects hidden underneath the bubbles were in the same place as on day 1. However, a varying third of them were misplaced in each block. Subjects indicated their certainty that the object was in the same location as the day before. Compared with bubble pops revealing correctly placed objects, bubble pops revealing misplaced objects evoked a decreased negativity starting at 145 ms, with scalp topography consistent with generation in medial parietal cortex. There was also an increased negativity starting at 515 ms to misplaced objects, with scalp topography consistent with generation in inferior temporal cortex. Additionally, misplaced objects elicited an increase in frontal midline theta power. These findings suggest that the successive neurocognitive stages of processing allocentric space may include an initial template matching, integration of the object within its spatial cognitive map, and memory recall, analogous to the processing negativity N400 and theta that support verbal cognitive maps in humans. Copyright © 2015 the American Physiological Society.

  11. V-TIME: a treadmill training program augmented by virtual reality to decrease fall risk in older adults: study design of a randomized controlled trial.

    Science.gov (United States)

    Mirelman, Anat; Rochester, Lynn; Reelick, Miriam; Nieuwhof, Freek; Pelosin, Elisa; Abbruzzese, Giovanni; Dockx, Kim; Nieuwboer, Alice; Hausdorff, Jeffrey M

    2013-02-06

    Recent work has demonstrated that fall risk can be attributed to cognitive as well as motor deficits. Indeed, everyday walking in complex environments utilizes executive function, dual tasking, planning and scanning, all while walking forward. Pilot studies suggest that a multi-modal intervention that combines treadmill training to target motor function and a virtual reality obstacle course to address the cognitive components of fall risk may be used to successfully address the motor-cognitive interactions that are fundamental for fall risk reduction. The proposed randomized controlled trial will evaluate the effects of treadmill training augmented with virtual reality on fall risk. Three hundred older adults with a history of falls will be recruited to participate in this study. This will include older adults (n=100), patients with mild cognitive impairment (n=100), and patients with Parkinson's disease (n=100). These three sub-groups will be recruited in order to evaluate the effects of the intervention in people with a range of motor and cognitive deficits. Subjects will be randomly assigned to the intervention group (treadmill training with virtual reality) or to the active-control group (treadmill training without virtual reality). Each person will participate in a training program set in an outpatient setting 3 times per week for 6 weeks. Assessments will take place before, after, and 1 month and 6 months after the completion of the training. A falls calendar will be kept by each participant for 6 months after completing the training to assess fall incidence (i.e., the number of falls, multiple falls and falls rate). In addition, we will measure gait under usual and dual task conditions, balance, community mobility, health related quality of life, user satisfaction and cognitive function. This randomized controlled trial will demonstrate the extent to which an intervention that combines treadmill training augmented by virtual reality reduces fall risk

  12. Simulating video-assisted thoracoscopic lobectomy: a virtual reality cognitive task simulation.

    Science.gov (United States)

    Solomon, Brian; Bizekis, Costas; Dellis, Sophia L; Donington, Jessica S; Oliker, Aaron; Balsam, Leora B; Zervos, Michael; Galloway, Aubrey C; Pass, Harvey; Grossi, Eugene A

    2011-01-01

    Current video-assisted thoracoscopic surgery training models rely on animals or mannequins to teach procedural skills. These approaches lack inherent teaching/testing capability and are limited by cost, anatomic variations, and single use. In response, we hypothesized that video-assisted thoracoscopic surgery right upper lobe resection could be simulated in a virtual reality environment with commercial software. An anatomy explorer (Maya [Autodesk Inc, San Rafael, Calif] models of the chest and hilar structures) and simulation engine were adapted. Design goals included freedom of port placement, incorporation of well-known anatomic variants, teaching and testing modes, haptic feedback for the dissection, ability to perform the anatomic divisions, and a portable platform. Preexisting commercial models did not provide sufficient surgical detail, and extensive modeling modifications were required. Video-assisted thoracoscopic surgery right upper lobe resection simulation is initiated with a random vein and artery variation. The trainee proceeds in a teaching or testing mode. A knowledge database currently includes 13 anatomic identifications and 20 high-yield lung cancer learning points. The "patient" is presented in the left lateral decubitus position. After initial camera port placement, the endoscopic view is displayed and the thoracoscope is manipulated via the haptic device. The thoracoscope port can be relocated; additional ports are placed using an external "operating room" view. Unrestricted endoscopic exploration of the thorax is allowed. An endo-dissector tool allows for hilar dissection, and a virtual stapling device divides structures. The trainee's performance is reported. A virtual reality cognitive task simulation can overcome the deficiencies of existing training models. Performance scoring is being validated as we assess this simulator for cognitive and technical surgical education. Copyright © 2011. Published by Mosby, Inc.

  13. A Cognitive and Virtual Reality Treatment Program for the Fear of Flying.

    Science.gov (United States)

    Ferrand, Margot; Ruffault, Alexis; Tytelman, Xavier; Flahault, Cécile; Négovanska, Vélina

    2015-08-01

    Passenger air transport has considerably increased in the past 50 yr. It is estimated that between 7 and 40% of the population of industrialized countries is currently afraid of flying. Programs treating the fear of flying have been developed to meet this problem. This study measures the effectiveness of one of these programs by focusing on flight-related anxiety before the program and after the first flight following the intervention. There were 157 individuals recruited to participate in a 1-d intervention aiming at treating the fear of flying, and using both cognitive behavioral techniques and virtual reality. Anxiety was measured with the Flight Anxiety Situations (FAS) and the Flight Anxiety Modality (FAM) questionnaires. Statistical analyses were conducted on 145 subjects (69.7% female; ages from 14 to 64) after the exclusion of individuals with missing data. The results showed a decrease in flight-related anxiety for each subscale of the two questionnaires: the somatic (d=2.44) and cognitive anxiety (d=1.47) subscales of the FAM, and the general flight anxiety (d=3.20), the anticipatory flight anxiety (d=1.74), and the in-flight anxiety (d=1.04) subscales of the FAS. The effectiveness of the treatment program using both cognitive behavioral techniques and virtual reality strategies for fear of flying reduced flight-related anxiety in the subjects in our study. Our results show that subjects demonstrated lower anxiety levels after the first flight following the program than before the intervention.

  14. On the Benefits of Cognitive Infocommunication for Mobile Communication Nodes Using Cooperative Concepts

    DEFF Research Database (Denmark)

    Blázovics, László; Forstner, Bertalan; Charaf, Hassan

    2013-01-01

    The distributed coordination of a group of mobile robots became a widely studied area in the last decades however the communication aided solutions became also popular research. In this paper we present the concept of cognitive swarm which enables to design faster and reliable cooperative groups ...... infocommuncation aided solution for that by the use of the basic behaviour set as fundamental. We show through simulation results that the proposed cognitive scheme can reduce the surrounding time by the factor of two leading to faster interception.......The distributed coordination of a group of mobile robots became a widely studied area in the last decades however the communication aided solutions became also popular research. In this paper we present the concept of cognitive swarm which enables to design faster and reliable cooperative groups...

  15. Self-reported Cognitive Biases Moderate the Associations Between Social Stress and Paranoid Ideation in a Virtual Reality Experimental Study

    NARCIS (Netherlands)

    Pot-Kolder, Roos; Veling, Wim; Counotte, Jacqueline; van der Gaag, Mark

    2017-01-01

    Introduction: Cognitive biases are associated with psychosis liability and paranoid ideation. This study investigated the moderating relationship between pre-existing self-reported cognitive biases and the occurrence of paranoid ideation in response to different levels of social stress in a virtual

  16. Mobile Testing of Cognitive Function : A tool for assessment of cognitive abilities in an everyday environment using a handheld device

    OpenAIRE

    Fouchenette, Kim

    2011-01-01

    The unit of Cognitive Developmental Neuroscience at Karolinska Institutet have developed a method for measuring cognitive performance with handheld devices, which resulted in a mobile application for the iPod Touch. The application was previously used in a clinical trial with individuals suffering from chronic stress disorder, but had to be further developed. The application, which consisted of cognitive tests and questionnaires, required improvements that could be divided into three parts: (...

  17. How and why affective and reactive virtual agents will bring new insights on social cognitive disorders in schizophrenia? An illustration with a virtual card game paradigm

    Directory of Open Access Journals (Sweden)

    Ali eOker

    2015-03-01

    Full Text Available In recent decades, many studies have shown that schizophrenia is associated with severe social cognitive impairments affecting key components, such as the recognition of emotions, theory of mind, attributional style and metacognition. Most studies investigated each construct separately, precluding analysis of the interactive and immersive nature of real-life situation. Specialized batteries of tests are under investigation to assess social cognition which is thought now as a link between neurocognitive disorders and impaired functioning. However, this link accounts for a limited part of the variance of real life functioning. To fill this gap, advances in virtual reality and affective computing have made it possible to carry out experimental investigations of naturalistic social cognition, in controlled conditions, with good reproducibility. This approach is illustrated with the description of a new paradigm based on an original virtual card game in which subjects interpret emotional displays from a female virtual agent, and decipher her helping intentions. Independent variables concerning emotional expression in terms of valence and intensity were manipulated. We show how several useful dependant variables, ranging from classic experimental psychology data to metacognition or subjective experiences records, may be extracted from a single experiment. Methodological issues about the immersion into a simulated intersubjective situation are considered. The example of this new flexible experimental setting with regards to the many constructs recognized in social neurosciences, constitutes a rationale for focusing on this potential intermediate link between standardized tests and real life functioning, and also for using it as an innovative media for cognitive remediation.

  18. How and why affective and reactive virtual agents will bring new insights on social cognitive disorders in schizophrenia? An illustration with a virtual card game paradigm.

    Science.gov (United States)

    Oker, Ali; Prigent, Elise; Courgeon, Matthieu; Eyharabide, Victoria; Urbach, Mathieu; Bazin, Nadine; Amorim, Michel-Ange; Passerieux, Christine; Martin, Jean-Claude; Brunet-Gouet, Eric

    2015-01-01

    In recent decades, many studies have shown that schizophrenia is associated with severe social cognitive impairments affecting key components, such as the recognition of emotions, theory of mind, attributional style, and metacognition. Most studies investigated each construct separately, precluding analysis of the interactive and immersive nature of real-life situation. Specialized batteries of tests are under investigation to assess social cognition, which is thought now as a link between neurocognitive disorders and impaired functioning. However, this link accounts for a limited part of the variance of real-life functioning. To fill this gap, advances in virtual reality and affective computing have made it possible to carry out experimental investigations of naturalistic social cognition, in controlled conditions, with good reproducibility. This approach is illustrated with the description of a new paradigm based on an original virtual card game in which subjects interpret emotional displays from a female virtual agent, and decipher her helping intentions. Independent variables concerning emotional expression in terms of valence and intensity were manipulated. We show how several useful dependant variables, ranging from classic experimental psychology data to metacognition or subjective experiences records, may be extracted from a single experiment. Methodological issues about the immersion into a simulated intersubjective situation are considered. The example of this new flexible experimental setting, with regards to the many constructs recognized in social neurosciences, constitutes a rationale for focusing on this potential intermediate link between standardized tests and real-life functioning, and also for using it as an innovative media for cognitive remediation.

  19. Learning Anatomy via Mobile Augmented Reality: Effects on Achievement and Cognitive Load

    Science.gov (United States)

    Küçük, Sevda; Kapakin, Samet; Göktas, Yüksel

    2016-01-01

    Augmented reality (AR), a new generation of technology, has attracted the attention of educators in recent years. In this study, a MagicBook was developed for a neuroanatomy topic by using mobile augmented reality (mAR) technology. This technology integrates virtual learning objects into the real world and allow users to interact with the…

  20. Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis.

    Science.gov (United States)

    Neri, Silvia Gr; Cardoso, Jefferson R; Cruz, Lorena; Lima, Ricardo M; de Oliveira, Ricardo J; Iversen, Maura D; Carregaro, Rodrigo L

    2017-10-01

    To summarize evidence on the effectiveness of virtual reality games and conventional therapy or no-intervention for fall prevention in the elderly. An electronic data search (last searched December 2016) was performed on 10 databases (Web of Science, EMBASE, PUBMED, CINAHL, LILACS, SPORTDiscus, Cochrane Library, Scopus, SciELO, PEDro) and retained only randomized controlled trials. Sample characteristics and intervention parameters were compared, focusing on clinical homogeneity of demographic characteristics, type/duration of interventions, outcomes (balance, reaction time, mobility, lower limb strength and fear of falling) and low risk of bias. Based on homogeneity, a meta-analysis was considered. Two independent reviewers assessed the risk of bias. A total of 28 studies met the inclusion criteria and were appraised ( n: 1121 elderly participants). We found that virtual reality games presented positive effects on balance and fear of falling compared with no-intervention. Virtual reality games were also superior to conventional interventions for balance improvements and fear of falling. The six studies included in the meta-analysis demonstrated that virtual reality games significantly improved mobility and balance after 3-6 and 8-12 weeks of intervention when compared with no-intervention. The risk of bias revealed that less than one-third of the studies correctly described the random sequence generation and allocation concealment procedures. Our review suggests positive clinical effects of virtual reality games for balance and mobility improvements compared with no-treatment and conventional interventions. However, owing to the high risk of bias and large variability of intervention protocols, the evidence remains inconclusive and further research is warranted.

  1. Study of cognitive and technological prerequisites for virtual laboratories and collaborative virtual environments for radiopharmacy; Estudo de pressupostos tecnologicos e cognitivos para aperfeicoamento de laboratorios virtuais e ambientes colaborativos virtuais para radiofarmacia

    Energy Technology Data Exchange (ETDEWEB)

    Melo, Roberto Correia de

    2009-07-01

    This academic work explains a general view of virtual laboratories (VL) and collaborative virtual environments (CVE) (called, together, a VL/CVE set), focusing their technological features and analyzing the common cognitive features of their users. Also is presented a detailed description of VL/CVE VirRAD (Virtual Radiopharmacy), created specially to connect and support the international radiopharmacy community around the world, and is explained an analysis of their users' cognitive profile, under the perspective of two of the most important cognitive theories of the 20th century: multiple intelligences, by Howard Gardner, and mindful learning, by Ellen Langer. Conclusions from this study has been incorporated, as feature enhancements, to a software prototype created based upon VirRAD software solution, and the hardcopy of their screens is exposed at the end of this work. It is also an essential idea that the conclusions of this work are relevant to any VL/CVE environment. (author)

  2. Creation and Global Deployment of a Mobile, Application-Based Cognitive Simulator for Cardiac Surgical Procedures.

    Science.gov (United States)

    Brewer, Zachary E; Ogden, William David; Fann, James I; Burdon, Thomas A; Sheikh, Ahmad Y

    Several modern learning frameworks (eg, cognitive apprenticeship, anchored instruction, and situated cognition) posit the utility of nontraditional methods for effective experiential learning. Thus, development of novel educational tools emphasizing the cognitive framework of operative sequences may be of benefit to surgical trainees. We propose the development and global deployment of an effective, mobile cognitive cardiac surgical simulator. In methods, 16 preclinical medical students were assessed. Overall, 4 separate surgical modules (sternotomy, cannulation, decannulation, and sternal closure) were created utilizing the Touch Surgery (London, UK) platform. Modules were made available to download free of charge for use on mobile devices. Usage data were collected over a 6-month period. Educational efficacy of the modules was evaluated by randomizing a cohort of medical students to either module usage or traditional, reading-based self-study, followed by a multiple-choice learning assessment tool. In results, downloads of the simulator achieved global penetrance, with highest usage in the USA, Brazil, Italy, UK, and India. Overall, 5368 unique users conducted a total of 1971 hours of simulation. Evaluation of the medical student cohort revealed significantly higher assessment scores in those randomized to module use versus traditional reading (75% ± 9% vs 61% ± 7%, respectively; P < 0.05). In conclusion, this study represents the first effort to create a mobile, interactive cognitive simulator for cardiac surgery. Simulators of this type may be effective for the training and assessment of surgical students. We investigated whether an interactive, mobile-computing-based cognitive task simulator for cardiac surgery could be developed, deployed, and validated. Our findings suggest that such simulators may be a useful learning tool. Copyright © 2016. Published by Elsevier Inc.

  3. Formal Analysis of Security Models for Mobile Devices, Virtualization Platforms, and Domain Name Systems

    Directory of Open Access Journals (Sweden)

    Gustavo Betarte

    2015-12-01

    Full Text Available In this work we investigate the security of security-critical applications, i.e. applications in which a failure may produce consequences that are unacceptable. We consider three areas: mobile devices, virtualization platforms, and domain name systems. The Java Micro Edition platform defines the Mobile Information Device Profile (MIDP to facilitate the development of applications for mobile devices, like cell phones and PDAs. We first study and compare formally several variants of the security model specified by MIDP to access sensitive resources of a mobile device. Hypervisors allow multiple guest operating systems to run on shared hardware, and offer a compelling means of improving the security and the flexibility of software systems. In this work we present a formalization of an idealized model of a hypervisor. We establish (formally that the hypervisor ensures strong isolation properties between the different operating systems, and guarantees that requests from guest operating systems are eventually attended. We show also that virtualized platforms are transparent, i.e. a guest operating system cannot distinguish whether it executes alone or together with other guest operating systems on the platform. The Domain Name System Security Extensions (DNSSEC is a suite of specifications that provides origin authentication and integrity assurance services for DNS data. We finally introduce a minimalistic specification of a DNSSEC model which provides the grounds needed to formally state and verify security properties concerning the chain of trust of the DNSSEC tree. We develop all our formalizations in the Calculus of Inductive Constructions --formal language that combines a higher-order logic and a richly-typed functional programming language-- using the Coq proof assistant.

  4. The effect of implementing cognitive load theory-based design principles in virtual reality simulation training of surgical skills: a randomized controlled trial

    DEFF Research Database (Denmark)

    Andersen, Steven Arild Wuyts; Mikkelsen, Peter Trier; Konge, Lars

    2016-01-01

    Cognitive overload can inhibit learning, and cognitive load theory-based instructional design principles can be used to optimize learning situations. This study aims to investigate the effect of implementing cognitive load theory-based design principles in virtual reality simulation training...

  5. Wireless virtualization

    CERN Document Server

    Wen, Heming; Le-Ngoc, Tho

    2013-01-01

    This SpringerBriefs is an overview of the emerging field of wireless access and mobile network virtualization. It provides a clear and relevant picture of the current virtualization trends in wireless technologies by summarizing and comparing different architectures, techniques and technologies applicable to a future virtualized wireless network infrastructure. The readers are exposed to a short walkthrough of the future Internet initiative and network virtualization technologies in order to understand the potential role of wireless virtualization in the broader context of next-generation ubiq

  6. Tienda virtual de comercio móvil

    Directory of Open Access Journals (Sweden)

    Dinael Guevara-Ibarra

    2005-01-01

    Full Text Available Group Research and Development in Telecommunications GIDT developed the project of creating the platform of Virtual Store to be accessed by mobile devices through the Wireless Application Protocol (Wireless Applications Protocol , WAP , with the feature of sending messages the phones the clients; these messages are automatically created by the application. Elaborate platform Virtual Store integrates cellular mobile communications to electronic commerce , allowing users telephony Mobile phone consultations and procurement procedures from the cell phone . This article sets out the framework , the description, the procedure and the conclusions on the implementation of a virtual store selling books called WAP Books, as a specific application of a Virtual Store platform for mobile devices.

  7. Mobility-Enhanced Reliable Geographical Forwarding in Cognitive Radio Sensor Networks

    Directory of Open Access Journals (Sweden)

    Suleiman Zubair

    2016-01-01

    Full Text Available The emergence of the Internet of Things and the proliferation of mobile wireless devices has brought the area of mobile cognitive radio sensor networks (MCRSN to the research spot light. Notwithstanding the potentials of CRSNs in terms of opportunistic channel usage for bursty traffic, the effect of the mobility of resource-constrained nodes to route stability, mobility-induced spatio-temporal spectral opportunities and primary user (PU protection still remain open issues that need to be jointly addressed. To this effect, this paper proposes a mobile reliable geographical forwarding routing (MROR protocol. MROR provides a robust mobile framework for geographical forwarding that is based on a mobility-induced channel availability model. It presents a comprehensive routing strategy that considers PU activity (to take care of routes that have to be built through PU coverage, PU signal protection (by the introduction of a mobility-induced guard (mguard distance and the random mobility-induced spatio-temporal spectrum opportunities (for enhancement of throughput. It also addresses the issue of frequent route maintenance that arises when speeds of the mobile nodes are considered as a routing metric. As a result, simulation has shown the ability of MROR to reduce the route failure rate by about 65% as against other schemes. In addition, further results show that MROR can improve both the throughput and goodput at the sink in an energy-efficient manner that is required in CRSNs as against compared works.

  8. Mobility-Enhanced Reliable Geographical Forwarding in Cognitive Radio Sensor Networks.

    Science.gov (United States)

    Zubair, Suleiman; Syed Yusoff, Sharifah Kamilah; Fisal, Norsheila

    2016-01-29

    The emergence of the Internet of Things and the proliferation of mobile wireless devices has brought the area of mobile cognitive radio sensor networks (MCRSN) to the research spot light. Notwithstanding the potentials of CRSNs in terms of opportunistic channel usage for bursty traffic, the effect of the mobility of resource-constrained nodes to route stability, mobility-induced spatio-temporal spectral opportunities and primary user (PU) protection still remain open issues that need to be jointly addressed. To this effect, this paper proposes a mobile reliable geographical forwarding routing (MROR) protocol. MROR provides a robust mobile framework for geographical forwarding that is based on a mobility-induced channel availability model. It presents a comprehensive routing strategy that considers PU activity (to take care of routes that have to be built through PU coverage), PU signal protection (by the introduction of a mobility-induced guard (mguard) distance) and the random mobility-induced spatio-temporal spectrum opportunities (for enhancement of throughput). It also addresses the issue of frequent route maintenance that arises when speeds of the mobile nodes are considered as a routing metric. As a result, simulation has shown the ability of MROR to reduce the route failure rate by about 65% as against other schemes. In addition, further results show that MROR can improve both the throughput and goodput at the sink in an energy-efficient manner that is required in CRSNs as against compared works.

  9. Mobility-Enhanced Reliable Geographical Forwarding in Cognitive Radio Sensor Networks

    Science.gov (United States)

    Zubair, Suleiman; Syed Yusoff, Sharifah Kamilah; Fisal, Norsheila

    2016-01-01

    The emergence of the Internet of Things and the proliferation of mobile wireless devices has brought the area of mobile cognitive radio sensor networks (MCRSN) to the research spot light. Notwithstanding the potentials of CRSNs in terms of opportunistic channel usage for bursty traffic, the effect of the mobility of resource-constrained nodes to route stability, mobility-induced spatio-temporal spectral opportunities and primary user (PU) protection still remain open issues that need to be jointly addressed. To this effect, this paper proposes a mobile reliable geographical forwarding routing (MROR) protocol. MROR provides a robust mobile framework for geographical forwarding that is based on a mobility-induced channel availability model. It presents a comprehensive routing strategy that considers PU activity (to take care of routes that have to be built through PU coverage), PU signal protection (by the introduction of a mobility-induced guard (mguard) distance) and the random mobility-induced spatio-temporal spectrum opportunities (for enhancement of throughput). It also addresses the issue of frequent route maintenance that arises when speeds of the mobile nodes are considered as a routing metric. As a result, simulation has shown the ability of MROR to reduce the route failure rate by about 65% as against other schemes. In addition, further results show that MROR can improve both the throughput and goodput at the sink in an energy-efficient manner that is required in CRSNs as against compared works. PMID:26840312

  10. a Mobile Application for Virtual Heritage and UGC Public Sharing

    Science.gov (United States)

    Gongli, L.; Jin, S.; Huilian, C.

    2013-07-01

    Heritage documentation and representation is now a growing concern in the contemporary world, with unprecedentedly rapid technological development that pushes the frontier further every day. This ever growing means benefits both professionals and the general public, and the two can now be connected by this virtual bridge that channels heritage information from one end of the spectrum to the other, thus facilitating a dialogue never considered before. 4D virtual heritage with visualized tempo-spatial information can be easily shared across the continents and the story of heritage is told by a simple move of the thumb. Mobile LBS (Location-Based Service) enhances visitors' on-site experience and is readily available on the popular iOS platform. UGC (User Generated Content) on the internet provides interaction among users and managers, and brings the heritage site and the public into a live conversation. Although the above technological exploration is promising in itself, the question still remains as how it may be best implemented. The Re-yuangmingyuan program for the reconstruction and representation of an imperial garden in Beijing has made several attempts that deserve discussion, and contributes to heritage documentation and conservation in general.

  11. Age-related decrements in dual-task performance: Comparison of different mobility and cognitive tasks. A cross sectional study.

    Science.gov (United States)

    Brustio, Paolo Riccardo; Magistro, Daniele; Zecca, Massimiliano; Rabaglietti, Emanuela; Liubicich, Monica Emma

    2017-01-01

    This cross-sectional study investigated the age-related differences in dual-task performance both in mobility and cognitive tasks and the additive dual-task costs in a sample of older, middle-aged and young adults. 74 older adults (M = 72.63±5.57 years), 58 middle-aged adults (M = 46.69±4.68 years) and 63 young adults (M = 25.34±3.00 years) participated in the study. Participants performed different mobility and subtraction tasks under both single- and dual-task conditions. Linear regressions, repeated-measures and one-way analyses of covariance were used, The results showed: significant effects of the age on the dual and mobility tasks (ptask costs (pperformance under dual-task conditions in all groups (pperformance in the older group (ptask activity affected mobility and cognitive performance, especially in older adults who showed a higher dual-task cost, suggesting that dual-tasks activities are affected by the age and consequently also mobility and cognitive tasks are negatively influenced.

  12. A Preliminary Study on the Feasibility of Using a Virtual Reality Cognitive Training Application for Remote Detection of Mild Cognitive Impairment.

    Science.gov (United States)

    Zygouris, Stelios; Ntovas, Konstantinos; Giakoumis, Dimitrios; Votis, Konstantinos; Doumpoulakis, Stefanos; Segkouli, Sofia; Karagiannidis, Charalampos; Tzovaras, Dimitrios; Tsolaki, Magda

    2017-01-01

    It has been demonstrated that virtual reality (VR) applications can be used for the detection of mild cognitive impairment (MCI). The aim of this study is to provide a preliminary investigation on whether a VR cognitive training application can be used to detect MCI in persons using the application at home without the help of an examiner. Two groups, one of healthy older adults (n = 6) and one of MCI patients (n = 6) were recruited from Thessaloniki day centers for cognitive disorders and provided with a tablet PC with custom software enabling the self-administration of the Virtual Super Market (VSM) cognitive training exercise. The average performance (from 20 administrations of the exercise) of the two groups was compared and was also correlated with performance in established neuropsychological tests. Average performance in terms of duration to complete the given exercise differed significantly between healthy(μ  = 247.41 s/ sd = 89.006) and MCI (μ= 454.52 s/ sd = 177.604) groups, yielding a correct classification rate of 91.8% with a sensitivity and specificity of 94% and 89% respectively for MCI detection. Average performance also correlated significantly with performance in Functional Cognitive Assessment Scale (FUCAS), Test of Everyday Attention (TEA), and Rey Osterrieth Complex Figure test (ROCFT). The VR application exhibited very high accuracy in detecting MCI while all participants were able to operate the tablet and application on their own. Diagnostic accuracy was improved compared to a previous study using data from only one administration of the exercise. The results of the present study suggest that remote MCI detection through VR applications can be feasible.

  13. A Robust Optimization Based Energy-Aware Virtual Network Function Placement Proposal for Small Cell 5G Networks with Mobile Edge Computing Capabilities

    OpenAIRE

    Blanco, Bego; Taboada, Ianire; Fajardo, Jose Oscar; Liberal, Fidel

    2017-01-01

    In the context of cloud-enabled 5G radio access networks with network function virtualization capabilities, we focus on the virtual network function placement problem for a multitenant cluster of small cells that provide mobile edge computing services. Under an emerging distributed network architecture and hardware infrastructure, we employ cloud-enabled small cells that integrate microservers for virtualization execution, equipped with additional hardware appliances. We develop an energy-awa...

  14. Combined Cognitive-Motor Rehabilitation in Virtual Reality Improves Motor Outcomes in Chronic Stroke – A Pilot Study

    Directory of Open Access Journals (Sweden)

    Ana L. Faria

    2018-05-01

    Full Text Available Stroke is one of the most common causes of acquired disability, leaving numerous adults with cognitive and motor impairments, and affecting patients’ capability to live independently. Virtual Reality (VR based methods for stroke rehabilitation have mainly focused on motor rehabilitation but there is increasing interest toward the integration of cognitive training for providing more effective solutions. Here we investigate the feasibility for stroke recovery of a virtual cognitive-motor task, the Reh@Task, which combines adapted arm reaching, and attention and memory training. 24 participants in the chronic stage of stroke, with cognitive and motor deficits, were allocated to one of two groups (VR, Control. Both groups were enrolled in conventional occupational therapy, which mostly involves motor training. Additionally, the VR group underwent training with the Reh@Task and the control group performed time-matched conventional occupational therapy. Motor and cognitive competences were assessed at baseline, end of treatment (1 month and at a 1-month follow-up through the Montreal Cognitive Assessment, Single Letter Cancelation, Digit Cancelation, Bells Test, Fugl-Meyer Assessment Test, Chedoke Arm and Hand Activity Inventory, Modified Ashworth Scale, and Barthel Index. Our results show that both groups improved in motor function over time, but the Reh@Task group displayed significantly higher between-group outcomes in the arm subpart of the Fugl-Meyer Assessment Test. Improvements in cognitive function were significant and similar in both groups. Overall, these results are supportive of the viability of VR tools that combine motor and cognitive training, such as the Reh@Task. Trial Registration: This trial was not registered because it is a small clinical study that addresses the feasibility of a prototype device.

  15. Effect of virtual reality on cognitive dysfunction in patients with brain tumor.

    Science.gov (United States)

    Yang, Seoyon; Chun, Min Ho; Son, Yu Ri

    2014-12-01

    To investigate whether virtual reality (VR) training will help the recovery of cognitive function in brain tumor patients. Thirty-eight brain tumor patients (19 men and 19 women) with cognitive impairment recruited for this study were assigned to either VR group (n=19, IREX system) or control group (n=19). Both VR training (30 minutes a day for 3 times a week) and computer-based cognitive rehabilitation program (30 minutes a day for 2 times) for 4 weeks were given to the VR group. The control group was given only the computer-based cognitive rehabilitation program (30 minutes a day for 5 days a week) for 4 weeks. Computerized neuropsychological tests (CNTs), Korean version of Mini-Mental Status Examination (K-MMSE), and Korean version of Modified Barthel Index (K-MBI) were used to evaluate cognitive function and functional status. The VR group showed improvements in the K-MMSE, visual and auditory continuous performance tests (CPTs), forward and backward digit span tests (DSTs), forward and backward visual span test (VSTs), visual and verbal learning tests, Trail Making Test type A (TMT-A), and K-MBI. The VR group showed significantly (p<0.05) better improvements than the control group in visual and auditory CPTs, backward DST and VST, and TMT-A after treatment. VR training can have beneficial effects on cognitive improvement when it is combined with computer-assisted cognitive rehabilitation. Further randomized controlled studies with large samples according to brain tumor type and location are needed to investigate how VR training improves cognitive impairment.

  16. A Survey of the DVB-T Spectrum: Opportunities for Cognitive Mobile Users

    OpenAIRE

    Csurgai-Horváth, László; Rieger, István; Kertész, József

    2016-01-01

    Cognitive radio (CR) systems are designed to utilize the available radio spectrum in an efficient and intelligent manner. Terrestrial Digital Video Broadcasting (DVB-T) frequency bands are one of the future candidates for cognitive radio applications especially because after digital television transition the TV white spaces (TVWS) became available for radio communication. This paper deals with the survey of the DVB-T spectrum; wideband measurements were performed on mobile platform in order t...

  17. Virtual Mobility as an Inclusion Strategy in Higher Education: Research on Distance Education Master Degrees in Europe, Latin America and Asia

    Science.gov (United States)

    Ruiz-Corbella, Marta; Álvarez-González, Beatriz

    2014-01-01

    Mobility of higher education students is one of the main indicators of competitiveness among universities, and a key aspect for quality in education. Colleges with virtual and distance methodologies include student mobility programmes. Within this context, the Active Projects (Erasmus MUNDUS Programme, EC: Net-Active and Active-Asia) compare and…

  18. Cognitive Virtualization: Combining Cognitive Models and Virtual Environments

    International Nuclear Information System (INIS)

    Tuan Q. Tran; David I. Gertman; Donald D. Dudenhoeffer; Ronald L. Boring; Alan R. Mecham

    2007-01-01

    3D manikins are often used in visualizations to model human activity in complex settings. Manikins assist in developing understanding of human actions, movements and routines in a variety of different environments representing new conceptual designs. One such environment is a nuclear power plant control room, here they have the potential to be used to simulate more precise ergonomic assessments of human work stations. Next generation control rooms will pose numerous challenges for system designers. The manikin modeling approach by itself, however, may be insufficient for dealing with the desired technical advancements and challenges of next generation automated systems. Uncertainty regarding effective staffing levels; and the potential for negative human performance consequences in the presence of advanced automated systems (e.g., reduced vigilance, poor situation awareness, mistrust or blind faith in automation, higher information load and increased complexity) call for further research. Baseline assessment of novel control room equipment(s) and configurations needs to be conducted. These design uncertainties can be reduced through complementary analysis that merges ergonomic manikin models with models of higher cognitive functions, such as attention, memory, decision-making, and problem-solving. This paper will discuss recent advancements in merging a theoretical-driven cognitive modeling framework within a 3D visualization modeling tool to evaluate of next generation control room human factors and ergonomic assessment. Though this discussion primary focuses on control room design, the application for such a merger between 3D visualization and cognitive modeling can be extended to various areas of focus such as training and scenario planning

  19. Effect of Pain and Mild Cognitive Impairment on Mobility.

    Science.gov (United States)

    Schepker, Caroline A; Leveille, Suzanne G; Pedersen, Mette M; Ward, Rachel E; Kurlinski, Laura A; Grande, Laura; Kiely, Dan K; Bean, Jonathan F

    2016-01-01

    To examine the effect of pain and mild cognitive impairment (MCI)-together and separately-on performance-based and self-reported mobility outcomes in older adults in primary care with mild to moderate self-reported mobility limitations. Cross-sectional analysis. Academic community outpatient clinic. Individuals aged 65 and older in primary care enrolled in the Boston Rehabilitative Impairment Study in the Elderly who were at risk of mobility decline (N=430). Participants with an average score greater than three on the Brief Pain Inventory (BPI) were defined as having pain. MCI was defined using age-adjusted scores on a neuropsychological battery. Multivariable linear regression models assessed associations between pain and MCI, together and separately, and mobility performance (habitual gait speed, Short Physical Performance Battery), and self-reports of function and disability in various day-to-day activities (Late Life Function and Disability Instrument). The prevalence of pain was 34% and of MCI was 42%; 17% had pain only, 25% had MCI only, 17% had pain and MCI, and 41% had neither. Participants with pain and MCI performed significantly worse than all others on all mobility outcomes (Pmobility outcomes than those with neither (Pmobility, and the presence of both comorbidities was associated with the poorest status. Primary care practitioners who encounter older adults in need of mobility rehabilitation should consider screening them for pain and MCI to better inform subsequent therapeutic interventions. © 2016, Copyright the Authors Journal compilation © 2016, The American Geriatrics Society.

  20. Virtualized cognitive network architecture for 5G cellular networks

    KAUST Repository

    Elsawy, Hesham

    2015-07-17

    Cellular networks have preserved an application agnostic and base station (BS) centric architecture1 for decades. Network functionalities (e.g. user association) are decided and performed regardless of the underlying application (e.g. automation, tactile Internet, online gaming, multimedia). Such an ossified architecture imposes several hurdles against achieving the ambitious metrics of next generation cellular systems. This article first highlights the features and drawbacks of such architectural ossification. Then the article proposes a virtualized and cognitive network architecture, wherein network functionalities are implemented via software instances in the cloud, and the underlying architecture can adapt to the application of interest as well as to changes in channels and traffic conditions. The adaptation is done in terms of the network topology by manipulating connectivities and steering traffic via different paths, so as to attain the applications\\' requirements and network design objectives. The article presents cognitive strategies to implement some of the classical network functionalities, along with their related implementation challenges. The article further presents a case study illustrating the performance improvement of the proposed architecture as compared to conventional cellular networks, both in terms of outage probability and handover rate.

  1. Usefulness of the Mobile Virtual Reality Self-Training for Overcoming a Fear of Heights.

    Science.gov (United States)

    Hong, Yeon-Ju; Kim, Hesun Erin; Jung, Young Hoon; Kyeong, Sunghyon; Kim, Jae-Jin

    2017-12-01

    A mobile virtual reality system, equipped with built-in variables such as heart rate (HR), gaze-down data, and subjective fear rating, can allow individuals with a fear of heights to overcome it by self-training. This study aimed to verify the efficacy and safety of the training program. Forty-eight volunteers completed the four-session self-training program over 2 weeks. They were allocated into either low- or high-fear group by the Acrophobia Questionnaire (AQ)-anxiety scores, and then the changes of the built-in variables and AQ-anxiety scores were analyzed between the groups. The safety was assessed using the Simulator Sickness Questionnaire (SSQ). The AQ-anxiety scores were significantly decreased after self-training in both groups, and the degree of decrease was significantly greater in the high-fear group than in the low-fear group. Gaze-down percentage and subjective fear rating showed a significant group difference, but HR did not. The SSQ scores were within the acceptable level. These results suggest that the training effect was greater in the high-fear group than in the low-fear group. This mobile program may be safely applicable to self-training for individuals with high scores on the fear of heights by repeated exposure to virtual environments with the embedded feedback system.

  2. Improving post-stroke cognitive and behavioral abnormalities by using virtual reality: A case report on a novel use of nirvana.

    Science.gov (United States)

    De Luca, Rosaria; Torrisi, Michele; Piccolo, Adriana; Bonfiglio, Giovanni; Tomasello, Provvidenza; Naro, Antonino; Calabrò, Rocco Salvatore

    2017-10-11

    Cognitive impairment, as well as mood and anxiety disorders, occur frequently in patients following stroke. Aim of this study was to evaluate the effects of a combined rehabilitative treatment using conventional relaxation and respiratory techniques, in a specific rehabilitative virtual environment (by using Bts-Nirvana). A 58-year-old woman, affected by hemorrhagic stroke, underwent two different rehabilitation trainings, including either standard relaxation techniques alone in a common clinical setting or the same psychological approach in a semi-immersive virtual environment with an augmented sensorial (audio-video) and motor feedback (sensory motor-interaction). We evaluated the patient's cognitive and psychological profile before and after the two different trainings, by using a specific psychometric battery, aimed to assess cognitive status, attention processes and to estimate the presence of mood alterations, anxiety and coping strategies. Only at the end of the combined approach, we observed a significant improvement in attention and memory functions, with a nearly complete relief of anxiety symptoms and an improvement in coping strategies. Relaxation and respiratory techniques in a semi-immersive virtual reality environment, using Bts-Nirvana, may be a promising tool in improving attention process, coping strategies, and anxiety in individuals with neurological disorders, including stroke.

  3. A study of professional mobility in a large corporation through cognitive mapping

    Directory of Open Access Journals (Sweden)

    Luiz Flávio Autran Monteiro Gomes

    2010-08-01

    Full Text Available Decisions which are made by executives in large corporations regarding professional mobility cause changes to both their personal and professional lives. This research was carried out with the aim of creating the structuring of a professional mobility problem through the use of a decision support tool, the cognitive mapping. Through the use of this tool, a decision making structure for professional mobility was developed, taking into consideration some important aspects of this process. The cognitive mapping proposed here was a problem structuring tool which leads decision makers to a greater understanding of the problem, giving them support towards good decision making in professional mobility. Through the research carried out it was possible to identify the principal factors which lead these professionals to a professional mobility decision which is as coherent and consistent as possible with the subjective aspects of their professional reality.As decisões com relação à mobilidade profissional tomadas por executivos em grandes corporações causam mudanças em suas vidas pessoais e profissionais. A presente pesquisa foi desenvolvida com o objetivo de estruturar o problema da mobilidade profissional através de uma ferramenta de suporte à decisão: o mapa cognitivo. Esta ferramenta promove uma maior compreensão do problema pelos tomadores de decisão. Através da pesquisa desenvolvida foi possível identificar os principais fatores que levaram os profissionais a tomar a decisão de mobilidade de forma o mais coerente e consistente com os aspectos subjetivos de sua realidade profissional.

  4. Using the Virtual Reality-Cognitive Rehabilitation Approach to Improve Contextual Processing in Children with Autism

    Directory of Open Access Journals (Sweden)

    Michelle Wang

    2013-01-01

    Full Text Available Background. This pilot study investigated the efficacy of a novel virtual reality-cognitive rehabilitation (VR-CR intervention to improve contextual processing of objects in children with autism. Previous research supports that children with autism show deficits in contextual processing, as well as deficits in its elementary components: abstraction and cognitive flexibility. Methods. Four children with autism participated in a multiple-baseline, single-subject study. The children were taught how to see objects in context by reinforcing attention to pivotal contextual information. Results. All children demonstrated statistically significant improvements in contextual processing and cognitive flexibility. Mixed results were found on the control test and changes in context-related behaviours. Conclusions. Larger-scale studies are warranted to determine the effectiveness and usability in comprehensive educational programs.

  5. Using the Virtual Reality-Cognitive Rehabilitation Approach to Improve Contextual Processing in Children with Autism

    Science.gov (United States)

    Reid, Denise

    2013-01-01

    Background. This pilot study investigated the efficacy of a novel virtual reality-cognitive rehabilitation (VR-CR) intervention to improve contextual processing of objects in children with autism. Previous research supports that children with autism show deficits in contextual processing, as well as deficits in its elementary components: abstraction and cognitive flexibility. Methods. Four children with autism participated in a multiple-baseline, single-subject study. The children were taught how to see objects in context by reinforcing attention to pivotal contextual information. Results. All children demonstrated statistically significant improvements in contextual processing and cognitive flexibility. Mixed results were found on the control test and changes in context-related behaviours. Conclusions. Larger-scale studies are warranted to determine the effectiveness and usability in comprehensive educational programs. PMID:24324379

  6. Reduced activation in the mirror neuron system during a virtual social cognition task in euthymic bipolar disorder.

    Science.gov (United States)

    Kim, Eosu; Jung, Young-Chul; Ku, Jeonghun; Kim, Jae-Jin; Lee, Hyeongrae; Kim, So Young; Kim, Sun I; Cho, Hyun-Sang

    2009-11-13

    Social cognition entails both cognitive and affective processing, and impairments in both have accounted for residual symptoms of bipolar disorder (BD). However, there has been a lack of studies identifying neural substrates responsible for social cognitive difficulties in BD patients. Fourteen euthymic BD patients and 14 healthy normal controls underwent functional MRI while performing a virtual reality social cognition task, which incorporated both cognitive and emotional dimensions, simulating real-world social situations. During the scanning, subjects tried to guess (attribute) possible reasons for expressed emotion of virtual humans (avatars) while viewing their facial expressions, just after observing their verbal and nonverbal (facial) expressions which were emotionally valenced (happy, angry and neutral). BD patients compared to normal controls showed delayed reaction times in emotional conditions, with comparable response accuracy. Healthy normal controls activated the right anterior cingulate cortex, inferior frontal, and insular cortex in emotional conditions contrasted with neutral control conditions, that is, the regions that have been related to empathic processes during viewing others' emotional expression. Relative to normal controls, BD patients showed reduced activations in the 'mirror neuron system', including the right inferior frontal cortex, premotor cortex, and insula, mainly in angry or happy condition. These results may suggest that, even during euthymic state, BD patients have difficulties in recruiting brain regions for the utilization of emotional cues as a means for understanding others. Clinical attention should be paid to emotion-related residual symptoms to help improve social outcomes in these patients.

  7. Benefits of virtual reality based cognitive rehabilitation through simulated activities of daily living: a randomized controlled trial with stroke patients.

    Science.gov (United States)

    Faria, Ana Lúcia; Andrade, Andreia; Soares, Luísa; I Badia, Sergi Bermúdez

    2016-11-02

    Stroke is one of the most common causes of acquired disability, leaving numerous adults with cognitive and motor impairments, and affecting patients' capability to live independently. There is substancial evidence on post-stroke cognitive rehabilitation benefits, but its implementation is generally limited by the use of paper-and-pencil methods, insufficient personalization, and suboptimal intensity. Virtual reality tools have shown potential for improving cognitive rehabilitation by supporting carefully personalized, ecologically valid tasks through accessible technologies. Notwithstanding important progress in VR-based cognitive rehabilitation systems, specially with Activities of Daily Living (ADL's) simulations, there is still a need of more clinical trials for its validation. In this work we present a one-month randomized controlled trial with 18 stroke in and outpatients from two rehabilitation units: 9 performing a VR-based intervention and 9 performing conventional rehabilitation. The VR-based intervention involved a virtual simulation of a city - Reh@City - where memory, attention, visuo-spatial abilities and executive functions tasks are integrated in the performance of several daily routines. The intervention had levels of difficulty progression through a method of fading cues. There was a pre and post-intervention assessment in both groups with the Addenbrooke Cognitive Examination (primary outcome) and the Trail Making Test A and B, Picture Arrangement from WAIS III and Stroke Impact Scale 3.0 (secondary outcomes). A within groups analysis revealed significant improvements in global cognitive functioning, attention, memory, visuo-spatial abilities, executive functions, emotion and overall recovery in the VR group. The control group only improved in self-reported memory and social participation. A between groups analysis, showed significantly greater improvements in global cognitive functioning, attention and executive functions when comparing VR to

  8. Feasibility of a mobile cognitive intervention in childhood absence epilepsy

    Directory of Open Access Journals (Sweden)

    Peter Glynn

    2016-11-01

    Full Text Available Children with childhood absence epilepsy (CAE frequently present with cognitive comorbidities and school performance concerns. The present study evaluated the feasibility of an intervention for such comorbidities using a mobile cognitive therapy application on an iPad. Eight children with CAE and school concerns aged 7-11 participated in a four-week intervention. They were asked to use the application for 80 minutes per week (20 minutes/day, 4 times/week. Parents and children completed satisfaction surveys regarding the application. Participants were evaluated before and after the intervention using the Cognitive Domain of the NIH Toolbox and by parental completion of the Behavioral Rating Inventory of Executive Function (BRIEF. All eight patients completed the study, using the iPad for an average of 78 minutes/week. Children and parents reported high satisfaction with the application. Though a demonstration of efficacy was not the focus of the study, performance improvements were noted on a processing speed task and on a measure of fluid intelligence. An iPad based cognitive therapy was found to be a feasible intervention for children with CAE.

  9. Predicting and influencing voice therapy adherence using social-cognitive factors and mobile video.

    Science.gov (United States)

    van Leer, Eva; Connor, Nadine P

    2015-05-01

    Patient adherence to voice therapy is an established challenge. The purpose of this study was (a) to examine whether adherence to treatment could be predicted from three social-cognitive factors measured at treatment onset: self-efficacy, goal commitment, and the therapeutic alliance, and (b) to test whether the provision of clinician, self-, and peer model mobile treatment videos on MP4 players would influence the same triad of social cognitive factors and the adherence behavior of patients. Forty adults with adducted hyperfunction with and without benign lesions were prospectively randomized to either 4 sessions of voice therapy enhanced by MP4 support or without MP4 support. Adherence between sessions was assessed through self-report. Social cognitive factors and voice outcomes were assessed at the beginning and end of therapy. Utility of MP4 support was assessed via interviews. Self-efficacy and the therapeutic alliance predicted a significant amount of adherence variance. MP4 support significantly increased generalization, self-efficacy for generalization, and the therapeutic alliance. An interaction effect demonstrated that MP4 support was particularly effective for patients who started therapy with poor self-efficacy for generalization. Adherence may be predicted and influenced via social-cognitive means. Mobile technology can extend therapy to extraclinical settings.

  10. Virtual Reflexes

    OpenAIRE

    Jonker, Catholijn; Broekens, Joost; Plaat, Aske

    2014-01-01

    Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including emotions, gaze, and keeping distance. The behavior must be realistic and real-time. Current approaches consist of four steps: 1) trainee social signal detection, 2) cognitive-affective interpretation, 3) determination of the appropriate bodily responses, and...

  11. Mobile Apps for Suicide Prevention: Review of Virtual Stores and Literature.

    Science.gov (United States)

    de la Torre, Isabel; Castillo, Gema; Arambarri, Jon; López-Coronado, Miguel; Franco, Manuel A

    2017-10-10

    The best manner to prevent suicide is to recognize suicidal signs and signals, and know how to respond to them. We aim to study the existing mobile apps for suicide prevention in the literature and the most commonly used virtual stores. Two reviews were carried out. The first was done by searching the most commonly used commercial app stores, which are iTunes and Google Play. The second was a review of mobile health (mHealth) apps in published articles within the last 10 years in the following 7 scientific databases: Science Direct, Medline, PsycINFO, Embase, The Cochrane Library, IEEE Xplore, and Google Scholar. A total of 124 apps related to suicide were found in the cited virtual stores but only 20 apps were specifically designed for suicide prevention. All apps were free and most were designed for Android. Furthermore, 6 relevant papers were found in the indicated scientific databases; in these studies, some real experiences with physicians, caregivers, and families were described. The importance of these people in suicide prevention was indicated. The number of apps regarding suicide prevention is small, and there was little information available from literature searches, indicating that technology-based suicide prevention remains understudied. Many of the apps provided no interactive features. It is important to verify the accuracy of the results of different apps that are available on iOS and Android. The confidence generated by these apps can benefit end users, either by improving their health monitoring or simply to verify their body condition. ©Isabel de la Torre, Gema Castillo, Jon Arambarri, Miguel López-Coronado, Manuel A Franco. Originally published in JMIR Mhealth and Uhealth (http://mhealth.jmir.org), 10.10.2017.

  12. Effects of inpatient geriatric interventions in a German geriatric hospital: Impact on ADL, mobility and cognitive status.

    Science.gov (United States)

    Bordne, S; Schulz, R-J; Zank, S

    2015-06-01

    Given the demographic changes, the need for effective geriatric intervention is obvious. Geriatric care aims to maintain the highest possible level of independence and quality of life and to reduce the risk of need for care. This study investigated the benefits of geriatric care on functional performance, mobility and cognition. This study involved a retrospective analysis of clinical data from 646 patients. At hospital admission and discharge functional status was assessed using the Barthel index. Mobility was evaluated by means of the Tinetti test and cognition by the mini-mental state examination (MMSE). A follow-up was conducted on 112 patients 2-5 months after hospital discharge. Statistical analysis included t-tests including Cohen's d for effect size and multivariate regression analysis. The mean age of the study population was 81.1 ± 7.1 years including 439 women (68%) and 207 men (32%). There were significant average improvements for activities of daily living (ADL), mobility and cognition comparing discharge and admission scores. For functional and mobility status, effect sizes were medium to high. Regression analyses showed that ADL improvement was predicted by functional, mobile and cognitive status at admission. Follow-up analyses revealed a high percentage of former patients still living at home and an overall maintenance of ADL levels. Geriatric patients seem to experience long-term improvements during geriatric treatment, which appears to fulfill its aim of recovering independence. For a better understanding of relevant factors for the recreation of geriatric patients, further research is needed, e.g. with respect to the impact of the nutritional status.

  13. Virtual reality in education

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    In this workshop-presentation, we described the evolution of virtual reality technologies and our research from 3D virtual worlds, 3D virtual environments built in gaming environments such as Unity 3D, 360-degree videos, and mobile virtual reality via Google Expeditions. For each of these four technologies, we discussed the affordances of the technologies and how they contribute towards learning and teaching. We outlined the significance of students being aware of the different virtual realit...

  14. Virtual reality by mobile smartphone: improving child pedestrian safety.

    Science.gov (United States)

    Schwebel, David C; Severson, Joan; He, Yefei; McClure, Leslie A

    2017-10-01

    Pedestrian injuries are a leading cause of paediatric injury. Effective, practical and cost-efficient behavioural interventions to teach young children street crossing skills are needed. They must be empirically supported and theoretically based. Virtual reality (VR) offers promise to fill this need and teach child pedestrian safety skills for several reasons, including: (A) repeated unsupervised practice without risk of injury, (B) automated feedback on crossing success or failure, (C) tailoring to child skill levels: (D) appealing and fun training environment, and (E) most recently given technological advances, potential for broad dissemination using mobile smartphone technology. Extending previous work, we will evaluate delivery of an immersive pedestrian VR using mobile smartphones and the Google Cardboard platform, technology enabling standard smartphones to function as immersive VR delivery systems. We will overcome limitations of previous research suggesting children learnt some pedestrian skills after six VR training sessions but did not master adult-level pedestrian skills by implementing a randomised non-inferiority trial with two equal-sized groups of children ages 7-8 years (total N=498). All children will complete baseline, postintervention and 6-month follow-up assessments of pedestrian safety and up to 25 30-min pedestrian safety training trials until they reach adult levels of functioning. Half the children will be randomly assigned to train in Google Cardboard and the other half in a semi-immersive kiosk VR. Analysis of Covariance (ANCOVA) models will assess primary outcomes. If results are as hypothesised, mobile smartphones offer substantial potential to overcome barriers of dissemination and implementation and deliver pedestrian safety training to children worldwide. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  15. Cognitive Load Measurement in a Virtual Reality-based Driving System for Autism Intervention.

    Science.gov (United States)

    Zhang, Lian; Wade, Joshua; Bian, Dayi; Fan, Jing; Swanson, Amy; Weitlauf, Amy; Warren, Zachary; Sarkar, Nilanjan

    2017-01-01

    Autism Spectrum Disorder (ASD) is a highly prevalent neurodevelopmental disorder with enormous individual and social cost. In this paper, a novel virtual reality (VR)-based driving system was introduced to teach driving skills to adolescents with ASD. This driving system is capable of gathering eye gaze, electroencephalography, and peripheral physiology data in addition to driving performance data. The objective of this paper is to fuse multimodal information to measure cognitive load during driving such that driving tasks can be individualized for optimal skill learning. Individualization of ASD intervention is an important criterion due to the spectrum nature of the disorder. Twenty adolescents with ASD participated in our study and the data collected were used for systematic feature extraction and classification of cognitive loads based on five well-known machine learning methods. Subsequently, three information fusion schemes-feature level fusion, decision level fusion and hybrid level fusion-were explored. Results indicate that multimodal information fusion can be used to measure cognitive load with high accuracy. Such a mechanism is essential since it will allow individualization of driving skill training based on cognitive load, which will facilitate acceptance of this driving system for clinical use and eventual commercialization.

  16. Cognitive Load Measurement in a Virtual Reality-based Driving System for Autism Intervention

    Science.gov (United States)

    Zhang, Lian; Wade, Joshua; Bian, Dayi; Fan, Jing; Swanson, Amy; Weitlauf, Amy; Warren, Zachary; Sarkar, Nilanjan

    2016-01-01

    Autism Spectrum Disorder (ASD) is a highly prevalent neurodevelopmental disorder with enormous individual and social cost. In this paper, a novel virtual reality (VR)-based driving system was introduced to teach driving skills to adolescents with ASD. This driving system is capable of gathering eye gaze, electroencephalography, and peripheral physiology data in addition to driving performance data. The objective of this paper is to fuse multimodal information to measure cognitive load during driving such that driving tasks can be individualized for optimal skill learning. Individualization of ASD intervention is an important criterion due to the spectrum nature of the disorder. Twenty adolescents with ASD participated in our study and the data collected were used for systematic feature extraction and classification of cognitive loads based on five well-known machine learning methods. Subsequently, three information fusion schemes—feature level fusion, decision level fusion and hybrid level fusion—were explored. Results indicate that multimodal information fusion can be used to measure cognitive load with high accuracy. Such a mechanism is essential since it will allow individualization of driving skill training based on cognitive load, which will facilitate acceptance of this driving system for clinical use and eventual commercialization. PMID:28966730

  17. Effects of Virtual Reality on the Cognitive Memory and Handgun Accuracy Development of Law Enforcement Neophytes

    Science.gov (United States)

    Wright, Richard A.

    2013-01-01

    The purpose of this research was to investigate the effects of virtual reality training on the development of cognitive memory and handgun accuracy by law enforcement neophytes. One hundred and six academy students from 6 different academy classes were divided into two groups, experimental and control. The experimental group was exposed to virtual…

  18. The Design and Analysis of Virtual Network Configuration for a Wireless Mobile ATM Network

    Science.gov (United States)

    Bush, Stephen F.

    1999-05-01

    This research concentrates on the design and analysis of an algorithm referred to as Virtual Network Configuration (VNC) which uses predicted future states of a system for faster network configuration and management. VNC is applied to the configuration of a wireless mobile ATM network. VNC is built on techniques from parallel discrete event simulation merged with constraints from real-time systems and applied to mobile ATM configuration and handoff. Configuration in a mobile network is a dynamic and continuous process. Factors such as load, distance, capacity and topology are all constantly changing in a mobile environment. The VNC algorithm anticipates configuration changes and speeds the reconfiguration process by pre-computing and caching results. VNC propagates local prediction results throughout the VNC enhanced system. The Global Positioning System is an enabling technology for the use of VNC in mobile networks because it provides location information and accurate time for each node. This research has resulted in well defined structures for the encapsulation of physical processes within Logical Processes and a generic library for enhancing a system with VNC. Enhancing an existing system with VNC is straight forward assuming the existing physical processes do not have side effects. The benefit of prediction is gained at the cost of additional traffic and processing. This research includes an analysis of VNC and suggestions for optimization of the VNC algorithm and its parameters.

  19. Sexual self-regulation and cognitive absorption as factors of sexual response toward virtual characters.

    Science.gov (United States)

    Renaud, Patrice; Trottier, Dominique; Nolet, Kevin; Rouleau, Joanne L; Goyette, Mathieu; Bouchard, Stéphane

    2014-04-01

    The eye movements and penile responses of 20 male participants were recorded while they were immersed with virtual sexual stimuli. These participants were divided into two groups according to their capacity to focus their attention in immersion (high and low focus). In order to understand sexual self-regulation better, we subjected participants to three experimental conditions: (a) immersion with a preferred sexual stimulus, without sexual inhibition; (b) immersion with a preferred sexual stimulus, with sexual inhibition; and (c) immersion with a neutral stimulus. A significant difference was observed between the effects of each condition on erectile response and scanpath. The groups differed on self-regulation of their erectile responses and on their scanpath patterns. High focus participants had more difficulties than low focus participants with inhibiting their sexual responses and displayed less scattered eye movement trajectories over the critical areas of the virtual sexual stimuli. Results are interpreted in terms of sexual self-regulation and cognitive absorption in virtual immersion. In addition, the use of validated virtual sexual stimuli is presented as a methodological improvement over static and moving pictures, since it paves the way for the study of the role of social interaction in an ecologically valid and well-controlled way.

  20. Mobile viewer system for virtual 3D space using infrared LED point markers and camera

    Science.gov (United States)

    Sakamoto, Kunio; Taneji, Shoto

    2006-09-01

    The authors have developed a 3D workspace system using collaborative imaging devices. A stereoscopic display enables this system to project 3D information. In this paper, we describe the position detecting system for a see-through 3D viewer. A 3D display system is useful technology for virtual reality, mixed reality and augmented reality. We have researched spatial imaging and interaction system. We have ever proposed 3D displays using the slit as a parallax barrier, the lenticular screen and the holographic optical elements(HOEs) for displaying active image 1)2)3)4). The purpose of this paper is to propose the interactive system using these 3D imaging technologies. The observer can view virtual images in the real world when the user watches the screen of a see-through 3D viewer. The goal of our research is to build the display system as follows; when users see the real world through the mobile viewer, the display system gives users virtual 3D images, which is floating in the air, and the observers can touch these floating images and interact them such that kids can make play clay. The key technologies of this system are the position recognition system and the spatial imaging display. The 3D images are presented by the improved parallax barrier 3D display. Here the authors discuss the measuring method of the mobile viewer using infrared LED point markers and a camera in the 3D workspace (augmented reality world). The authors show the geometric analysis of the proposed measuring method, which is the simplest method using a single camera not the stereo camera, and the results of our viewer system.

  1. Cognitive knowledge, attitude toward science, and skill development in virtual science laboratories

    Science.gov (United States)

    Babaie, Mahya

    The purpose of this quantitative, descriptive, single group, pretest posttest design study was to explore the influence of a Virtual Science Laboratory (VSL) on middle school students' cognitive knowledge, skill development, and attitudes toward science. This study involved 2 eighth grade Physical Science classrooms at a large urban charter middle school located in Southern California. The Buoyancy and Density Test (BDT), a computer generated test, assessed students' scientific knowledge in areas of Buoyancy and Density. The Attitude Toward Science Inventory (ATSI), a multidimensional survey assessment, measured students' attitudes toward science in the areas of value of science in society, motivation in science, enjoyment of science, self-concept regarding science, and anxiety toward science. A Virtual Laboratory Packet (VLP), generated by the researcher, captured students' mathematical and scientific skills. Data collection was conducted over a period of five days. BDT and ATSI assessments were administered twice: once before the Buoyancy and Density VSL to serve as baseline data (pre) and also after the VSL (post). The findings of this study revealed that students' cognitive knowledge and attitudes toward science were positively changed as expected, however, the results from paired sample t-tests found no statistical significance. Analyses indicated that VSLs were effective in supporting students' scientific knowledge and attitude toward science. The attitudes most changed were value of science in society and enjoyment of science with mean differences of 1.71 and 0.88, respectively. Researchers and educational practitioners are urged to further examine VSLs, covering a variety of topics, with more middle school students to assess their learning outcomes. Additionally, it is recommended that publishers in charge of designing the VSLs communicate with science instructors and research practitioners to further improve the design and analytic components of these

  2. Mobile Phone Cognitive Bias Modification Research Platform for Substance Use Disorders: Protocol for a Feasibility Study.

    Science.gov (United States)

    Zhang, Melvyn; Ying, JiangBo; Song, Guo; Fung, Daniel Ss; Smith, Helen

    2018-06-12

    Cognitive biases refer to automatic attentional and interpretational tendencies, which could be retained by cognitive bias modification interventions. Cristea et al and Jones et al have published reviews (in 2016 and 2017 respectively) on the effectiveness of such interventions. The advancement of technologies such as electronic health (eHealth) and mobile health (mHealth) has led to them being harnessed for the delivery of cognitive bias modification. To date, at least eight studies have demonstrated the feasibility of mobile technologies for the delivery of cognitive bias modification. Most of the studies are limited to a description of the conventional cognitive bias modification methodology that has been adopted. None of the studies shared the developmental process for the methodology involved, such that future studies could adopt it in the cost-effective replication of such interventions. It is important to have a common platform that could facilitate the design and customization of cognitive bias modification interventions for a variety of psychiatric and addictive disorders. It is the aim of the current research protocol to describe the design of a research platform that allows for customization of cognitive bias modification interventions for addictive disorders. A multidisciplinary team of 2 addiction psychiatrists, a psychologist with expertise in cognitive bias modification, and a computer engineer, were involved in the development of the intervention. The proposed platform would comprise of a mobile phone version of the cognitive bias task which is controlled by a server that could customize the algorithm for the tasks and collate the reaction-time data in realtime. The server would also allow the researcher to program the specific set of images that will be present in the task. The mobile phone app would synchronize with the backend server in real-time. An open-sourced cross-platform gaming software from React Native was used in the current development

  3. MOBILITY: A SYSTEMS APPROACH

    Directory of Open Access Journals (Sweden)

    Mykola I. Striuk

    2015-10-01

    Full Text Available A comprehensive study on the problem of mobility in the socio-educational and technical systems was carried out: the evolution of the concept of mobility in scientific sources of XIX–XXI centuries was analyzed and the new sources on the issue of mobility introduced into scientific circulation, the interrelation of the types of mobility in the socio-pedagogical and technical systems are theoretically grounded, an integrative model of mobility in the information society is proposed. The major trends in academic mobility are identified (the transition from student mobility to mobility programs and educational services providers, the new mobility programs (franchising, double/joint degrees, combinations, nostrification etc. are characterized. The new types of mobility providers are reviewed and attention is focused on virtual universities that are now the basis of virtual mobility of students and activities which are based on the use of new ICT in higher education, especially – the Internet and mobile learning environments.

  4. Orphan Sources and Fresh Fallout: Virtual Exercise in Mobile Measurement (ORPEX)

    International Nuclear Information System (INIS)

    Dowdall, M.; Smethurst, M.A.; Andersson, K.; Aage, H.K.; Palsson, S.E.

    2011-10-01

    In recent years carborne gamma spectrometry has expanded from its role as a geological survey platform to serving as a useful asset in the field of emergency response to radiological and nuclear situations. Its two main applications are searching for orphan sources and for surveying in the aftermath of an accident involving the release of radioactive materials. Despite this expansion, the opportunities for gaining practical experience in the field are limited by cost considerations and practicability. These limitations are exacerbated by the fact that data generated and displayed in the field differ significantly from gamma spectral data generated in a laboratory environment. As a means of exercising existing emergency measuring/surveying capability and introducing carborne measurements to a larger group, a virtual exercise was devised. The exercise ORPEX (Orphan Sources and Fresh Fallout Virtual Exercise in Mobile Measurement) featured two typical emergency scenarios in which carborne measuring systems might be deployed: firstly a search for multiple orphan sources and secondly surveying to delineate patchy fallout from a local release point. In the first scenario, synthetic spectral data were generated for imaginary point sources and inserted into genuine carborne measurements from in the Trondheim area of Norway. Participants were presented with a typical software tool and data in a range of typical formats and asked to report the source locations and isotopes within a time limit. In the second scenario, synthetic spectral data representing fallout from a local fire involving radioactive material were added to real carborne data from the Trondheim area. Participants were asked to produce maps that identify and characterise the regions of contamination within the same time limit. Fourteen individual organisations from seven different countries supplied results. Results from participants indicate that for strong sources of isotopes with simple spectra featuring

  5. Orphan Sources and Fresh Fallout: Virtual Exercise in Mobile Measurement (ORPEX)

    Energy Technology Data Exchange (ETDEWEB)

    Dowdall, M. (Norwegian Radiation Protection Authority, OEsteraas (Norway)); Smethurst, M.A. (Univ. of Exeter and Avalonia Geophysics, Cornwall Campus, Penryn (United Kingdom)); Andersson, K. (Technical Univ. of Denmark. Risoe National Lab. for Sustainable Energy, Roskilde (Denmark)); Aage, H.K. (Danish Emergency Management Agency, Birkeroed (Denmark)); Palsson, S.E. (Icelandic Radiation Protection Institute, Reykjavik (Iceland))

    2011-10-15

    In recent years carborne gamma spectrometry has expanded from its role as a geological survey platform to serving as a useful asset in the field of emergency response to radiological and nuclear situations. Its two main applications are searching for orphan sources and for surveying in the aftermath of an accident involving the release of radioactive materials. Despite this expansion, the opportunities for gaining practical experience in the field are limited by cost considerations and practicability. These limitations are exacerbated by the fact that data generated and displayed in the field differ significantly from gamma spectral data generated in a laboratory environment. As a means of exercising existing emergency measuring/surveying capability and introducing carborne measurements to a larger group, a virtual exercise was devised. The exercise ORPEX (Orphan Sources and Fresh Fallout Virtual Exercise in Mobile Measurement) featured two typical emergency scenarios in which carborne measuring systems might be deployed: firstly a search for multiple orphan sources and secondly surveying to delineate patchy fallout from a local release point. In the first scenario, synthetic spectral data were generated for imaginary point sources and inserted into genuine carborne measurements from in the Trondheim area of Norway. Participants were presented with a typical software tool and data in a range of typical formats and asked to report the source locations and isotopes within a time limit. In the second scenario, synthetic spectral data representing fallout from a local fire involving radioactive material were added to real carborne data from the Trondheim area. Participants were asked to produce maps that identify and characterise the regions of contamination within the same time limit. Fourteen individual organisations from seven different countries supplied results. Results from participants indicate that for strong sources of isotopes with simple spectra featuring

  6. Functional mobility in a divided attention task in older adults with cognitive impairment.

    Science.gov (United States)

    Borges, Sheila de Melo; Radanovic, Márcia; Forlenza, Orestes Vicente

    2015-01-01

    Motor disorders may occur in mild cognitive impairment (MCI) and at early stages of Alzheimer's disease (AD), particularly under divided attention conditions. We examined functional mobility in 104 older adults (42 with MCI, 26 with mild AD, and 36 cognitively healthy) using the Timed Up and Go test (TUG) under 4 experimental conditions: TUG single task, TUG plus a cognitive task, TUG plus a manual task, and TUG plus a cognitive and a manual task. Statistically significant differences in mean time of execution were found in all four experimental conditions when comparing MCI and controls (p .8, p .7, p < .001 for MCI vs. AD). The authors conclude that functional motor deficits occurring in MCI can be assessed by the TUG test, in single or dual task modality.

  7. Effects of Cognitive Styles on an MSN Virtual Learning Companion System as an Adjunct to Classroom Instructions

    Science.gov (United States)

    Hsieh, Sheng-Wen

    2011-01-01

    This study designed a chatbot system, Confucius, as a MSN virtual learning companion to examine how specific application design variables within educational software affect the learning process of subjects as defined by the cognitive continuum of field-dependent and field-independent learners. 104 college students participated in a 12 week…

  8. Mobile Phone-Delivered Cognitive Behavioral Therapy for Insomnia : A Randomized Waitlist Controlled Trial

    NARCIS (Netherlands)

    Horsch, C.H.G.; Lancee, J.; Griffioen-Both, F.; Spruit, S.; Fitrianie, S.; Neerincx, M.A.; Beun, R.J.; Brinkman, W.-P.

    Background: This study is one of the first randomized controlled trials investigating cognitive behavioral therapy for insomnia (CBT-I) delivered by a fully automated mobile phone app. Such an app can potentially increase the accessibility of insomnia treatment for the 10% of people who have

  9. Mobile Phone-Delivered Cognitive Behavioral Therapy for Insomnia : A Randomized Waitlist Controlled Trial

    NARCIS (Netherlands)

    Horsch, C.H.G.; Lancee, J; Griffioen-Both, Fiemke; Spruit, Sandor; Fitrianie, S.; Neerincx, M.A.; Beun, RJ; Brinkman, W.P.

    2017-01-01

    Background: This study is one of the first randomized controlled trials investigating cognitive behavioral therapy for insomnia (CBT-I) delivered by a fully automated mobile phone app. Such an app can potentially increase the accessibility of insomnia treatment for the 10% of people who have

  10. Experiences of using mobile technologies and virtual fieldtrips in Physical Geography: implications for hydrology education

    Science.gov (United States)

    Kingston, D. G.; Eastwood, W. J.; Jones, P. I.; Johnson, R.; Marshall, S.; Hannah, D. M.

    2011-12-01

    Education in hydrology is changing rapidly due to diversification of students, emergent major scientific and practical challenges that our discipline must engage with, shifting pedagogic ideas and higher education environments, the need for students to develop new discipline specific and transferrable skills, and the advent of innovative technologies for learning and teaching. This paper focuses on new technologies in the context of learning and teaching in Physical Geography and reflects on the implications of our experiences for education in hydrology. We evaluate the experience of designing and trialling novel mobile technology-based field exercises and a virtual field trip for a Year 1 undergraduate Physical Geography module at a UK university. The new exercises are based on using and obtaining spatial data, operation of meteorological equipment (explained using an interactive DVD), and include introductions to global positioning systems (GPS) and geographical information systems (GIS). The technology and exercises were well received in a pilot study and subsequent rolling-out to the full student cohort (∼150 students). A statistically significant improvement in marks was observed following the redesign. Although the students enjoyed using mobile technology, the increased interactivity and opportunity for peer learning were considered to be the primary benefits by students. This is reinforced further by student preference for the new interactive virtual field trip over the previous "show-and-tell" field exercise. Despite the new exercises having many advantages, exercise development was not trivial due to the high start-up costs, the need for provision of sufficient technical support and the relative difficulty of making year-to-year changes (to the virtual field trip in particular). We believe our experiences are directly relevant to the implementation of such novel learning and teaching technologies in hydrology education.

  11. Effects of Presentation Modes on Mobile-Assisted Vocabulary Learning and Cognitive Load

    Science.gov (United States)

    Lin, Chih-Cheng; Yu, Ya-Chuan

    2017-01-01

    Previous studies of multimedia presentations have determined the effects of the combination of text and pictures on vocabulary learning, but not those of the sound of new words. This study was intended to confirm those previous findings from the integration of mobile technologies and the approach of cognitive load. It adopted a within-subjects…

  12. Rehabilitation that incorporates virtual reality is more effective than standard rehabilitation for improving walking speed, balance and mobility after stroke: a systematic review

    Directory of Open Access Journals (Sweden)

    Davide Corbetta

    2015-07-01

    Full Text Available Question: In people after stroke, does virtual reality based rehabilitation (VRBR improve walking speed, balance and mobility more than the same duration of standard rehabilitation? In people after stroke, does adding extra VRBR to standard rehabilitation improve the effects on gait, balance and mobility? Design: Systematic review with meta-analysis of randomised trials. Participants: Adults with a clinical diagnosis of stroke. Intervention: Eligible trials had to include one these comparisons: VRBR replacing some or all of standard rehabilitation or VRBR used as extra rehabilitation time added to a standard rehabilitation regimen. Outcome measures: Walking speed, balance, mobility and adverse events. Results: In total, 15 trials involving 341 participants were included. When VRBR replaced some or all of the standard rehabilitation, there were statistically significant benefits in walking speed (MD 0.15 m/s, 95% CI 0.10 to 0.19, balance (MD 2.1 points on the Berg Balance Scale, 95% CI 1.8 to 2.5 and mobility (MD 2.3 seconds on the Timed Up and Go test, 95% CI 1.2 to 3.4. When VRBR was added to standard rehabilitation, mobility showed a significant benefit (0.7 seconds on the Timed Up and Go test, 95% CI 0.4 to 1.1, but insufficient evidence was found to comment about walking speed (one trial and balance (high heterogeneity. Conclusion: Substituting some or all of a standard rehabilitation regimen with VRBR elicits greater benefits in walking speed, balance and mobility in people with stroke. Although the benefits are small, the extra cost of applying virtual reality to standard rehabilitation is also small, especially when spread over many patients in a clinic. Adding extra VRBR time to standard rehabilitation also has some benefits; further research is needed to determine if these benefits are clinically worthwhile. [Corbetta D, Imeri F, Gatti R (2015 Rehabilitation that incorporates virtual reality is more effective than standard

  13. Virtualisation Devices for Student Learning: Comparison between Desktop-Based (Oculus Rift) and Mobile-Based (Gear VR) Virtual Reality in Medical and Health Science Education

    Science.gov (United States)

    Moro, Christian; Stromberga, Zane; Stirling, Allan

    2017-01-01

    Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of…

  14. A Semi-Open Learning Environment for Mobile Robotics

    Directory of Open Access Journals (Sweden)

    Enrique Sucar

    2007-05-01

    Full Text Available We have developed a semi-open learning environment for mobile robotics, to learn through free exploration, but with specific performance criteria that guides the learning process. The environment includes virtual and remote robotics laboratories, and an intelligent virtual assistant the guides the students using the labs. A series of experiments in the virtual and remote labs are designed to gradually learn the basics of mobile robotics. Each experiment considers exploration and performance aspects, which are evaluated by the virtual assistant, giving feedback to the user. The virtual laboratory has been incorporated to a course in mobile robotics and used by a group of students. A preliminary evaluation shows that the intelligent tutor combined with the virtual laboratory can improve the learning process.

  15. Virtual reality measures in neuropsychological assessment: a meta-analytic review.

    Science.gov (United States)

    Neguț, Alexandra; Matu, Silviu-Andrei; Sava, Florin Alin; David, Daniel

    2016-02-01

    Virtual reality-based assessment is a new paradigm for neuropsychological evaluation, that might provide an ecological assessment, compared to paper-and-pencil or computerized neuropsychological assessment. Previous research has focused on the use of virtual reality in neuropsychological assessment, but no meta-analysis focused on the sensitivity of virtual reality-based measures of cognitive processes in measuring cognitive processes in various populations. We found eighteen studies that compared the cognitive performance between clinical and healthy controls on virtual reality measures. Based on a random effects model, the results indicated a large effect size in favor of healthy controls (g = .95). For executive functions, memory and visuospatial analysis, subgroup analysis revealed moderate to large effect sizes, with superior performance in the case of healthy controls. Participants' mean age, type of clinical condition, type of exploration within virtual reality environments, and the presence of distractors were significant moderators. Our findings support the sensitivity of virtual reality-based measures in detecting cognitive impairment. They highlight the possibility of using virtual reality measures for neuropsychological assessment in research applications, as well as in clinical practice.

  16. 'ELENA goes mobile': a mobile assisted early foreign language learning pilot for familiarizing children with neighbouring languages

    NARCIS (Netherlands)

    Rusman, Ellen; Ternier, Stefaan; Sassen, Derk

    2013-01-01

    Rusman, E., Ternier, S., & Sassen, D. (2013, 14-15 November). 'ELENA goes mobile': a mobile assisted early foreign language learning pilot for familiarizing children with neighbouring languages. Presentation (virtual) at the 6th ICT for Language learning Conference, Florence, Italy. (URL of virtual

  17. Hard Fusion Based Spectrum Sensing over Mobile Fading Channels in Cognitive Vehicular Networks.

    Science.gov (United States)

    Qian, Xiaomin; Hao, Li; Ni, Dadong; Tran, Quang Thanh

    2018-02-06

    An explosive growth in vehicular wireless applications gives rise to spectrum resource starvation. Cognitive radio has been used in vehicular networks to mitigate the impending spectrum starvation problem by allowing vehicles to fully exploit spectrum opportunities unoccupied by licensed users. Efficient and effective detection of licensed user is a critical issue to realize cognitive radio applications. However, spectrum sensing in vehicular environments is a very challenging task due to vehicle mobility. For instance, vehicle mobility has a large effect on the wireless channel, thereby impacting the detection performance of spectrum sensing. Thus, gargantuan efforts have been made in order to analyze the fading properties of mobile radio channel in vehicular environments. Indeed, numerous studies have demonstrated that the wireless channel in vehicular environments can be characterized by a temporally correlated Rayleigh fading. In this paper, we focus on energy detection for spectrum sensing and a counting rule for cooperative sensing based on Neyman-Pearson criteria. Further, we go into the effect of the sensing and reporting channel conditions on the sensing performance under the temporally correlated Rayleigh channel. For local and cooperative sensing, we derive some alternative expressions for the average probability of misdetection. The pertinent numerical and simulating results are provided to further validate our theoretical analyses under a variety of scenarios.

  18. Mobile Virtual Network Operator Information Systems for Increased Sustainability in Utilities

    DEFF Research Database (Denmark)

    Joensen, Hallur Leivsgard; Tambo, Torben

    2011-01-01

    sales from efficiency of business processes, underlying information systems, and the ability to make the link from consumption to cost visual and transparent to consumers. The conclusion is that the energy sector should look into other sectors and learn from information systems which ease up business......, sales and buying processes are separated from physical networks and energy production. This study aims to characterise and evaluate information systems supporting the transformation of the free market-orientation of energy and provision of utilities in a cross-sectorial proposition known as Mobile...... Virtual Network Operator (MVNO). Emphasis is particularly on standardised information systems for automatically linking consumers, sellers and integration of network infrastructure actors. The method used is a feasibility study assessing business and information processes of a forthcoming utilities market...

  19. Local imaging of high mobility two-dimensional electron systems with virtual scanning tunneling microscopy

    Energy Technology Data Exchange (ETDEWEB)

    Pelliccione, M. [Department of Applied Physics, Stanford University, 348 Via Pueblo Mall, Stanford, California 94305 (United States); Stanford Institute for Materials and Energy Sciences, SLAC National Accelerator Laboratory, 2575 Sand Hill Road, Menlo Park, California 94025 (United States); Department of Physics, University of California, Santa Barbara, Santa Barbara, California 93106 (United States); Bartel, J.; Goldhaber-Gordon, D. [Stanford Institute for Materials and Energy Sciences, SLAC National Accelerator Laboratory, 2575 Sand Hill Road, Menlo Park, California 94025 (United States); Department of Physics, Stanford University, 382 Via Pueblo Mall, Stanford, California 94305 (United States); Sciambi, A. [Department of Applied Physics, Stanford University, 348 Via Pueblo Mall, Stanford, California 94305 (United States); Stanford Institute for Materials and Energy Sciences, SLAC National Accelerator Laboratory, 2575 Sand Hill Road, Menlo Park, California 94025 (United States); Pfeiffer, L. N.; West, K. W. [Department of Electrical Engineering, Princeton University, Princeton, New Jersey 08544 (United States)

    2014-11-03

    Correlated electron states in high mobility two-dimensional electron systems (2DESs), including charge density waves and microemulsion phases intermediate between a Fermi liquid and Wigner crystal, are predicted to exhibit complex local charge order. Existing experimental studies, however, have mainly probed these systems at micron to millimeter scales rather than directly mapping spatial organization. Scanning probes should be well-suited to study the spatial structure of these states, but high mobility 2DESs are found at buried semiconductor interfaces, beyond the reach of conventional scanning tunneling microscopy. Scanning techniques based on electrostatic coupling to the 2DES deliver important insights, but generally with resolution limited by the depth of the 2DES. In this letter, we present our progress in developing a technique called “virtual scanning tunneling microscopy” that allows local tunneling into a high mobility 2DES. Using a specially designed bilayer GaAs/AlGaAs heterostructure where the tunnel coupling between two separate 2DESs is tunable via electrostatic gating, combined with a scanning gate, we show that the local tunneling can be controlled with sub-250 nm resolution.

  20. Virtual reality negotiation training system with virtual cognitions

    NARCIS (Netherlands)

    Ding, D.; Burger, F.; Brinkman, W.P.; Neerincx, M.A.

    2017-01-01

    A number of negotiation training systems have been developed to improve people’s performance in negotiation. They mainly focus on the skills development, and less on negotiation understanding and improving self-efficacy. We propose a virtual reality negotiation training system that exposes users to

  1. Decision Making and Cognitive Behavioral Flexibility in a OCD Sample: a Study in a Virtual Environment.

    Science.gov (United States)

    la Paglia, Filippo; la Cascia, Caterina; Rizzo, Rosalinda; Riva, Giuseppe; la Barbera, Daniele

    2015-01-01

    Neuropsychological disorders are common in Obsessive-Compulsive Disorder (OCD) patients. Executive functions, verbal fluency and verbal memory, shifting attention from one aspect of stimuli to others, mental flexibility, engaging in executive planning and decision making, are the most involved cognitive domains. We focus on two aspects of neuropsychological function: decision making and cognitive behavioral flexibility, assessed through a virtual version of the Multiple Errand Test (V-MET), developed using the NeuroVR software. Thirty OCD patients were compared with thirty matched control subjects. The results showed the presence of difficulties in OCD patients with tasks where the goal is not clear, the information is incomplete or the parameters are ill-defined.

  2. Cross-standard user description in mobile, medical oriented virtual collaborative environments

    Science.gov (United States)

    Ganji, Rama Rao; Mitrea, Mihai; Joveski, Bojan; Chammem, Afef

    2015-03-01

    By combining four different open standards belonging to the ISO/IEC JTC1/SC29 WG11 (a.k.a. MPEG) and W3C, this paper advances an architecture for mobile, medical oriented virtual collaborative environments. The various users are represented according to MPEG-UD (MPEG User Description) while the security issues are dealt with by deploying the WebID principles. On the server side, irrespective of their elementary types (text, image, video, 3D, …), the medical data are aggregated into hierarchical, interactive multimedia scenes which are alternatively represented into MPEG-4 BiFS or HTML5 standards. This way, each type of content can be optimally encoded according to its particular constraints (semantic, medical practice, network conditions, etc.). The mobile device should ensure only the displaying of the content (inside an MPEG player or an HTML5 browser) and the capturing of the user interaction. The overall architecture is implemented and tested under the framework of the MEDUSA European project, in partnership with medical institutions. The testbed considers a server emulated by a PC and heterogeneous user devices (tablets, smartphones, laptops) running under iOS, Android and Windows operating systems. The connection between the users and the server is alternatively ensured by WiFi and 3G/4G networks.

  3. Inclusive Education: Mobile Serious Games for People with Cognitive Disabilities

    OpenAIRE

    Angel Jaramillo-Alcázar; Sergio Luján-Mora; Luis Salvador-Ullauri

    2018-01-01

    Nowadays, the use of mobile devices is increasingly frequent. In many occasions they are used as a means of entertainment for people through video games. Serious games is a category of video games used as teaching methods in different environments. They use fun as a strategy for the learning process. However, the vast majority do not focus on vulnerable groups such as people with cognitive disabilities, because they do not consider accessibility parameters in their design. Some video games de...

  4. Psychomotor skills and cognitive load training on a virtual reality laparoscopic simulator for tubal surgery is effective.

    Science.gov (United States)

    Bharathan, Rasiah; Vali, Saaliha; Setchell, Thomas; Miskry, Tariq; Darzi, Ara; Aggarwal, Rajesh

    2013-07-01

    Validation of a virtual reality (VR) simulator for the training and assessment of laparoscopic tubal surgery and mapping of cognitive load. Prospective cohort study conducted at the Imperial College Virtual Reality Surgical Skills laboratory amongst 25 trainees and nine senior gynaecologists. Participants performed two sessions of salpingectomy and salpingotomy procedures on a VR simulator to assess construct validity. Nine novices performed ten such sessions to enable assessment of the learning curve. The relationship between cognitive load and the dexterity parameters was assessed. Simulator fidelity was reported by experienced and intermediate level gynaecologists. Statistical analyses utilised non-parametric tests, Kruskall-Wallis and Mann-Whitney U tests. Learning curves were assessed using the Friedman test and Wilcoxon Signed Ranks test. Relationship between dexterity metrics and cognitive load was performed using Spearman's rank order correlation. Salpingectomy demonstrated construct validity for time taken by experienced, intermediate and novice gynaecologists (median 170 vs. 191 vs. 313s (P=0.003) respectively) and movements (median 200 vs. 267 vs. 376s, P=0.045). Salpingotomy demonstrated construct validity for time taken (median 183 vs. 191 vs. 306s, P=<0.001) and movements (median 210 vs. 233 vs. 328s, P=0.005). Learning curve analysis for salpingectomy displayed a plateau for time taken after the eighth session, and the fourth session for movements. Salpingotomy displayed a plateau after the eighth session for both time taken and movements. Cognitive load correlated significantly with dexterity parameters. The fidelity scores were not significantly different between the two procedures (P=0.619). The LAP Mentor VR laparoscopic simulator is a valid and effective tool for training novice surgeons in ectopic pregnancy surgery. Reduction in cognitive load significantly correlates with the learning curves. Copyright © 2013 Elsevier Ireland Ltd. All rights

  5. Mobile Manipulation, Tool Use, and Intuitive Interaction for Cognitive Service Robot Cosero

    Directory of Open Access Journals (Sweden)

    Jörg Stückler

    2016-11-01

    Full Text Available Cognitive service robots that shall assist persons in need in performing their activities of daily living have recently received much attention in robotics research.Such robots require a vast set of control and perception capabilities to provide useful assistance through mobile manipulation and human-robot interaction.In this article, we present hardware design, perception, and control methods for our cognitive service robot Cosero.We complement autonomous capabilities with handheld teleoperation interfaces on three levels of autonomy.The robot demonstrated various advanced skills, including the use of tools.With our robot we participated in the annual international RoboCup@Home competitions, winning them three times in a row.

  6. Transforming clinical imaging and 3D data for virtual reality learning objects: HTML5 and mobile devices implementation.

    Science.gov (United States)

    Trelease, Robert B; Nieder, Gary L

    2013-01-01

    Web deployable anatomical simulations or "virtual reality learning objects" can easily be produced with QuickTime VR software, but their use for online and mobile learning is being limited by the declining support for web browser plug-ins for personal computers and unavailability on popular mobile devices like Apple iPad and Android tablets. This article describes complementary methods for creating comparable, multiplatform VR learning objects in the new HTML5 standard format, circumventing platform-specific limitations imposed by the QuickTime VR multimedia file format. Multiple types or "dimensions" of anatomical information can be embedded in such learning objects, supporting different kinds of online learning applications, including interactive atlases, examination questions, and complex, multi-structure presentations. Such HTML5 VR learning objects are usable on new mobile devices that do not support QuickTime VR, as well as on personal computers. Furthermore, HTML5 VR learning objects can be embedded in "ebook" document files, supporting the development of new types of electronic textbooks on mobile devices that are increasingly popular and self-adopted for mobile learning. © 2012 American Association of Anatomists.

  7. Interrater Reliability of the Power Mobility Road Test in the Virtual Reality-Based Simulator-2.

    Science.gov (United States)

    Kamaraj, Deepan C; Dicianno, Brad E; Mahajan, Harshal P; Buhari, Alhaji M; Cooper, Rory A

    2016-07-01

    To assess interrater reliability of the Power Mobility Road Test (PMRT) when administered through the Virtual Reality-based SIMulator-version 2 (VRSIM-2). Within-subjects repeated-measures design. Participants interacted with VRSIM-2 through 2 display options (desktop monitor vs immersive virtual reality screens) using 2 control interfaces (roller system vs conventional movement-sensing joystick), providing 4 different driving scenarios (driving conditions 1-4). Participants performed 3 virtual driving sessions for each of the 2 display screens and 1 session through a real-world driving course (driving condition 5). The virtual PMRT was conducted in a simulated indoor office space, and an equivalent course was charted in an open space for the real-world assessment. After every change in driving condition, participants completed a self-reported workload assessment questionnaire, the Task Load Index, developed by the National Aeronautics and Space Administration. A convenience sample of electric-powered wheelchair (EPW) athletes (N=21) recruited at the 31st National Veterans Wheelchair Games. Not applicable. Total composite PMRT score. The PMRT had high interrater reliability (intraclass correlation coefficient [ICC]>.75) between the 2 raters in all 5 driving conditions. Post hoc analyses revealed that the reliability analyses had >80% power to detect high ICCs in driving conditions 1 and 4. The PMRT has high interrater reliability in conditions 1 and 4 and could be used to assess EPW driving performance virtually in VRSIM-2. However, further psychometric assessment is necessary to assess the feasibility of administering the PMRT using the different interfaces of VRSIM-2. Copyright © 2016 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  8. Using Virtual Pets to Increase Fruit and Vegetable Consumption in Children: A Technology-Assisted Social Cognitive Theory Approach.

    Science.gov (United States)

    Ahn, Sun Joo Grace; Johnsen, Kyle; Moore, James; Brown, Scott; Biersmith, Melanie; Ball, Catherine

    2016-02-01

    A virtual pet in the form of a mid-sized dog was developed based on the framework of social cognitive theory and tested as a vehicle for promoting fruit and vegetable (F&V) consumption in children. Three groups of children (N = 68) between the ages of 7 and 13 years were studied: baseline (no treatment), computer only, and virtual dog. Children in the virtual dog condition interacted with the virtual dog for 3 days, setting F&V consumption goals and receiving evaluation and reinforcement based on whether they met their self-set goals. Children vicariously experienced future health outcomes of F&V consumption by seeing, hearing, and feeling their virtual dog's physical and mental health improve or deteriorate based on their F&V consumption in the physical world. Children in the computer only condition interacted with a computer system that presented equivalent features, but without the virtual dog. Children in the baseline condition did not receive any experimental treatment. Results indicated that children in the virtual dog condition chose to be served significantly more F&V than those in the computer only or baseline conditions did. However, children in the virtual dog condition were unable to consume significantly more F&V than those in the computer only condition, although children in those two conditions consumed more F&V than the baseline condition. Food preferences did not differ significantly across the three conditions before and after the experimental treatments. Theoretical and practical potentials of using a virtual pet to promote F&V consumption systematically in children are discussed.

  9. An Appeal for heritage interpretation and accessibility. Immersive and interactive virtual reality tours for mobile devices

    OpenAIRE

    Guillermo Duclos Bautista; Javier Cousillas Ripoll

    2013-01-01

    We propose an interactive resource for the value enhancement, management, diffusion and accessibility of the architectural and archaeological heritage by means of virtual reality technologies through mobile devices. The resource is, in addition, a tool for the management of the heritage by the employment of intermediate modules that allow the graphical and alphanumeric update of the external and internal databases put in relation with the resource, depending on the interventions and investiga...

  10. 'ELENA goes mobile': a mobile assisted early foreign language learning pilot for familiarizing children with neighbouring languages

    OpenAIRE

    Rusman, Ellen; Ternier, Stefaan; Sassen, Derk

    2013-01-01

    Rusman, E., Ternier, S., & Sassen, D. (2013, 14-15 November). 'ELENA goes mobile': a mobile assisted early foreign language learning pilot for familiarizing children with neighbouring languages. Presentation (virtual) at the 6th ICT for Language learning Conference, Florence, Italy. (URL of virtual presentation, including audio, will follow).

  11. Experiences of using mobile technologies and virtual field tours in Physical Geography: implications for hydrology education

    Directory of Open Access Journals (Sweden)

    D. G. Kingston

    2012-05-01

    Full Text Available Education in hydrology is changing rapidly due to diversification of students, emergent major scientific and practical challenges that our discipline must engage with, shifting pedagogic ideas and higher education environments, the need for students to develop new discipline specific and transferrable skills, and the advent of innovative technologies for learning and teaching. This paper focuses on new technologies in the context of learning and teaching in Physical Geography and reflects on the implications of our experiences for education in hydrology. We evaluate the experience of designing and trialling novel mobile technology-based field exercises and a virtual field tour for a Year 1 undergraduate Physical Geography module at a UK university. The new exercises are based on using and obtaining spatial data, operation of meteorological equipment (explained using an interactive DVD, and include introductions to global positioning systems (GPS and geographical information systems (GIS. The technology and exercises were well received in a pilot study and subsequent rolling-out to the full student cohort (∼150 students. A statistically significant improvement in marks was observed following the redesign. Although the students enjoyed using mobile technology, the increased interactivity and opportunity for peer learning were considered to be the primary benefits by students. This is reinforced further by student preference for the new interactive virtual field tour over the previous "show-and-tell" field exercise. Despite the new exercises having many advantages, exercise development was not trivial due to the high start-up costs, the need for provision of sufficient technical support and the relative difficulty of making year-to-year changes (to the virtual field tour in particular. Our experiences are highly relevant to the implementation of novel learning and teaching technologies in hydrology education.

  12. Experiences of using mobile technologies and virtual field tours in Physical Geography: implications for hydrology education

    Science.gov (United States)

    Kingston, D. G.; Eastwood, W. J.; Jones, P. I.; Johnson, R.; Marshall, S.; Hannah, D. M.

    2012-05-01

    Education in hydrology is changing rapidly due to diversification of students, emergent major scientific and practical challenges that our discipline must engage with, shifting pedagogic ideas and higher education environments, the need for students to develop new discipline specific and transferrable skills, and the advent of innovative technologies for learning and teaching. This paper focuses on new technologies in the context of learning and teaching in Physical Geography and reflects on the implications of our experiences for education in hydrology. We evaluate the experience of designing and trialling novel mobile technology-based field exercises and a virtual field tour for a Year 1 undergraduate Physical Geography module at a UK university. The new exercises are based on using and obtaining spatial data, operation of meteorological equipment (explained using an interactive DVD), and include introductions to global positioning systems (GPS) and geographical information systems (GIS). The technology and exercises were well received in a pilot study and subsequent rolling-out to the full student cohort (∼150 students). A statistically significant improvement in marks was observed following the redesign. Although the students enjoyed using mobile technology, the increased interactivity and opportunity for peer learning were considered to be the primary benefits by students. This is reinforced further by student preference for the new interactive virtual field tour over the previous "show-and-tell" field exercise. Despite the new exercises having many advantages, exercise development was not trivial due to the high start-up costs, the need for provision of sufficient technical support and the relative difficulty of making year-to-year changes (to the virtual field tour in particular). Our experiences are highly relevant to the implementation of novel learning and teaching technologies in hydrology education.

  13. Virtual-reality-based cognitive behavioural therapy versus waiting list control for paranoid ideation and social avoidance in patients with psychotic disorders:

    NARCIS (Netherlands)

    Pot-Kolder, Roos M.C.A.; Geraets, Chris N.W.; Veling, Wim; van Beilen, Marije; Staring, Anton B.P.; Gijsman, Harm J.; Delespaul, Philippe A.E.G.; van der Gaag, Mark

    Background: Many patients with psychotic disorders have persistent paranoid ideation and avoid social situations because of suspiciousness and anxiety. We investigated the effects of virtual-reality-based cognitive behavioural therapy (VR-CBT) on paranoid thoughts and social participation. Methods:

  14. Mobile applications and Virtual Observatory

    Science.gov (United States)

    Schaaff, A.; Jagade, S.

    2015-06-01

    Within a few years, smartphones and Internet tablets have become the devices to access Web or standalone applications from everywhere, with a rapid development of the bandwidth of the mobile networks (e.g. 4G). Internet tablets are used to take notes during meetings or conferences, to read scientific papers in public transportation, etc. A smartphone is for example a way to have your data in the pocket or to control, from everywhere, the progress of a heavy workflow process. These mobile devices have enough powerful hardware to run more and more complex applications for many use cases. In the field of astronomy it is possible to use these tools to access data via a simple browser, but also to develop native applications reusing libraries (written in Java for Android or Objective-C/Swift for iOS) developed for desktops/laptops. We describe the experiments conducted in this domain, at CDS and IUCAA, considering a mobile application as a native application as well as a Web application.

  15. Virtual Reality in Psychology

    Science.gov (United States)

    Foreman, Nigel

    2009-01-01

    The benefits of using virtual environments (VEs) in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include…

  16. PENJUALAN MOBIL BERBASIS WEB DAN MANAJEMEN DATA PEMBAYARAN DI SHOWROOM MOBIL XYZ

    Directory of Open Access Journals (Sweden)

    Joko Lianto Buliali

    2005-01-01

    Full Text Available The purpose of this research is to build a virtual showroom for a car showroom company which allows company to do marketing, selling, and providing payment information through Web. The system is developed based on the requirements of the users and current selling procedure in the showroom. From the investigation result, analysis, design, and implementation are carried out. Testing on the system shows that the system has fulfilled all the requirements needed by the users of the of the system Abstract in Bahasa Indonesia : Penelitian ini bertujuan untuk mengembangkan suatu sistem showroom virtual pada suatu showroom mobil sehingga dapat dilakukan pemasaran dan penjualan mobil disertai dengan informasi pembayaran customernya melalui Web. Sistem dikembangkan berdasarkan kebutuhan pengguna terhadap sistem dan prosedur penjualan pada showroom tersebut saat ini. Dari hasil tersebut, dilakukan analisis, desain, dan implementasi sistem yang dibutuhkan. Uji coba terhadap sistem yang dibuat menunjukkan bahwa sistem yang dibuat sudah memiliki seluruh fasilitas yang dibutuhkan pengguna sistem. Kata kunci: showroom virtual, pemasaran, penjualan mobil.

  17. Physical and cognitive effects of virtual reality integrated training.

    Science.gov (United States)

    Stone, Richard T; Watts, Kristopher P; Zhong, Peihan; Wei, Chen-Shuang

    2011-10-01

    The objective of this study was to evaluate the cognitive and physical impact of virtual reality (VR) integrated training versus traditional training methods in the domain of weld training. Weld training is very important in various industries and represents a complex skill set appropriate for advanced training intervention. As such, there has been a long search for the most successful and most cost-effective method for training new welders. Participants in this study were randomly assigned to one of two separate training courses taught by sanctioned American Welding Society certified welding instructors; the duration of each course was 2 weeks. After completing the training for a specific weld type, participants were given the opportunity to test for the corresponding certification. Participants were evaluated in terms of their cognitive and physical parameters, total training time exposure, and welding certification awards earned. Each of the four weld types taught in this study represented distinct levels of difficulty and required the development of specialized knowledge and skills. This study demonstrated that participants in the VR integrated training group (VR50) performed as well as, and in some cases, significantly outperformed, the traditional welding (TW) training group.The VR50 group was found to have a 41.6% increase in overall certifications earned compared with the TW group. VR technology is a valuable tool for the production of skilled welders in a shorter time and often with more highly developed skills than their traditionally trained counterparts. These findings strongly support the use ofVR integrated training in the welding industry.

  18. Virtual reality exposure versus cognitive restructuring for treatment of public speaking anxiety: a pilot study.

    Science.gov (United States)

    Wallach, Helene S; Safir, Marilyn P; Bar-Zvi, Margalit

    2011-01-01

    To determine the utility of Virtual Reality Exposure Therapy (VRE) in comparison with Cognitive Therapy (CT ) and with Cognitive-Behavior Therapy (CBT). Subjects suffering from public speaking anxiety (PSA) were randomly allocated to VRE and CT , and received 12 therapy sessions, employing standardized treatment manuals. Outcome (questionnaires, observer and self ratings of a behavioral task) was compared to results of subjects in a previous study CBT and Wait List Controls who were not significantly different on demographic data. CT was not superior to VRE on cognitive measures, but was superior to VRE on one behavioral measure (LSAS fear). VRE was superior to CT on one behavioral measure (fear reduction on a behavioral task). No differences were found between either CT , or VRE, and CBT and all were superior to WL. Subject group was small and homogeneous. It appeared advisable to increase number of therapy sessions. VRE and CT proved to be equally effective to CBT in reducing PSA relative to a control group, with minimal differential effects between them. Therefore, employing either one may be satisfactory and sufficient.

  19. Reliable Geographical Forwarding in Cognitive Radio Sensor Networks Using Virtual Clusters

    Science.gov (United States)

    Zubair, Suleiman; Fisal, Norsheila

    2014-01-01

    The need for implementing reliable data transfer in resource-constrained cognitive radio ad hoc networks is still an open issue in the research community. Although geographical forwarding schemes are characterized by their low overhead and efficiency in reliable data transfer in traditional wireless sensor network, this potential is still yet to be utilized for viable routing options in resource-constrained cognitive radio ad hoc networks in the presence of lossy links. In this paper, a novel geographical forwarding technique that does not restrict the choice of the next hop to the nodes in the selected route is presented. This is achieved by the creation of virtual clusters based on spectrum correlation from which the next hop choice is made based on link quality. The design maximizes the use of idle listening and receiver contention prioritization for energy efficiency, the avoidance of routing hot spots and stability. The validation result, which closely follows the simulation result, shows that the developed scheme can make more advancement to the sink as against the usual decisions of relevant ad hoc on-demand distance vector route select operations, while ensuring channel quality. Further simulation results have shown the enhanced reliability, lower latency and energy efficiency of the presented scheme. PMID:24854362

  20. Reliable Geographical Forwarding in Cognitive Radio Sensor Networks Using Virtual Clusters

    Directory of Open Access Journals (Sweden)

    Suleiman Zubair

    2014-05-01

    Full Text Available The need for implementing reliable data transfer in resource-constrained cognitive radio ad hoc networks is still an open issue in the research community. Although geographical forwarding schemes are characterized by their low overhead and efficiency in reliable data transfer in traditional wireless sensor network, this potential is still yet to be utilized for viable routing options in resource-constrained cognitive radio ad hoc networks in the presence of lossy links. In this paper, a novel geographical forwarding technique that does not restrict the choice of the next hop to the nodes in the selected route is presented. This is achieved by the creation of virtual clusters based on spectrum correlation from which the next hop choice is made based on link quality. The design maximizes the use of idle listening and receiver contention prioritization for energy efficiency, the avoidance of routing hot spots and stability. The validation result, which closely follows the simulation result, shows that the developed scheme can make more advancement to the sink as against the usual decisions of relevant ad hoc on-demand distance vector route select operations, while ensuring channel quality. Further simulation results have shown the enhanced reliability, lower latency and energy efficiency of the presented scheme.

  1. Effect of Short-Term Mobile Phone Base Station Exposure on Cognitive Performance, Body Temperature, Heart Rate and Blood Pressure of Malaysians.

    Science.gov (United States)

    Malek, F; Rani, K A; Rahim, H A; Omar, M H

    2015-08-19

    Individuals who report their sensitivity to electromagnetic fields often undergo cognitive impairments that they believe are due to the exposure of mobile phone technology. The aim of this study is to clarify whether short-term exposure at 1 V/m to the typical Global System for Mobile Communication and Universal Mobile Telecommunications System (UMTS) affects cognitive performance and physiological parameters (body temperature, blood pressure and heart rate). This study applies counterbalanced randomizing single blind tests to determine if sensitive individuals experience more negative health effects when they are exposed to base station signals compared with sham (control) individuals. The sample size is 200 subjects with 50.0% Idiopathic Environmental Intolerance attributed to electromagnetic fields (IEI-EMF) also known as sensitive and 50.0% (non-IEI-EMF). The computer-administered Cambridge Neuropsychological Test Automated Battery (CANTAB eclipse(TM)) is used to examine cognitive performance. Four tests are chosen to evaluate Cognitive performance in CANTAB: Reaction Time (RTI), Rapid Visual Processing (RVP), Paired Associates Learning (PAL) and Spatial Span (SSP). Paired sample t-test on the other hand, is used to examine the physiological parameters. Generally, in both groups, there is no statistical significant difference between the exposure and sham exposure towards cognitive performance and physiological effects (P's > 0.05).

  2. A cognitive robotic system based on the Soar cognitive architecture for mobile robot navigation, search, and mapping missions

    Science.gov (United States)

    Hanford, Scott D.

    Most unmanned vehicles used for civilian and military applications are remotely operated or are designed for specific applications. As these vehicles are used to perform more difficult missions or a larger number of missions in remote environments, there will be a great need for these vehicles to behave intelligently and autonomously. Cognitive architectures, computer programs that define mechanisms that are important for modeling and generating domain-independent intelligent behavior, have the potential for generating intelligent and autonomous behavior in unmanned vehicles. The research described in this presentation explored the use of the Soar cognitive architecture for cognitive robotics. The Cognitive Robotic System (CRS) has been developed to integrate software systems for motor control and sensor processing with Soar for unmanned vehicle control. The CRS has been tested using two mobile robot missions: outdoor navigation and search in an indoor environment. The use of the CRS for the outdoor navigation mission demonstrated that a Soar agent could autonomously navigate to a specified location while avoiding obstacles, including cul-de-sacs, with only a minimal amount of knowledge about the environment. While most systems use information from maps or long-range perceptual capabilities to avoid cul-de-sacs, a Soar agent in the CRS was able to recognize when a simple approach to avoiding obstacles was unsuccessful and switch to a different strategy for avoiding complex obstacles. During the indoor search mission, the CRS autonomously and intelligently searches a building for an object of interest and common intersection types. While searching the building, the Soar agent builds a topological map of the environment using information about the intersections the CRS detects. The agent uses this topological model (along with Soar's reasoning, planning, and learning mechanisms) to make intelligent decisions about how to effectively search the building. Once the

  3. Using virtual reality to distinguish subjects with multiple- but not single-domain amnestic mild cognitive impairment from normal elderly subjects.

    Science.gov (United States)

    Mohammadi, Alireza; Kargar, Mahmoud; Hesami, Ehsan

    2018-03-01

    Spatial disorientation is a hallmark of amnestic mild cognitive impairment (aMCI) and Alzheimer's disease. Our aim was to use virtual reality to determine the allocentric and egocentric memory deficits of subjects with single-domain aMCI (aMCIsd) and multiple-domain aMCI (aMCImd). For this purpose, we introduced an advanced virtual reality navigation task (VRNT) to distinguish these deficits in mild Alzheimer's disease (miAD), aMCIsd, and aMCImd. The VRNT performance of 110 subjects, including 20 with miAD, 30 with pure aMCIsd, 30 with pure aMCImd, and 30 cognitively normal controls was compared. Our newly developed VRNT consists of a virtual neighbourhood (allocentric memory) and virtual maze (egocentric memory). Verbal and visuospatial memory impairments were also examined with Rey Auditory-Verbal Learning Test and Rey-Osterrieth Complex Figure Test, respectively. We found that miAD and aMCImd subjects were impaired in both allocentric and egocentric memory, but aMCIsd subjects performed similarly to the normal controls on both tasks. The miAD, aMCImd, and aMCIsd subjects performed worse on finding the target or required more time in the virtual environment than the aMCImd, aMCIsd, and normal controls, respectively. Our findings indicated the aMCImd and miAD subjects, as well as the aMCIsd subjects, were more impaired in egocentric orientation than allocentric orientation. We concluded that VRNT can distinguish aMCImd subjects, but not aMCIsd subjects, from normal elderly subjects. The VRNT, along with the Rey Auditory-Verbal Learning Test and Rey-Osterrieth Complex Figure Test, can be used as a valid diagnostic tool for properly distinguishing different forms of aMCI. © 2018 Japanese Psychogeriatric Society.

  4. Cognitive Agents in Virtual Worlds : a Middleware Design Approach

    NARCIS (Netherlands)

    van Oijen, Joost

    2014-01-01

    In the past decade, significant advances have been made in the technologies for creating virtual worlds. These advances are accompanied with the need for intelligent, human-like characters to populate these virtual worlds. Such characters are also known as intelligent virtual agents (IVAs). IVAs are

  5. Cognitive Components Predict Virtual Reality-Induced Analgesia: Repeated Measures in Healthy Subjects

    Directory of Open Access Journals (Sweden)

    Naor Demeter

    2018-01-01

    Full Text Available Virtual reality (VR is an advanced and useful technology in the distraction from pain. The efficacy of VR for reducing pain is well established. Yet, the literature analyzing the unique attributes of VR which impact pain reduction is scarce. The present study evaluated the effect of two VR environments on experimental pain levels. Both VR environments are games used with an EyeToy application which is part of the video capture VR family. The VR environments were analyzed by expert occupational therapists using a method of activity analysis, allowing for a thorough evaluation of the VR activity performance requirements. The VR environments were found to differ in the cognitive load (CL demands they apply upon subjects. Sixty-two healthy students underwent psychophysical thermal pain tests, followed by exposure to tonic heat stimulation under one of three conditions: Low CL (LCL VR, high CL (HCL VR, and control. In addition, following participation in VR, the subjects completed a self-feedback inventory evaluating their experience in VR. The results showed significantly greater pain reduction during both VR conditions compared to the control condition (p = 0.001. Hierarchical regression revealed cognitive components which were evaluated in the self-feedback inventory to be predictive factors for pain reduction only during the high cognitive load (HCL VR environment (20.2%. CL involved in VR may predict the extent of pain decrease, a finding that should be considered in future clinical and laboratory research.

  6. Self-supervised, mobile-application based cognitive training of auditory attention: A behavioral and fMRI evaluation

    Directory of Open Access Journals (Sweden)

    Josef J. Bless

    2014-07-01

    Full Text Available Emerging evidence of the validity of collecting data in natural settings using smartphone applications has opened new possibilities for psychological assessment, treatment, and research. In this study we explored the feasibility and effectiveness of using a mobile application for self-supervised training of auditory attention. In addition, we investigated the neural underpinnings of the training procedure with functional magnetic resonance imaging (fMRI, as well as possible transfer effects to untrained cognitive interference tasks. Subjects in the training group performed the training task on an iPod touch two times a day (morning/evening for three weeks; subjects in the control group received no training, but were tested at the same time interval as the training group. Behavioral responses were measured before and after the training period in both groups, together with measures of task-related neural activations by fMRI. The results showed an expected performance increase after training that corresponded to activation decreases in brain regions associated with selective auditory processing (left posterior temporal gyrus and executive functions (right middle frontal gyrus, indicating more efficient processing in task-related neural networks after training. Our study suggests that cognitive training delivered via mobile applications is feasible and improves the ability to focus attention with corresponding effects on neural plasticity. Future research should focus on the clinical benefits of mobile cognitive training. Limitations of the study are discussed including reduced experimental control and lack of transfer effects.

  7. Learning Science in a Virtual Reality Application: The Impacts of Animated-Virtual Actors' Visual Complexity

    Science.gov (United States)

    Kartiko, Iwan; Kavakli, Manolya; Cheng, Ken

    2010-01-01

    As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (VR) applications become increasingly rich and complex. Cognitive Theory of Multimedia Learning (CTML) suggests that complex visual materials could hinder novice learners from attending to the lesson properly. On the other hand, previous studies have…

  8. Virtual reality exercise improves mobility after stroke: an inpatient randomized controlled trial.

    Science.gov (United States)

    McEwen, Daniel; Taillon-Hobson, Anne; Bilodeau, Martin; Sveistrup, Heidi; Finestone, Hillel

    2014-06-01

    Exercise using virtual reality (VR) has improved balance in adults with traumatic brain injury and community-dwelling older adults. Rigorous randomized studies regarding its efficacy, safety, and applicability with individuals after stroke are lacking. The purpose of this study was to determine whether an adjunct VR therapy improves balance, mobility, and gait in stroke rehabilitation inpatients. A blinded randomized controlled trial studying 59 stroke survivors on an inpatient stroke rehabilitation unit was performed. The treatment group (n=30) received standard stroke rehabilitation therapy plus a program of VR exercises that challenged balance (eg, soccer goaltending, snowboarding) performed while standing. The control group (n=29) received standard stroke rehabilitation therapy plus exposure to identical VR environments but whose games did not challenge balance (performed in sitting). VR training consisted of 10 to 12 thirty-minute daily sessions for a 3-week period. Objective outcome measures of balance and mobility were assessed before, immediately after, and 1 month after training. Confidence intervals and effect sizes favored the treatment group on the Timed Up and Go and the Two-Minute Walk Test, with both groups meeting minimal clinical important differences after training. More individuals in the treatment group than in the control group showed reduced impairment in the lower extremity as measured by the Chedoke McMaster Leg domain (P=0.04) immediately after training. This VR exercise intervention for inpatient stroke rehabilitation improved mobility-related outcomes. Future studies could include nonambulatory participants as well as the implementation strategies for the clinical use of VR. http://www.ANZCTR.org.au/. Unique identifier: ACTRN12613000710729. © 2014 American Heart Association, Inc.

  9. Mobile Technology as a Virtual Assistant at the Museum of the Isidro Ayora Fiscal School

    Directory of Open Access Journals (Sweden)

    Fausto Alberto Viscaino Naranjo

    2018-02-01

    Full Text Available The Isidro Ayora School located in the Latacunga Canton, between Quijano / Ordóñez and Tarqui streets, has a museum that is open to the citizens without any age difference, projecting during the tour in a traditional, monotonous and unconventional way all their art, By this factor the influx of public is very sporadic, which does not allow the development and recognition of the Museum. For the development of the research was applied the hypothetical-deductive method and the analytical, on the other hand was applied the methodology of application development for Smartphones Mobile-D; Through the collection of information that involves eld research, it was veri ed that the Museum does not have technological alternatives that allow the dissemination of the historical-cultural heritage, thus demonstrating that the creation of the virtual guide through mobile technology is the technological solution to improve The user’s experience in visiting and disseminating museums; So is the search for the use of new technologies helping to turn a forgotten environment into an interactive and friendly environment. With the implementation of Mobile Technology in the Museum of the Isidro Ayora School, visitors will be able to interact with the art articles displayed and visualize their information on any Android device through a multimedia library by simply scanning the QR code that each contains and In consequence it will allow the innovation, difusion and recognition of the Museum.

  10. The Transfer of Cognitive Speed of Processing Training to Older Adults’ Driving Mobility Across 5 Years

    Science.gov (United States)

    Edwards, Jerri D.; O’Connor, Melissa L.; Ball, Karlene K.; Wadley, Virginia G.; Vance, David E.

    2016-01-01

    Objectives. Multilevel models assessed the effects of cognitive speed of processing training (SPT) on older adults’ self-reported driving using intention-to-treat (ITT, randomization to training or control conditions) and dosage (treatment-received via number of training sessions) analyses across 5 years. Method. Participants randomized to SPT (n = 598) were compared with those randomized to either the no-contact control (n = 598) or memory training, which served as an active control (n = 610). Driving mobility (frequency, exposure, and space) was assessed over time. Results. No significant effects were found within the ITT analyses. However, number of SPT sessions did affect driving mobility outcomes. In the full sample (N = 1,806), higher SPT doses were associated with maintained driving frequency as compared with both control groups, but no effects were found for driving exposure or space. Subsample analyses (n = 315) revealed that persons at-risk for mobility declines (i.e., poor initial processing speed) who received additional booster SPT sessions reported greater maintenance of both driving frequency and exposure over time as compared with the no-contact and active control groups. Discussion. These results and prior research indicate that cognitive SPT transfers to prolonged driving mobility among older adults. Future research should investigate the mechanisms behind transfer effects to real-world activities, such as driving. PMID:25878053

  11. User-centered virtual environment assessment and design for cognitive rehabilitation applications

    Science.gov (United States)

    Fidopiastis, Cali Michael

    Virtual environment (VE) design for cognitive rehabilitation necessitates a new methodology to ensure the validity of the resulting rehabilitation assessment. We propose that benchmarking the VE system technology utilizing a user-centered approach should precede the VE construction. Further, user performance baselines should be measured throughout testing as a control for adaptive effects that may confound the metrics chosen to evaluate the rehabilitation treatment. To support these claims we present data obtained from two modules of a user-centered head-mounted display (HMD) assessment battery, specifically resolution visual acuity and stereoacuity. Resolution visual acuity and stereoacuity assessments provide information about the image quality achieved by an HMD based upon its unique system parameters. When applying a user-centered approach, we were able to quantify limitations in the VE system components (e.g., low microdisplay resolution) and separately point to user characteristics (e.g., changes in dark focus) that may introduce error in the evaluation of VE based rehabilitation protocols. Based on these results, we provide guidelines for calibrating and benchmarking HMDs. In addition, we discuss potential extensions of the assessment to address higher level usability issues. We intend to test the proposed framework within the Human Experience Modeler (HEM), a testbed created at the University of Central Florida to evaluate technologies that may enhance cognitive rehabilitation effectiveness. Preliminary results of a feasibility pilot study conducted with a memory impaired participant showed that the HEM provides the control and repeatability needed to conduct such technology comparisons. Further, the HEM affords the opportunity to integrate new brain imaging technologies (i.e., functional Near Infrared Imaging) to evaluate brain plasticity associated with VE based cognitive rehabilitation.

  12. A Mobile Game for the Social and Cognitive Well-Being of Elderly People in China.

    Science.gov (United States)

    Li, Nan; Chen, Weiqin

    2017-01-01

    China, like many other countries, is facing the challenges of an ageing population. Literature has shown that the lack of social interaction has a negative impact on the physical health of the elderly, and playing games can be beneficial in maintaining or even improving their cognitive abilities. This study describes the design and development process for a social and cognitive mobile game and the related user evaluation in terms of well-being. The objective is to explore the underlying connections between game playing and the improvement of well-being among elderly people in China.

  13. A Mobile Virtual Butler to Bridge the Gap between Users and Ambient Assisted Living: A Smart Home Case Study

    Directory of Open Access Journals (Sweden)

    Nuno Costa

    2014-08-01

    Full Text Available Ambient Intelligence promises to transform current spaces into electronic environments that are responsive, assistive and sensitive to human presence. Those electronic environments will be fully populated with dozens, hundreds or even thousands of connected devices that share information and thus become intelligent. That massive wave of electronic devices will also invade everyday objects, turning them into smart entities, keeping their native features and characteristics while seamlessly promoting them to a new class of thinking and reasoning everyday objects. Although there are strong expectations that most of the users’ needs can be fulfilled without their intervention, there are still situations where interaction is required. This paper presents work being done in the field of human-computer interaction, focusing on smart home environments, while being a part of a larger project called Aging Inside a Smart Home. This initiative arose as a way to deal with a large scourge of our country, where lots of elderly persons live alone in their homes, often with limited or no physical mobility. The project relies on the mobile agent computing paradigm in order to create a Virtual Butler that provides the interface between the elderly and the smart home infrastructure. The Virtual Butler is receptive to user questions, answering them according to the context and knowledge of the AISH. It is also capable of interacting with the user whenever it senses that something has gone wrong, notifying next of kin and/or medical services, etc. The Virtual Butler is aware of the user location and moves to the computing device which is closest to the user, in order to be always present. Its avatar can also run in handheld devices keeping its main functionality in order to track user when s/he goes out. According to the evaluation carried out, the Virtual Butler is assessed as a very interesting and loved digital friend, filling the gap between the user and the

  14. A mobile Virtual Butler to bridge the gap between users and ambient assisted living: a Smart Home case study.

    Science.gov (United States)

    Costa, Nuno; Domingues, Patricio; Fdez-Riverola, Florentino; Pereira, António

    2014-08-06

    Ambient Intelligence promises to transform current spaces into electronic environments that are responsive, assistive and sensitive to human presence. Those electronic environments will be fully populated with dozens, hundreds or even thousands of connected devices that share information and thus become intelligent. That massive wave of electronic devices will also invade everyday objects, turning them into smart entities, keeping their native features and characteristics while seamlessly promoting them to a new class of thinking and reasoning everyday objects. Although there are strong expectations that most of the users' needs can be fulfilled without their intervention, there are still situations where interaction is required. This paper presents work being done in the field of human-computer interaction, focusing on smart home environments, while being a part of a larger project called Aging Inside a Smart Home. This initiative arose as a way to deal with a large scourge of our country, where lots of elderly persons live alone in their homes, often with limited or no physical mobility. The project relies on the mobile agent computing paradigm in order to create a Virtual Butler that provides the interface between the elderly and the smart home infrastructure. The Virtual Butler is receptive to user questions, answering them according to the context and knowledge of the AISH. It is also capable of interacting with the user whenever it senses that something has gone wrong, notifying next of kin and/or medical services, etc. The Virtual Butler is aware of the user location and moves to the computing device which is closest to the user, in order to be always present. Its avatar can also run in handheld devices keeping its main functionality in order to track user when s/he goes out. According to the evaluation carried out, the Virtual Butler is assessed as a very interesting and loved digital friend, filling the gap between the user and the smart home. The

  15. A Mobile Virtual Butler to Bridge the Gap between Users and Ambient Assisted Living: A Smart Home Case Study

    Science.gov (United States)

    Costa, Nuno; Domingues, Patricio; Fdez-Riverola, Florentino; Pereira, António

    2014-01-01

    Ambient Intelligence promises to transform current spaces into electronic environments that are responsive, assistive and sensitive to human presence. Those electronic environments will be fully populated with dozens, hundreds or even thousands of connected devices that share information and thus become intelligent. That massive wave of electronic devices will also invade everyday objects, turning them into smart entities, keeping their native features and characteristics while seamlessly promoting them to a new class of thinking and reasoning everyday objects. Although there are strong expectations that most of the users' needs can be fulfilled without their intervention, there are still situations where interaction is required. This paper presents work being done in the field of human-computer interaction, focusing on smart home environments, while being a part of a larger project called Aging Inside a Smart Home. This initiative arose as a way to deal with a large scourge of our country, where lots of elderly persons live alone in their homes, often with limited or no physical mobility. The project relies on the mobile agent computing paradigm in order to create a Virtual Butler that provides the interface between the elderly and the smart home infrastructure. The Virtual Butler is receptive to user questions, answering them according to the context and knowledge of the AISH. It is also capable of interacting with the user whenever it senses that something has gone wrong, notifying next of kin and/or medical services, etc. The Virtual Butler is aware of the user location and moves to the computing device which is closest to the user, in order to be always present. Its avatar can also run in handheld devices keeping its main functionality in order to track user when s/he goes out. According to the evaluation carried out, the Virtual Butler is assessed as a very interesting and loved digital friend, filling the gap between the user and the smart home. The

  16. Securing cloud and mobility a practitioner's guide

    CERN Document Server

    Lim, Ian

    2013-01-01

    Although virtualization is a widely accepted technology, there are few books dedicated to virtualization and security. Filling this need, Securing Cloud and Mobility: A Practitioner's Guide explains how to secure the multifaceted layers of private and public cloud deployments as well as mobility infrastructures. With comprehensive coverage that includes network, server, and endpoint security, it provides a strategic view of the security implications of virtualization and cloud computing. The book begins by deconstructing the terminology of cloud computing. It explains how to establish a secure

  17. The use of advanced tracking technologies for the analysis of mobility in Alzheimer's disease and related cognitive diseases

    Directory of Open Access Journals (Sweden)

    Wahl Hans-Werner

    2008-03-01

    Full Text Available Abstract Background One of the more common behavioral manifestations of dementia-related disorders is severe problems with out-of-home mobility. Various efforts have been attempted to attain a better understanding of mobility behavior, but most studies are based on institutionalized patients and the assessment usually relies on reports of caregivers and institutional staff, using observational approaches, activity monitoring, or behavioral checklists. The current manuscript describes the research protocol of a project that measures mobility in Alzheimer's disease and related cognitive disorders in an innovative way, by taking advantage of advanced tracking technologies. Methods/design Participants are 360 demented persons, mildly cognitively impaired persons, and unimpaired controls aged ≥ 65 in Israel and Germany. Data regarding space-time activities will be collected via a GPS tracking kit for a period of 4 weeks in 3 waves (one year apart with the same participants (using a repeated measures design. Participants will be interviewed by use of a battery of instruments prior to and following GPS data collection. Further, a family member will complete a questionnaire both before and after data tracking. Statistical analyses will strive to explain differences in mobility based on a wide range of socio-structural, clinical, affect-related and environmental variables. We will also assess the impact of the use of advanced tracking technology on the quality of life of dementia patients and care givers, as well as its potential as a diagnostic tool. Systematic assessment of ethical issues involved in the use of tracking technology will be an integral component of the project. Discussion This project will be able to make a substantial contribution to basic as well as applied and clinical aspects in the area of mobility and cognitive impairment research. The innovative technologies applied in this study will allow for assessing a range of dimensions of

  18. An investigation into possibilities for implementation of a virtual community of practice delivered via a mobile social network for rural community media in the Eastern Cape, South Africa

    Directory of Open Access Journals (Sweden)

    Oliva Muwanga-Zake

    2017-03-01

    Full Text Available Background: The purpose of this article is to provide an overview of how a virtual community of practice can be delivered via a mobile social networking framework to support rural community media in the Eastern Cape Province of South Africa. Objectives: The article presents the results of a study conducted to ascertain the possibilities of utilising mobile social networking as a means to provide access to required information and knowledge to rural community media through creation of a virtual community of practice. Improving the operational effectiveness of rural community media as a component of the rural community communication process would serve to improve the entire rural community communication process as well, making them more effective tools for availing relevant news and information to rural communities and reflecting the realities of rural communities to their broader environment. Method: The study was conducted on rural community media small micro and medium enterprises (SMMEs in the Eastern Cape Province of South Africa. The study applied an interpretive research philosophy, qualitative research design and multiple–case study approach. Primary data were collected through semi-structured interviews supported by a questionnaire, with secondary data collected via literature review, observation and documentation analysis. Results: Findings were that rural community media do make use of social media and mobile devices in operating their business, require access to generic and domain specific support services and actively engage their peers and stakeholders in this respect, although no formalised structure existed. The authors’ recommendation is to create a formalised virtual community of practice through the establishment of a mobile social network. Conclusion: Because of the fact that rural community SMMEs already utilise mobile devices and social media to operate their businesses, development of a solution based on a mobile social

  19. Socio-cognitive exposure and risk assessment: The case of mobile phones

    International Nuclear Information System (INIS)

    Poumadere, M.; Perrin, A.

    2011-01-01

    Mobile telephone technology is characterized by spectacular global expansion. In a corollary manner, radio frequencies have become omnipresent in the public and private environment, as the physical basis for mobile communications, and as something that has entered the awareness of a vast number of persons. This dual nature of radio frequencies means that population concerns have been taken into account in the risk assessment process. Against this background, we first examine the principle of separation between assessment, evaluation and management of risk. We then consider several categories of exposure. The concept of socio-cognitive exposure is proposed, to address the possible effects of chronic exposure of populations to alarming information when various health effects of radio frequencies are discussed. This approach specifies the role of information as an intermediary between environment and health. Applied to the case of radio frequencies, such a conceptual approach could result in redefining such terms as vulnerable populations, extreme situations and protective measures. (authors)

  20. Socio-cognitive exposure and risk assessment: the case of mobile telephony

    International Nuclear Information System (INIS)

    Perrin, A.; Poumadere, M.

    2010-01-01

    Within the field of the search for causal relationship between exposure to electromagnetic waves associated with the use of mobile telephones on the one hand and health and biological effects on the other hand, the authors propose to take the social dimension of this object, the mobile telephone, into account. For this purpose they introduce the notion of socio-cognitive exposure. They outline the high rate and massive diffusion of this object all over the world, but also the always greater number of publications dedicated to biological researches on radio frequencies. They state that a greater attention is paid to the possible health consequences than that paid to the possible causality or actual or proved risk. They outline that only the stress induced for example by the presence of relay antennas may provoke symptoms. They discuss the different relationship which can be observed between health effects, information, and representations people may have

  1. Virtual anastylosis of Greek sculpture as museum policy for public outreach and cognitive accessibility

    Science.gov (United States)

    Stanco, Filippo; Tanasi, Davide; Allegra, Dario; Milotta, Filippo Luigi Maria; Lamagna, Gioconda; Monterosso, Giuseppina

    2017-01-01

    This paper deals with a virtual anastylosis of a Greek Archaic statue from ancient Sicily and the development of a public outreach protocol for those with visual impairment or cognitive disabilities through the application of three-dimensional (3-D) printing and haptic technology. The case study consists of the marble head from Leontinoi in southeastern Sicily, acquired in the 18th century and later kept in the collection of the Museum of Castello Ursino in Catania, and a marble torso, retrieved in 1904 and since then displayed in the Archaeological Museum of Siracusa. Due to similar stylistic features, the two pieces can be dated to the end of the sixth century BC. Their association has been an open problem, largely debated by scholars, who have based their hypotheses on comparisons between pictures, but the reassembly of the two artifacts was never attempted. As a result the importance of such an artifact, which could be the only intact Archaic statue of a kouros ever found in Greek Sicily, has not fully been grasped by the public. Consequently, the curatorial dissemination of the knowledge related with such artifacts is purely based on photographic material. As a response to this scenario, the two objects have been 3-D scanned and virtually reassembled. The result has been shared digitally with the public via a web platform and, in order to include increased accessibility for the public with physical or cognitive disabilities, copies of the reassembled statue have been 3-D printed and an interactive test with the 3-D model has been carried out with a haptic device.

  2. Are We There Yet? Exploring the Impact of Translating Cognitive Tests for Dementia Using Mobile Technology in an Aging Population.

    Science.gov (United States)

    Ruggeri, Kai; Maguire, Áine; Andrews, Jack L; Martin, Eric; Menon, Shantanu

    2016-01-01

    This study examines implications of the expanded use of mobile platforms in testing cognitive function, and generates evidence on the impact utilizing mobile platforms for dementia screen. The Saint Louis University Mental State examination (SLUMS) was ported onto a computerized mobile application named the Cambridge University Pen to Digital Equivalence assessment (CUPDE). CUPDE was piloted and compared to the traditional pen and paper version, with a common comparator test for both groups. Sixty healthy participants (aged 50-79) completed both measurements. Differences were tested between overall outcomes, individual items, and relationship with the comparator. Significant differences in the overall scores between the two testing versions as well as within individual items were observed. Even when groups were matched by cognitive function and age, scores on SLUMS original version (M = 19.75, SD = 3) were significantly higher than those on CUPDE (M = 15.88, SD = 3.5), t (15) = 3.02, p Mobile platforms require the development of new normative standards, even when items can be directly translated. Furthermore, these must fit aging populations with significant variance in familiarity with mobile technology. Greater understanding of the interplay and related mechanisms between auditory and visual systems, which are not well understood yet in the context of mobile technologies, is mandatory.

  3. Creating Virtual Exhibitions for Educational and Cultural Development

    Directory of Open Access Journals (Sweden)

    Gabriela DUMITRESCU

    2014-01-01

    Full Text Available The paper presents different tools and mechanisms to implement a virtual exhibition in different cultural areas, such as museums and libraries. Quality characteristics of virtual exhibitions are identified and described. The possibility to create native mobile applications for virtual exhibitions presentation is analyzed. The functional flow of creating a virtual exhibition is presented and discussed. The Seals - History Treasure exhibition is presented and significant historical documents are revealed.

  4. Micro Mobility Marketing

    DEFF Research Database (Denmark)

    Hosbond, Jens Henrik; Skov, Mikael B.

    2008-01-01

    , in our case a medium-sized retail supermarket. Two prototypes based on push and pull marketing strategies are implemented and evaluated. Taking outset in a synthesis of central issues in contemporary research on mobile marketing, we discuss their role in micro mobility marketing to point to similarities......Mobile marketing refers to marketing of services or goods using mobile technology and mobile marketing holds potentially great economical opportunities. Traditionally, mobile marketing has been viewed as mobility in the large taking place virtually anywhere, anytime. Further, research shows...... considerable number of studies on push-based SMS mobile marketing campaigns. This paper explores a related yet different form of mobile marketing namely micro mobility marketing. Micro mobility marketing denotes mobility in the small, meaning that promotion of goods takes place within a circumscribed location...

  5. Real-time global illumination on mobile device

    Science.gov (United States)

    Ahn, Minsu; Ha, Inwoo; Lee, Hyong-Euk; Kim, James D. K.

    2014-02-01

    We propose a novel method for real-time global illumination on mobile devices. Our approach is based on instant radiosity, which uses a sequence of virtual point lights in order to represent the e ect of indirect illumination. Our rendering process consists of three stages. With the primary light, the rst stage generates a local illumination with the shadow map on GPU The second stage of the global illumination uses the re ective shadow map on GPU and generates the sequence of virtual point lights on CPU. Finally, we use the splatting method of Dachsbacher et al 1 and add the indirect illumination to the local illumination on GPU. With the limited computing resources in mobile devices, a small number of virtual point lights are allowed for real-time rendering. Our approach uses the multi-resolution sampling method with 3D geometry and attributes simultaneously and reduce the total number of virtual point lights. We also use the hybrid strategy, which collaboratively combines the CPUs and GPUs available in a mobile SoC due to the limited computing resources in mobile devices. Experimental results demonstrate the global illumination performance of the proposed method.

  6. The Transfer of Cognitive Speed of Processing Training to Older Adults' Driving Mobility Across 5 Years.

    Science.gov (United States)

    Ross, Lesley A; Edwards, Jerri D; O'Connor, Melissa L; Ball, Karlene K; Wadley, Virginia G; Vance, David E

    2016-01-01

    Multilevel models assessed the effects of cognitive speed of processing training (SPT) on older adults' self-reported driving using intention-to-treat (ITT, randomization to training or control conditions) and dosage (treatment-received via number of training sessions) analyses across 5 years. Participants randomized to SPT (n = 598) were compared with those randomized to either the no-contact control (n = 598) or memory training, which served as an active control (n = 610). Driving mobility (frequency, exposure, and space) was assessed over time. No significant effects were found within the ITT analyses. However, number of SPT sessions did affect driving mobility outcomes. In the full sample (N = 1,806), higher SPT doses were associated with maintained driving frequency as compared with both control groups, but no effects were found for driving exposure or space. Subsample analyses (n = 315) revealed that persons at-risk for mobility declines (i.e., poor initial processing speed) who received additional booster SPT sessions reported greater maintenance of both driving frequency and exposure over time as compared with the no-contact and active control groups. These results and prior research indicate that cognitive SPT transfers to prolonged driving mobility among older adults. Future research should investigate the mechanisms behind transfer effects to real-world activities, such as driving. © The Author 2015. Published by Oxford University Press on behalf of The Gerontological Society of America. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

  7. Cloudified Mobility and Bandwidth Prediction in Virtualized LTE Networks

    NARCIS (Netherlands)

    Zhao, Zongliang; Karimzadeh Motallebi Azar, Morteza; Braun, Torsten; Pras, Aiko; van den Berg, Hans Leo

    Network Function Virtualization involves implementing network functions (e.g., virtualized LTE component) in software that can run on a range of industry standard server hardware, and can be migrated or instantiated on demand. A prediction service hosted on cloud infrastructures enables consumers to

  8. Virtual Learning Simulations in High School

    DEFF Research Database (Denmark)

    Thisgaard, Malene Warming; Makransky, Guido

    2017-01-01

    The present study compared the value of using a virtual learning simulation compared to traditional lessons on the topic of evolution, and investigated if the virtual learning simulation could serve as a catalyst for STEM academic and career development, based on social cognitive career theory....... The investigation was conducted using a crossover repeated measures design based on a sample of 128 high school biology/biotech students. The results showed that the virtual learning simulation increased knowledge of evolution significantly, compared to the traditional lesson. No significant differences between...... the simulation and lesson were found in their ability to increase the non-cognitive measures. Both interventions increased self-efficacy significantly, and none of them had a significant effect on motivation. In addition, the results showed that the simulation increased interest in biology related tasks...

  9. ViRPET--combination of virtual reality and PET brain imaging

    Science.gov (United States)

    Majewski, Stanislaw; Brefczynski-Lewis, Julie

    2017-05-23

    Various methods, systems and apparatus are provided for brain imaging during virtual reality stimulation. In one example, among others, a system for virtual ambulatory environment brain imaging includes a mobile brain imager configured to obtain positron emission tomography (PET) scans of a subject in motion, and a virtual reality (VR) system configured to provide one or more stimuli to the subject during the PET scans. In another example, a method for virtual ambulatory environment brain imaging includes providing stimulation to a subject through a virtual reality (VR) system; and obtaining a positron emission tomography (PET) scan of the subject while moving in response to the stimulation from the VR system. The mobile brain imager can be positioned on the subject with an array of imaging photodetector modules distributed about the head of the subject.

  10. Emotional and cognitive influences in air traffic controller tasks: An investigation using a virtual environment?

    Science.gov (United States)

    Truschzinski, Martina; Betella, Alberto; Brunnett, Guido; Verschure, Paul F M J

    2018-05-01

    Air traffic controllers are required to perform complex tasks which require attention and high precision. This study investigates how the difficulty of such tasks influences emotional states, cognitive workload and task performance. We use quantitative and qualitative measurements, including the recording of pupil dilation and changes in affect using questionnaires. Participants were required to perform a number of air traffic control tasks using the immersive human accessible Virtual Reality space in the "eXperience Induction Machine". Based on the data collected, we developed and validated a model which integrates personality, workload and affective theories. Our results indicate that the difficulty of an air traffic control task has a direct influence on cognitive workload as well as on the self-reported mood; whereas both mood and workload seem to change independently. In addition, we show that personality, in particular neuroticism, affects both mood and performance of the participants. Copyright © 2018 Elsevier Ltd. All rights reserved.

  11. An autonomous, automated and mobile device to concurrently assess several cognitive functions in group-living non-human primates.

    Science.gov (United States)

    Fizet, Jonas; Rimele, Adam; Pebayle, Thierry; Cassel, Jean-Christophe; Kelche, Christian; Meunier, Hélène

    2017-11-01

    Research methods in cognitive neuroscience using non-human primates have undergone notable changes over the last decades. Recently, several research groups have described freely accessible devices equipped with a touchscreen interface. Two characteristics of such systems are of particular interest: some apparatuses include automated identification of subjects, while others are mobile. Here, we designed, tested and validated an experimental system that, for the first time, combine automatization and mobility. Moreover, our system allows autonomous learning and testing of cognitive performance in group-living subjects, including follow-up assessments. The mobile apparatus is designed to be available 24h a day, 7days a week, in a typical confined primate breeding and housing facility. Here we present as proof of concept, the results of two pilot studies. We report that rhesus macaques (Macaca mulatta) learned the tasks rapidly and achieved high-level of stable performance. Approaches of this kind should be developed for future pharmacological and biomedical studies in non-human primates. Copyright © 2017 Elsevier Inc. All rights reserved.

  12. Using a vision cognitive algorithm to schedule virtual machines

    OpenAIRE

    Zhao Jiaqi; Mhedheb Yousri; Tao Jie; Jrad Foued; Liu Qinghuai; Streit Achim

    2014-01-01

    Scheduling virtual machines is a major research topic for cloud computing, because it directly influences the performance, the operation cost and the quality of services. A large cloud center is normally equipped with several hundred thousand physical machines. The mission of the scheduler is to select the best one to host a virtual machine. This is an NPhard global optimization problem with grand challenges for researchers. This work studies the Virtual Machine (VM) scheduling problem on the...

  13. Android Based Mobile Environment for Moodle Users

    Science.gov (United States)

    de Clunie, Gisela T.; Clunie, Clifton; Castillo, Aris; Rangel, Norman

    2013-01-01

    This paper is about the development of a platform that eases, throughout Android based mobile devices, mobility of users of virtual courses at Technological University of Panama. The platform deploys computational techniques such as "web services," design patterns, ontologies and mobile technologies to allow mobile devices communicate…

  14. A Robust Optimization Based Energy-Aware Virtual Network Function Placement Proposal for Small Cell 5G Networks with Mobile Edge Computing Capabilities

    Directory of Open Access Journals (Sweden)

    Bego Blanco

    2017-01-01

    Full Text Available In the context of cloud-enabled 5G radio access networks with network function virtualization capabilities, we focus on the virtual network function placement problem for a multitenant cluster of small cells that provide mobile edge computing services. Under an emerging distributed network architecture and hardware infrastructure, we employ cloud-enabled small cells that integrate microservers for virtualization execution, equipped with additional hardware appliances. We develop an energy-aware placement solution using a robust optimization approach based on service demand uncertainty in order to minimize the power consumption in the system constrained by network service latency requirements and infrastructure terms. Then, we discuss the results of the proposed placement mechanism in 5G scenarios that combine several service flavours and robust protection values. Once the impact of the service flavour and robust protection on the global power consumption of the system is analyzed, numerical results indicate that our proposal succeeds in efficiently placing the virtual network functions that compose the network services in the available hardware infrastructure while fulfilling service constraints.

  15. Multipath Activity Based Routing Protocol for MobileCognitive Radio Ad Hoc Networks

    Directory of Open Access Journals (Sweden)

    Shereen Omar

    2017-01-01

    Full Text Available Cognitive radio networks improve spectrum utilization by ‎sharing licensed spectrum with cognitive radio devices. In ‎cognitive radio ad hoc networks the routing protocol is one ‎of the most challenging tasks due to the changes in ‎frequency spectrum and the interrupted connectivity ‎caused by the primary user activity. In this paper, a multi‎path activity based routing protocol for cognitive radio ‎network (MACNRP is proposed. The protocol utilizes ‎channel availability and creates multiple node-disjoint ‎routes between the source and destination nodes. The ‎proposed protocol is compared with D2CARP and FTCRP ‎protocols. The performance evaluation is conducted ‎through mathematical analysis and using OPNET ‎simulation. The performance of the proposed protocol ‎achieves an increase in network throughput; besides it ‎decreases the probability of route failure due to node ‎mobility and primary user activity. We have found that the ‎MACNRP scheme results in 50% to 75% reduction in ‎blocking probability and 33% to 78% improvement in ‎network throughput, with a reasonable additional routing ‎overhead and average packet delay. Due to the successful ‎reduction of collision between primary users and ‎cognitive users, the MACNRP scheme results in decreasing ‎the path failure rate by 50% to 87%.‎

  16. Satisfaction with virtual worlds: An integrated model of experiential value

    NARCIS (Netherlands)

    Verhagen, T.; Feldberg, J.F.M.; van den Hooff, B.J.; Meents, S.; Merikivi, J.

    2011-01-01

    Although virtual worlds increasingly attract users today, few studies have addressed what satisfies virtual world users. We therefore defined and tested an integrated model of experiential system value and virtual world satisfaction. Drawing upon expectancy-value and cognitive evaluation theories,

  17. A pilot test of the GoWoman weight management intervention for women with mobility impairments in the online virtual world of Second Life®.

    Science.gov (United States)

    Nosek, Margaret A; Robinson-Whelen, Susan; Ledoux, Tracey A; Hughes, Rosemary B; O'Connor, Daniel P; Lee, Rebecca E; Goe, Rebecca; Silveira, Stephanie L; Markley, Rachel; Nosek, Thomas M

    2018-06-11

    Pilot test GoWoman, a small-group weight management intervention for mobility impaired women that was a disability- and gender-responsive adaptation of the Diabetes Prevention Program delivered in the online virtual world of Second Life ® . Objectives were to (1) examine pre-/post-intervention differences in weight, waist circumference, diet, physical activity, self-efficacy for diet and physical activity, nutrition knowledge and social support for weight management, (2) determine intervention feasibility (fidelity, attrition, engagement, acceptability). Single-group modified interrupted time series quasi-experimental design whereby participants served as their own controls. Thirteen women attended ≥8 of 16 GoWoman weekly sessions and lost an average of 5.97 pounds (2.71 kg) (3.31%) body weight (Cohen's d = 0.74) and 1.44 inches (3.66 cm) (3.58%) waist circumference (Cohen's d = 0.83). There were significant improvements in physical activity, diet and self-efficacy for diet and physical activity. All benchmarks for feasibility were met. Ratings of intervention content, group interactions and support and virtual world experiences were highly positive. Findings suggest that a disability- and gender-responsive weight management intervention with peer group support delivered in an online virtual world is feasible, meaningful and may assist with weight management for mobility impaired women. Implications for Rehabilitation This study addresses a gap in the general and rehabilitation research literature by addressing the disproportionately high rates of obesity among women with mobility impairments, who are generally excluded from tests of weight management interventions if they have limited ability to engage in vigorous physical activity. The GoWoman program is an adaptation of the Diabetes Prevention Program Lifestyle Change curriculum that is tailored to meet the unique weight management needs of women with mobility impairments, and was created to

  18. Mobile Probes in Mobile Learning

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Blomhøj, Ulla; Duvaa, Uffe

    In this paper experiences from using mobile probes in educational design of a mobile learning application is presented. The probing process stems from the cultural probe method, and was influenced by qualitative interview and inquiry approaches. In the project, the mobile phone was not only acting...... as an agent for acquiring empirical data (as the situation in hitherto mobile probe settings) but was also the technological medium for which data should say something about (mobile learning). Consequently, not only the content of the data but also the ways in which data was delivered and handled, provided...... a valuable dimension for investigating mobile use. The data was collected at the same time as design activities took place and the collective data was analysed based on user experience goals and cognitive processes from interaction design and mobile learning. The mobile probe increased the knowledge base...

  19. Security of OS-level virtualization technologies: Technical report

    OpenAIRE

    Reshetova, Elena; Karhunen, Janne; Nyman, Thomas; Asokan, N.

    2014-01-01

    The need for flexible, low-overhead virtualization is evident on many fronts ranging from high-density cloud servers to mobile devices. During the past decade OS-level virtualization has emerged as a new, efficient approach for virtualization, with implementations in multiple different Unix-based systems. Despite its popularity, there has been no systematic study of OS-level virtualization from the point of view of security. In this report, we conduct a comparative study of several OS-level v...

  20. Super-Resolution Algorithm in Cumulative Virtual Blanking

    Science.gov (United States)

    Montillet, J. P.; Meng, X.; Roberts, G. W.; Woolfson, M. S.

    2008-11-01

    The proliferation of mobile devices and the emergence of wireless location-based services have generated consumer demand for precise location. In this paper, the MUSIC super-resolution algorithm is applied to time delay estimation for positioning purposes in cellular networks. The goal is to position a Mobile Station with UMTS technology. The problem of Base-Stations herability is solved using Cumulative Virtual Blanking. A simple simulator is presented using DS-SS signal. The results show that MUSIC algorithm improves the time delay estimation in both the cases whether or not Cumulative Virtual Blanking was carried out.

  1. Utilizing ICN/CCN for service and VM migration support in virtualized LTE systems

    NARCIS (Netherlands)

    Karimzadeh Motallebi Azar, Morteza; Satria, Triadimas; Karagiannis, Georgios

    2014-01-01

    One of the most important concepts used in mobile networks, like LTE (Long Term Evolution) is service continuity. A mobile user moving from one network to another network should not lose an on-going service. In cloud-based (virtualized) LTE systems, services are hosted on Virtual Machines (VMs) that

  2. Effectiveness of cognitive behavioral therapy integrated with systematic desensitization, cognitive behavioral therapy combined with eye movement desensitization and reprocessing therapy, and cognitive behavioral therapy combined with virtual reality exposure therapy methods in the treatment of flight anxiety: a randomized trial.

    Science.gov (United States)

    Triscari, Maria Teresa; Faraci, Palmira; Catalisano, Dario; D'Angelo, Valerio; Urso, Viviana

    2015-01-01

    The purpose of the research was to compare the effectiveness of the following treatment methods for fear of flying: cognitive behavioral therapy (CBT) integrated with systematic desensitization, CBT combined with eye movement desensitization and reprocessing therapy, and CBT combined with virtual reality exposure therapy. Overall, our findings have proven the efficacy of all interventions in reducing fear of flying in a pre- to post-treatment comparison. All groups showed a decrease in flight anxiety, suggesting the efficiency of all three treatments in reducing self-report measures of fear of flying. In particular, our results indicated significant improvements for the treated patients using all the treatment programs, as shown not only by test scores but also by participation in the post-treatment flight. Nevertheless, outcome measures maintained a significant effect at a 1-year follow-up. In conclusion, combining CBT with both the application of eye movement desensitization and reprocessing treatment and the virtual stimuli used to expose patients with aerophobia seemed as efficient as traditional cognitive behavioral treatments integrated with systematic desensitization.

  3. AmICog – mobile technologies to assist people with cognitive disabilities in the work place

    Directory of Open Access Journals (Sweden)

    Javier GÓMEZ

    2014-03-01

    Full Text Available This paper presents the system AmICog, designed specifically to assist people with cognitive disabilities in their workplaces. To do that we employ mobile devices for two different purposes: on the one hand, to show interactive guides adapted to the user, the task and the user’s context. On the other hand, to locate and provide directions in indoors environments.

  4. Virtual reality in the treatment of persecutory delusions: randomised controlled experimental study testing how to reduce delusional conviction

    Science.gov (United States)

    Freeman, Daniel; Bradley, Jonathan; Antley, Angus; Bourke, Emilie; DeWeever, Natalie; Evans, Nicole; Černis, Emma; Sheaves, Bryony; Waite, Felicity; Dunn, Graham; Slater, Mel; Clark, David M.

    2016-01-01

    Background Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. Aims To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). Method Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. Results In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). Conclusion Cognitive therapy using virtual reality could prove highly effective in treating delusions. PMID:27151071

  5. Virtual reality for spherical images

    Science.gov (United States)

    Pilarczyk, Rafal; Skarbek, Władysław

    2017-08-01

    Paper presents virtual reality application framework and application concept for mobile devices. Framework uses Google Cardboard library for Android operating system. Framework allows to create virtual reality 360 video player using standard OpenGL ES rendering methods. Framework provides network methods in order to connect to web server as application resource provider. Resources are delivered using JSON response as result of HTTP requests. Web server also uses Socket.IO library for synchronous communication between application and server. Framework implements methods to create event driven process of rendering additional content based on video timestamp and virtual reality head point of view.

  6. Phenomenology of Mobile Phone Users’ Experiences About Mobilization in Social Relationships

    Directory of Open Access Journals (Sweden)

    M. Mokhtari

    2017-09-01

    Full Text Available Technology has important role in communications and shapes people’s relations but also imposes its principles on these relationships. The term “Mobilization” refers to special form of life style characterized by properties such as speed and quantity. This investigation aimed at studying user experiences with regard to mobilization in human relationships. To this purpose, we conducted a phenomenological approach and arranged in-depth interviews with 12 users of mobile phones focusing on different virtual spaces. The use of mobile and virtual networks was researched with the view of "satisfaction and happiness."The obtained data were analyzed with Colaizzi’s 7 steps method and the results revealed 2 themes: “experience from technology” and “relational experiences” with more detailed sub-themes. Results showed that users pass through the stages of “experience from technology” i.e., from “familiarity”, to “attraction”, then “drown to nakedness, “to” pointlessness,” and ultimately “control”. Also participants’ communication experiences showed different types of confounded relationships. This process called mobilization, in which the characteristics, application context, and specific nature of the mobile phone use enter the human relationships and change them. Indeed, mobilization is not a technologic process but is a cultural one. The problem is not the invention but is the feel and urge to use this technology.

  7. Análise dos processos cognitivos e autopoiéticos em um ambiente virtual de aprendizagem Analysis of the cognitive and autopoietic processes in a virtual learning environment

    Directory of Open Access Journals (Sweden)

    Carla Beatris Valentini

    2008-01-01

    Full Text Available O suporte multimídia em ambientes de aprendizagem pode ser um elemento facilitador para mudanças de concepções epistemológicas por parte de educadores e aprendizes. Este artigo constitui-se em um estudo de caso. O corpus de análise é composto pelos enunciados de um aprendiz que interagiu no ambiente virtual de aprendizagem de uma disciplina obrigatória de um curso de graduação em Psicologia. A teoria da Equilibração de Piaget e a Biologia do Conhecimento de Maturana são as teorias que sustentam a análise e que dão suporte à construção dos indicadores cognitivos e autopoiéticos. A análise evidencia como o sujeito interage diante de trocas realizadas nos diferentes cenários do ambiente virtual. Os indicadores autopoiéticos e cognitivos evidenciam um processo de aprendizagem sustentado pela interação com o outro e pela interação com o próprio objeto de conhecimento. As contribuições do sujeito indicam um movimento de autoria e de construção de conhecimento, assumindo um papel participativo e responsável nas trocas efetuadas com os demais aprendizes.The multimedia support in learning environments can be a facilitator element for changes in the epistemological conceptions on the part of educators and apprentices. This article consists in a case study. The corpus of analysis is composed by the statements of an apprentice that interacted in the virtual learning environment of a mandatory course in a Psychology undergraduate program. Piaget's theory of Equilibration and Maturana's Biology of Knowledge are the theories that support the analysis and that give support to the construction of the cognitive and autopoietic indications. The analysis shows how the subject interacts before the exchanges made in the different scenarios of the virtual environment. The autopoietic and cognitive indications show a process of learning supported by the interaction with the other and by the interaction with the object of knowledge itself

  8. Predictors of older adults' personal and community mobility: using a comprehensive theoretical mobility framework.

    Science.gov (United States)

    Umstattd Meyer, M Renée; Janke, Megan C; Beaujean, A Alexander

    2014-06-01

    Forty-six percent of older adults report limitations in their mobility, and maintaining mobility is considered an important factor in keeping adults independent and active in later life. This study tests a comprehensive theoretical framework of mobility (Webber, S. C., Porter, M. M., & Menec, V. H. [2010]. Mobility in older adults: A comprehensive framework. The Gerontologist, 50[4], 443-450. doi:10.1093/geront/gnq013) identifying multiple determinants that additively influence mobility (financial, psychosocial, environmental, physical, and cognitive), as well as cross-cutting influences of gender, culture, and biography. Structural equation modeling was used to examine several models of mobility using data from 6,112 respondents in the Health and Retirement Study (mean age: 74.74, 85% white, 41% male, 57% married). The original measurement model fit the data well. When both personal and community mobility were simultaneously predicted, only the physical, cognitive, psychosocial, and environmental determinants were retained in the independent models. Age and marital status also predicted personal and community mobility. Although most of these relationships were in the expected direction, interestingly when both forms of mobility were included in the model, poorer cognitive ability was associated with greater personal mobility in the final model. Results indicate the importance of accounting for and examining comprehensive models of mobility. The factors affecting older adults' mobility are complex, and these relationships need to be explored in more depth to ensure the maintenance of individuals' independence and quality of life.

  9. Grand Canyon as a universally accessible virtual field trip for intro Geoscience classes using geo-referenced mobile game technology

    Science.gov (United States)

    Bursztyn, N.; Pederson, J. L.; Shelton, B.

    2012-12-01

    There is a well-documented and nationally reported trend of declining interest, poor preparedness, and lack of diversity within U.S. students pursuing geoscience and other STEM disciplines. We suggest that a primary contributing factor to this problem is that introductory geoscience courses simply fail to inspire (i.e. they are boring). Our experience leads us to believe that the hands-on, contextualized learning of field excursions are often the most impactful component of lower division geoscience classes. However, field trips are becoming increasingly more difficult to run due to logistics and liability, high-enrollments, decreasing financial and administrative support, and exclusivity of the physically disabled. Recent research suggests that virtual field trips can be used to simulate this contextualized physical learning through the use of mobile devices - technology that exists in most students' hands already. Our overarching goal is to enhance interest in introductory geoscience courses by providing the kinetic and physical learning experience of field trips through geo-referenced educational mobile games and test the hypothesis that these experiences can be effectively simulated through virtual field trips. We are doing this by developing "serious" games for mobile devices that deliver introductory geology material in a fun and interactive manner. Our new teaching strategy will enhance undergraduate student learning in the geosciences, be accessible to students of diverse backgrounds and physical abilities, and be easily incorporated into higher education programs and curricula at institutions globally. Our prototype involves students virtually navigating downstream along a scaled down Colorado River through Grand Canyon - physically moving around their campus quad, football field or other real location, using their smart phone or a tablet. As students reach the next designated location, a photo or video in Grand Canyon appears along with a geological

  10. Collaborative use of virtual patients after a lecture enhances learning with minimal investment of cognitive load.

    Science.gov (United States)

    Marei, Hesham F; Donkers, Jeroen; Al-Eraky, Mohamed M; Van Merrienboer, Jeroen J G

    2018-05-25

    The use of virtual patients (VPs), due to their high complexity and/or inappropriate sequencing with other instructional methods, might cause a high cognitive load, which hampers learning. To investigate the efficiency of instructional methods that involved three different applications of VPs combined with lectures. From two consecutive batches, 171 out of 183 students have participated in lecture and VPs sessions. One group received a lecture session followed by a collaborative VPs learning activity (collaborative deductive). The other two groups received a lecture session and an independent VP learning activity, which either followed the lecture session (independent deductive) or preceded it (independent inductive). All groups were administrated written knowledge acquisition and retention tests as well as transfer tests using two new VPs. All participants completed a cognitive load questionnaire, which measured intrinsic, extraneous and germane load. Mixed effect analysis of cognitive load and efficiency using the R statistical program was performed. The highest intrinsic and extraneous load was found in the independent inductive group, while the lowest intrinsic and extraneous load was seen in the collaborative deductive group. Furthermore, comparisons showed a significantly higher efficiency, that is, higher performance in combination with lower cognitive load, for the collaborative deductive group than for the other two groups. Collaborative use of VPs after a lecture is the most efficient instructional method, of those tested, as it leads to better learning and transfer combined with lower cognitive load, when compared with independent use of VPs, either before or after the lecture.

  11. Realistic Visualization of Virtual Views

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

    that can be impractical and sometime impossible. In addition, the artificial nature of data often makes visualized virtual scenarios not realistic enough. Not realistic in the sense that a synthetic scene is easy to discriminate visually from a natural scene. A new field of research has consequently...... developed and received much attention in recent years: Realistic Virtual View Synthesis. The main goal is a high fidelity representation of virtual scenarios while easing modeling and physical phenomena simulation. In particular, realism is achieved by the transfer to the novel view of all the physical...... phenomena captured in the reference photographs, (i.e. the transfer of photographic-realism). An overview of most prominent approaches in realistic virtual view synthesis will be presented and briefly discussed. Applications of proposed methods to visual survey, virtual cinematography, as well as mobile...

  12. The impact of owner age on companionship with virtual pets

    OpenAIRE

    Lawson, Shaun W.; Chesney, Thomas

    2007-01-01

    This paper focuses on issues of interaction with a particular type of mobile information system – virtual pets. It examines the impact of owner age on companionship with virtual pets, and tests the hypothesis that younger virtual pet owners will experience closer companionship with their virtual pet than older owners. This is in response to the marketing stance adopted by virtual pet manufacturers who clearly target younger people as the main consumers of their products. The hypothesis was te...

  13. The effect of distributed virtual reality simulation training on cognitive load during subsequent dissection training.

    Science.gov (United States)

    Andersen, Steven Arild Wuyts; Konge, Lars; Sørensen, Mads Sølvsten

    2018-05-07

    Complex tasks such as surgical procedures can induce excessive cognitive load (CL), which can have a negative effect on learning, especially for novices. To investigate if repeated and distributed virtual reality (VR) simulation practice induces a lower CL and higher performance in subsequent cadaveric dissection training. In a prospective, controlled cohort study, 37 residents in otorhinolaryngology received VR simulation training either as additional distributed practice prior to course participation (intervention) (9 participants) or as standard practice during the course (control) (28 participants). Cognitive load was estimated as the relative change in secondary-task reaction time during VR simulation and cadaveric procedures. Structured distributed VR simulation practice resulted in lower mean reaction times (32% vs. 47% for the intervention and control group, respectively, p training. Repeated and distributed VR simulation causes a lower CL to be induced when the learning situation is increased in complexity. A suggested mechanism is the formation of mental schemas and reduction of the intrinsic CL. This has potential implications for surgical skills training and suggests that structured, distributed training be systematically implemented in surgical training curricula.

  14. Effects of Cognitive Training with and without Aerobic Exercise on Cognitively-Demanding Everyday Activities

    Science.gov (United States)

    McDaniel, Mark A.; Binder, Ellen F.; Bugg, Julie M.; Waldum, Emily R.; Dufault, Carolyn; Meyer, Amanda; Johanning, Jennifer; Zheng, Jie; Schechtman, Kenneth B.; Kudelka, Chris

    2015-01-01

    We investigated the potential benefits of a novel cognitive training protocol and an aerobic exercise intervention, both individually and in concert, on older adults’ performances in laboratory simulations of select real-world tasks. The cognitive training focused on a range of cognitive processes, including attentional coordination, prospective memory, and retrospective-memory retrieval, processes that are likely involved in many everyday tasks, and that decline with age. Primary outcome measures were three laboratory tasks that simulated everyday activities: Cooking Breakfast, Virtual Week, and Memory for Health Information. Two months of cognitive training improved older adults’ performance on prospective memory tasks embedded in Virtual Week. Cognitive training, either alone or in combination with six months of aerobic exercise, did not significantly improve Cooking Breakfast or Memory for Health Information. Although gains in aerobic power were comparable to previous reports, aerobic exercise did not produce improvements for the primary outcome measures. Discussion focuses on the possibility that cognitive training programs that include explicit strategy instruction and varied practice contexts may confer gains to older adults for performance on cognitively challenging everyday tasks. PMID:25244489

  15. Mobile Screens: The Visual Regime of Navigation

    NARCIS (Netherlands)

    Verhoeff, N.

    2012-01-01

    In this book on screen media, space, and mobility I compare synchronically, as well as diachronically, diverse and variegated screen media - their technologies and practices – as sites for virtual mobility and navigation. Mobility as a central trope can be found on the multiple levels that are

  16. Virtual Communities For Elderly Healthcare: User-Based Requirements Elicitation

    NARCIS (Netherlands)

    van 't Klooster, J.W.J.R.; van Beijnum, Bernhard J.F.; Pawar, P.; Sikkel, Nicolaas; Meertens, Lucas Onno; Hermens, Hermanus J.

    2011-01-01

    Virtual communities for elderly healthcare have a potential to improve the community building process and to facilitate care services through support for activities, participation and information needs. This paper expounds on this idea by proposing a mobile virtual community (MVC) platform for

  17. The relationship between interference control and sense of presence in virtual environments

    Directory of Open Access Journals (Sweden)

    Velichkovsky B. B.

    2017-09-01

    Full Text Available Background. The sense of presence is an important aspect of interaction with virtual reality applications. Earlier we suggested that presence can depend on cognitive control. The latter is a set of meta-cognitive processes which are responsible for configuring the cognitive system for the accomplishment of specific tasks with respect to a given context. In particular, cognitive control helps in preventing interference from the task-irrelevant variables. Objective. is study aimed at investigation of the possible relationship between interference control and aspects of presence. Design. Thirty-nine subjects (32 female and 7 male, aged 18 to 27 years participated in the study. The subjects were assessed via a battery of interference control tasks (Flanker Task, Go/No Go task, antisaccade task and performed a virtual scenario (navigating within an array of randomly placed virtual digits in correct numerical order in high-immersion (CAVE and low-immersion (standard computer display virtual environments. Afterwards, the subjects completed a Russian version of the ITC-Sense of Presence inventory. Results. We found that interference control is generally related to the sense of presence, especially in the CAVE (high-immersion environment. Sensory interference control was most strongly associated with various aspects of presence (overall presence score, spatial presence, and emotional involvement. Motor interference control was associated with spatial presence and emotional involvement, but this relationship was weaker than was the case with sensory interference control. Low-immersion virtual environments attenuate some of these links between interference control and presence so that only sensory interference control remains a notable predictor of presence. Conclusion. Interference control is positively associated with presence in virtual environments with varying immersion levels. is may reflect a more general cause-and-effect relationship between

  18. Virtual reality exposure in the treatment of social phobia.

    Science.gov (United States)

    Klinger, Evelyne; Légeron, Patrick; Roy, Stéphane; Chemin, Isabelle; Lauer, Françoise; Nugues, Pierre

    2004-01-01

    Social phobia is one of the most frequent psychiatric disorders and is accessible to two forms of scientifically validated treatments: anti-depressant drugs and cognitive-behavioral therapies. Graded exposure to feared social situations (either in vivo or by imagining the situations) is fundamental to obtain an improvement of the anxious symptoms. Virtual reality (VR) may be an alternative to these standard exposure techniques and seems to bring significant advantages by allowing exposures to numerous and varied situations. Moreover studies have shown that human subjects are appropriately sensitive to virtual environments. This chapter reports the definition of a VR-based clinical protocol and a study to treat social phobia using virtual reality techniques. The virtual environments used in the treatment reproduce four situations that social phobics feel the most threatening: performance, intimacy, scrutiny and assertiveness. With the help of the therapist, the patient learns adapted cognitions and behaviors when coping with social situations, with the aim of reducing her or his anxiety in the corresponding real life situations. Some studies have been carried out using virtual reality in the treatment of fear of public speaking, which is only a small part of the symptomatology of most of social phobic patients. The novelty of our work is to address a larger group of situations that the phobic patients experience with high anxiety. In our protocol, the efficacy of the virtual reality treatment is compared to well established and well validated group cognitive-behavioral treatment.

  19. Augmenting breath regulation using a mobile driven virtual reality therapy framework.

    Science.gov (United States)

    Abushakra, Ahmad; Faezipour, Miad

    2014-05-01

    This paper presents a conceptual framework of a virtual reality therapy to assist individuals, especially lung cancer patients or those with breathing disorders to regulate their breath through real-time analysis of respiration movements using a smartphone. Virtual reality technology is an attractive means for medical simulations and treatment, particularly for patients with cancer. The theories, methodologies and approaches, and real-world dynamic contents for all the components of this virtual reality therapy (VRT) via a conceptual framework using the smartphone will be discussed. The architecture and technical aspects of the offshore platform of the virtual environment will also be presented.

  20. Videogame distraction using virtual reality technology for children experiencing cold pressor pain: the role of cognitive processing.

    Science.gov (United States)

    Law, Emily F; Dahlquist, Lynnda M; Sil, Soumitri; Weiss, Karen E; Herbert, Linda Jones; Wohlheiter, Karen; Horn, Susan Berrin

    2011-01-01

    This study examined whether increasing the demand for central cognitive processing involved in a distraction task, by involving the child in ongoing, effortful interaction with the distraction stimulus, would increase children's tolerance for cold pressor pain. Seventy-nine children ages 6-15 years underwent a baseline cold pressor trial followed by two cold pressor trials in which they received interactive distraction (i.e., used voice commands to play a videogame) or passive distraction (in which they merely watched the output from the same videogame segment) in counterbalanced order. Both distraction conditions were presented via a virtual reality-type helmet. As expected, children demonstrated significant improvement in pain tolerance during distraction relative to baseline. Children showed the greatest improvement during the interactive distraction task. The effects of distraction on children's cold pressor pain tolerance are significantly enhanced when the distraction task also includes greater demands for central cognitive processing.

  1. ALGORITHMIC FACILITIES AND SOFTWARE FOR VIRTUAL DESIGN OF ANTI-BLOCK AND COUNTER-SLIPPING SYSTEMS

    Directory of Open Access Journals (Sweden)

    N. N. Hurski

    2009-01-01

    Full Text Available The paper considers algorithms of designing a roadway covering for virtual test of mobile machine movement dynamics; an algorithm of forming actual values of forces/moments in «road–wheel–car» contact and their derivatives, and also a software for virtual designing of mobile machine dynamics.

  2. Bringing Grand Canyon to the College Campus: Assessment of Student Learning in the Geosciences Through Virtual Field Trip Games for Mobile Smart-Devices

    Science.gov (United States)

    Bursztyn, N.; Walker, A.; Shelton, B.; Pederson, J. L.

    2015-12-01

    Geoscience educators have long considered field trips to be the most effective way of attracting students into the discipline. A solution for bringing student-driven, engaging, kinesthetic field experiences to a broader audience lies in ongoing advances in mobile-communication technology. This NSF-TUES funded project developed three virtual field trip experiences for smartphones and tablets (on geologic time, geologic structures, and hydrologic processes), and then tested their performance in terms of student interest in geoscience as well as gains in learning. The virtual field trips utilize the GPS capabilities of smartphones and tablets, requiring the students to navigate outdoors in the real world while following a map on their smart device. This research, involving 873 students at five different college campuses, used analysis of covariance (ANCOVA) and multiple regression for statistical methods. Gains in learning across all participants are minor, and not statistically different between intervention and control groups. Predictors of gains in content comprehension for all three modules are the students' initial interest in the subject and their base level knowledge. For the Geologic Time and Structures modules, being a STEM major is an important predictor of student success. Most pertinent for this research, for Geologic Time and Hydrologic Processes, gains in student learning can be predicted by having completed those particular virtual field trips. Gender and race had no statistical impact, indicating that the virtual field trip modules have broad reach across student demographics. In related research, these modules have been shown to increase student interest in the geosciences more definitively than the learning gains here. Thus, future work should focus on improving the educational impact of mobile-device field trips, as their eventual incorporation into curricula is inevitable.

  3. Using smartphone technology to deliver a virtual pedestrian environment: usability and validation.

    Science.gov (United States)

    Schwebel, David C; Severson, Joan; He, Yefei

    2017-09-01

    Various programs effectively teach children to cross streets more safely, but all are labor- and cost-intensive. Recent developments in mobile phone technology offer opportunity to deliver virtual reality pedestrian environments to mobile smartphone platforms. Such an environment may offer a cost- and labor-effective strategy to teach children to cross streets safely. This study evaluated usability, feasibility, and validity of a smartphone-based virtual pedestrian environment. A total of 68 adults completed 12 virtual crossings within each of two virtual pedestrian environments, one delivered by smartphone and the other a semi-immersive kiosk virtual environment. Participants completed self-report measures of perceived realism and simulator sickness experienced in each virtual environment, plus self-reported demographic and personality characteristics. All participants followed system instructions and used the smartphone-based virtual environment without difficulty. No significant simulator sickness was reported or observed. Users rated the smartphone virtual environment as highly realistic. Convergent validity was detected, with many aspects of pedestrian behavior in the smartphone-based virtual environment matching behavior in the kiosk virtual environment. Anticipated correlations between personality and kiosk virtual reality pedestrian behavior emerged for the smartphone-based system. A smartphone-based virtual environment can be usable and valid. Future research should develop and evaluate such a training system.

  4. Beyond L$: values across the virtual and the real

    NARCIS (Netherlands)

    Hu, J.; Offermans, S.A.M.

    2009-01-01

    Virtual societies and virtual worlds are now patriotically a part of lives of many people, especially the younger generations who have been growing up with the internet and mobile networks. Negative influences such as internet addiction and aggressive behavior have drawn attentions from researchers.

  5. First-Person Perspective Virtual Body Posture Influences Stress: A Virtual Reality Body Ownership Study

    Science.gov (United States)

    Bergström, Ilias; Kilteni, Konstantina; Slater, Mel

    2016-01-01

    In immersive virtual reality (IVR) it is possible to replace a person’s real body by a life-sized virtual body that is seen from first person perspective to visually substitute their own. Multisensory feedback from the virtual to the real body (such as the correspondence of touch and also movement) can also be present. Under these conditions participants typically experience a subjective body ownership illusion (BOI) over the virtual body, even though they know that it is not their real one. In most studies and applications the posture of the real and virtual bodies are as similar as possible. Here we were interested in whether the BOI is diminished when there are gross discrepancies between the real and virtual body postures. We also explored whether a comfortable or uncomfortable virtual body posture would induce feelings and physiological responses commensurate with the posture. We carried out an experiment with 31 participants in IVR realized with a wide field-of-view head-mounted display. All participants were comfortably seated. Sixteen of them were embodied in a virtual body designed to be in a comfortable posture, and the remainder in an uncomfortable posture. The results suggest that the uncomfortable body posture led to lesser subjective BOI than the comfortable one, but that participants in the uncomfortable posture experienced greater awareness of their autonomic physiological responses. Moreover their heart rate, heart rate variability, and the number of mistakes in a cognitive task were associated with the strength of their BOI in the uncomfortable posture: greater heart rate, lower heart rate variability and more mistakes were associated with higher levels of the BOI. These findings point in a consistent direction—that the BOI over a body that is in an uncomfortable posture can lead to subjective, physiological and cognitive effects consistent with discomfort that do not occur with the BOI over a body in a comfortable posture. PMID:26828365

  6. D Virtual CH Interactive Information Systems for a Smart Web Browsing Experience for Desktop Pcs and Mobile Devices

    Science.gov (United States)

    Scianna, A.; La Guardia, M.

    2018-05-01

    Recently, the diffusion of knowledge on Cultural Heritage (CH) has become an element of primary importance for its valorization. At the same time, the diffusion of surveys based on UAV Unmanned Aerial Vehicles (UAV) technologies and new methods of photogrammetric reconstruction have opened new possibilities for 3D CH representation. Furthermore the recent development of faster and more stable internet connections leads people to increase the use of mobile devices. In the light of all this, the importance of the development of Virtual Reality (VR) environments applied to CH is strategic for the diffusion of knowledge in a smart solution. In particular, the present work shows how, starting from a basic survey and the further photogrammetric reconstruction of a cultural good, is possible to built a 3D CH interactive information system useful for desktop and mobile devices. For this experimentation the Arab-Norman church of the Trinity of Delia (in Castelvetrano-Sicily-Italy) has been adopted as case study. The survey operations have been carried out considering different rapid methods of acquisition (UAV camera, SLR camera and smartphone camera). The web platform to publish the 3D information has been built using HTML5 markup language and WebGL JavaScript libraries (Three.js libraries). This work presents the construction of a 3D navigation system for a web-browsing of a virtual CH environment, with the integration of first person controls and 3D popup links. This contribution adds a further step to enrich the possibilities of open-source technologies applied to the world of CH valorization on web.

  7. Neuropsychological, physical, and functional mobility measures associated with falls in cognitively impaired older adults.

    Science.gov (United States)

    Taylor, Morag E; Delbaere, Kim; Lord, Stephen R; Mikolaizak, A Stefanie; Brodaty, Henry; Close, Jacqueline C T

    2014-08-01

    Older people with cognitive impairment have an elevated fall risk, with 60% falling annually. There is a lack of evidence for fall prevention in this population, in part due to limited understanding of risk factors. This study examined fall risk in older people with cognitive impairment with an emphasis on identifying explanatory and modifiable risk factors. One hundred and seventy-seven community-dwelling older people with mild-moderate cognitive impairment (Mini-Mental State Examination 11-23/Addenbrooke's Cognitive Examination-Revised Falls were recorded prospectively for 12 months with the assistance of carers. Of the 174 participants available to follow-up, 111 (64%) fell at least once and 71 (41%) at least twice. Higher fall rates were associated with slower reaction time, impaired balance (sway on floor and foam, semitandem, near-tandem, tandem stance), and reduced functional mobility (co-ordinated stability, timed up-and-go, steps needed to turn 180°, sit-to-stand, gait velocity). Higher fall rates were also associated with increased medication use (central nervous system, total number) and poorer performances in cognitive (Addenbrooke's Cognitive Examination-Revised: visuospatial domain, cube drawing; Trail-Making Test) and psychological (Geriatric Depression Scale, Goldberg Anxiety Scale, Falls Efficacy Scale-International) tests. Multivariate analysis identified increased sway on foam, co-ordinated stability score, and depressive symptoms to be significantly and independently associated with falls while controlling for age, years of education, and Addenbrooke's Cognitive Examination-Revised score. This study identified several risk factors of falls in older people with cognitive impairment, a number of which are potentially modifiable. Future research involving targeted interventions addressing medication use, balance, mood, and functional performance may prove useful for fall prevention in this population. © The Author 2013. Published by Oxford

  8. Empirical evaluation of mapping functions for navigation in virtual reality using phones with integrated sensors

    KAUST Repository

    Benzina, Amal

    2012-01-01

    Mobile phones provide an interesting all-in-one alternative for 3D input devices in virtual environments. Mobile phones are becoming touch sensitive and spatially aware, and they are now part of our daily activities. We present Phone-Based Motion Control, a novel one-handed travel technique for a virtual environment. The technique benefits from the touch capability offered by growing number of mobile phones to change viewpoint translation in virtual environments, while the orientation of the viewpoint is controlled by built-in sensors in the mobile phone. The travel interaction separates translation (touch based translation control) and rotation (steer based rotation control), putting each set of degrees of freedom (DOF) to a separate interaction technique (separability). This paper examines, how many DOF are needed to perform the travel task as easy and comfortable as possible. It also investigates different mapping functions between the user\\'s actions on the mobile phone and the viewpoint change in the virtual environment. Therefore, four techniques are implemented: rotate by heading, rotate by roll, rotate by roll with fixed horizon and a merged rotation. Each technique has either 4 or 5 DOF and different mappings between phone and viewpoint coordinates in the virtual environment. We perform an extensive user study to explore different aspects related to the travel techniques in terms of DOF and mapping functions. Results of the user evaluation show that 4 DOF techniques seem to perform better the travel task. Even though, the results were not statistically decisive in favor of the usage of the mobile roll to control the viewpoint heading in the virtual environment despite the good results, there is a clear tendency from the users to prefer the mobile roll as the desired mapping. Copyright 2012 ACM.

  9. Accurate overlaying for mobile augmented reality

    NARCIS (Netherlands)

    Pasman, W; van der Schaaf, A; Lagendijk, RL; Jansen, F.W.

    1999-01-01

    Mobile augmented reality requires accurate alignment of virtual information with objects visible in the real world. We describe a system for mobile communications to be developed to meet these strict alignment criteria using a combination of computer vision. inertial tracking and low-latency

  10. Virtual Remediation Versus Methylphenidate to Improve Distractibility in Children With ADHD: A Controlled Randomized Clinical Trial Study.

    Science.gov (United States)

    Bioulac, Stéphanie; Micoulaud-Franchi, Jean-Arthur; Maire, Jenna; Bouvard, Manuel P; Rizzo, Albert A; Sagaspe, Patricia; Philip, Pierre

    2018-03-01

    Virtual environments have been used to assess children with ADHD but have never been tested as therapeutic tools. We tested a new virtual classroom cognitive remediation program to improve symptoms in children with ADHD. In this randomized clinical trial, 51 children with ADHD (7-11 years) were assigned to a virtual cognitive remediation group, a methylphenidate group, or a psychotherapy group. All children were evaluated before and after therapy with an ADHD Rating Scale, a Continuous Performance Test (CPT), and a virtual classroom task. After therapy by virtual remediation, children exhibited significantly higher numbers of correct hits on the virtual classroom and CPT. These improvements were equivalent to those observed with methylphenidate treatment. Our study demonstrates for the first time that a cognitive remediation program delivered in a virtual classroom reduces distractibility in children with ADHD and could replace methylphenidate treatment in specific cases.

  11. Individuals with severely impaired vision can learn useful orientation and mobility skills in virtual streets and can use them to improve real street safety.

    Science.gov (United States)

    Bowman, Ellen Lambert; Liu, Lei

    2017-01-01

    Virtual reality has great potential in training road safety skills to individuals with low vision but the feasibility of such training has not been demonstrated. We tested the hypotheses that low vision individuals could learn useful skills in virtual streets and could apply them to improve real street safety. Twelve participants, whose vision was too poor to use the pedestrian signals were taught by a certified orientation and mobility specialist to determine the safest time to cross the street using the visual and auditory signals made by the start of previously stopped cars at a traffic-light controlled street intersection. Four participants were trained in real streets and eight in virtual streets presented on 3 projection screens. The crossing timing of all participants was evaluated in real streets before and after training. The participants were instructed to say "GO" at the time when they felt the safest to cross the street. A safety score was derived to quantify the GO calls based on its occurrence in the pedestrian phase (when the pedestrian sign did not show DON'T WALK). Before training, > 50% of the GO calls from all participants fell in the DON'T WALK phase of the traffic cycle and thus were totally unsafe. 20% of the GO calls fell in the latter half of the pedestrian phase. These calls were unsafe because one initiated crossing this late might not have sufficient time to walk across the street. After training, 90% of the GO calls fell in the early half of the pedestrian phase. These calls were safer because one initiated crossing in the pedestrian phase and had at least half of the pedestrian phase for walking across. Similar safety changes occurred in both virtual street and real street trained participants. An ANOVA showed a significant increase of the safety scores after training and there was no difference in this safety improvement between the virtual street and real street trained participants. This study demonstrated that virtual reality

  12. Short-term exposure to mobile phone base station signals does not affect cognitive functioning or physiological measures in individuals who report sensitivity to electromagnetic fields and controls.

    Science.gov (United States)

    Eltiti, Stacy; Wallace, Denise; Ridgewell, Anna; Zougkou, Konstantina; Russo, Riccardo; Sepulveda, Francisco; Fox, Elaine

    2009-10-01

    Individuals who report sensitivity to electromagnetic fields often report cognitive impairments that they believe are due to exposure to mobile phone technology. Previous research in this area has revealed mixed results, however, with the majority of research only testing control individuals. Two studies using control and self-reported sensitive participants found inconsistent effects of mobile phone base stations on cognitive functioning. The aim of the present study was to clarify whether short-term (50 min) exposure at 10 mW/m(2) to typical Global System for Mobile Communication (GSM) and Universal Mobile Telecommunications System (UMTS) base station signals affects attention, memory, and physiological endpoints in sensitive and control participants. Data from 44 sensitive and 44 matched-control participants who performed the digit symbol substitution task (DSST), digit span task (DS), and a mental arithmetic task (MA), while being exposed to GSM, UMTS, and sham signals under double-blind conditions were analyzed. Overall, cognitive functioning was not affected by short-term exposure to either GSM or UMTS signals in the current study. Nor did exposure affect the physiological measurements of blood volume pulse (BVP), heart rate (HR), and skin conductance (SC) that were taken while participants performed the cognitive tasks.

  13. Effect of computerized cognitive training with virtual spatial navigation task during bed rest immobilization and recovery on vascular function: A pilot study

    Directory of Open Access Journals (Sweden)

    Goswami N

    2015-02-01

    Full Text Available Nandu Goswami,1 Voyko Kavcic,2 Uros Marusic,3 Bostjan Simunic,3 Andreas Rössler,1 Helmut Hinghofer-Szalkay,1 Rado Pisot3 1Institute of Physiology, Medical University of Graz, Graz, Austria; 2Institute of Gerontology, Wayne State University, Detroit, MI, USA; 3Institute for Kinesiology Research, University of Primorska, Ankaran, Slovenia Abstract: We investigated the effects of bed rest (BR immobilization, with and without computerized cognitive training with virtual spatial navigation task (CCT, on vascular endothelium on older subjects. The effects of 14-day BR immobilization in healthy older males (n=16 of ages 53–65 years on endothelial function were studied using EndoPAT®, a noninvasive and user-independent method. From the group of 16 older men, 8 randomly received CCT during the BR, using virtual navigation tasks in a virtual environment with joystick device. In all the cases, EndoPAT assessments were done at pre- and post-BR immobilization as well as following 28 days of ambulatory recovery. The EndoPAT index increased from 1.53±0.09 (mean ± standard error of the mean at baseline to 1.61±0.16 following immobilization (P=0.62 in the group with CCT. The EndoPAT index decreased from 2.06±0.13 (mean ± standard error of the mean at baseline to 1.70±0.09 at the last day of BR study, day 14 (BR14 (P=0.09 in the control group. Additionally, there were no statistically significant differences between BR14 and at 28 days of follow-up (rehabilitation program (R28. Our results show a trend of immobilization in older persons affecting the vasoconstrictory endothelial response. As the control subjects had a greater increase in EndoPAT index after R28 (+0.018 compared to subjects who had cognitive training (+0.11 (calculated from the first day of BR study, it is possible that cognitive training during BR does not improve endothelial function but rather contributes to slowing down the impairment of endothelial function. Finally, our results

  14. SYNERGIC TRIAL (SYNchronizing Exercises, Remedies in Gait and Cognition) a multi-Centre randomized controlled double blind trial to improve gait and cognition in mild cognitive impairment.

    Science.gov (United States)

    Montero-Odasso, Manuel; Almeida, Quincy J; Burhan, Amer M; Camicioli, Richard; Doyon, Julien; Fraser, Sarah; Li, Karen; Liu-Ambrose, Teresa; Middleton, Laura; Muir-Hunter, Susan; McIlroy, William; Morais, José A; Pieruccini-Faria, Frederico; Shoemaker, Kevin; Speechley, Mark; Vasudev, Akshya; Zou, G Y; Berryman, Nicolas; Lussier, Maxime; Vanderhaeghe, Leanne; Bherer, Louis

    2018-04-16

    Physical exercise, cognitive training, and vitamin D are low cost interventions that have the potential to enhance cognitive function and mobility in older adults, especially in pre-dementia states such as Mild Cognitive Impairment (MCI). Aerobic and progressive resistance exercises have benefits to cognitive performance, though evidence is somewhat inconsistent. We postulate that combined aerobic exercise (AE) and progressive resistance training (RT) (combined exercise) will have a better effect on cognition than a balance and toning control (BAT) intervention in older adults with MCI. We also expect that adding cognitive training and vitamin D supplementation to the combined exercise, as a multimodal intervention, will have synergistic efficacy. The SYNERGIC trial (SYNchronizing Exercises, Remedies in GaIt and Cognition) is a multi-site, double-blinded, five-arm, controlled trial that assesses the potential synergic effect of combined AE and RT on cognition and mobility, with and without cognitive training and vitamin D supplementation in older adults with MCI. Two-hundred participants with MCI aged 60 to 85 years old will be randomized to one of five arms, four of which include combined exercise plus combinations of dual-task cognitive training (real vs. sham) and vitamin D supplementation (3 × 10,000 IU/wk. vs. placebo) in a quasi-factorial design, and one arm which receives all control interventions. The primary outcome measure is the ADAS-Cog (13 and plus modalities) measured at baseline and at 6 months of follow-up. Secondary outcomes include neuroimaging, neuro-cognitive performance, gait and mobility performance, and serum biomarkers of inflammation (C reactive protein and interleukin 6), neuroplasticity (brain-derived neurotropic factor), endothelial markers (vascular endothelial growth factor 1), and vitamin D serum levels. The SYNERGIC Trial will establish the efficacy and feasibility of a multimodal intervention to improve cognitive performance

  15. Use of Speech Analyses within a Mobile Application for the Assessment of Cognitive Impairment in Elderly People.

    Science.gov (United States)

    Konig, Alexandra; Satt, Aharon; Sorin, Alex; Hoory, Ran; Derreumaux, Alexandre; David, Renaud; Robert, Phillippe H

    2018-01-01

    Various types of dementia and Mild Cognitive Impairment (MCI) are manifested as irregularities in human speech and language, which have proven to be strong predictors for the disease presence and progress ion. Therefore, automatic speech analytics provided by a mobile application may be a useful tool in providing additional indicators for assessment and detection of early stage dementia and MCI. 165 participants (subjects with subjective cognitive impairment (SCI), MCI patients, Alzheimer's disease (AD) and mixed dementia (MD) patients) were recorded with a mobile application while performing several short vocal cognitive tasks during a regular consultation. These tasks included verbal fluency, picture description, counting down and a free speech task. The voice recordings were processed in two steps: in the first step, vocal markers were extracted using speech signal processing techniques; in the second, the vocal markers were tested to assess their 'power' to distinguish between SCI, MCI, AD and MD. The second step included training automatic classifiers for detecting MCI and AD, based on machine learning methods, and testing the detection accuracy. The fluency and free speech tasks obtain the highest accuracy rates of classifying AD vs. MD vs. MCI vs. SCI. Using the data, we demonstrated classification accuracy as follows: SCI vs. AD = 92% accuracy; SCI vs. MD = 92% accuracy; SCI vs. MCI = 86% accuracy and MCI vs. AD = 86%. Our results indicate the potential value of vocal analytics and the use of a mobile application for accurate automatic differentiation between SCI, MCI and AD. This tool can provide the clinician with meaningful information for assessment and monitoring of people with MCI and AD based on a non-invasive, simple and low-cost method. Copyright© Bentham Science Publishers; For any queries, please email at epub@benthamscience.org.

  16. Home-Based Virtual Reality-Augmented Training Improves Lower Limb Muscle Strength, Balance, and Functional Mobility following Chronic Incomplete Spinal Cord Injury

    Directory of Open Access Journals (Sweden)

    Michael Villiger

    2017-11-01

    Full Text Available Key factors positively influencing rehabilitation and functional recovery after spinal cord injury (SCI include training variety, intensive movement repetition, and motivating training tasks. Systems supporting these aspects may provide profound gains in rehabilitation, independent of the subject’s treatment location. In the present study, we test the hypotheses that virtual reality (VR-augmented training at home (i.e., unsupervised is feasible with subjects with an incomplete SCI (iSCI and that it improves motor functions such as lower limb muscle strength, balance, and functional mobility. In the study, 12 chronic iSCI subjects used a home-based, mobile version of a lower limb VR training system. The system included motivating training scenarios and combined action observation and execution. Virtual representations of the legs and feet were controlled via movement sensors. The subjects performed home-based training over 4 weeks, with 16–20 sessions of 30–45 min each. The outcome measures assessed were the Lower Extremity Motor Score (LEMS, Berg Balance Scale (BBS, Timed Up and Go (TUG, Spinal Cord Independence Measure mobility, Walking Index for Spinal Cord Injury II, and 10 m and 6 min walking tests. Two pre-treatment assessment time points were chosen for outcome stability: 4 weeks before treatment and immediately before treatment. At post-assessment (i.e., immediately after treatment, high motivation and positive changes were reported by the subjects (adapted Patients’ Global Impression of Change. Significant improvements were shown in lower limb muscle strength (LEMS, P = 0.008, balance (BBS, P = 0.008, and functional mobility (TUG, P = 0.007. At follow-up assessment (i.e., 2–3 months after treatment, functional mobility (TUG remained significantly improved (P = 0.005 in contrast to the other outcome measures. In summary, unsupervised exercises at home with the VR training system led to beneficial

  17. Home-Based Virtual Reality-Augmented Training Improves Lower Limb Muscle Strength, Balance, and Functional Mobility following Chronic Incomplete Spinal Cord Injury.

    Science.gov (United States)

    Villiger, Michael; Liviero, Jasmin; Awai, Lea; Stoop, Rahel; Pyk, Pawel; Clijsen, Ron; Curt, Armin; Eng, Kynan; Bolliger, Marc

    2017-01-01

    Key factors positively influencing rehabilitation and functional recovery after spinal cord injury (SCI) include training variety, intensive movement repetition, and motivating training tasks. Systems supporting these aspects may provide profound gains in rehabilitation, independent of the subject's treatment location. In the present study, we test the hypotheses that virtual reality (VR)-augmented training at home (i.e., unsupervised) is feasible with subjects with an incomplete SCI (iSCI) and that it improves motor functions such as lower limb muscle strength, balance, and functional mobility. In the study, 12 chronic iSCI subjects used a home-based, mobile version of a lower limb VR training system. The system included motivating training scenarios and combined action observation and execution. Virtual representations of the legs and feet were controlled via movement sensors. The subjects performed home-based training over 4 weeks, with 16-20 sessions of 30-45 min each. The outcome measures assessed were the Lower Extremity Motor Score (LEMS), Berg Balance Scale (BBS), Timed Up and Go (TUG), Spinal Cord Independence Measure mobility, Walking Index for Spinal Cord Injury II, and 10 m and 6 min walking tests. Two pre-treatment assessment time points were chosen for outcome stability: 4 weeks before treatment and immediately before treatment. At post-assessment (i.e., immediately after treatment), high motivation and positive changes were reported by the subjects (adapted Patients' Global Impression of Change). Significant improvements were shown in lower limb muscle strength (LEMS, P  = 0.008), balance (BBS, P  = 0.008), and functional mobility (TUG, P  = 0.007). At follow-up assessment (i.e., 2-3 months after treatment), functional mobility (TUG) remained significantly improved ( P  = 0.005) in contrast to the other outcome measures. In summary, unsupervised exercises at home with the VR training system led to beneficial functional

  18. Mobile Music, Sensors, Physical Modeling, and Digital Fabrication: Articulating the Augmented Mobile Instrument

    Directory of Open Access Journals (Sweden)

    Romain Michon

    2017-12-01

    Full Text Available Two concepts are presented, extended, and unified in this paper: mobile device augmentation towards musical instruments design and the concept of hybrid instruments. The first consists of using mobile devices at the heart of novel musical instruments. Smartphones and tablets are augmented with passive and active elements that can take part in the production of sound (e.g., resonators, exciter, etc., add new affordances to the device, or change its global aesthetics and shape. Hybrid instruments combine physical/acoustical and “physically informed” virtual/digital elements. Recent progress in physical modeling of musical instruments and digital fabrication is exploited to treat instrument parts in a multidimensional way, allowing any physical element to be substituted with a virtual one and vice versa (as long as it is physically possible. A wide range of tools to design mobile hybrid instruments is introduced and evaluated. Aesthetic and design considerations when making such instruments are also presented through a series of examples.

  19. Review of virtual reality treatment for mental health.

    Science.gov (United States)

    Gourlay, D; Lun, K C; Liya, G

    2001-01-01

    This paper describes recent research that proposes virtual reality techniques as a therapy for patients with cognitive and psychological problems. Specifically this applies to victims of conditions such as traumatic brain injury, Alzheimers and Parkinsons. Additionally virtual reality therapy offers an alternative to current desensitization techniques for the treatment of phobias Some important issues are examined including means of user interaction, skills transfer to the real world, and side-effects of virtual reality exposure.

  20. Cognitive Load in Mastoidectomy Skills Training: Virtual Reality Simulation and Traditional Dissection Compared.

    Science.gov (United States)

    Andersen, Steven Arild Wuyts; Mikkelsen, Peter Trier; Konge, Lars; Cayé-Thomasen, Per; Sørensen, Mads Sølvsten

    2016-01-01

    The cognitive load (CL) theoretical framework suggests that working memory is limited, which has implications for learning and skills acquisition. Complex learning situations such as surgical skills training can potentially induce a cognitive overload, inhibiting learning. This study aims to compare CL in traditional cadaveric dissection training and virtual reality (VR) simulation training of mastoidectomy. A prospective, crossover study. Participants performed cadaveric dissection before VR simulation of the procedure or vice versa. CL was estimated by secondary-task reaction time testing at baseline and during the procedure in both training modalities. The national Danish temporal bone course. A total of 40 novice otorhinolaryngology residents. Reaction time was increased by 20% in VR simulation training and 55% in cadaveric dissection training of mastoidectomy compared with baseline measurements. Traditional dissection training increased CL significantly more than VR simulation training (p < 0.001). VR simulation training imposed a lower CL than traditional cadaveric dissection training of mastoidectomy. Learning complex surgical skills can be a challenge for the novice and mastoidectomy skills training could potentially be optimized by employing VR simulation training first because of the lower CL. Traditional dissection training could then be used to supplement skills training after basic competencies have been acquired in the VR simulation. Copyright © 2015 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  1. How the human brain goes virtual: distinct cortical regions of the person-processing network are involved in self-identification with virtual agents.

    Science.gov (United States)

    Ganesh, Shanti; van Schie, Hein T; de Lange, Floris P; Thompson, Evan; Wigboldus, Daniël H J

    2012-07-01

    Millions of people worldwide engage in online role-playing with their avatar, a virtual agent that represents the self. Previous behavioral studies have indicated that many gamers identify more strongly with their avatar than with their biological self. Through their avatar, gamers develop social networks and learn new social-cognitive skills. The cognitive neurosciences have yet to identify the neural processes that underlie self-identification with these virtual agents. We applied functional neuroimaging to 22 long-term online gamers and 21 nongaming controls, while they rated personality traits of self, avatar, and familiar others. Strikingly, neuroimaging data revealed greater avatar-referential cortical activity in the left inferior parietal lobe, a region associated with self-identification from a third-person perspective. The magnitude of this brain activity correlated positively with the propensity to incorporate external body enhancements into one's bodily identity. Avatar-referencing furthermore recruited greater activity in the rostral anterior cingulate gyrus, suggesting relatively greater emotional self-involvement with one's avatar. Post-scanning behavioral data revealed superior recognition memory for avatar relative to others. Interestingly, memory for avatar positively covaried with play duration. These findings significantly advance our knowledge about the brain's plasticity to self-identify with virtual agents and the human cognitive-affective potential to live and learn in virtual worlds.

  2. A 3D character animation engine for multimodal interaction on mobile devices

    Science.gov (United States)

    Sandali, Enrico; Lavagetto, Fabio; Pisano, Paolo

    2005-03-01

    Talking virtual characters are graphical simulations of real or imaginary persons that enable natural and pleasant multimodal interaction with the user, by means of voice, eye gaze, facial expression and gestures. This paper presents an implementation of a 3D virtual character animation and rendering engine, compliant with the MPEG-4 standard, running on Symbian-based SmartPhones. Real-time animation of virtual characters on mobile devices represents a challenging task, since many limitations must be taken into account with respect to processing power, graphics capabilities, disk space and execution memory size. The proposed optimization techniques allow to overcome these issues, guaranteeing a smooth and synchronous animation of facial expressions and lip movements on mobile phones such as Sony-Ericsson's P800 and Nokia's 6600. The animation engine is specifically targeted to the development of new "Over The Air" services, based on embodied conversational agents, with applications in entertainment (interactive story tellers), navigation aid (virtual guides to web sites and mobile services), news casting (virtual newscasters) and education (interactive virtual teachers).

  3. Cognitive Radio Application for Evaluating Coexistence with Cognitive Radars: A Software User’s Guide

    Science.gov (United States)

    2017-10-01

    with both conventional wireless systems as well as other types of cognitive RF systems (e.g., cognitive radar). The radio hardware for this...the base stations are at fixed positions and often elevated and operating with relatively high power compared with mobiles, it is straightforward...for cognitive RF systems to detect the base station’s transmissions and avoid activity that would harm this downlink. By contrast, the mobile

  4. Cognitive Resource Demands of Redirected Walking.

    Science.gov (United States)

    Bruder, Gerd; Lubas, Paul; Steinicke, Frank

    2015-04-01

    Redirected walking allows users to walk through a large-scale immersive virtual environment (IVE) while physically remaining in a reasonably small workspace. Therefore, manipulations are applied to virtual camera motions so that the user's self-motion in the virtual world differs from movements in the real world. Previous work found that the human perceptual system tolerates a certain amount of inconsistency between proprioceptive, vestibular and visual sensation in IVEs, and even compensates for slight discrepancies with recalibrated motor commands. Experiments showed that users are not able to detect an inconsistency if their physical path is bent with a radius of at least 22 meters during virtual straightforward movements. If redirected walking is applied in a smaller workspace, manipulations become noticeable, but users are still able to move through a potentially infinitely large virtual world by walking. For this semi-natural form of locomotion, the question arises if such manipulations impose cognitive demands on the user, which may compete with other tasks in IVEs for finite cognitive resources. In this article we present an experiment in which we analyze the mutual influence between redirected walking and verbal as well as spatial working memory tasks using a dual-tasking method. The results show an influence of redirected walking on verbal as well as spatial working memory tasks, and we also found an effect of cognitive tasks on walking behavior. We discuss the implications and provide guidelines for using redirected walking in virtual reality laboratories.

  5. Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke.

    Science.gov (United States)

    Choi, Yoon-Hee; Ku, Jeonghun; Lim, Hyunmi; Kim, Yeo Hyung; Paik, Nam-Jong

    2016-05-02

    Virtual reality (VR) has the potential to provide intensive, repetitive, and task-oriented training, and game-based therapy can enhance patients' motivation and enjoyment. The objective of the present study was to develop a mobile game-based upper extremity VR program for patients who have experienced stroke, and to evaluate the feasibility and effectiveness of the program. This randomized, double-blind, controlled trial included 24 patients with ischemic stroke. The intervention group (n = 12) received 30 min of conventional occupational therapy (OT) and 30 min of the mobile upper extremity rehabilitation program using a smartphone and a tablet PC (MoU-Rehab). The controls (n = 12) received conventional OT alone for 1 h per day. Rehabilitation consisted of 10 sessions of therapy, 5 days per week, for 2 weeks. The outcome measures (Fugl-Meyer Assessment of the upper extremity [FMA-UE], Brunnström stage [B-stage] for the arm and the hand, manual muscle testing [MMT], modified Barthel index [MBI], EuroQol-5 Dimension [EQ-5D], and Beck Depression Inventory [BDI]) were assessed at the beginning and end of treatment, and at 1 month. User satisfaction was evaluated by a questionnaire. A greater improvement in the FMA-UE, B-stage, and MMT was found after treatment with the MoU-Rehab than with conventional therapy. The extent of improvements in the MBI, EQ-5D, and BDI was not significantly different between the two groups. Patients in the experimental group completed the 2-weeks treatment without adverse effects, and they were generally satisfied with MoU-Rehab. This mobile game-based VR rehabilitation program appears to be feasible and effective for promoting upper limb recovery after ischemic stroke.

  6. Does school mobility place elementary school children at risk for lower math achievement? The mediating role of cognitive dysregulation.

    Science.gov (United States)

    Friedman-Krauss, Allison H; Raver, C Cybele

    2015-12-01

    Children growing up in poverty have a higher likelihood of exposure to multiple forms of adversity that jeopardize their chances of academic success. The current paper identifies school mobility, or changing schools, as 1 such poverty-related risk. Using a sample of low-income, predominantly ethnic-minority children (n = 381) in Chicago, this study tests the hypothesis that repeatedly changing schools during the 5-year period between Head Start (preschool) and third grade is a potent predictor of children's math achievement in fourth grade and that children's cognitive dysregulation serves as a mechanism through which school mobility may negatively affect children's math achievement. Hierarchical linear models controlling for baseline child and family characteristics (including children's early math and dysregulation measured during Head Start) revealed an inverse relation between the number of times low-income children changed schools between preschool and third grade and children's math achievement on state standardized tests in fourth grade. Furthermore, frequently changing schools (3 or 4 school changes over the same time period) was positively associated with teacher-reported cognitive dysregulation in third grade and negatively associated with children's math achievement in fourth grade. Evidence for the role of children's cognitive dysregulation as a partial statistical mediator was found for the relation between frequently changing schools and math achievement, even after accounting for baseline risk. Results are discussed in terms of school policies, practices, and intervention strategies to prevent the disruptive and potentially stressful experiences of school mobility for young, low-income children. (c) 2015 APA, all rights reserved).

  7. Does School Mobility Place Elementary School Children at Risk for Lower Math Achievement? The Mediating Role of Cognitive Dysregulation

    Science.gov (United States)

    Friedman-Krauss, Allison H.; Raver, C. Cybele

    2015-01-01

    Children growing up in poverty have a higher likelihood of exposure to multiple forms of adversity that jeopardize their chances of academic success. The current paper identifies school mobility, or changing schools, as 1 such poverty-related risk. Using a sample of low-income, predominantly ethnic-minority children (n = 381) in Chicago, this study tests the hypothesis that repeatedly changing schools during the 5-year period between Head Start (preschool) and third grade is a potent predictor of children’s math achievement in fourth grade and that children’s cognitive dysregulation serves as a mechanism through which school mobility may negatively affect children’s math achievement. Hierarchical linear models controlling for baseline child and family characteristics (including children’s early math and dysregulation measured during Head Start) revealed an inverse relation between the number of times low-income children changed schools between preschool and third grade and children’s math achievement on state standardized tests in fourth grade. Furthermore, frequently changing schools (3 or 4 school changes over the same time period) was positively associated with teacher-reported cognitive dysregulation in third grade and negatively associated with children’s math achievement in fourth grade. Evidence for the role of children’s cognitive dysregulation as a partial statistical mediator was found for the relation between frequently changing schools and math achievement, even after accounting for baseline risk. Results are discussed in terms of school policies, practices, and intervention strategies to prevent the disruptive and potentially stressful experiences of school mobility for young, low-income children. PMID:26436870

  8. Large Scale Experiments of Multihop Networks in Mobile Scenarios

    Directory of Open Access Journals (Sweden)

    Yacine Benchaïb

    2016-03-01

    Full Text Available This paper presents the latest advances in our research work focused on VIRMANEL and SILUMOD, a couple of tools developed for research in wireless mobile multihop networks. SILUMOD is a domain specific language dedicated to the definition of mobility models. This language contains key- words and special operators that make it easy to define a mobility model and calculate the positions of a trajectory. These positions are sent to VIRMANEL, a tool that man- ages virtual machines corresponding to mobile nodes, emu- lates their movements and the resulting connections and dis- connections, and displays the network evolution to the user, thanks to its graphical user interface. The virtualization ap- proach we take here allows to run real code and to test real protocol implementations without deploying an important experimental platform. For the experimentation of a large number of virtual mobile nodes, we defined and implemented a new algorithm for the nearest neighbor search to find the nodes that are within communication range. We then car- ried out a considerable measurement campaign in order to evaluate the performance of this algorithm. The results show that even with an experiment using a large number of mobile nodes, our algorithm make it possible to evaluate the state of connectivity between mobile nodes within a reasonable time and number of operations.

  9. LISP Optimisation of Mobile Data Streaming in Connected Societies

    Directory of Open Access Journals (Sweden)

    T. Balan

    2016-01-01

    Full Text Available Mobility mechanisms are key elements of “always connected” smart environments. Since the first mobile IPv4 protocols, the IP mobility solutions have evolved from host mobility to network mobility and migration to IPv6, but there are still use-cases to be covered, especially for redundant multihomed scenarios. Also mobility does not refer only to hosts or individuals, but also to code/applications and to virtual machines. LISP (Locator/Identifier Separation Protocol can contribute to new solutions for both host mobility and virtual machine mobility (e.g., inside enterprise data centers by the separation of the identifier and location of a network endpoint. The aim of this paper is to propose a LISP based multihome and load-balanced network architecture for urban environments. Validation is done in an emulated environment for the case of an enterprise with distributed locations, but, furthermore, we extrapolate to other mobile urban scenarios, like the case of providing reliable load-balanced and secured Internet in Public Transportation Systems, with a proposal for an open-source implementation.

  10. Virtual-reality-based cognitive behavioural therapy versus waiting list control for paranoid ideation and social avoidance in patients with psychotic disorders : A single-blind randomised controlled trial

    NARCIS (Netherlands)

    Pot-Kolder, Roos M C A; Geraets, Chris N W; Veling, Wim; van Beilen, Marije; Staring, Anton B P; Gijsman, Harm J; Delespaul, Philippe A E G; van der Gaag, Mark

    2018-01-01

    BACKGROUND: Many patients with psychotic disorders have persistent paranoid ideation and avoid social situations because of suspiciousness and anxiety. We investigated the effects of virtual-reality-based cognitive behavioural therapy (VR-CBT) on paranoid thoughts and social participation. METHODS:

  11. The combined use of virtual reality exposure in the treatment of agoraphobia.

    Science.gov (United States)

    Pitti, Carmen T; Peñate, Wenceslao; de la Fuente, Juan; Bethencourt, Juan M; Roca-Sánchez, María J; Acosta, Leopoldo; Villaverde, María L; Gracia, Ramón

    2015-01-01

    This study compares the differential efficacy of three groups of treatments for agoraphobia: paroxetine combined with cognitive-behavioral therapy, paroxetine combined with cognitive-behavioral therapy and virtual reality exposure, and a group with only paroxetine. 99 patients with agoraphobia were finally selected. Both combined treatment groups received 11 sessions of cognitive-behavioral therapy, and one of the groups was also exposed to 4 sessions of virtual reality treatment. Treatments were applied in individual sessions once a week for 3 months. The three treatment groups showed statistically significant improvements. In some measures, combined treatment groups showed greater improvements. The virtual reality exposure group showed greater improvement confronting phobic stimuli. Treatments combining psychopharmacological and psychological therapy showed greater efficacy. Although the use of new technologies led to greater improvement, treatment adherence problems still remain.

  12. Effectiveness of cognitive behavioral therapy integrated with systematic desensitization, cognitive behavioral therapy combined with eye movement desensitization and reprocess­ing therapy, and cognitive behavioral therapy combined with virtual reality exposure therapy methods in the treatment of flight anxiety: a randomized trial

    Directory of Open Access Journals (Sweden)

    Triscari MT

    2015-10-01

    Full Text Available Maria Teresa Triscari,1 Palmira Faraci,2 Dario Catalisano,3 Valerio D’Angelo,1 Viviana Urso1 1Laboratory for Psychosomatic Disorders, Local Health Trust, Palermo, Italy; 2Faculty of Human and Social Sciences, University of Enna “Kore”, Enna, Italy; 3Italian Flight Safety Committee, Aeroporto di Fiumicino, Fiumicino (RM, Italy Abstract: The purpose of the research was to compare the effectiveness of the following treatment methods for fear of flying: cognitive behavioral therapy (CBT integrated with systematic desensitization, CBT combined with eye movement desensitization and reprocessing therapy, and CBT combined with virtual reality exposure therapy. Overall, our findings have proven the efficacy of all interventions in reducing fear of flying in a pre- to post-treatment comparison. All groups showed a decrease in flight anxiety, suggesting the efficiency of all three treatments in reducing self-report measures of fear of flying. In particular, our results indicated significant improvements for the treated patients using all the treatment programs, as shown not only by test scores but also by participation in the post-treatment flight. Nevertheless, outcome measures maintained a significant effect at a 1-year follow-up. In conclusion, combining CBT with both the application of eye movement desensitization and reprocessing treatment and the virtual stimuli used to expose patients with aerophobia seemed as efficient as traditional cognitive behavioral treatments integrated with systematic desensitization. Keywords: flight anxiety, fear of flying, aerophobia, cognitive behavioral therapy, EMDR, VRET 

  13. Virtualized Network Function Orchestration System and Experimental Network Based QR Recognition for a 5G Mobile Access Network

    Directory of Open Access Journals (Sweden)

    Misun Ahn

    2017-12-01

    Full Text Available This paper proposes a virtualized network function orchestration system based on Network Function Virtualization (NFV, one of the main technologies in 5G mobile networks. This system should provide connectivity between network devices and be able to create flexible network function and distribution. This system focuses more on access networks. By experimenting with various scenarios of user service established and activated in a network, we examine whether rapid adoption of new service is possible and whether network resources can be managed efficiently. The proposed method is based on Bluetooth transfer technology and mesh networking to provide automatic connections between network machines and on a Docker flat form, which is a container virtualization technology for setting and managing key functions. Additionally, the system includes a clustering and recovery measure regarding network function based on the Docker platform. We will briefly introduce the QR code perceived service as a user service to examine the proposal and based on this given service, we evaluate the function of the proposal and present analysis. Through the proposed approach, container relocation has been implemented according to a network device’s CPU usage and we confirm successful service through function evaluation on a real test bed. We estimate QR code recognition speed as the amount of network equipment is gradually increased, improving user service and confirm that the speed of recognition is increased as the assigned number of network devices is increased by the user service.

  14. Combined Dual-Task Gait Training and Aerobic Exercise to Improve Cognition, Mobility, and Vascular Health in Community-Dwelling Older Adults at Risk for Future Cognitive Decline1.

    Science.gov (United States)

    Gregory, Michael A; Boa Sorte Silva, Narlon C; Gill, Dawn P; McGowan, Cheri L; Liu-Ambrose, Teresa; Shoemaker, J Kevin; Hachinski, Vladimir; Holmes, Jeff; Petrella, Robert J

    2017-01-01

    This 6-month experimental case series study investigated the effects of a dual-task gait training and aerobic exercise intervention on cognition, mobility, and cardiovascular health in community-dwelling older adults without dementia. Participants exercised 40 min/day, 3 days/week for 26 weeks on a Biodex GaitTrainer2 treadmill. Participants were assessed at baseline (V0), interim (V1: 12-weeks), intervention endpoint (V2: 26-weeks), and study endpoint (V3: 52-weeks). The study outcomes included: cognition [executive function (EF), processing speed, verbal fluency, and memory]; mobility: usual & dual-task gait (speed, step length, and stride time variability); and vascular health: ambulatory blood pressure, carotid arterial compliance, and intima-media thickness (cIMT). Fifty-six participants [age: 70(6) years; 61% female] were included in this study. Significant improvements following the exercise program (V2) were observed in cognition: EF (p = 0.002), processing speed (p coding (p memory [immediate recall (p dual-task gait speed (p = 0.002 and p dual-task gait training and aerobic exercise improved performance on a number of cognitive outcomes, while increasing usual & dual-task gait speed and step length in a sample of older adults without dementia.

  15. Increasing accessibility to the blind of virtual environments, using a virtual mobility aid based on the "EyeCane": feasibility study.

    Directory of Open Access Journals (Sweden)

    Shachar Maidenbaum

    Full Text Available Virtual worlds and environments are becoming an increasingly central part of our lives, yet they are still far from accessible to the blind. This is especially unfortunate as such environments hold great potential for them for uses such as social interaction, online education and especially for use with familiarizing the visually impaired user with a real environment virtually from the comfort and safety of his own home before visiting it in the real world. We have implemented a simple algorithm to improve this situation using single-point depth information, enabling the blind to use a virtual cane, modeled on the "EyeCane" electronic travel aid, within any virtual environment with minimal pre-processing. Use of the Virtual-EyeCane, enables this experience to potentially be later used in real world environments with identical stimuli to those from the virtual environment. We show the fast-learned practical use of this algorithm for navigation in simple environments.

  16. Cognitive and Neural Plasticity in Older Adults’ Prospective Memory Following Training with the Virtual Week Computer Game

    Directory of Open Access Journals (Sweden)

    Nathan S Rose

    2015-10-01

    Full Text Available Prospective memory (PM – the ability to remember and successfully execute our intentions and planned activities – is critical for functional independence and declines with age, yet few studies have attempted to train PM in older adults. We developed a PM training program using the Virtual Week computer game. Trained participants played the game in twelve, 1-hour sessions over one month. Measures of neuropsychological functions, lab-based PM, event-related potentials (ERPs during performance on a lab-based PM task, instrumental activities of daily living, and real-world PM were assessed before and after training. Performance was compared to both no-contact and active (music training control groups. PM on the Virtual Week game dramatically improved following training relative to controls, suggesting PM plasticity is preserved in older adults. Relative to control participants, training did not produce reliable transfer to laboratory-based tasks, but was associated with a reduction of an ERP component (sustained negativity over occipito-parietal cortex associated with processing PM cues, indicative of more automatic PM retrieval. Most importantly, training produced far transfer to real-world outcomes including improvements in performance on real-world PM and activities of daily living. Real-world gains were not observed in either control group. Our findings demonstrate that short-term training with the Virtual Week game produces cognitive and neural plasticity that may result in real-world benefits to supporting functional independence in older adulthood.

  17. Cognitive and neural plasticity in older adults' prospective memory following training with the Virtual Week computer game.

    Science.gov (United States)

    Rose, Nathan S; Rendell, Peter G; Hering, Alexandra; Kliegel, Matthias; Bidelman, Gavin M; Craik, Fergus I M

    2015-01-01

    Prospective memory (PM) - the ability to remember and successfully execute our intentions and planned activities - is critical for functional independence and declines with age, yet few studies have attempted to train PM in older adults. We developed a PM training program using the Virtual Week computer game. Trained participants played the game in 12, 1-h sessions over 1 month. Measures of neuropsychological functions, lab-based PM, event-related potentials (ERPs) during performance on a lab-based PM task, instrumental activities of daily living, and real-world PM were assessed before and after training. Performance was compared to both no-contact and active (music training) control groups. PM on the Virtual Week game dramatically improved following training relative to controls, suggesting PM plasticity is preserved in older adults. Relative to control participants, training did not produce reliable transfer to laboratory-based tasks, but was associated with a reduction of an ERP component (sustained negativity over occipito-parietal cortex) associated with processing PM cues, indicative of more automatic PM retrieval. Most importantly, training produced far transfer to real-world outcomes including improvements in performance on real-world PM and activities of daily living. Real-world gains were not observed in either control group. Our findings demonstrate that short-term training with the Virtual Week game produces cognitive and neural plasticity that may result in real-world benefits to supporting functional independence in older adulthood.

  18. Katalog Penjualan Rumah Berbasis Android Menggunakan Teknologi Augmented Reality dan Virtual Reality

    Directory of Open Access Journals (Sweden)

    Alders Paliling

    2017-02-01

    Full Text Available Penerapan teknologi augmented reality kian diminati oleh pihak produsen untuk memasarkan produk  yang dihasilkan. Teknologi augmented reality mampu meproyeksikan objek dua dimensi ataupun tiga dimensi kedalam lingkungan nyata. Teknologi virtual reality mampu membawa pengguna masuk kedalam lingkungan virtual sehingga pengguna merasa berada dalam lingkungan virtual. Penelitian ini menggunakan teknologi augmented reality yang mampu memproyeksikan objek tiga dimensi rumah sehingga katalog menjadi lebih nyata,  dan teknologi virtual reality yang membuat pengguna berinteraksi langsung dengan objek tiga dimensi rumah dan merasa berada di dalam rumah. Aplikasi yang dibangun memanfaatkan sensor accelerometer yang tertanam dalam perangkat mobile android yang memungkinkan pengguna melihat seisi ruangan dengan memiringkan perangkat mobile android kekiri dan kekanan. Jumlah kamera virtual yang digunakan berjumlah lima yang diletakkan di ruang tamu, ruang keluarga, ruang kamar utama, ruang kamar anak, dan ruang dapur. Aplikasi ini berjalan pada platform android dan menggunakan personal komputer sebagai server yang menyimpan data informasi rumah. Dengan adanya aplikasi ini pengguna dapat merasakan suasana berbeda dalam melihat sebuah katalog. . Kata kunci—Augmentd Reality, Virtual Reality, Katalog, Android

  19. Immersive realities: articulating the shift from VR to mobile AR through artistic practice

    Science.gov (United States)

    Margolis, Todd; Cornish, Tracy; Berry, Rodney; DeFanti, Thomas A.

    2012-03-01

    Our contemporary imaginings of technological engagement with digital environments has transitioned from flying through Virtual Reality to mobile interactions with the physical world through personal media devices. Experiences technologically mediated through social interactivity within physical environments are now being preferenced over isolated environments such as CAVEs or HMDs. Examples of this trend can be seen in early tele-collaborative artworks which strove to use advanced networking to join multiple participants in shared virtual environments. Recent developments in mobile AR allow untethered access to such shared realities in places far removed from labs and home entertainment environments, and without the bulky and expensive technologies attached to our bodies that accompany most VR. This paper addresses the emerging trend favoring socially immersive artworks via mobile Augmented Reality rather than sensorially immersive Virtual Reality installations. With particular focus on AR as a mobile, locative technology, we will discuss how concepts of immersion and interactivity are evolving with this new medium. Immersion in context of mobile AR can be redefined to describe socially interactive experiences. Having distinctly different sensory, spatial and situational properties, mobile AR offers a new form for remixing elements from traditional virtual reality with physically based social experiences. This type of immersion offers a wide array of potential for mobile AR art forms. We are beginning to see examples of how artists can use mobile AR to create social immersive and interactive experiences.

  20. An augmented reality tool for learning spatial anatomy on mobile devices.

    Science.gov (United States)

    Jain, Nishant; Youngblood, Patricia; Hasel, Matthew; Srivastava, Sakti

    2017-09-01

    Augmented Realty (AR) offers a novel method of blending virtual and real anatomy for intuitive spatial learning. Our first aim in the study was to create a prototype AR tool for mobile devices. Our second aim was to complete a technical evaluation of our prototype AR tool focused on measuring the system's ability to accurately render digital content in the real world. We imported Computed Tomography (CT) data derived virtual surface models into a 3D Unity engine environment and implemented an AR algorithm to display these on mobile devices. We investigated the accuracy of the virtual renderings by comparing a physical cube with an identical virtual cube for dimensional accuracy. Our comparative study confirms that our AR tool renders 3D virtual objects with a high level of accuracy as evidenced by the degree of similarity between measurements of the dimensions of a virtual object (a cube) and the corresponding physical object. We developed an inexpensive and user-friendly prototype AR tool for mobile devices that creates highly accurate renderings. This prototype demonstrates an intuitive, portable, and integrated interface for spatial interaction with virtual anatomical specimens. Integrating this AR tool with a library of CT derived surface models provides a platform for spatial learning in the anatomy curriculum. The segmentation methodology implemented to optimize human CT data for mobile viewing can be extended to include anatomical variations and pathologies. The ability of this inexpensive educational platform to deliver a library of interactive, 3D models to students worldwide demonstrates its utility as a supplemental teaching tool that could greatly benefit anatomical instruction. Clin. Anat. 30:736-741, 2017. © 2017Wiley Periodicals, Inc. © 2017 Wiley Periodicals, Inc.

  1. Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning.

    Science.gov (United States)

    Luursema, Jan-Maarten; Vorstenbosch, Marc; Kooloos, Jan

    2017-01-01

    A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different visuospatial ability. Sixty-three participants engaged in a one-hour session including a study phase and posttest. One group studied 3D models of the anatomy of the deep neck in full stereoptic virtual reality; one group studied those structures in virtual reality without stereoptic depth. The control group experienced an unrelated virtual reality environment. A post hoc questionnaire explored cognitive load and problem solving strategies of the participants. We found no effect of condition on learning. Visuospatial ability however did impact correct answers at F (1) = 5.63 and p = .02. No evidence was found for an impact of cognitive load on performance. Possibly, participants were able to solve the posttest items based on visuospatial information contained in the test items themselves. Additionally, the virtual anatomy may have been complex enough to discourage memory based strategies. It is important to control the amount of visuospatial information present in test items.

  2. Mobile Technology Affinity in Renal Transplant Recipients.

    Science.gov (United States)

    Reber, S; Scheel, J; Stoessel, L; Schieber, K; Jank, S; Lüker, C; Vitinius, F; Grundmann, F; Eckardt, K-U; Prokosch, H-U; Erim, Y

    Medication nonadherence is a common problem in renal transplant recipients (RTRs). Mobile health approaches to improve medication adherence are a current trend, and several medication adherence apps are available. However, it is unknown whether RTRs use these technologies and to what extent. In the present study, the mobile technology affinity of RTRs was analyzed. We hypothesized significant age differences in mobile technology affinity and that mobile technology affinity is associated with better cognitive functioning as well as higher educational level. A total of 109 RTRs (63% male) participated in the cross-sectional study, with an overall mean age of 51.8 ± 14.2 years. The study included the Technology Experience Questionnaire (TEQ) for the assessment of mobile technology affinity, a cognitive test battery, and sociodemographic data. Overall, 57.4% of the patients used a smartphone or tablet and almost 45% used apps. The TEQ sum score was 20.9 in a possible range from 6 (no affinity to technology) to 30 (very high affinity). Younger patients had significantly higher scores in mobile technology affinity. The only significant gender difference was found in having fun with using electronic devices: Men enjoyed technology more than women did. Mobile technology affinity was positively associated with cognitive functioning and educational level. Young adult patients might profit most from mobile health approaches. Furthermore, high educational level and normal cognitive functioning promote mobile technology affinity. This should be kept in mind when designing mobile technology health (mHealth) interventions for RTRs. For beneficial mHealth interventions, further research on potential barriers and desired technologic features is necessary to adapt apps to patients' needs. Copyright © 2017 Elsevier Inc. All rights reserved.

  3. Physical exercise improves strength, balance, mobility, and endurance in people with cognitive impairment and dementia: a systematic review.

    Science.gov (United States)

    Lam, Freddy Mh; Huang, Mei-Zhen; Liao, Lin-Rong; Chung, Raymond Ck; Kwok, Timothy Cy; Pang, Marco Yc

    2018-01-01

    Does physical exercise training improve physical function and quality of life in people with cognitive impairment and dementia? Which training protocols improve physical function and quality of life? How do cognitive impairment and other patient characteristics influence the outcomes of exercise training? Systematic review with meta-analysis of randomised trials. People with mild cognitive impairment or dementia as the primary diagnosis. Physical exercise. Strength, flexibility, gait, balance, mobility, walking endurance, dual-task ability, activities of daily living, quality of life, and falls. Forty-three clinical trials (n=3988) were included. According to the Grades of Recommendation, Assessment, Development and Evaluation (GRADE) system, the meta-analyses revealed strong evidence in support of using supervised exercise training to improve the results of 30-second sit-to-stand test (MD 2.1 repetitions, 95% CI 0.3 to 3.9), step length (MD 5cm, 95% CI 2 to 8), Berg Balance Scale (MD 3.6 points, 95% CI 0.3 to 7.0), functional reach (3.9cm, 95% CI 2.2 to 5.5), Timed Up and Go test (-1second, 95% CI -2 to 0), walking speed (0.13m/s, 95% CI 0.03 to 0.24), and 6-minute walk test (50m, 95% CI 18 to 81) in individuals with mild cognitive impairment or dementia. Weak evidence supported the use of exercise in improving flexibility and Barthel Index performance. Weak evidence suggested that non-specific exercise did not improve dual-tasking ability or activity level. Strong evidence indicated that exercise did not improve quality of life in this population. The effect of exercise on falls remained inconclusive. Poorer physical function was a determinant of better response to exercise training, but cognitive performance did not have an impact. People with various levels of cognitive impairment can benefit from supervised multi-modal exercise for about 60minutes a day, 2 to 3days a week to improve physical function. [Lam FMH , Huang MZ, Liao LR, Chung RCK, Kwok TCY, Pang MYC

  4. Being in a Virtual World

    DEFF Research Database (Denmark)

    Walther-Hansen, Mads; Grimshaw, Mark

    2016-01-01

    We present a theoretical framework by which virtual world sound designers may work towards the attainment of presence. Drawing on the study of cognitive metaphors and the view that sound is an emergent perception we offer an account of the environment as a salient and dynamic construct that funct......We present a theoretical framework by which virtual world sound designers may work towards the attainment of presence. Drawing on the study of cognitive metaphors and the view that sound is an emergent perception we offer an account of the environment as a salient and dynamic construct...... that functions as a synecdoche for the nonself. Separating environment from world, we discuss the role of sound in the forming of the environment and argue that it is this environment that establishes the means for presence because it is the process behind the construction of the environment that individuates...

  5. The cloud hovering over the virtual campus

    OpenAIRE

    Alier Forment, Marc; Mayol Sarroca, Enric; Casany Guerrero, María José

    2014-01-01

    The Virtual Campus has been around for about 20 years. It provides an online environment that mimics the processes and services of the physical campuses and classrooms. Its adoption is almost complete in countries where Internet access has become ubiquitous. For a time seemed like the innovation in education was happening in the Virtual Campus, but this is no more. Personal Learning Environments, Life Long Learning, MOOCS, Open Educational Resources, Mobile Apps, Gamification, Social Netwo...

  6. A game based virtual campus tour

    Science.gov (United States)

    Razia Sulthana, A.; Arokiaraj Jovith, A.; Saveetha, D.; Jaithunbi, A. K.

    2018-04-01

    The aim of the application is to create a virtual reality game, whose purpose is to showcase the facilities of SRM University, while doing so in an entertaining manner. The virtual prototype of the institution is deployed in a game engine which eases the students to look over the infrastructure, thereby reducing the resources utilization. Time and money are the resources in concern today. The virtual campus application assists the end user even from a remote location. The virtual world simulates the exact location and hence the effect is created. Thus, it virtually transports the user to the university, with the help of a VR Headset. This is a dynamic application wherein the user can move in any direction. The VR headset provides an interface to get gyro input and this is used to start and stop the movement. Virtual Campus is size efficient and occupies minimal space. It is scalable against mobile gadgets. This gaming application helps the end user to explore the campus, while having fun too. It is a user friendly application that supports users worldwide.

  7. [Efficacy of lisdexamphetamine to improve the behavioural and cognitive symptoms of attention deficit hyperactivity disorder: treatment monitored by means of the AULA Nesplora virtual reality test].

    Science.gov (United States)

    Diaz-Orueta, U; Fernandez-Fernandez, M A; Morillo-Rojas, M D; Climent, G

    2016-07-01

    Lisdexanfetamine (LDX) is the drug for attention deficit hyperactivity disorder (ADHD) undergoing the largest research volume in the latest years. However, no studies certify its usefulness for the improvement of cognitive functioning in ADHD. To evaluate the efficacy of LDX in the behavioral and cognitive improvement of a group of patients with ADHD. Such efficacy was measured by means of the administration of AULA Nesplora virtual reality test before the prescription of pharmacological treatment and right after the treatment with LDX. The sample comprised 85 patients between 6 and 16 years, with clinical diagnosis of ADHD, who attended treatment in a neuropediatrics consultation. All patients started pharmacological treatment with the proper dose of LDX after the clinical interview and the first administration of AULA test. After an average treatment of 7.5 months, AULA was administered again and the treatment progress based on cognitive and motor symptomatology was assessed. Results showed highly significant improvements in selective and sustained attention, quality of attention focus and hyperactivity; moderate improvements in impulsivity; and an incidence close to zero in processing speed. LDX constitutes an adequate treatment for the substantial improvement of attention and hyperactivity; such improvement can be monitored accurately by means of AULA virtual reality test.

  8. Polypharmacy Cutoff for Gait and Cognitive Impairments

    Directory of Open Access Journals (Sweden)

    Antoine Langeard

    2016-08-01

    Full Text Available BACKGROUND: Polypharmacy is a well-established risk factor for falls, and these are one of the major health problems that affect the quality of life as people age. However, the risk of mobility and cognitive impairments consecutive to polypharmacy has been little addressed, despite the association between these adverse outcomes and falls. Moreover, the rare polypharmacy cut-offs were all but one arbitrarily determined. OBJECTIVE: Studying relationships between polypharmacy and both mobility and cognitive impairments, and statistically determining a cut-off point in the number of drugs beyond which polypharmacy has deleterious consequences with respect to mobility and cognitive impairment. METHODS: We enrolled 113 community-dwelling adults aged 55 years and older with a fall history, with or without injury, in the previous year. We carefully collected information about daily medications taken. We assessed basic mobility and global cognition with the Time-Up-and-Go and the Montreal Cognitive Assessment (MoCA test, respectively. (clinicaltrials.gov NCT02292316RESULTS: TUG and MoCA scores were both significantly correlated with the number of medications used. ROC curves indicate, with high prediction (p<0.002, that daily consumption of five or more medications is associated with risk for both impaired mobility and global cognition. These relationships were independent of the number of comorbidities and of the pharmacological class. CONCLUSION: Community-dwelling adults aged 55 years and older who take five or more daily drugs are at high risk for both mobility and cognitive impairments. Physicians and patients should be aware of these new findings, especially when there are multiple prescribers involved in the care of the patient.

  9. PAST AND FUTURE APPLICATIONS OF 3-D (VIRTUAL REALITY) TECHNOLOGY

    OpenAIRE

    Nigel Foreman; Liliya Korallo

    2014-01-01

    Virtual Reality (virtual environment technology, VET) has been widely available for twenty years. In that time, the benefits of using virtual environments (VEs) have become clear in many areas of application, including assessment and training, education, rehabilitation and psychological research in spatial cognition. The flexibility, reproducibility and adaptability of VEs are especially important, particularly in the training and testing of navigational and way-finding skills. Transfer of tr...

  10. Virtual Reality and Public Administration

    Directory of Open Access Journals (Sweden)

    István TÓZSA

    2013-02-01

    Full Text Available This study serves as an introduction to how virtual reality systems could be applied in public administration and what research tasks would be necessary to accomplish a project. E-government solutions began to emerge in public administration approximately a decade ago all over the developed world. Administration service facilities via the Internet did not attract many customers, because of the digital divide. E-government solutions were extended to mobile devices as well, but the expected breakthrough of usage has not ensued. The virtual reality form of public administration services recommended in this study has the most attractive outlay and the simplest navigation tools if compared to ‘traditional’ Internet based e-government. Thus, in accordance with the worldwide amazingly quick spread of the virtual reality systems of Second Life and 3 D types of entertainment, virtual reality applications in public administration could rely on a wide range of acceptance as well.

  11. 3D Virtual CH Interactive Information Systems for a smart web browsing experience for desktop PCs and mobile devices

    Directory of Open Access Journals (Sweden)

    A. Scianna

    2018-05-01

    Full Text Available Recently, the diffusion of knowledge on Cultural Heritage (CH has become an element of primary importance for its valorization. At the same time, the diffusion of surveys based on UAV Unmanned Aerial Vehicles (UAV technologies and new methods of photogrammetric reconstruction have opened new possibilities for 3D CH representation. Furthermore the recent development of faster and more stable internet connections leads people to increase the use of mobile devices. In the light of all this, the importance of the development of Virtual Reality (VR environments applied to CH is strategic for the diffusion of knowledge in a smart solution. In particular, the present work shows how, starting from a basic survey and the further photogrammetric reconstruction of a cultural good, is possible to built a 3D CH interactive information system useful for desktop and mobile devices. For this experimentation the Arab-Norman church of the Trinity of Delia (in Castelvetrano-Sicily-Italy has been adopted as case study. The survey operations have been carried out considering different rapid methods of acquisition (UAV camera, SLR camera and smartphone camera. The web platform to publish the 3D information has been built using HTML5 markup language and WebGL JavaScript libraries (Three.js libraries. This work presents the construction of a 3D navigation system for a web-browsing of a virtual CH environment, with the integration of first person controls and 3D popup links. This contribution adds a further step to enrich the possibilities of open-source technologies applied to the world of CH valorization on web.

  12. A mobile, high-throughput semi-automated system for testing cognition in large non-primate animal models of Huntington disease.

    Science.gov (United States)

    McBride, Sebastian D; Perentos, Nicholas; Morton, A Jennifer

    2016-05-30

    For reasons of cost and ethical concerns, models of neurodegenerative disorders such as Huntington disease (HD) are currently being developed in farm animals, as an alternative to non-human primates. Developing reliable methods of testing cognitive function is essential to determining the usefulness of such models. Nevertheless, cognitive testing of farm animal species presents a unique set of challenges. The primary aims of this study were to develop and validate a mobile operant system suitable for high throughput cognitive testing of sheep. We designed a semi-automated testing system with the capability of presenting stimuli (visual, auditory) and reward at six spatial locations. Fourteen normal sheep were used to validate the system using a two-choice visual discrimination task. Four stages of training devised to acclimatise animals to the system are also presented. All sheep progressed rapidly through the training stages, over eight sessions. All sheep learned the 2CVDT and performed at least one reversal stage. The mean number of trials the sheep took to reach criterion in the first acquisition learning was 13.9±1.5 and for the reversal learning was 19.1±1.8. This is the first mobile semi-automated operant system developed for testing cognitive function in sheep. We have designed and validated an automated operant behavioural testing system suitable for high throughput cognitive testing in sheep and other medium-sized quadrupeds, such as pigs and dogs. Sheep performance in the two-choice visual discrimination task was very similar to that reported for non-human primates and strongly supports the use of farm animals as pre-clinical models for the study of neurodegenerative diseases. Copyright © 2015 Elsevier B.V. All rights reserved.

  13. Using a virtual world for robot planning

    Science.gov (United States)

    Benjamin, D. Paul; Monaco, John V.; Lin, Yixia; Funk, Christopher; Lyons, Damian

    2012-06-01

    We are building a robot cognitive architecture that constructs a real-time virtual copy of itself and its environment, including people, and uses the model to process perceptual information and to plan its movements. This paper describes the structure of this architecture. The software components of this architecture include PhysX for the virtual world, OpenCV and the Point Cloud Library for visual processing, and the Soar cognitive architecture that controls the perceptual processing and task planning. The RS (Robot Schemas) language is implemented in Soar, providing the ability to reason about concurrency and time. This Soar/RS component controls visual processing, deciding which objects and dynamics to render into PhysX, and the degree of detail required for the task. As the robot runs, its virtual model diverges from physical reality, and errors grow. The Match-Mediated Difference component monitors these errors by comparing the visual data with corresponding data from virtual cameras, and notifies Soar/RS of significant differences, e.g. a new object that appears, or an object that changes direction unexpectedly. Soar/RS can then run PhysX much faster than real-time and search among possible future world paths to plan the robot's actions. We report experimental results in indoor environments.

  14. Virtual mobility and organizational reality

    DEFF Research Database (Denmark)

    Lassen, Claus; Laugen, Bjørge Timenes; Næss, Petter

    2006-01-01

    and teaching. In the absence of regulations, however, we do not find potential for reducing the number of trips of this type because they do not facilitate face-to-face contacts. Therefore the conclusion is, that policy and planning have to look for other options for pursuing ‘sustainable mobility' policies......This article addresses the potential for reducing international work-related air travelling through the use of information and communication technologies such as videoconferences and e-learning in knowledge companies. It looks at the potential for reducing travel related to such things as meetings...

  15. Social Aspects of “Absent Presence” in the Use of Mobile Phones in Public Urban Spaces

    Directory of Open Access Journals (Sweden)

    Krešimir Katić

    2014-12-01

    Full Text Available This paper explores how, in the context of the increasing mediated permeability of the boundaries between the realms of home, privacy, in public, work and leisure, people use mobile phones to communicate with absent others whilst in public urban spaces, near others who are physically present, that is, how people negotiate place and presence when “on the phone”. Our ethnographic research of quotidian practices employed by mobile phone users in public spaces in Zagreb, Croatia, confirms that the critique put forward by some media scholars that media technologies create a homogenous, placeless world, is rather exaggerated. Place is reconstituted through a variety of ethnomethodological, and culturally specific practices which we refer to as manoeuvres of spatial juggling, practices which allow people to integrate their presence in the physical and in the virtual worlds. We identify a number of such practices, and also highlight which moral, cognitive and ritual components of micro interactions in public are challenged during mobile phone use. We conclude that, though significantly contingent and fluid, mobile phone interactions do not annihilate place but transform it into an “absent presence”.

  16. User-centered virtual environment design for virtual rehabilitation

    Directory of Open Access Journals (Sweden)

    Rizzo Albert A

    2010-02-01

    Full Text Available Abstract Background As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. Methods An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. Results The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better

  17. User-centered virtual environment design for virtual rehabilitation.

    Science.gov (United States)

    Fidopiastis, Cali M; Rizzo, Albert A; Rolland, Jannick P

    2010-02-19

    As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient

  18. Using virtual reality to characterize episodic memory profiles in amnestic mild cognitive impairment and Alzheimer's disease: influence of active and passive encoding.

    Science.gov (United States)

    Plancher, G; Tirard, A; Gyselinck, V; Nicolas, S; Piolino, P

    2012-04-01

    Most neuropsychological assessments of episodic memory bear little similarity to the events that patients actually experience as memories in daily life. The first aim of this study was to use a virtual environment to characterize episodic memory profiles in an ecological fashion, which includes memory for central and perceptual details, spatiotemporal contextual elements, and binding. This study included subjects from three different populations: healthy older adults, patients with amnestic mild cognitive impairment (aMCI) and patients with early to moderate Alzheimer's disease (AD). Second, we sought to determine whether environmental factors that can affect encoding (active vs. passive exploration) influence memory performance in pathological aging. Third, we benchmarked the results of our virtual reality episodic memory test against a classical memory test and a subjective daily memory complaint scale. Here, the participants were successively immersed in two virtual environments; the first, as the driver of a virtual car (active exploration) and the second, as the passenger of that car (passive exploration). Subjects were instructed to encode all elements of the environment as well as the associated spatiotemporal contexts. Following each immersion, we assessed the patient's recall and recognition of central information (i.e., the elements of the environment), contextual information (i.e., temporal, egocentric and allocentric spatial information) and lastly, the quality of binding. We found that the AD patients' performances were inferior to that of the aMCI and even more to that of the healthy aged groups, in line with the progression of hippocampal atrophy reported in the literature. Spatial allocentric memory assessments were found to be particularly useful for distinguishing aMCI patients from healthy older adults. Active exploration yielded enhanced recall of central and allocentric spatial information, as well as binding in all groups. This led a

  19. Mobile touch: NFC-like interaction with yesterday's phones

    NARCIS (Netherlands)

    Klos, V.; Deventer, M.O. van; Staalduinen, M. van; Hartog, F.T.H. den

    2009-01-01

    Near Field Communication (NFC) enables fast interactive mobile services as it allows two mobile devices to quickly and securely exchange information when they are within touching range. However, NFC-enabled phones are virtually absent on the market today, which impedes the break-through of these

  20. Perspectives of mobile learning in optics and photonics

    Science.gov (United States)

    Curticapean, Dan; Christ, Andreas; Feißt, Markus

    2010-08-01

    Mobile learning (m-learning) can be considered as a new paradigm of e-learning. The developed solution enables the presentation of animations and 3D virtual reality (VR) on mobile devices and is well suited for mobile learning. Difficult relations in physics as well as intricate experiments in optics can be visualised on mobile devices without need for a personal computer. By outsourcing the computational power to a server, the coverage is worldwide.

  1. Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning

    Directory of Open Access Journals (Sweden)

    Jan-Maarten Luursema

    2017-01-01

    Full Text Available A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different visuospatial ability. Sixty-three participants engaged in a one-hour session including a study phase and posttest. One group studied 3D models of the anatomy of the deep neck in full stereoptic virtual reality; one group studied those structures in virtual reality without stereoptic depth. The control group experienced an unrelated virtual reality environment. A post hoc questionnaire explored cognitive load and problem solving strategies of the participants. We found no effect of condition on learning. Visuospatial ability however did impact correct answers at F(1=5.63 and p=.02. No evidence was found for an impact of cognitive load on performance. Possibly, participants were able to solve the posttest items based on visuospatial information contained in the test items themselves. Additionally, the virtual anatomy may have been complex enough to discourage memory based strategies. It is important to control the amount of visuospatial information present in test items.

  2. Virtual rehabilitation--benefits and challenges.

    Science.gov (United States)

    Burdea, G C

    2003-01-01

    To discuss the advantages and disadvantages of rehabilitation applications of virtual reality. VR can be used as an enhancement to conventional therapy for patients with conditions ranging from musculoskeletal problems, to stroke-induced paralysis, to cognitive deficits. This approach is called "VR-augmented rehabilitation." Alternately, VR can replace conventional interventions altogether, in which case the rehabilitation is "VR-based." If the intervention is done at a distance, then it is called "telerehabilitation." Simulation exercises for post-stroke patients have been developed using a "teacher object" approach or a video game approach. Simulations for musculo-skeletal patients use virtual replicas of rehabilitation devices (such as rubber ball, power putty, peg board). Phobia-inducing virtual environments are prescribed for patients with cognitive deficits. VR-augmented rehabilitation has been shown effective for stroke patients in the chronic phase of the disease. VR-based rehabilitation has been improving patients with fear of flying, Vietnam syndrome, fear of heights, and chronic stroke patients. Telerehabilitation interventions using VR have improved musculo-skeletal and post-stroke patients, however less data is available at this time. Virtual reality presents significant advantages when applied to rehabilitation of patients with varied conditions. These advantages include patient motivation, adaptability and variability based on patient baseline, transparent data storage, online remote data access, economy of scale, reduced medical costs. Challenges in VR use for rehabilitation relate to lack of computer skills on the part of therapists, lack of support infrastructure, expensive equipment (initially), inadequate communication infrastructure (for telerehabilitation in rural areas), and patient safety concerns.

  3. Development of a Secure Mobile GPS Tracking and Management System

    Science.gov (United States)

    Liu, Anyi

    2012-01-01

    With increasing demand of mobile devices and cloud computing, it becomes increasingly important to develop efficient mobile application and its secured backend, such as web applications and virtualization environment. This dissertation reports a systematic study of mobile application development and the security issues of its related backend. …

  4. Webizing mobile augmented reality content

    Science.gov (United States)

    Ahn, Sangchul; Ko, Heedong; Yoo, Byounghyun

    2014-01-01

    This paper presents a content structure for building mobile augmented reality (AR) applications in HTML5 to achieve a clean separation of the mobile AR content and the application logic for scaling as on the Web. We propose that the content structure contains the physical world as well as virtual assets for mobile AR applications as document object model (DOM) elements and that their behaviour and user interactions are controlled through DOM events by representing objects and places with a uniform resource identifier. Our content structure enables mobile AR applications to be seamlessly developed as normal HTML documents under the current Web eco-system.

  5. The Role of a Multidimensional Concept of Trust in the Performance of Global Virtual Teams

    Science.gov (United States)

    Bodensteiner, Nan Muir; Stecklein, Jonette M.

    2002-01-01

    This paper focuses on the concept of trust as an important ingredient of effective global virtual team performance. Definitions of trust and virtual teams are presented. The concept of trust is developed from its unilateral application (trust, absence of trust) to a multidimensional concept including cognitive and affective components. The special challenges of a virtual team are then discussed with particular emphasis on how a multidimensional concept of trust impacts these challenges. Propositions suggesting the multidimensional concept of trust moderates the negative impacts of distance, cross cultural and organizational differences, the effects of electronically mediated communication, reluctance to share information and a lack of hi story/future on the performance of virtual teams are stated. The paper concludes with recommendations and a set of techniques to build both cognitive and affective trust in virtual teams.

  6. Mobile Lexicography

    DEFF Research Database (Denmark)

    Køhler Simonsen, Henrik

    2014-01-01

    Users are already mobile, but the question is to which extent knowledge-based dictionary apps are designed for the mobile user situation. The objective of this article is to analyse the characteristics of the mobile user situation and to look further into the stationary user situation and the mob......Users are already mobile, but the question is to which extent knowledge-based dictionary apps are designed for the mobile user situation. The objective of this article is to analyse the characteristics of the mobile user situation and to look further into the stationary user situation...... and the mobile user situation. The analysis is based on an empirical survey involving ten medical doctors and a monolingual app designed to support cognitive lexicographic functions, cf. (Tarp 2006:61-64). In test A the doctors looked up five medical terms while sitting down at a desk and in test B the doctors...

  7. A novel resource management method of providing operating system as a service for mobile transparent computing.

    Science.gov (United States)

    Xiong, Yonghua; Huang, Suzhen; Wu, Min; Zhang, Yaoxue; She, Jinhua

    2014-01-01

    This paper presents a framework for mobile transparent computing. It extends the PC transparent computing to mobile terminals. Since resources contain different kinds of operating systems and user data that are stored in a remote server, how to manage the network resources is essential. In this paper, we apply the technologies of quick emulator (QEMU) virtualization and mobile agent for mobile transparent computing (MTC) to devise a method of managing shared resources and services management (SRSM). It has three layers: a user layer, a manage layer, and a resource layer. A mobile virtual terminal in the user layer and virtual resource management in the manage layer cooperate to maintain the SRSM function accurately according to the user's requirements. An example of SRSM is used to validate this method. Experiment results show that the strategy is effective and stable.

  8. A Novel Resource Management Method of Providing Operating System as a Service for Mobile Transparent Computing

    Directory of Open Access Journals (Sweden)

    Yonghua Xiong

    2014-01-01

    Full Text Available This paper presents a framework for mobile transparent computing. It extends the PC transparent computing to mobile terminals. Since resources contain different kinds of operating systems and user data that are stored in a remote server, how to manage the network resources is essential. In this paper, we apply the technologies of quick emulator (QEMU virtualization and mobile agent for mobile transparent computing (MTC to devise a method of managing shared resources and services management (SRSM. It has three layers: a user layer, a manage layer, and a resource layer. A mobile virtual terminal in the user layer and virtual resource management in the manage layer cooperate to maintain the SRSM function accurately according to the user’s requirements. An example of SRSM is used to validate this method. Experiment results show that the strategy is effective and stable.

  9. a Methodology to Adapt Photogrammetric Models to Virtual Reality for Oculus Gear VR

    Science.gov (United States)

    Colmenero Fdez, A.

    2017-11-01

    In this paper, we will expose the process of adapting a high resolution model (laser and photogrammetry) into a virtual reality application for mobile phones. It is a virtual archeology project carried out on the site of Lugo's Mitreo, Spain.

  10. Mobile e-Learning for Next Generation Communication Environment

    Science.gov (United States)

    Wu, Tin-Yu; Chao, Han-Chieh

    2008-01-01

    This article develops an environment for mobile e-learning that includes an interactive course, virtual online labs, an interactive online test, and lab-exercise training platform on the fourth generation mobile communication system. The Next Generation Learning Environment (NeGL) promotes the term "knowledge economy." Inter-networking…

  11. Entry and innovation in maturing markets: virtual operators in mobile communications

    NARCIS (Netherlands)

    Jaspers, F.; Hulsink, W.; Theeuwes, J.

    2007-01-01

    In the last few years the mobile telecommunications industry has witnessed the entry of a large number of new service providers. Traditionally, mobile users get their mobile services from the service providers owned by vertically integrated mobile network operators (MNOs). The new entrants do not

  12. Exploring Urban Environments Using Virtual and Augmented Reality

    OpenAIRE

    Stelios Papakonstantinou; Vesna Brujic-Okretic; Fotis Liarokapis

    2007-01-01

    In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location ...

  13. Virtual reality exposure therapy for social phobia

    OpenAIRE

    Herbelin, Bruno

    2005-01-01

    This thesis presents researches and experiments performed in collaboration with a psychiatrist in order to validate and improve the use of virtual reality in social phobia psychotherapy. Cognitive and behavioral therapies are strongly based on the exposure to anxiety provoking stimuli. Virtual reality seems to be appropriate for such exposures as it allows for on-demand reproduction of reality. The idea has been validated for the treatment of various phobias but is more delicate in the case o...

  14. Joint Attention, Social-Cognition, and Recognition Memory in Adults

    OpenAIRE

    Kim, Kwanguk; Mundy, Peter

    2012-01-01

    The early emerging capacity for Joint Attention, or socially coordinated visual attention, is thought to be integral to the development of social-cognition in childhood. Recent studies have also begun to suggest that joint attention affects adult cognition as well, but methodological limitations hamper research on this topic. To address this issue we developed a novel virtual reality (VR) paradigm that integrates eye-tracking and virtual avatar technology to measure two types of joint attenti...

  15. Use of Ecological Gestures in Soccer Games Running on Mobile Devices

    Directory of Open Access Journals (Sweden)

    Valere Plantevin

    2014-10-01

    Full Text Available The strong integration of “intelligent mobile devices” into modern societies offers a great potential for a wide spread distribution of mobile serious games. As in the case of Virtual Reality based systems, in order to be useful and efficient, these serious games need to be validated ecologically. In this context, this paper addresses the use of ecological interactions for a mobile serious game. We exploit a wearable insole in order to let users interact with a virtual soccer game via real-world soccer movements. We analyzed the concept of ecological interactions. The system used for recognition of ecological gestures is also detailed. A primary study showed that proposed system can be exploited for real time gesture recognition on a mobile device.

  16. Virtual reality rehabilitation from social cognitive and motor learning theoretical perspectives in stroke population.

    Science.gov (United States)

    Imam, Bita; Jarus, Tal

    2014-01-01

    Objectives. To identify the virtual reality (VR) interventions used for the lower extremity rehabilitation in stroke population and to explain their underlying training mechanisms using Social Cognitive (SCT) and Motor Learning (MLT) theoretical frameworks. Methods. Medline, Embase, Cinahl, and Cochrane databases were searched up to July 11, 2013. Randomized controlled trials that included a VR intervention for lower extremity rehabilitation in stroke population were included. The Physiotherapy Evidence Database (PEDro) scale was used to assess the quality of the included studies. The underlying training mechanisms involved in each VR intervention were explained according to the principles of SCT (vicarious learning, performance accomplishment, and verbal persuasion) and MLT (focus of attention, order and predictability of practice, augmented feedback, and feedback fading). Results. Eleven studies were included. PEDro scores varied from 3 to 7/10. All studies but one showed significant improvement in outcomes in favour of the VR group (P learning through providing a task-oriented and graduated learning under a variable and unpredictable practice.

  17. Cognitive infocommunications (CogInfoCom)

    CERN Document Server

    Baranyi, Péter; Sallai, Gyula

    2015-01-01

    This book describes the theoretical foundations of cognitive infocommunications (CogInfoCom), and provides a survey on state-of-the-art solutions and applications within the field. The book covers aspects of cognitive infocommunications in the research fields of affective computing, BCI, future internet, HCI, HRI, sensory substitution, and virtual/augmented interactions. The book focuses on describing the merging between humans and information and communications technology (ICT) at the level of cognitive capabilities with an approach towards developing future cognitive ICT.   · Provides a comprehensive overview of cognitive infocommunications   · Covers theoretical and practical aspects of cognitive infocommunications   · Discusses applications employing various aspects of infocommunication.

  18. Virtual reality training improves students' knowledge structures of medical concepts.

    Science.gov (United States)

    Stevens, Susan M; Goldsmith, Timothy E; Summers, Kenneth L; Sherstyuk, Andrei; Kihmm, Kathleen; Holten, James R; Davis, Christopher; Speitel, Daniel; Maris, Christina; Stewart, Randall; Wilks, David; Saland, Linda; Wax, Diane; Panaiotis; Saiki, Stanley; Alverson, Dale; Caudell, Thomas P

    2005-01-01

    Virtual environments can provide training that is difficult to achieve under normal circumstances. Medical students can work on high-risk cases in a realistic, time-critical environment, where students practice skills in a cognitively demanding and emotionally compelling situation. Research from cognitive science has shown that as students acquire domain expertise, their semantic organization of core domain concepts become more similar to those of an expert's. In the current study, we hypothesized that students' knowledge structures would become more expert-like as a result of their diagnosing and treating a patient experiencing a hematoma within a virtual environment. Forty-eight medical students diagnosed and treated a hematoma case within a fully immersed virtual environment. Student's semantic organization of 25 case-related concepts was assessed prior to and after training. Students' knowledge structures became more integrated and similar to an expert knowledge structure of the concepts as a result of the learning experience. The methods used here for eliciting, representing, and evaluating knowledge structures offer a sensitive and objective means for evaluating student learning in virtual environments and medical simulations.

  19. Gesture Activated Mobile Edutainment (GAME)

    DEFF Research Database (Denmark)

    Rehm, Matthias; Leichtenstern, Karin; Plomer, Joerg

    2010-01-01

    An approach to intercultural training of nonverbal behavior is presented that draws from research on role-plays with virtual agents and ideas from situated learning. To this end, a mobile serious game is realized where the user acquires knowledge about German emblematic gestures and tries them out...... in role-plays with virtual agents. Gesture performance is evaluated making use of build-in acceleration sensors of smart phones. After an account of the theoretical background covering diverse areas like virtual agents, situated learning and intercultural training, the paper presents the GAME approach...... along with details on the gesture recognition and content authoring. By its experience-based role plays with virtual characters, GAME brings together ideas from situated learning and intercultural training in an integrated approach and paves the way for new m-learning concepts....

  20. Virtual faces expressing emotions: an initial concomitant and construct validity study.

    Science.gov (United States)

    Joyal, Christian C; Jacob, Laurence; Cigna, Marie-Hélène; Guay, Jean-Pierre; Renaud, Patrice

    2014-01-01

    Facial expressions of emotions represent classic stimuli for the study of social cognition. Developing virtual dynamic facial expressions of emotions, however, would open-up possibilities, both for fundamental and clinical research. For instance, virtual faces allow real-time Human-Computer retroactions between physiological measures and the virtual agent. The goal of this study was to initially assess concomitants and construct validity of a newly developed set of virtual faces expressing six fundamental emotions (happiness, surprise, anger, sadness, fear, and disgust). Recognition rates, facial electromyography (zygomatic major and corrugator supercilii muscles), and regional gaze fixation latencies (eyes and mouth regions) were compared in 41 adult volunteers (20 ♂, 21 ♀) during the presentation of video clips depicting real vs. virtual adults expressing emotions. Emotions expressed by each set of stimuli were similarly recognized, both by men and women. Accordingly, both sets of stimuli elicited similar activation of facial muscles and similar ocular fixation times in eye regions from man and woman participants. Further validation studies can be performed with these virtual faces among clinical populations known to present social cognition difficulties. Brain-Computer Interface studies with feedback-feedforward interactions based on facial emotion expressions can also be conducted with these stimuli.

  1. Helping Students Use Virtual Libraries Effectively.

    Science.gov (United States)

    Fitzgerald, Mary Ann; Galloway, Chad

    2001-01-01

    Describes a study in which online behavior of high school and undergraduate students using GALILEO (Georgia Library Learning Online), a virtual library, were observed. Topics include cognitive demands; technology literacy; domain knowledge; search strategies; relevance; evaluation of information; information literacy standards; and suggestions to…

  2. A Feasibility Study with Image-Based Rendered Virtual Reality in Patients with Mild Cognitive Impairment and Dementia.

    Directory of Open Access Journals (Sweden)

    Valeria Manera

    Full Text Available Virtual Reality (VR has emerged as a promising tool in many domains of therapy and rehabilitation, and has recently attracted the attention of researchers and clinicians working with elderly people with MCI, Alzheimer's disease and related disorders. Here we present a study testing the feasibility of using highly realistic image-based rendered VR with patients with MCI and dementia. We designed an attentional task to train selective and sustained attention, and we tested a VR and a paper version of this task in a single-session within-subjects design. Results showed that participants with MCI and dementia reported to be highly satisfied and interested in the task, and they reported high feelings of security, low discomfort, anxiety and fatigue. In addition, participants reported a preference for the VR condition compared to the paper condition, even if the task was more difficult. Interestingly, apathetic participants showed a preference for the VR condition stronger than that of non-apathetic participants. These findings suggest that VR-based training can be considered as an interesting tool to improve adherence to cognitive training in elderly people with cognitive impairment.

  3. Teknologi VRML untuk Media Promosi Mobil Berbasis Web

    Directory of Open Access Journals (Sweden)

    Aditya Nur Prasetyo

    2015-01-01

    Full Text Available Peranan teknologi informasi menjadi hal utama yang harus dipenuhi untuk menunjang kegiatan dalam berbagai bidang kehidupan, tidak terkecuali bidang promosi suatu produk atau jasa. Dengan penggunaan internet penyampaian informasi mengenai produk yang dipromosikan menjadi lebih mudah dan dapat diakses setiap saat dan dapat dilakukan dimana saja. Medianya pun juga telah berkembang dengan berbagai macam kemudahan, salah satunya adalah media promosi berbasis multimedia. Teknologi virtual reality merupakan salah satu teknologi yang berbasis multimedia dengan memadukan berbagai elemen multimedia. Dengan penggunaan teknologi virtual reality tersebut diharapkan dapat menunjang media promosi agar lebih interaktif, efektif dan menarik. Aplikasi yang dikembangkan merupakan perpaduan antara teknologi virtual reality dengan website. Teknologi virtual reality akan menyajikan produk mobil yang dipromosikan melalui tampilan tiga dimensi yang interaktif. Teknologi tersebut kemudian ditanamkan dalam website sehingga memungkinkan pengguna dapat mengaksesnya kapan dan dimana saja. Teknologi virtual reality dikembangkan menggunakan VRML (Virtual Reality Modelling Language dan software pemodelan 3D 3ds Max, sedangkan aplikasi berbasis web dikembangkan menggunakan bahasa pemrograman PHP, HTML dan CSS. Aplikasi tersebut juga didukung penggunaan basis data MySQL sehingga mempermudah user dalam mengolah data. Browser yang digunakan perlu dipasangi plug-in Cortona3D Viewer agar dapat menampilkan file tiga dimensi. Hasil dari pembuatan aplikasi ini adalah terancangnya sebuah aplikasi yang menggunakan teknologi VRML untuk media promosi mobil berbasis web. Hasil pengujian menunjukkan bahwa aplikasi ini menjalankan fungsionalitasnya sesuai dengan rancangan.

  4. Synthetic vision and memory for autonomous virtual humans

    OpenAIRE

    PETERS, CHRISTOPHER; O'SULLIVAN, CAROL ANN

    2002-01-01

    PUBLISHED A memory model based on ?stage theory?, an influential concept of memory from the field of cognitive psychology, is presented for application to autonomous virtual humans. The virtual human senses external stimuli through a synthetic vision system. The vision system incorporates multiple modes of vision in order to accommodate a perceptual attention approach. The memory model is used to store perceived and attended object information at different stages in a filtering...

  5. The Herbert Virtual Museum

    Directory of Open Access Journals (Sweden)

    Panagiotis Petridis

    2013-01-01

    Full Text Available In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user’s experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors.

  6. Call Arrival Rate Prediction and Blocking Probability Estimation for Infrastructure based Mobile Cognitive Radio Personal Area Network

    Directory of Open Access Journals (Sweden)

    Neeta Nathani

    2017-08-01

    Full Text Available The Cognitive Radio usage has been estimated as non-emergency service with low volume traffic. Present work proposes an infrastructure based Cognitive Radio network and probability of success of CR traffic in licensed band. The Cognitive Radio nodes will form cluster. The cluster nodes will communicate on Industrial, Scientific and Medical band using IPv6 over Low-Power Wireless Personal Area Network based protocol from sensor to Gateway Cluster Head. For Cognitive Radio-Media Access Control protocol for Gateway to Cognitive Radio-Base Station communication, it will use vacant channels of licensed band. Standalone secondary users of Cognitive Radio Network shall be considered as a Gateway with one user. The Gateway will handle multi-channel multi radio for communication with Base Station. Cognitive Radio Network operators shall define various traffic data accumulation counters at Base Station for storing signal strength, Carrier-to-Interference and Noise Ratio, etc. parameters and record channel occupied/vacant status. The researches has been done so far using hour as interval is too long for parameters like holding time expressed in minutes and hence channel vacant/occupied status time is only probabilistically calculated. In the present work, an infrastructure based architecture has been proposed which polls channel status each minute in contrary to hourly polling of data. The Gateways of the Cognitive Radio Network shall monitor status of each Primary User periodically inside its working range and shall inform to Cognitive Radio- Base Station for preparation of minutewise database. For simulation, the occupancy data for all primary user channels were pulled in one minute interval from a live mobile network. Hourly traffic data and minutewise holding times has been analyzed to optimize the parameters of Seasonal Auto Regressive Integrated Moving Average prediction model. The blocking probability of an incoming Cognitive Radio call has been

  7. Digital heritage gamification: An augmented-virtual walkthrough to learn and explore historical places

    Science.gov (United States)

    Tan, Kian Lam; Lim, Chen Kim

    2017-10-01

    In the last decade, cultural heritage including historical sites are reconstructed into digital heritage. Based on UNESCO, digital heritage defines as "cultural, educational, scientific and administrative resources, as well as technical, legal, medical and other kinds of information created digitally, or converted into digital form from existing analogue resources". In addition, the digital heritage is doubling in size every two years and expected will grow tenfold between 2013 and 2020. In order to attract and stir the interest of younger generations about digital heritage, gamification has been widely promoted. In this research, a virtual walkthrough combine with gamifications are proposed for learning and exploring historical places in Malaysia by using mobile device. In conjunction with Visit Perak 2017 Campaign, this virtual walkthrough is proposed for Kellie's Castle at Perak. The objectives of this research is two folds 1) modelling and design of innovative mobile game for virtual walkthrough application, and 2) to attract tourist to explore and learn historical places by using sophisticated graphics from Augmented Reality. The efficiency and effectiveness of the mobile virtual walkthrough will be accessed by the International and local tourists. In conclusion, this research is speculated to be pervasively improve the cultural and historical knowledge of the learners.

  8. Virtual reality in assessment and treatment of schizophrenia: a systematic review

    Directory of Open Access Journals (Sweden)

    Mônica Macedo

    2015-03-01

    Full Text Available Objective To conduct a systematic review about the use of virtual reality (VR for evaluation, treatment and/or rehabilitation of patients with schizophrenia, focused on: areas, fields and objectives; methodological issues; features of the VR used; viability and efficiency of this resource. Methods Searches were performed about schizophrenia and virtual reality in PsycINFO, Academic Search Complete, MEDLINE Complete, CINAHL with Full Text, Web of Science and Business Source Premier databases, using the following keywords: [“schizophrenia”] AND [“virtual reality” OR “serious game”] AND [“treatment” OR “therapy” OR “rehabilitation”]. The search was carried out between November 2013 and June 2014 without using any search limiters. Results A total of 101 papers were identified, and after the application of exclusion criteria, 33 papers remained. The studies analysed focused on the use of VR for the evaluation of cognitive, social, perceptual and sensory skills, and the vast majority were experimental studies, with virtual reality specifically created for them. All the reviewed papers point towards a reliable and safe use of VR for evaluating and treating cognitive and social deficits in patients with schizophrenia, with different results in terms of generalisation, motivation, assertiveness and task participation rate. Some problems were highlighted, such as its high cost and a constant need for software maintenance. Conclusion The studies show that using the virtual reality may streamline traditional evaluation/rehabilitation programmes, allowing to enhance the results achieved, both in the cognitive and in the social field, helping for the legitimisation of this population’s psycho-social inclusion.

  9. Using Virtual Reality To Teach Disability Awareness.

    Science.gov (United States)

    Pivik, Jayne; McComas, Joan; Macfarlane, Ian; Laflamme, Marc

    2002-01-01

    Describes the design and evaluation of a desktop virtual reality program that was developed to teach children about the accessibility and attitudinal barriers encountered by their peers with mobility impairments. Investigated attitudes, grade levels, familiarity with individuals with a disability, and gender. (Author/LRW)

  10. Cognitive Performance Assessment in Mixed and Virtual Environment Systems

    National Research Council Canada - National Science Library

    Pair, Jarrell; Rizzo, Albert

    2006-01-01

    The U.S. Army is currently interested in developing state-of-the-art training methods that leverage technology based on established and emerging immersive mixed and virtual environment systems employing...

  11. Fragmenting pastoral mobility: Changing grazing patterns in Post-Soviet Kazakhstan

    Science.gov (United States)

    Carol Kerven; Ilya Ilych Alimaev; Roy Behnke; Grant Davidson; Nurlan Malmakov; Aidos Smailov; Iain Wright

    2006-01-01

    Kazak nomads were seasonally mobile in the pre-Soviet period, in response to climate variability and landscape heterogeneity. The scale of these movements was interrupted during the Soviet period, but some degree of mobility remained. Mobility virtually ceased in the post-Soviet 1990s, but is reemerging as flock numbers rebound from the mid 1990s population crash.

  12. Mobile and contextual learning

    Directory of Open Access Journals (Sweden)

    Agnes Kukulska-Hulme

    2009-12-01

    Full Text Available Is mobile learning just a part of everyday learning? This is a relevant question in an age when most people throughout the world now have access to mobile phones and mobility is increasingly taken for granted. In one sense, mobile learning is no different to carrying a textbook or learning through conversations at home, as part of formal education or in the workplace. The technology may be more engaging, but is the learning any different? Despite the ubiquity of mobile phones, smartphones, mp3 players and, increasingly, access to Wi-Fi connections and GPS navigation, the reasons for using mobile and wireless technologies in education are not yet widely known. There is significant specialist expertise, built from ten years of research (and more recently, reflective practice to demonstrate the unique characteristics of mobile learning, which include orchestrating shared learning with personal devices across formal and informal settings, providing immediately useful information, offering timely revision and reflection, connecting real and virtual locations, and enriching field trips and cultural visits. This knowledge needs to be disseminated and examined from new perspectives.

  13. Effects of a multimodal exercise program on balance, functional mobility and fall risk in older adults with cognitive impairment: a randomized controlled single-blind study.

    Science.gov (United States)

    Kovács, E; Sztruhár Jónásné, I; Karóczi, C K; Korpos, A; Gondos, T

    2013-10-01

    Exercise programs have important role in prevention of falls, but to date, there are conflicting findings about the effects of exercise programs on balance, functional performance and fall risk among cognitively impaired older adults. AIM. To investigate the effects of a multimodal exercise program on static and dynamic balance, and risk of falls in older adults with mild or moderate cognitive impairment. A randomized controlled study. A long-term care institute. Cognitively impaired individuals aged over 60 years. Eighty-six participants were randomized to an exercise group providing multimodal exercise program for 12 months or a control group which did not participate in any exercise program. The Performance Oriented Mobility Assessment scale, Timed Up and Go test, and incidence of falls were measured at baseline, at 6 months and at 12 months. There was a significant improvement in balance-related items of Performance Oriented Mobility Assessment scale in the exercise group both at 6 month and 12 month (Pfalls. Our results confirmed that a 12-month multimodal exercise program can improve the balance in cognitively impaired older adults. Based on our results, the multimodal exercise program may be a promising fall prevention exercise program for older adults with mild or moderate cognitive impairment improving static balance but it is supposed that more emphasis should be put on walking component of exercise program and environmental fall risk assessment.

  14. Virtual facial expressions of emotions: An initial concomitant and construct validity study.

    Directory of Open Access Journals (Sweden)

    Christian eJoyal

    2014-09-01

    Full Text Available Abstract. Background. Facial expressions of emotions represent classic stimuli for the study of social cognition. Developing virtual dynamic facial expressions of emotions, however, would open-up possibilities, both for fundamental and clinical research. For instance, virtual faces allow real-time Human-Computer retroactions between physiological measures and the virtual agent. Objectives. The goal of this study was to initially assess concomitant and construct validity of a newly developed set of virtual faces expressing 6 fundamental emotions (happiness, surprise, anger, sadness, fear, or disgust. Recognition rates, facial electromyography (zygomatic major and corrugator supercilii muscles, and regional gaze fixation latencies (eyes and mouth regions were compared in 41 adult volunteers (20 ♂, 21 ♀ during the presentation of video clips depicting real vs. virtual adults expressing emotions. Results. Emotions expressed by each sets of stimuli were similarly recognized, both by men and women. Accordingly, both sets of stimuli elicited similar activation of facial muscles and similar ocular fixation times in eye regions from man and woman participants. Conclusion. Further validation studies can be performed with these virtual faces among clinical populations known to present social cognition difficulties. Brain-Computer Interface studies with feedback-feed forward interactions based on facial emotion expressions can also be conducted with these stimuli.

  15. Virtual patients in a real clinical context using augmented reality: impact on antibiotics prescription behaviors.

    Science.gov (United States)

    Nifakos, Sokratis; Zary, Nabil

    2014-01-01

    The research community has called for the development of effective educational interventions for addressing prescription behaviour since antimicrobial resistance remains a global health issue. Examining the potential to displace the educational process from Personal Computers to Mobile devices, in this paper we investigated a new method of integration of Virtual Patients into Mobile devices with augmented reality technology, enriching the practitioner's education in prescription behavior. Moreover, we also explored which information are critical during the prescription behavior education and we visualized these information on real context with augmented reality technology, simultaneously with a running Virtual Patient's scenario. Following this process, we set the educational frame of experiential knowledge to a mixed (virtual and real) environment.

  16. The UFRJ-UERJ group: interdisciplinary virtual reality experiments in neuropsychiatry.

    Science.gov (United States)

    Costa, Rosa Maria E M; de Carvalho, Luis Alfredo V; Drummond, Ricardo; Wauke, Ana Paula T; de Sá Guimarães, Marcele

    2002-10-01

    This paper describes the research lines of an interdisciplinary group composed by two government universities in Rio de Janeiro. The first research line, a Virtual Environment for testing the acceptance of Virtual Reality equipment by schizophrenia patients, has stimulated a growing interest in this area in the country and abroad. The second research line, in progress now, develops a virtual environment to improve the learning abilities of children with Attention-Deficit and Hyperactivity Disorder (ADHD). Another study is related to the use of Virtual Reality in the cognitive treatment of common city phobias, beginning with the reproduction of some tunnels of our city to treatment of claustrophobic patients. The last of the research lines in progress in this group develops a virtual square for stimulating autistic patients.

  17. Cognitive load in distributed and massed practice in virtual reality mastoidectomy simulation

    DEFF Research Database (Denmark)

    Andersen, Steven Arild Wuyts; Mikkelsen, Peter Trier; Konge, Lars

    2016-01-01

    -integrated tutoring on CL in virtual reality (VR) mastoidectomy simulation. STUDY DESIGN: Prospective trial. METHODS: Forty novice medical students performed 12 repeated virtual mastoidectomy procedures in the Visible Ear Simulator: 21 completed distributed practice with practice blocks spaced in time and 19...

  18. Cognitive technologies

    CERN Document Server

    Mello, Alan; Figueiredo, Fabrício; Figueiredo, Rafael

    2017-01-01

    This book focuses on the next generation optical networks as well as mobile communication technologies. The reader will find chapters on Cognitive Optical Network, 5G Cognitive Wireless, LTE, Data Analysis and Natural Language Processing. It also presents a comprehensive view of the enhancements and requirements foreseen for Machine Type Communication. Moreover, some data analysis techniques and Brazilian Portuguese natural language processing technologies are also described here. .

  19. Associations between facial emotion recognition, cognition and alexithymia in patients with schizophrenia: comparison of photographic and virtual reality presentations.

    Science.gov (United States)

    Gutiérrez-Maldonado, J; Rus-Calafell, M; Márquez-Rejón, S; Ribas-Sabaté, J

    2012-01-01

    Emotion recognition is known to be impaired in schizophrenia patients. Although cognitive deficits and symptomatology have been associated with this impairment there are other patient characteristics, such as alexithymia, which have not been widely explored. Emotion recognition is normally assessed by means of photographs, although they do not reproduce the dynamism of human expressions. Our group has designed and validated a virtual reality (VR) task to assess and subsequently train schizophrenia patients. The present study uses this VR task to evaluate the impaired recognition of facial affect in patients with schizophrenia and to examine its association with cognitive deficit and the patients' inability to express feelings. Thirty clinically stabilized outpatients with a well-established diagnosis of schizophrenia or schizoaffective disorder were assessed in neuropsychological, symptomatic and affective domains. They then performed the facial emotion recognition task. Statistical analyses revealed no significant differences between the two presentation conditions (photographs and VR) in terms of overall errors made. However, anger and fear were easier to recognize in VR than in photographs. Moreover, strong correlations were found between psychopathology and the errors made.

  20. Virtual Reality Hospice

    OpenAIRE

    Ejsing, Sebastian Kirkegaard; Vintersborg, Kathrine Mosbæk; Benford-Brown, Cory George; Turner, Daniel Severin Pohl

    2017-01-01

    This paper details the findings of a qualitative reception analysis performed in collaboration with Hospice Sjælland, as to the potentials of Virtual Reality technology in providing entertainment and respite. The analysis was performed utilizing a theoretical analytical model based on Kim Schrøder’s ‘Multidimensional Model of Mass Media Reception’ to discourse gathered from six interviews with four patients from Hospice Sjælland. Supporting this model was supplementary literature on cognitive...

  1. Perspectives on the Viable Mobile Virtual Community for Telemedicine

    NARCIS (Netherlands)

    van 't Klooster, J.W.J.R.; Pawar, P.; van Beijnum, Bernhard J.F.; Dulawan, Chariz; Hermens, Hermanus J.

    2010-01-01

    A virtual community is an electronically supported social network: it can be seen as a group of people who have regular social interaction, independent of time and space, because of a common interest such as a problem, task, or feeling exchange (Eysenbach, Powell, Englesakis, Rizo, & Stern, 2004;

  2. Neurocognitive and functional correlates of mobile phone use in middle-aged and older patients with schizophrenia.

    Science.gov (United States)

    Depp, Colin A; Harmell, Alexandrea L; Vahia, Ipsit V; Mausbach, Brent T

    2016-01-01

    Our objective was to examine the association of mobile phone use and ownership with psychopathology, cognitive functioning, and functional outcome in 196 outpatients aged 40 years and older who were diagnosed with schizophrenia. Participants reported their past and current mobile phone use on a standardized self-report scale and they were administered tests of global cognition, functional capacity, and informant-rated functional outcome. The great majority of subjects had used a mobile phone (78%) but few currently owned one (27%). After adjusting for age (mean age 51), any past mobile phone use was associated with less severe negative symptoms, and higher global cognitive performance, functional capacity, and functional outcome. A total of 60% of participants reported being comfortable with mobile phones, but comfort was not associated with any cognitive or functional outcomes. Most of the older patients with schizophrenia have used mobile phones and lifetime mobile phone use is a positive indicator of cognitive and functional status.

  3. Neurocognitive and Functional Correlates of Mobile Phone Use in Middle-Aged and Older Patients with Schizophrenia

    Science.gov (United States)

    Depp, Colin A; Harmell, Alexandrea L; Vahia, Ipsit V; Mausbach, Brent T

    2015-01-01

    Objectives Our objective was to examine the association of mobile phone use and ownership with psychopathology, cognitive functioning and functional outcome in 196 outpatients aged 40 and older who were diagnosed with schizophrenia. Methods Participants reported their past and current mobile phone use on a standardized self-report scale and they were administered tests of global cognition, functional capacity and informant-rated functional outcome. Results The great majority of subjects had used a mobile phone (78%) but few currently owned one (27%). After adjusting for age (mean age 51), any past mobile phone use was associated with less severe negative symptoms, and higher global cognitive performance, functional capacity, and functional outcome. A total of 60% of participants reported being comfortable with mobile phones, but comfort was not associated with any cognitive or functional outcomes. Conclusions Most older patients with schizophrenia have used mobile phones and lifetime mobile phone use is a positive indicator of cognitive and functional status. PMID:25768842

  4. Using of virtual reality technology in acute cerebral stroke and their influense on post-stroke affective disorders

    Directory of Open Access Journals (Sweden)

    Maslyuk О.А.

    2014-12-01

    Full Text Available Aim. The study of virtual reality technology in the rehabilitation of patients with cerebral stroke and influence on post stroke affective disorder. Materials and methods. The study included 88 patients with ischemic stroke: 59 men (67% and 29 women (33%. The average age of the patients was 62,05 ± 11,74 years. In the study group included 46 patients, 44 patients in the control group. The groups were matched by age, time from the begin of disease, severity of disease, the severity of motor, affective and cognitive impairments. In addition, in the study group to the program of early rehabilitation to use individual training with virtual reality technology (BTS NIRVANA. The duration of the training was 21 days, 3 times a week for 40 minutes. Results. On the background of rehabilitation in the study group patients had a significant reduced of neurological deficit (p <0,05. Significantly improved neurodynamic and executive cognitive function (p <0,01. In the study group was a statistically significant decrease symptoms of depression on a scale of BDI was 31,7% vs. 20.9% in the control group, anxiety on a scale of HADS was 18,46% (p <0,05 vs. 12,23% (p <0,05 in the control group. Increase motivation and decrease symptoms of apathy in the study group of patients on a scale of AES-C was 13,78% (p <0,05 vs. 1,01 % in the control group. On the background of rehabilitation patients in the study group was no difference between the rates of pathological muscle and mental fatigue. On the background there is rehabilitation of the quality of life due to mobility and activities of daily living. Conclusion. The study showed the positive effect of virtual reality technology for the correction of post-stroke mood disorders.

  5. Cognitive correlates of spatial navigation: Associations between executive functioning and the virtual Morris Water Task.

    Science.gov (United States)

    Korthauer, L E; Nowak, N T; Frahmand, M; Driscoll, I

    2017-01-15

    Although effective spatial navigation requires memory for objects and locations, navigating a novel environment may also require considerable executive resources. The present study investigated associations between performance on the virtual Morris Water Task (vMWT), an analog version of a nonhuman spatial navigation task, and neuropsychological tests of executive functioning and spatial performance in 75 healthy young adults. More effective vMWT performance (e.g., lower latency and distance to reach hidden platform, greater distance in goal quadrant on a probe trial, fewer path intersections) was associated with better verbal fluency, set switching, response inhibition, and ability to mentally rotate objects. Findings also support a male advantage in spatial navigation, with sex moderating several associations between vMWT performance and executive abilities. Overall, we report a robust relationship between executive functioning and navigational skill, with some evidence that men and women may differentially recruit cognitive abilities when navigating a novel environment. Copyright © 2016 Elsevier B.V. All rights reserved.

  6. Potential of Cognitive Computing and Cognitive Systems

    Science.gov (United States)

    Noor, Ahmed K.

    2015-01-01

    Cognitive computing and cognitive technologies are game changers for future engineering systems, as well as for engineering practice and training. They are major drivers for knowledge automation work, and the creation of cognitive products with higher levels of intelligence than current smart products. This paper gives a brief review of cognitive computing and some of the cognitive engineering systems activities. The potential of cognitive technologies is outlined, along with a brief description of future cognitive environments, incorporating cognitive assistants - specialized proactive intelligent software agents designed to follow and interact with humans and other cognitive assistants across the environments. The cognitive assistants engage, individually or collectively, with humans through a combination of adaptive multimodal interfaces, and advanced visualization and navigation techniques. The realization of future cognitive environments requires the development of a cognitive innovation ecosystem for the engineering workforce. The continuously expanding major components of the ecosystem include integrated knowledge discovery and exploitation facilities (incorporating predictive and prescriptive big data analytics); novel cognitive modeling and visual simulation facilities; cognitive multimodal interfaces; and cognitive mobile and wearable devices. The ecosystem will provide timely, engaging, personalized / collaborative, learning and effective decision making. It will stimulate creativity and innovation, and prepare the participants to work in future cognitive enterprises and develop new cognitive products of increasing complexity. http://www.aee.odu.edu/cognitivecomp

  7. Mobility and Bandwidth prediction in virtualized LTE systems: architecture and challenges

    NARCIS (Netherlands)

    Karagiannis, Georgios; Jamakovic, Almerima; Briggs, Keith; Karimzadeh Motallebi Azar, Morteza; Parada, Carlos; Iulian Corici, Marius; Taleb, Tarik; Edmonds, Andy; Bohnert, Thomas Michael

    2014-01-01

    Long Term Evolution (LTE) represents the fourth generation (4G) technology which is capable of providing high data rates as well as support of high speed mobility. The EU FP7 Mobile Cloud Networking (MCN) project integrates the use of cloud computing concepts in LTE mobile networks in order to

  8. Pulse Wave Velocity Measuring System using Virtual Instrumentation on Mobile Device

    Directory of Open Access Journals (Sweden)

    Razvan Alin Ciobotariu

    2013-03-01

    Full Text Available Virtual instrumentation is a concept that permits customizable modular software measurement and the development of the user-defined tools for control, process and visualization of data, creating versatile systems, using modular programming, intuitive and easy to use. In this paper we investigate a possibility of using virtual instrumentation in the development of two physiological parameters monitoring system, in order to assess a cardiovascular parameter, the Pulse Wave Velocity (PWV. We choose to monitor this parameter due to major incidence and impact of cardiovascular diseases (CVD.

  9. The implementation of virtualization technology in EAST data system

    International Nuclear Information System (INIS)

    Wang, Feng; Sun, Xiaoyang; Li, Shi; Wang, Yong; Xiao, Bingjia; Chang, Sidi

    2014-01-01

    Highlights: • The server virtualization based on XenServer has been used in EAST data center for common servers and software development platform. • The application virtualization based on XenApp has been demonstrated in EAST to provide an easy and unified data browser method. • The desktop virtualization based on XenDesktop has been adopted for desktop virtualization in the new EAST central control room. - Abstract: The virtualization technology is very popular in many fields at present which has many advantages such as reducing costs, unified management, mobile applications, cross platform, etc. We have also implemented the virtualization technology in EAST control and data system. There are primarily four kinds of technology providers in virtualization technology including VMware, Citrix, Microsoft Hyper-V as well as open source solutions. We have chosen the Citrix solution to implement our virtualization system which mainly includes three aspects. Firstly, we adopt the XenServer technology to realize virtual server for EAST data management and service system. Secondly, we use XenApp technology to realize cross platform system for unify data access. Thirdly, in order to simplify the management of the client computers, we adopt the XenDesktop technology to realize virtual desktops for new central control room. The details of the implementation are described in this paper

  10. A Virtual Environment for People Who Are Blind - A Usability Study.

    Science.gov (United States)

    Lahav, O; Schloerb, D W; Kumar, S; Srinivasan, M A

    2012-01-01

    For most people who are blind, exploring an unknown environment can be unpleasant, uncomfortable, and unsafe. Over the past years, the use of virtual reality as a learning and rehabilitation tool for people with disabilities has been on the rise. This research is based on the hypothesis that the supply of appropriate perceptual and conceptual information through compensatory sensorial channels may assist people who are blind with anticipatory exploration. In this research we developed and tested the BlindAid system, which allows the user to explore a virtual environment. The two main goals of the research were: (a) evaluation of different modalities (haptic and audio) and navigation tools, and (b) evaluation of spatial cognitive mapping employed by people who are blind. Our research included four participants who are totally blind. The preliminary findings confirm that the system enabled participants to develop comprehensive cognitive maps by exploring the virtual environment.

  11. CONTROLLING VIRTUAL CLOUDS AND MAKING IT RAIN PARTICLE SYSTEMS IN REAL SPACES USING SITUATED AUGMENTED SIMULATION AND PORTABLE VIRTUAL ENVIRONMENTS

    Directory of Open Access Journals (Sweden)

    N. Hedley

    2012-07-01

    Full Text Available The research described in this paper reports on the design, rationale, development and implementation of a set of new geospatial interfaces that combine multi-touch interaction, portable virtual environments, 'geosimulation gaming', and mobile augmented reality. The result is a set of new ways for us to combine the capabilities of geospatial virtual environments, augmented realitiy and geosimulation. These new hybrid interfaces deliver new geospatial information experiences – new ways of connecting spatial data, simulations, and abstract concepts to real spaces. Their potential to enhance environmental perception and learning must be explored.

  12. Framework and implications of virtual neurorobotics

    Directory of Open Access Journals (Sweden)

    2008-07-01

    Full Text Available Despite decades of societal investment in artificial learning systems, truly “intelligent” systems have yet to be realized. These traditional models are based on input-output pattern optimization and/or cognitive production rule modeling. One response has been social robotics, using the interaction of human and robot to capture important cognitive dynamics such as cooperation and emotion; to date, these systems still incorporate traditional learning algorithms. More recently, investigators are focusing on the core assumptions of the brain “algorithm” itself—trying to replicate uniquely “neuromorphic” dynamics such as action potential spiking and synaptic learning. Only now are large-scale neuromorphic models becoming feasible, due to the availability of powerful supercomputers and an expanding supply of parameters derived from research into the brain’s interdependent electrophysiological, metabolomic and genomic networks. Personal computer technology has also led to the acceptance of computer-generated humanoid images, or “avatars”, to represent intelligent actors in virtual realities. In a recent paper, we proposed a method of virtual neurorobotics (VNR in which the approaches above (social-emotional robotics, neuromorphic brain architectures, and virtual reality projection are hybridized to rapidly forward-engineer and develop increasingly complex, intrinsically intelligent systems. In this paper, we synthesize our research and related work in the field and provide a framework for VNR, with wider implications for research and practical applications.

  13. The Rise of Mobile Technology on the Financial Sector in Zimbabwe

    OpenAIRE

    Paul Mupfiga; Tafadzwa Padare

    2017-01-01

    The emergence of technology has revolted the way that the financial industry operates and the increasing use of mobile gadgets has changed the banking system from the traditional brick and mortar building to a virtual system. The sudden rise in use and innovation of smart mobile phones, mobile personal computers, tablets and various other mobile electronic gadgets has resulted in the rise of mobile financial products. Rapid quickening innovative headways are making completely new business sug...

  14. Learning in Educational Computer Games for Novices: The Impact of Support Provision Types on Virtual Presence, Cognitive Load, and Learning Outcomes

    Directory of Open Access Journals (Sweden)

    Claudia Schrader

    2012-06-01

    Full Text Available Embedding support devices in educational computer games has been asserted to positively affect learning outcomes. However, there is only limited direct empirical evidence on which design variations of support provision influence learning. In order to better understand the impact of support design on novices’ learning, the current study investigates how support devices and their type of provision (intrinsic vs. extrinsic determine games’ effectiveness on learning outcomes. This effectiveness is also related to how the design-type of provision influences learners’ virtual presence and cognitive load. Compared to an educational adventure game without additional support, the results indicate that the game equipped with support devices enhances learning outcomes, although no differences in cognitive load were found. A variation in the design of provision shows no effect. In order to gain a more thorough understanding of support devices and their design for games, additional learner characteristics (e.g., interest should be considered in future research.

  15. [What do virtual reality tools bring to child and adolescent psychiatry?

    Science.gov (United States)

    Bioulac, S; de Sevin, E; Sagaspe, P; Claret, A; Philip, P; Micoulaud-Franchi, J A; Bouvard, M P

    2018-06-01

    Virtual reality is a relatively new technology that enables individuals to immerse themselves in a virtual world. It offers several advantages including a more realistic, lifelike environment that may allow subjects to "forget" they are being assessed, allow a better participation and an increased generalization of learning. Moreover, the virtual reality system can provide multimodal stimuli, such as visual and auditory stimuli, and can also be used to evaluate the patient's multimodal integration and to aid rehabilitation of cognitive abilities. The use of virtual reality to treat various psychiatric disorders in adults (phobic anxiety disorders, post-traumatic stress disorder, eating disorders, addictions…) and its efficacy is supported by numerous studies. Similar research for children and adolescents is lagging behind. This may be particularly beneficial to children who often show great interest and considerable success on computer, console or videogame tasks. This article will expose the main studies that have used virtual reality with children and adolescents suffering from psychiatric disorders. The use of virtual reality to treat anxiety disorders in adults is gaining popularity and its efficacy is supported by various studies. Most of the studies attest to the significant efficacy of the virtual reality exposure therapy (or in virtuo exposure). In children, studies have covered arachnophobia social anxiety and school refusal phobia. Despite the limited number of studies, results are very encouraging for treatment in anxiety disorders. Several studies have reported the clinical use of virtual reality technology for children and adolescents with autistic spectrum disorders (ASD). Extensive research has proven the efficiency of technologies as support tools for therapy. Researches are found to be focused on communication and on learning and social imitation skills. Virtual reality is also well accepted by subjects with ASD. The virtual environment offers

  16. ACHILLES AS A MARKETING TOOL FOR VIRTUAL HERITAGE APPLICATIONS

    Directory of Open Access Journals (Sweden)

    Mohamed Nabil Arafa

    2017-11-01

    Full Text Available Virtual Reality technology has made it possible for people to visit places and enjoy different exciting experiences while remaining at home. It gives an opportunity to enjoy the past at its best. Virtual Reality was introduced in 1929 with interactive training devices that simulated fighter planes. In 1957, the Sensorama simulator was designed which could generate city smells and wind sensations. The need for tourism to become virtual becomes more urgent than ever before. Virtual Reality applications provide this chance, not only in place, but in time as well. This paper presents a guide to the heritage applications' builders and marketers to reach more online users. The paper helps the builder to understand the consumer behaviour for marketing research. The paper illustrates eight levels, with each one leading to the next. The author named the eight levels A.C.H.I.L.L.E.S. Each letter represents a level; beginning with the awareness and ending with the sustainability. ACHILLES represents a sequence that shows three main phases of mobile application usage. It aims for a better management for the online visitors' engagement. This aim can be accomplished through the understanding of the different stages that the online visitors go through. In addition, it shows the correlation between the users and the mobile application.

  17. Virtual Globes, where we were, are and will be

    Science.gov (United States)

    Dehn, J.; Webley, P. W.; Worden, A. K.

    2016-12-01

    Ten years ago, Google Earth was new, and the first "Virtual Globes" session was held at AGU. Only a few of us realized the potential of this technology at the time, but the idea quickly caught on. At that time a virtual globe came in two flavors, first a complex GIS system that was utterly impenetrable for the public, or a more accessible version with limited functionality and layers that was available on a desktop computer with a good internet connection. Google Earth's use of the Keyhole Markup Language opened the door for scientists and the public to share data and visualizations across disciplines and revolutionized how everyone uses geographic data. In the following 10 years, KML became more advanced, virtual globes moved to mobile and handheld platforms, and the Google Earth engine allowed for more complex data sharing among scientists. Virtual globe images went from a rare commodity to being everywhere in our lives, from weather forecasts, in our cars, on our smart-phones and shape how we receive and process data. This is a fantastic tool for education and with newer technologies can reach the the remote corners of the world and developing countries. New and emerging technologies allow for augmented reality to be merged with the globes, and for real-time data integration with sensors built into mobile devices or add-ons. This presentation will follow the history of virtual globes in the geosciences, show how robust technologies can be used in the field and classroom today, and make some suggestions for the future.

  18. Networked Mobilities and Performative Urban Environments

    DEFF Research Database (Denmark)

    Jensen, Ole B.

    , an increasing number of such mobile practices are mediated by technologies of tangible and less tangible sorts. Thus by focusing on the complex relationship between material and virtual technologies within the sphere of mobility it is shown that we need to move beyond dichotomies of; global or local, nomad...... or sedentary, digital or material. The paper investigates the meaning of mobility and the potential in mediation and technologies to enhance the experiences and interaction in relation to urban transit spaces. In understanding the importance of mediation, global-local interactions, networks....... By studying embedded technologies and ‘ambient environments' we increase our knowledge about the over layering of the material environment with digital technologies. The presences of GPS, mediated surfaces, mobile agents (robots), RFID and other technologies that all relate to contemporary mobility practices...

  19. Lazy Mobile Intruders

    DEFF Research Database (Denmark)

    Mödersheim, Sebastian Alexander; Nielson, Flemming; Nielson, Hanne Riis

    We present a new technique for analyzing platforms that execute potentially malicious code, such as web-browsers, mobile phones, or virtualized infrastructures. Rather than analyzing given code, we ask what code an intruder could create to break a security goal of the platform. To avoid searching...... that by communication, the malicious code can learn new information that it can use in subsequent operations, or that we may have several pieces of malicious code that can exchange information if they \\meet". To formalize both the platform and the malicious code we use the mobile ambient calculus, since it provides...... a small, abstract formalism that models the essence of mobile code. We provide a decision procedure for security against arbitrary intruder ambients when the honest ambients can only perform a bounded number of steps and without path constraints in communication....

  20. A portable virtual machine target for proof-carrying code

    DEFF Research Database (Denmark)

    Franz, Michael; Chandra, Deepak; Gal, Andreas

    2005-01-01

    Virtual Machines (VMs) and Proof-Carrying Code (PCC) are two techniques that have been used independently to provide safety for (mobile) code. Existing virtual machines, such as the Java VM, have several drawbacks: First, the effort required for safety verification is considerable. Second and mor...... simultaneously providing efficient justin-time compilation and target-machine independence. In particular, our approach reduces the complexity of the required proofs, resulting in fewer proof obligations that need to be discharged at the target machine....

  1. Virtual Rehabilitation with Children: Challenges for Clinical Adoption [From the Field].

    Science.gov (United States)

    Glegg, Stephanie

    2017-01-01

    Virtual, augmented, and mixed reality environments are increasingly being developed and used to address functional rehabilitation goals related to physical, cognitive, social, and psychological impairments. For example, a child with an acquired brain injury may participate in virtual rehabilitation to address impairments in balance, attention, turn taking, and engagement in therapy. The trend toward virtual rehabilitation first gained momentum with the adoption of commercial off-the-shelf active video gaming consoles (e.g., Nintendo Wii and XBox). Now, we are seeing the rapid emergence of customized rehabilitation-specific systems that integrate technological advances in virtual reality, visual effects, motion tracking, physiological monitoring, and robotics.

  2. Displays enabling mobile multimedia

    Science.gov (United States)

    Kimmel, Jyrki

    2007-02-01

    With the rapid advances in telecommunications networks, mobile multimedia delivery to handsets is now a reality. While a truly immersive multimedia experience is still far ahead in the mobile world, significant advances have been made in the constituent audio-visual technologies to make this become possible. One of the critical components in multimedia delivery is the mobile handset display. While such alternatives as headset-style near-to-eye displays, autostereoscopic displays, mini-projectors, and roll-out flexible displays can deliver either a larger virtual screen size than the pocketable dimensions of the mobile device can offer, or an added degree of immersion by adding the illusion of the third dimension in the viewing experience, there are still challenges in the full deployment of such displays in real-life mobile communication terminals. Meanwhile, direct-view display technologies have developed steadily, and can provide a development platform for an even better viewing experience for multimedia in the near future. The paper presents an overview of the mobile display technology space with an emphasis on the advances and potential in developing direct-view displays further to meet the goal of enabling multimedia in the mobile domain.

  3. Virtual teamwork in the context of technological and cultural transformation

    Directory of Open Access Journals (Sweden)

    Birgit FernUniversität Hagen

    2017-01-01

    Full Text Available Megatrends affect all individuals and organizations in our society. Mobility and flexibility are examples of megatrends that influence our everyday lives and also intensely alter the ways we work. The deployment of virtual teams meets the new chances emerging with these trends. Employees aspire to work virtually due to benefits, such as flexibility regarding the locations and hours for working. Organizations deploy virtual teams to remain competitive regarding new technological opportunities, employee retention and cost efficiency in an increasingly digital environment. Organizations can guide their change towards virtuality by building on the knowledge of practice as well as scientific insights regarding the deployment of virtual teams. In order to provide a holistic view on the structures and processes affected by such a change and thus provide guidance, a framework for analyzing and planning organizational change is adapted to virtual teamwork and presented in this paper. The framework shows that the deployment of virtual teams affects the whole organization. This comprehensive view on the implementation of virtual teamwork allows an integration of virtual teams and focusses on their performance. The adapted framework furthermore provides links for further in-depth research in this field.

  4. Virtual Reality as Treatment for Fear of Flying: A Review of Recent Research

    Science.gov (United States)

    Price, Matthew; Anderson, Page; Rothbaum, Barbara O.

    2008-01-01

    Virtual reality exposure has recently emerged as an important tool for exposure therapy in the treatment of fear of flying. There have been numerous empirical studies that have evaluated the effectiveness of virtual reality exposure as compared to other treatments including in vivo exposure, progressive muscle relaxation, cognitive therapy,…

  5. Empirical evaluation of mapping functions for navigation in virtual reality using phones with integrated sensors

    KAUST Repository

    Benzina, Amal; Dey, Arindam; Toennis, Marcus; Klinker, Gudrun

    2012-01-01

    Mobile phones provide an interesting all-in-one alternative for 3D input devices in virtual environments. Mobile phones are becoming touch sensitive and spatially aware, and they are now part of our daily activities. We present Phone-Based Motion

  6. Pedagogical use of mobile phones: research and development resources

    Directory of Open Access Journals (Sweden)

    Alex Botelho Mamari

    2011-12-01

    Full Text Available Mobile learning (m-learning is the field of research that investigates how the use of mobile devices can contribute to learning. This study considers that mobile phones, due to their popularization and related technological advances, may contribute to educational practices. Therefore, this article presents and examines tools for developing educational resources for mobile phones. Thus, after presenting different aspects related to m-learning, the paper describes and analyzes some tools found in MLE-Moodle. This is a plugin that extends the functionality of the virtual environment Moodle for mobile phones. In addition, the study presents MyMLE and Mobile Study, programs that enable the preparation of materials for mobile phones.

  7. Cognitive Style and Mobile E-Learning in Emergent Otorhinolaryngology-Head and Neck Surgery Disorders for Millennial Undergraduate Medical Students: Randomized Controlled Trial

    Science.gov (United States)

    Chao, Yi-Ping; Huang, Chung-Guei; Fang, Ji-Tseng; Wang, Shu-Ling; Chuang, Cheng-Keng; Kang, Chung-Jan; Hsin, Li-Jen; Lin, Wan-Ni; Fang, Tuan-Jen; Li, Hsueh-Yu

    2018-01-01

    Background Electronic learning (e-learning) through mobile technology represents a novel way to teach emergent otorhinolaryngology-head and neck surgery (ORL-HNS) disorders to undergraduate medical students. Whether a cognitive style of education combined with learning modules can impact learning outcomes and satisfaction in millennial medical students is unknown. Objective The aim of this study was to assess the impact of cognitive styles and learning modules using mobile e-learning on knowledge gain, competence gain, and satisfaction for emergent ORL-HNS disorders. Methods This randomized controlled trial included 60 undergraduate medical students who were novices in ORL-HNS at an academic teaching hospital. The cognitive style of the participants was assessed using the group embedded figures test. The students were randomly assigned (1:1) to a novel interactive multimedia (IM) group and conventional Microsoft PowerPoint show (PPS) group matched by age, sex, and cognitive style. The content for the gamified IM module was derived from and corresponded to the textbook-based learning material of the PPS module (video lectures). The participants were unblinded and used fully automated courseware containing the IM or PPS module on a 7-inch tablet for 100 min. Knowledge and competence were assessed using multiple-choice questions and multimedia situation tests, respectively. Each participant also rated their global satisfaction. Results All of the participants (median age 23 years, range 22-26 years; 36 males and 24 females) received the intended intervention after randomization. Overall, the participants had significant gains in knowledge (median 50%, interquartile range [IQR]=17%-80%, P<.001) and competence (median 13%, IQR=0%-33%, P=.006). There were no significant differences in knowledge gain (40%, IQR=13%-76% vs 60%, IQR=20%-100%, P=.42) and competence gain (0%, IQR= −21% to 38% vs 25%, IQR=0%-33%, P=.16) between the IM and PPS groups. However, the IM group had

  8. Virtual reality exposure therapy in anxiety disorders: a quantitative meta-analysis.

    Science.gov (United States)

    Opriş, David; Pintea, Sebastian; García-Palacios, Azucena; Botella, Cristina; Szamosközi, Ştefan; David, Daniel

    2012-02-01

    Virtual reality exposure therapy (VRET) is a promising intervention for the treatment of the anxiety disorders. The main objective of this meta-analysis is to compare the efficacy of VRET, used in a behavioral or cognitive-behavioral framework, with that of the classical evidence-based treatments, in anxiety disorders. A comprehensive search of the literature identified 23 studies (n = 608) that were included in the final analysis. The results show that in the case of anxiety disorders, (1) VRET does far better than the waitlist control; (2) the post-treatment results show similar efficacy between the behavioral and the cognitive behavioral interventions incorporating a virtual reality exposure component and the classical evidence-based interventions, with no virtual reality exposure component; (3) VRET has a powerful real-life impact, similar to that of the classical evidence-based treatments; (4) VRET has a good stability of results over time, similar to that of the classical evidence-based treatments; (5) there is a dose-response relationship for VRET; and (6) there is no difference in the dropout rate between the virtual reality exposure and the in vivo exposure. Implications are discussed. © 2011 Wiley Periodicals, Inc.

  9. FY1995 community support by mobile agents; 1995 nendo mobile agent ni yoru community keisei shien

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1997-03-01

    The purpose is to develop fundamental technologies for navigation systems and mobile computing systems in museums, theme parks and cities. Concretely, we implement software agents into the mobile computing environment which consists of PHS, mobile computers and mobile robots, and realize various functions to access regional information. We have studied on Communityware which supports human activities and communities by using mobile agents implemented into mobile computers and town robots. The mobile agents, which intelligently process information obtained in physical and virtual worlds, access regional information which is omnipresent in the environment. With respect to the approach using mobile computers, we have provided one hundred mobile computers in the international conference on multiagent systems 1996 and carried out the first experimentation of mobile computing in the world. The mobile computer has two functions: Community Viewer which displays interactions between members of communities and Social Matchmaker which supports to hold meetings by searching for people who have common interests. With respect to the approach using town robots, we have developed a robot system which can robustly behave in a complex outdoor environment by using vision agents embedded in the environment. The system aims at support of people in streets. (NEDO)

  10. Mobile Health Technology in Late-Life Mental Illness: A Focused Literature Review.

    Science.gov (United States)

    Moussa, Yara; Mahdanian, Artin A; Yu, Ching; Segal, Marilyn; Looper, Karl J; Vahia, Ipsit V; Rej, Soham

    2017-08-01

    In an era of rising geriatric mental health care needs worldwide, technological advances can help address care needs in a cost-effective fashion. Our objective in this review was to assess whether mobile health technology, such as tablets and smartphones, are feasible to use in patients with late-life mental and cognitive disorders, as well as whether they were generally reliable modes of mental health/cognitive assessment. We performed a focused literature review of MEDLINE, PsychInfo, and Embase databases, including papers specifically assessing the implementation of mobile health technologies: electronic tablets (e.g., iPad), smartphones, and other mobile computerized equipment in older adults (age ≥65 years) diagnosed with or at risk of a mental and/or cognitive disorder. A total of 2,079 records were assessed, of which 7 papers were of direct relevance. Studies investigated a broad variety of mobile health technologies. Almost all examined samples with dementia/cognitive dysfunction or at risk for those disorders. All studies exclusively examined the use of mobile health technologies for the assessment of cognitive and or mental illness symptoms or disorders. None of the studies reported participants having any difficulties using the mobile health technology assessments and overall reliability was similar to paper-and-pencil modes of assessment. Overall, mobile health technologies were found to be feasible by patients and had promising reliability for the assessment of cognitive and mental illness domains in older adults. Future clinical trials will be necessary to assess whether portable communication interventions (e.g., symptom tracking) can improve geriatric mental health outcomes. Copyright © 2017 American Association for Geriatric Psychiatry. Published by Elsevier Inc. All rights reserved.

  11. The development of the virtual reality system for the treatment of the fears of public speaking.

    Science.gov (United States)

    Jo, H J; Ku, J H; Jang, D P; Shin, M B; Ahn, H B; Lee, J M; Cho, B H; Kim, S I

    2001-01-01

    The fear of public speaking is a kind of social phobias. The patients having the fear of public speaking show some symptoms like shame and timidity in the daily personal relationship. They are afraid that the other person would be puzzled, feel insulted, and they also fear that they should be underestimated for their mistakes. For the treatment of the fear of public speaking, the cognitive-behavioral therapy has been generally used. The cognitive-behavioral therapy is the method that makes the patients gradually experience some situations inducing the fears and overcome those at last. Recently, the virtual reality technology has been introduced as an alternative method for providing phobic situations. In this study, we developed the public speaking simulator and the virtual environments for the treatment of the fear of public speaking. The head-mounted display, the head-tracker and the 3 dimensional sound system were used for the immersive virtual environment. The imagery of the virtual environment consists of a seminar room and 8 virtual audiences. The patient will speak in front of these virtual audiences and the therapist can control motions, facial expressions, sounds, and voices of each virtual audience.

  12. Not just fun and games: applications of virtual reality in the identification and rehabilitation of cognitive disorders of the elderly.

    Science.gov (United States)

    Cherniack, E Paul

    2011-01-01

    To outline the evidence in the published medical literature suggesting the potential applications of virtual reality (VR) for the identification and rehabilitation of cognitive disorders of the elderly. Non-systematic literature review. VR, despite its more common usage by younger persons, is a potentially promising source of techniques useful in the identification and rehabilitation of cognitive disorders of the elderly. Systems employing VR can include desktop and head-mounted visual displays among other devices. Thus far, published studies have described VR-based applications in the identification and treatment of deficits in navigational skills in ambulation and driving. In addition, VR has been utilised to enhance the ability to perform activities of daily living in patients with dementia, stroke, and Parkinson's Disease. Such investigations have thus far been small, and unblinded. VR-based applications can potentially offer more versatile, comprehensive, and safer assessments of function. However, they also might be more expensive, complex and more difficult to use by elderly patients. Side effects of head-mounted visual displays include nausea and disorientation, but, have not been reported specifically in older subjects.

  13. Acceptability of Virtual Reality Interoceptive Exposure for the Treatment of Panic Disorder with Agoraphobia

    Science.gov (United States)

    Quero, Soledad; Pérez-Ara, M. Ángeles; Bretón-López, Juana; García-Palacios, Azucena; Baños, Rosa M.; Botella, Cristina

    2014-01-01

    Interoceptive exposure (IE) is a standard component of cognitive-behavioural therapy (CBT) for panic disorder and agoraphobia. The virtual reality (VR) program "Panic-Agoraphobia" has several virtual scenarios designed for applying exposure to agoraphobic situations; it can also simulate physical sensations. This work examines patients'…

  14. Smartphone applications for immersive virtual reality therapy for internet addiction and internet gaming disorder.

    Science.gov (United States)

    Zhang, Melvyn W B; Ho, Roger C M

    2017-01-01

    There have been rapid advances in technologies over the past decade and virtual reality technology is an area which is increasingly utilized as a healthcare intervention in many disciplines including that of Medicine, Surgery and Psychiatry. In Psychiatry, most of the current interventions involving the usage of virtual reality technology is limited to its application for anxiety disorders. With the advances in technology, Internet addiction and Internet gaming disorders are increasingly prevalent. To date, these disorders are still being treated using conventional psychotherapy methods such as cognitive behavioural therapy. However, there is an increasing number of research combining various other therapies alongside with cognitive behavioural therapy, as an attempt possibly to reduce the drop-out rates and to make such interventions more relevant to the targeted group of addicts, who are mostly adolescents. To date, there has been a prior study done in Korea that has demonstrated the comparable efficacy of virtual reality therapy with that of cognitive behavioural therapy. However, the intervention requires the usage of specialized screens and devices. It is thus the objective of the current article to highlight how smartphone applications could be designed and be utilized for immersive virtual reality treatment, alongside low cost wearables.

  15. Using Virtual Reality and Videogames for Traumatic Brain Injury Rehabilitation: A Structured Literature Review.

    Science.gov (United States)

    Pietrzak, Eva; Pullman, Stephen; McGuire, Annabel

    2014-08-01

    This article reviews the available literature about the use of novel methods of rehabilitation using virtual reality interventions for people living with posttraumatic brain injuries. The MEDLINE, EMBASE, SCOPUS, and Cochrane Library databases were searched using the terms "virtual reality" OR "video games" AND "traumatic brain injury." Included studies investigated therapeutic use of virtual reality in adults with a brain trauma resulting from acquired closed head injury, reported outcomes that included measures of motor or cognitive functionality, and were published in a peer-reviewed journal written in English. Eighteen articles fulfilled inclusion criteria. Eight were case studies, five studies had a quasi-experimental design with a pre-post comparison, and five were pilot randomized control trials or comparative studies. The virtual reality systems used were commercial or custom designed for the study and ranged from expensive, fully immersive systems to cheap online games or videogames. In before-after comparisons, improvements in balance were seen in four case studies and two small randomized control trials. Between-group comparisons in these randomized control trials showed no difference between virtual reality and traditional therapy. Post-training improvements were also seen for upper extremity functions (five small studies) and for various cognitive function measures (four case studies and one pilot randomized control trial). Attitudes of participants toward virtual reality interventions was more positive than for traditional therapy (three studies). The evidence that the use of virtual reality in rehabilitation of traumatic brain injury improves motor and cognitive functionality is currently very limited. However, this approach has the potential to provide alternative, possibly more affordable and available rehabilitation therapy for traumatic brain injury in settings where access to therapy is limited by geographical or financial constraints.

  16. Possible Application of Virtual Reality in Geography Teaching

    Directory of Open Access Journals (Sweden)

    Ivan Stojšić

    2017-03-01

    Full Text Available Virtual reality represents simulated three-dimensional environment created by hardware and software, which providing realistic experience and possibility of interaction to the end-user. Benefits provided by immersive virtual reality in educational setting were recognised in the past decades, however mass application was left out due to the lack of development and high price. Intensive development of new platforms and virtual reality devices in the last few years started up with Oculus Rift, and subsequently accelerated in the year 2014 by occurrence of Google Cardboard. Nowadays, for the first time in history, immersive virtual reality is available to millions of people. In the mid 2015 Google commenced developing Expeditions Pioneer Program aiming to massively utilise the Google Cardboard platform in education. Expeditions and other VR apps can enhance geography teaching and learning. Realistic experience acquired by utilisation of virtual reality in teaching process significantly overcome possibilities provided by images and illustrations in the textbook. Besides literature review on usage of virtual reality in education this paper presents suggestion of VR mobile apps that can be used together with the Google Cardboard head mounted displays (HMDs in geography classes, thereby emphasising advantages and disadvantages as well as possible obstacles which may occur in introducing the immersive virtual reality in the educational process.

  17. A Collaborative Augmented Campus Based on Location-Aware Mobile Technology

    Science.gov (United States)

    De Lucia, A.; Francese, R.; Passero, I.; Tortora, G.

    2012-01-01

    Mobile devices are changing the way people work and communicate. Most of the innovative devices offer the opportunity to integrate augmented reality in mobile applications, permitting the combination of the real world with virtual information. This feature can be particularly useful to enhance informal and formal didactic actions based on student…

  18. Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices.

    Science.gov (United States)

    Rohmer, Kai; Jendersie, Johannes; Grosch, Thorsten

    2017-11-01

    Augmented Reality offers many applications today, especially on mobile devices. Due to the lack of mobile hardware for illumination measurements, photorealistic rendering with consistent appearance of virtual objects is still an area of active research. In this paper, we present a full two-stage pipeline for environment acquisition and augmentation of live camera images using a mobile device with a depth sensor. We show how to directly work on a recorded 3D point cloud of the real environment containing high dynamic range color values. For unknown and automatically changing camera settings, a color compensation method is introduced. Based on this, we show photorealistic augmentations using variants of differential light simulation techniques. The presented methods are tailored for mobile devices and run at interactive frame rates. However, our methods are scalable to trade performance for quality and can produce quality renderings on desktop hardware.

  19. Key factors of teenagers' mobile advertising acceptance

    OpenAIRE

    Martí Parreño, José; Sanz Blas, Silvia; Ruiz Mafé, Carla; Aldás Manzano, Joaquín

    2013-01-01

    Purpose – The purpose of this paper is to analyse key drivers of teenagers’ attitude toward mobile advertising and its effects on teenagers’ mobile advertising acceptance. Design/methodology/approach – A proposed model of affective (irritation and entertainment) and cognitive (perceived usefulness) antecedents of attitude toward mobile advertising and its effects on mobile advertising acceptance is analysed. The sample consisted of 355 Spanish teenagers. The model was tested us...

  20. How virtual reality works: illusions of vision in "real" and virtual environments

    Science.gov (United States)

    Stark, Lawrence W.

    1995-04-01

    Visual illusions abound in normal vision--illusions of clarity and completeness, of continuity in time and space, of presence and vivacity--and are part and parcel of the visual world inwhich we live. These illusions are discussed in terms of the human visual system, with its high- resolution fovea, moved from point to point in the visual scene by rapid saccadic eye movements (EMs). This sampling of visual information is supplemented by a low-resolution, wide peripheral field of view, especially sensitive to motion. Cognitive-spatial models controlling perception, imagery, and 'seeing,' also control the EMs that shift the fovea in the Scanpath mode. These illusions provide for presence, the sense off being within an environment. They equally well lead to 'Telepresence,' the sense of being within a virtual display, especially if the operator is intensely interacting within an eye-hand and head-eye human-machine interface that provides for congruent visual and motor frames of reference. Interaction, immersion, and interest compel telepresence; intuitive functioning and engineered information flows can optimize human adaptation to the artificial new world of virtual reality, as virtual reality expands into entertainment, simulation, telerobotics, and scientific visualization and other professional work.

  1. Evaluation of Virtual Reality Training Using Affect

    Science.gov (United States)

    Tichon, Jennifer

    2012-01-01

    Training designed to support and strengthen higher-order mental abilities now often involves immersion in Virtual Reality (VR) where dangerous real world scenarios can be safely replicated. However, despite the growing popularity of VR to train cognitive skills such as decision-making and situation awareness, methods for evaluating their use rely…

  2. PENERAPAN VIRTUAL EXPERIMENT BERBASIS INKUIRI UNTUK MENGEMBANGKAN KEMANDIRIAN MAHASISWA

    Directory of Open Access Journals (Sweden)

    D. Yulianti

    2012-07-01

    Full Text Available Mahasiswa sebagai calon guru fisika bertugas sebagi pilar bagi perkembangan fisika di masyarakat, oleh karena itu dituntut menguasai fisika dan kemandirian di dalam mempelajari fisika. Kemandirian mahasiswa yang rendah perlu dilatih melalui penelitian tindakan kelas yang bersiklus. Penelitian Tindakan Kelas ini bertujuan mengembangkan kemandirian mahasiswa prodi Pendidikan Fisika melalui penerapan virtual experiment berbasis inkuiri pada pembelajaran Mekanika I Tujuan yang lain meningkatkan hasil belajar melalui pembelajaran inkuiri menggunakan virtual experiment  Penelitian  berlangsung tiga siklus, tiga pertemuan pada bahasan gerak parabola. Setiap siklus terdiri dari perencanaan, pelaksanaan, pengamatan dan refleksi. Data hasil belajar kognitif   diperoleh melalui, tes dan lembar pengamatan untuk mengukur hasil belajar afektif dan psikomotorik. Hasil yang diperoleh kemandirian mahasiswa dapat berkembang dan terjadi pe-ningkatan hasil belajar kognitif, afektif, dan psikomotorik mahasiswa prodi Pendidikan Fisika FMIPA Unnes semester III tahun 2011/2012This three-cycle classroom action research was aimed to develop physics education student autonomy and to increase students’ cognitive, afective and psychomotoric achievements by applying inquiry virtual experiment on Mechanics I lecture. Each cycle consists of planning, action, observing and reflection activity. The cognitive data was collected by using test, while the affective and psychomotoric ones were collected by using observation sheet. The result showed an increase of student autonomy and students’ cognitive, affective and psycomotoric achievements of third semester students of physics education of FMIPA Unnes year 2011/2012.

  3. Virtual World, Defined from a Technological Perspective, and Applied to Video Games, Mixed Reality and the Metaverse

    OpenAIRE

    Nevelsteen, Kim J. L.

    2015-01-01

    There is no generally accepted definition for a virtual world, with many complimentary terms and acronyms having emerged implying a virtual world. Advances in systems architecture techniques such as, host migration of instances, mobile ad-hoc networking, and distributed computing, bring in to question whether those architectures can actually support a virtual world. Without a concrete definition, controversy ensues and it is problematic to design an architecture for a virtual world. Several r...

  4. Foreign language learning in immersive virtual environments

    Science.gov (United States)

    Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton

    2012-03-01

    Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.

  5. Phenomenological classification of cultural heritage: role of virtual reality

    Directory of Open Access Journals (Sweden)

    Hyuk-Jin Lee

    2017-05-01

    Full Text Available Human consciousness is always the consciousness toward some thing and our perception of cultural heritage is no exception. Thus, understanding human cognition is closely related to understanding how the perceptible objects are classified in human mind. The perceptible objects include both physical and virtual experiences and thoughts, and it is important and necessary to analyze the types and the effective levels of those objects. With the emergence of Virtual Reality (VR technologies in cultural heritage field, it is necessary to understand how and why different cognitive media such as realor visual reality including VR, are differently recognized by people. This study suggests the philosophical and theoretical frame for the usage of phenomenological classfication and analysis. By using this new classification with the case of Korean built heritage, the role of VR is explained in cultural discourse of the community.

  6. Chromostereopsis in "virtual reality" adapters with electrically tuneable liquid lens oculars

    Science.gov (United States)

    Ozolinsh, Maris; Muizniece, Kristine; Berzinsh, Janis

    2016-10-01

    Chromostereopsis can be sight and feel in "Virtual Reality" adapters, that induces the appearance of color dependant depth sense and, finally, combines this sense with the source conceived depth scenario. Present studies are devoted to investigation the induced chromastereopsis when using adapted "Virtual Reality" frame together with mobile devices as smartphones. We did observation of composite visual stimuli presented on the high spatial resolution screen of the mobile phone placed inside a portable "Virtual Reality" adapter. Separated for the left and right eyes stimuli consisted of two areas: a) identical for both eyes color chromostereopsis part, and b) additional conventional color neutral random-dot stereopsis part with a stereodisparity based on the horizontal shift of a random-dot segment in images for the left and right eyes, correspondingly. The observer task was to equalize the depth sense for neutral and colored stimuli areas. Such scheme allows to determine actual observed chromostereopsis disparity value versus eye stimuli color difference. At standard observation conditions for adapter with +2D ocular lenses for mobile red-blue stimuli, the perceptual chromostereopsis depth sensitivity on color difference was linearly approximated with a slope SChS ≈ 2.1[arcmin/(Labcolor difference)] for red-blue pairs. Additional to standard application in adapter the tuneable "Varioptic" liquid lens oculars were incorporated, that allowed stimuli eye magnification, vergence and disparity values control electrically.

  7. Lazy Mobile Intruders

    DEFF Research Database (Denmark)

    Mödersheim, Sebastian Alexander; Nielson, Flemming; Nielson, Hanne Riis

    2013-01-01

    We present a new technique for analyzing platforms that execute potentially malicious code, such as web-browsers, mobile phones, or virtualized infrastructures. Rather than analyzing given code, we ask what code an intruder could create to break a security goal of the platform. To avoid searching...... that by communication, the malicious code can learn new information that it can use in subsequent operations, or that we may have several pieces of malicious code that can exchange information if they “meet”. To formalize both the platform and the malicious code we use the mobile ambient calculus, since it provides...... a small, abstract formalism that models the essence of mobile code. We provide a decision procedure for security against arbitrary intruder processes when the honest processes can only perform a bounded number of steps and without path constraints in communication. We show that this problem is NP-complete....

  8. Improvement of Navigation and Representation in Virtual Reality after Prism Adaptation in Neglect Patients

    Directory of Open Access Journals (Sweden)

    Bertrand Glize

    2017-11-01

    Full Text Available Prism adaptation (PA is responsible for an expansion of sensori-motor after-effects to cognitive domains for patients with spatial neglect. One important question is whether the cognitive after-effects induced by PA may also concern higher aspects of spatial cognition, such as navigation and topographic memory, which are critical in everyday life. The aim of this study was to assess whether multiple sessions of right PA can affect navigation and topographic memory. Seven right brain-damaged (RBD patients with chronic neglect were included. We used a virtual supermarket named VAP-S which is an original paradigm, similar to the “shopping list test” during which patients had to purchase items from a list of eight products. Furthermore, in order to assess generalization of PA effects on constructing a spatial map from virtual information, each participant was then asked to draw the map of the virtual supermarket from memory. Regarding navigation performance, significant results were obtained: session duration reduction, fewer numbers of pauses and omissions, more items purchased on the left side and more items purchased over all. A long-lasting effect was noted, up to one month after PA. The representational task performance was also significantly increased for map drawing, with a reduction of the right shift of the symmetry axis of the map, more items drawn on the left side of maps and over all, and more items correctly located on the map. Some of these effects lasted for at least 7 days. These results suggest an expansion of PA benefit to a virtual environment. Crucially, the cognitive benefits induced by PA were noted for complex spatial cognition tasks required in everyday life such as navigation and topographic memory and this improvement was maintained for up to 1 month.

  9. Real enough: using virtual public speaking environments to evoke feelings and behaviors targeted in stuttering assessment and treatment.

    Science.gov (United States)

    Brundage, Shelley B; Hancock, Adrienne B

    2015-05-01

    Virtual reality environments (VREs) are computer-generated, 3-dimensional worlds that allow users to experience situations similar to those encountered in the real world. The purpose of this study was to investigate VREs for potential use in assessing and treating persons who stutter (PWS) by determining the extent to which PWS's affective, behavioral, and cognitive measures in a VRE correlate with those same measures in a similar live environment. Ten PWS delivered speeches-first to a live audience and, on another day, to 2 virtual audiences (neutral and challenging audiences). Participants completed standard tests of communication apprehension and confidence prior to each condition, and frequency of stuttering was measured during each speech. Correlational analyses revealed significant, positive correlations between virtual and live conditions for affective and cognitive measures as well as for frequency of stuttering. These findings suggest that virtual public speaking environments engender affective, behavioral, and cognitive reactions in PWS that correspond to those experienced in the real world. Therefore, the authentic, safe, and controlled environments provided by VREs may be useful for stuttering assessment and treatment.

  10. Asymetric Telecollaboration in Virtual Reality

    OpenAIRE

    PORSSUT, Thibault; CHARDONNET, Jean-Rémy

    2017-01-01

    International audience; We present a first study where we combine two asymetric virtual reality systems for telecollaboration purposes: a CAVE system and a head-mounted display (HMD), using a server-client type architecture. Experiments on a puzzle game in limited time, alone and in collaboration, show that combining asymetric systems reduces cognitive load. Moreover, the participants reported preferring working in collaboration and showed to be more efficient in collaboration. These results ...

  11. Accelerated secure GUI for virtualized mobile handsets

    OpenAIRE

    Danisevskis, Janis

    2017-01-01

    Mobile handsets, especially so-called smartphones, have become an indispensable commodity in day-to-day life. However, their growing versatility came at the cost of ever-increasing complexity, and this raises severe security concerns. This has come to be especially problematic for corporate IT infrastructures, because it is increasingly hard to reconcile personal user expectations with corporate security demands. A particular manifestation of this quandary is the bring-your-own-device (BYOD) ...

  12. Human Pacman: A Mobile Augmented Reality Entertainment System Based on Physical, Social, and Ubiquitous Computing

    Science.gov (United States)

    Cheok, Adrian David

    This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.

  13. EgoSENSE: A Framework for Context-Aware Mobile Applications Development

    Directory of Open Access Journals (Sweden)

    E. M. Milic

    2017-08-01

    Full Text Available This paper presents a context-aware mobile framework (or middleware, intended to support the implementation of context-aware mobile services. The overview of basic concepts, architecture and components of context-aware mobile framework is given. The mobile framework provide acquisition and management of context, where raw data sensed from physical (hardware sensors and virtual (software sensors are combined, processed and analyzed to provide high-level context and situation of the user to the mobile context-aware applications in near real-time. Using demo mobile health application, its most important components and functions, such as these supposed to detect urgent or alarming health conditions of a mobile user and to initiate appropriate actions demonstrated.

  14. Retention of Mastoidectomy Skills After Virtual Reality Simulation Training.

    Science.gov (United States)

    Andersen, Steven Arild Wuyts; Konge, Lars; Cayé-Thomasen, Per; Sørensen, Mads Sølvsten

    2016-07-01

    The ultimate goal of surgical training is consolidated skills with a consistently high performance. However, surgical skills are heterogeneously retained and depend on a variety of factors, including the task, cognitive demands, and organization of practice. Virtual reality (VR) simulation is increasingly being used in surgical skills training, including temporal bone surgery, but there is a gap in knowledge on the retention of mastoidectomy skills after VR simulation training. To determine the retention of mastoidectomy skills after VR simulation training with distributed and massed practice and to investigate participants' cognitive load during retention procedures. A prospective 3-month follow-up study of a VR simulation trial was conducted from February 6 to September 19, 2014, at an academic teaching hospital among 36 medical students: 19 from a cohort trained with distributed practice and 17 from a cohort trained with massed practice. Participants performed 2 virtual mastoidectomies in a VR simulator a mean of 3.2 months (range, 2.4-5.0 months) after completing initial training with 12 repeated procedures. Practice blocks were spaced apart in time (distributed), or all procedures were performed in 1 day (massed). Performance of the virtual mastoidectomy as assessed by 2 masked senior otologists using a modified Welling scale, as well as cognitive load as estimated by reaction time to perform a secondary task. Among 36 participants, mastoidectomy final-product skills were largely retained at 3 months (mean change in score, 0.1 points; P = .89) regardless of practice schedule, but the group trained with massed practice took more time to complete the task. The performance of the massed practice group increased significantly from the first to the second retention procedure (mean change, 1.8 points; P = .001), reflecting that skills were less consolidated. For both groups, increases in reaction times in the secondary task (distributed practice group: mean

  15. Collaborative virtual environments art exhibition

    Science.gov (United States)

    Dolinsky, Margaret; Anstey, Josephine; Pape, Dave E.; Aguilera, Julieta C.; Kostis, Helen-Nicole; Tsoupikova, Daria

    2005-03-01

    This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a "go together" world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we "become virtual" in real time with others.

  16. The Impact of Virtual Embodiment on Perception, Attitudes, and Behaviour

    OpenAIRE

    Banakou, Domna

    2017-01-01

    [eng] Over the past two decades extensive research in experimental psychology, cognitive neuroscience, and virtual reality has provided evidence for the malleability of our brain's body representation. It has been shown that a person's body can be substituted by a life-sized artificial one, resulting in a perceptual illusion of body ownership over the fake body. Interestingly, several studies have shown that when people are virtually represented with a body different to their own, they exhib...

  17. The Impact of Virtual Embodiment on Perception, Attitudes, and Behaviour

    OpenAIRE

    Banakou, Domna

    2017-01-01

    Over the past two decades extensive research in experimental psychology, cognitive neuroscience, and virtual reality has provided evidence for the malleability of our brain's body representation. It has been shown that a person's body can be substituted by a life-sized artificial one, resulting in a perceptual illusion of body ownership over the fake body. Interestingly, several studies have shown that when people are virtually represented with a body different to their own, they exhibit beha...

  18. Mobile technology and academic libraries innovative services for research and learning

    CERN Document Server

    Canuel, Robin

    2017-01-01

    In seventeen chapters ranging from A Mobile-First Library Site Redesign to Mobile Technology Support for Field Research to Virtual Reality Library Environments, Mobile Technology and Academic Libraries explores how librarians around the world are working to adapt their spaces, collections, teaching, and services to the new possibilities presented by mobile technology. This is a detailed and thorough examination of technology that's emerging now and how to incorporate it into your library to help the students and researchers of both today and tomorrow.

  19. The Central Biobank and Virtual Biobank of BIOMARKAPD

    DEFF Research Database (Denmark)

    Reijs, Babette L R; Teunissen, Charlotte E; Goncharenko, Nikolai

    2015-01-01

    Biobanks are important resources for biomarker discovery and assay development. Biomarkers for Alzheimer's and Parkinson's disease (BIOMARKAPD) is a European multicenter study, funded by the EU Joint Programme-Neurodegenerative Disease Research, which aims to improve the clinical use of body fluid......Bank of Luxembourg. The virtual biobank provides an overview of available CSF, plasma, serum, and DNA samples at each site. Currently, at the central biobank of BIOMARKAPD samples are available from over 400 subjects with normal cognition, mild cognitive impairment (MCI), AD, frontotemporal dementia (FTD), vascular...

  20. Multihoming for Mobile Internet of Multimedia Things

    OpenAIRE

    Balan, Titus; Robu, Dan; Sandu, Florin

    2017-01-01

    Mobility, redundancy, and bandwidth requirements are transforming the communication models used for IoT, mainly in case of Critical Communications and multimedia streaming (“IoMT, Internet of Multimedia Things”), as wireless video traffic is expected to be 60–75% of the global mobile traffic by 2020. One of the characteristics of 5G networks will be the proliferation of different/heterogeneous radio networks (virtualized radio access networks, RAN, new energy-efficient radios, femtocells, and...

  1. The Virtual Shop: A new immersive virtual reality environment and scenario for the assessment of everyday memory.

    Science.gov (United States)

    Ouellet, Émilie; Boller, Benjamin; Corriveau-Lecavalier, Nick; Cloutier, Simon; Belleville, Sylvie

    2018-06-01

    Assessing and predicting memory performance in everyday life is a common assignment for neuropsychologists. However, most traditional neuropsychological tasks are not conceived to capture everyday memory performance. The Virtual Shop is a fully immersive task developed to assess memory in a more ecological way than traditional neuropsychological assessments. Two studies were undertaken to assess the feasibility of the Virtual Shop and to appraise its ecological and construct validity. In study 1, 20 younger and 19 older adults completed the Virtual Shop task to evaluate its level of difficulty and the way the participants interacted with the VR material. The construct validity was examined with the contrasted-group method, by comparing the performance of younger and older adults. In study 2, 35 individuals with subjective cognitive decline completed the Virtual Shop task. Performance was correlated with an existing questionnaire evaluating everyday memory in order to appraise its ecological validity. To add further support to its construct validity, performance was correlated with traditional episodic memory and executive tasks. All participants successfully completed the Virtual Shop. The task had an appropriate level of difficulty that helped differentiate younger and older adults, supporting the feasibility and construct validity of the task. The performance on the Virtual Shop was significantly and moderately correlated with the performance on the questionnaire and on the traditional memory and executive tasks. Results support the feasibility and both the ecological and construct validity of the Virtual Shop. Copyright © 2018 The Authors. Published by Elsevier B.V. All rights reserved.

  2. Virtual reality in rehabilitation after stroke

    Directory of Open Access Journals (Sweden)

    Krasnova-Goleva V.V.

    2016-01-01

    Full Text Available After a stroke many people have serious problems in motion activity, decline in cognitive activity, as well as a number of psychological problems that may accompany the man for many years. Motivational rehabilitation component plays a decisive role in the process of recovery after suffering a stroke. At present one of the most successful methods of rehabilitation is considered to be a recovery through "observation-imitation”, because this method enhances the plasticity of the brain and, as a result, rehabilitation potential. Modern rehabilitation using virtual reality had demonstrated good results to improve motor and cognitive skills, as well as the psychological condition

  3. PAST AND FUTURE APPLICATIONS OF 3-D (VIRTUAL REALITY TECHNOLOGY

    Directory of Open Access Journals (Sweden)

    Nigel Foreman

    2014-11-01

    Full Text Available Virtual Reality (virtual environment technology, VET has been widely available for twenty years. In that time, the benefits of using virtual environments (VEs have become clear in many areas of application, including assessment and training, education, rehabilitation and psychological research in spatial cognition. The flexibility, reproducibility and adaptability of VEs are especially important, particularly in the training and testing of navigational and way-finding skills. Transfer of training between real and virtual environments has been found to be reliable. However, input device usage can compromise spatial information acquisition from VEs, and distances in VEs are invariably underestimated. The present review traces the evolution of VET, anticipates future areas in which developments are likely to occur, and highlights areas in which research is needed to optimise usage.

  4. [The Effects of Mobile Social Networking Service-Based Cognitive Behavior Therapy on Insomnia in Nurses].

    Science.gov (United States)

    Kim, Ji Eun; Kim, Suk Sun

    2017-08-01

    This study aimed to examine the effects of cognitive behavior therapy for insomnia (CBT-I) based on the mobile social networking service (SNS) on dysfunctional beliefs and attitudes about sleep, sleep quality, daytime sleepiness, depression, and quality of life among rotating-shift nurses in a hospital in Korea. A nonequivalent control group pre-post test design was used. The participants included 55 nurses with rotating three-shift work (25 in the experimental group and 30 in the control group). For the experimental group, CBT-I using mobile SNS was provided once a week for 60 minutes over six weeks. Data were analyzed using descriptive statistics, χ²-test, independent samples t-test, and Mann-whitney U test with the SPSS 21.0 program. In the homogeneity test of the general characteristics and study variables, there were no significant differences between the two groups. Nurses in the experimental group had significantly lower scores on dysfunctional beliefs and attitudes regarding sleep and sleepiness than nurses in the control group. Nurses in the experimental group had significantly higher scores on sleep quality and quality of life than nurses in the control group. These findings indicate that using the mobile SNS-based CBT-I is feasible and has significant and positive treatment-related effects on rotating-shift nurses' irrational thoughts and beliefs in association with sleep, sleep quality, daytime sleepiness, and quality of life. These contribute to expanding our knowledge of rotating-shift nurses' sleep issues and their preferences for intervention. © 2017 Korean Society of Nursing Science

  5. Envisioning the Educational Possibilities of User-Created Virtual Worlds

    Science.gov (United States)

    Antonacci, David M.; Modaress, Nellie

    2008-01-01

    Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these…

  6. Influence of actual and virtual chess on neurophysiology and cognition

    African Journals Online (AJOL)

    ... activity, as required in the cognitive activity of planning and processing the consequences and sequels of alternative chess moves. Integrative findings have valuable implications for future neurophysiologic, neuropsychological and cognitive psychological assessment and training of players, clinicians and researchers.

  7. Mobile Virtual Learning Object for the Assessment of Acute Pain as a Learning Tool to Assess Acute Pain in Nursing: An Analysis of the Mental Workload.

    Science.gov (United States)

    Alvarez, Ana Graziela; Sasso, Grace; Iyengar, Sriram

    2015-11-06

    The inclusion of new technologies in education has motivated the development of studies on mental workload. These technologies are now being used in the teaching and learning process. The analysis enables identification of factors intervening in this workload as well as planning of overload prevention for educational activities using these technologies. To analyze the mental workload of an educational intervention with the Mobile Virtual Learning Object for the Assessment of Acute Pain in adults and newborns, according to the NASA Task Load Index criteria. A methodological study with data collected from 5 nurses and 75 students, from November of 2013 to February of 2014. The highest students' and specialists' means were in the dimensions of "Mental demand" (57.20 ± 22.27; 51 ± 29.45) and "Performance" (58.47 ± 24.19; 73 ± 28.85). The specialists' mental workload index was higher (50.20 ± 7.28) when compared with students' (47.87 ± 16.85) on a scale from 0 to 100 (P=.557). The instrument allowed for the assessment of mental workload after an online educational intervention with a mobile learning virtual object. An excessive overload was not identified among participants. Assessing mental workload from the use of educational technologies at the end of a task is a key to their applicability, with the aim of providing a more effective, stimulating, and long-lasting experience of the learning process.

  8. Web-based three-dimensional Virtual Body Structures: W3D-VBS.

    Science.gov (United States)

    Temkin, Bharti; Acosta, Eric; Hatfield, Paul; Onal, Erhan; Tong, Alex

    2002-01-01

    Major efforts are being made to improve the teaching of human anatomy to foster cognition of visuospatial relationships. The Visible Human Project of the National Library of Medicine makes it possible to create virtual reality-based applications for teaching anatomy. Integration of traditional cadaver and illustration-based methods with Internet-based simulations brings us closer to this goal. Web-based three-dimensional Virtual Body Structures (W3D-VBS) is a next-generation immersive anatomical training system for teaching human anatomy over the Internet. It uses Visible Human data to dynamically explore, select, extract, visualize, manipulate, and stereoscopically palpate realistic virtual body structures with a haptic device. Tracking user's progress through evaluation tools helps customize lesson plans. A self-guided "virtual tour" of the whole body allows investigation of labeled virtual dissections repetitively, at any time and place a user requires it.

  9. EEG-based cognitive load of processing events in 3D virtual worlds is lower than processing events in 2D displays.

    Science.gov (United States)

    Dan, Alex; Reiner, Miriam

    2017-12-01

    Interacting with 2D displays, such as computer screens, smartphones, and TV, is currently a part of our daily routine; however, our visual system is built for processing 3D worlds. We examined the cognitive load associated with a simple and a complex task of learning paper-folding (origami) by observing 2D or stereoscopic 3D displays. While connected to an electroencephalogram (EEG) system, participants watched a 2D video of an instructor demonstrating the paper-folding tasks, followed by a stereoscopic 3D projection of the same instructor (a digital avatar) illustrating identical tasks. We recorded the power of alpha and theta oscillations and calculated the cognitive load index (CLI) as the ratio of the average power of frontal theta (Fz.) and parietal alpha (Pz). The results showed a significantly higher cognitive load index associated with processing the 2D projection as compared to the 3D projection; additionally, changes in the average theta Fz power were larger for the 2D conditions as compared to the 3D conditions, while alpha average Pz power values were similar for 2D and 3D conditions for the less complex task and higher in the 3D state for the more complex task. The cognitive load index was lower for the easier task and higher for the more complex task in 2D and 3D. In addition, participants with lower spatial abilities benefited more from the 3D compared to the 2D display. These findings have implications for understanding cognitive processing associated with 2D and 3D worlds and for employing stereoscopic 3D technology over 2D displays in designing emerging virtual and augmented reality applications. Copyright © 2016 Elsevier B.V. All rights reserved.

  10. Virtualization of work in global supply chains

    Directory of Open Access Journals (Sweden)

    Sabina Wyrwich-Płotka

    2016-12-01

    Full Text Available Background: The paper is devoted to the notion and benefits of implementing virtual work in global supply chains. Virtual work must be understood as an intentional activity of a human being, aimed at rendering services (tangible and intangible, by means of ITC tools, performed in a distance from the traditional place of work, in a mobile manner. The empirical research were conducted on the basis of 4 case studies of global leaders of supply chains, which in accordance with M. Fisher's classification, represent two types. The case studies confirmed the positive influence of virtual work both in effective and flexible supply chains. Favourable market and technological conditions and increasing awareness of benefits of virtual work will make it more and more widespread in companies comprising global supply chains. The aim of the study is to demonstrate the cause and effect relationships between virtual work and competitiveness of efficient and flexible supply chain. Methods: The paper is based on the available recent scientific-theoretical research and publication.  The authors analyzed 4 enterprises in Poland. The enterprises representing a flexible or an effective supply chain, either using or not a virtual work. The study carried out the authors had the form of individual interviews. The authors used case studies to show that virtual work brings notable benefits in an effective and flexible supply chain.  Results: Based on these case studies, the authors demonstrated reasons to implement virtual work in selected enterprises. The reasons to implement virtual work are determinants of possible achieve economies in effective and flexible supply chain Conclusions: The examined case studies show that virtual work brings different benefits. In the effective supply chain, virtual workers enable to increase effectiveness and financial results for example. In the flexible supply chain the virtual work can be a way to maintain and build long

  11. A Newly Designed Mobile-Based Computerized Cognitive Addiction Therapy App for the Improvement of Cognition Impairments and Risk Decision Making in Methamphetamine Use Disorder: Randomized Controlled Trial.

    Science.gov (United States)

    Zhu, Youwei; Jiang, Haifeng; Su, Hang; Zhong, Na; Li, Runji; Li, Xiaotong; Chen, Tianzhen; Tan, Haoye; Du, Jiang; Xu, Ding; Yan, Huan; Xu, Dawen; Zhao, Min

    2018-06-20

    Cognitive rehabilitation therapy has been found to improve cognitive deficits and impulse control problems in methamphetamine use disorder (MUD). However, there is limited research regarding this therapy's feasibility when using mobile-based health technologies in supporting recovery from MUD in China. The main aim of this study was to test whether 4 weeks of a newly designed computerized cognitive addiction therapy (CCAT) app can improve cognitive impairments, eliminate drug-related attention bias, and attenuate risk decision-making behaviors in participants with MUD. Forty MUD participants were assigned randomly to either the CCAT group (n=20), who received 4 weeks of CCAT plus regular detoxification treatment as usual, or the control group (n=20), who only received the regular detoxification treatment as usual, in drug rehabilitation centers in Shanghai. The CCAT was designed by combine methamphetamine use-related picture stimuli with cognitive training with the aim of improving cognitive function and eliminating drug-related attention bias. The CogState Battery, Delay Discounting Task (DDT), Iowa Gambling Task (IGT), and Balloon Analog Risk Task (BART) were administered face-to-face to all participants before and after CCAT interventions. Forty male patients were recruited. The mean age was 32.70 (SD 5.27) years in the CCAT group and mean 35.05 (SD 8.02) years in the control group. Compared to the control group, CCAT improved working memory in the CCAT group (P=.01). Group×time interactions were observed among DDT, IGT, and BART tasks, with rates of discounting delayed rewards, IGT, and BART scores (Pcognitive impairment and impulsive control in MUD. Further study is needed to understand the underlying brain mechanisms of the cognitive therapy. ClinicalTrials.gov NCT03318081; https://clinicaltrials.gov/ct2/show/NCT03318081 (Archived by WebCite at https://clinicaltrials.gov/ct2/show/NCT03318081). ©Youwei Zhu, Haifeng Jiang, Hang Su, Na Zhong, Runji Li

  12. Executive function processes predict mobility outcomes in older adults.

    Science.gov (United States)

    Gothe, Neha P; Fanning, Jason; Awick, Elizabeth; Chung, David; Wójcicki, Thomas R; Olson, Erin A; Mullen, Sean P; Voss, Michelle; Erickson, Kirk I; Kramer, Arthur F; McAuley, Edward

    2014-02-01

    To examine the relationship between performance on executive function measures and subsequent mobility outcomes in community-dwelling older adults. Randomized controlled clinical trial. Champaign-Urbana, Illinois. Community-dwelling older adults (N = 179; mean age 66.4). A 12-month exercise trial with two arms: an aerobic exercise group and a stretching and strengthening group. Established cognitive tests of executive function (flanker task, task switching, and a dual-task paradigm) and the Wisconsin card sort test. Mobility was assessed using the timed 8-foot up and go test and times to climb up and down a flight of stairs. Participants completed the cognitive tests at baseline and the mobility measures at baseline and after 12 months of the intervention. Multiple regression analyses were conducted to determine whether baseline executive function predicted postintervention functional performance after controlling for age, sex, education, cardiorespiratory fitness, and baseline mobility levels. Selective baseline executive function measurements, particularly performance on the flanker task (β = 0.15-0.17) and the Wisconsin card sort test (β = 0.11-0.16) consistently predicted mobility outcomes at 12 months. The estimates were in the expected direction, such that better baseline performance on the executive function measures predicted better performance on the timed mobility tests independent of intervention. Executive functions of inhibitory control, mental set shifting, and attentional flexibility were predictive of functional mobility. Given the literature associating mobility limitations with disability, morbidity, and mortality, these results are important for understanding the antecedents to poor mobility function that well-designed interventions to improve cognitive performance can attenuate. © 2014, Copyright the Authors Journal compilation © 2014, The American Geriatrics Society.

  13. Open-Source Based Testbed for Multioperator 4G/5G Infrastructure Sharing in Virtual Environments

    Directory of Open Access Journals (Sweden)

    Ricardo Marco Alaez

    2017-01-01

    Full Text Available Fourth-Generation (4G mobile networks are based on Long-Term Evolution (LTE technologies and are being deployed worldwide, while research on further evolution towards the Fifth Generation (5G has been recently initiated. 5G will be featured with advanced network infrastructure sharing capabilities among different operators. Therefore, an open-source implementation of 4G/5G networks with this capability is crucial to enable early research in this area. The main contribution of this paper is the design and implementation of such a 4G/5G open-source testbed to investigate multioperator infrastructure sharing capabilities executed in virtual architectures. The proposed design and implementation enable the virtualization and sharing of some of the components of the LTE architecture. A testbed has been implemented and validated with intensive empirical experiments conducted to validate the suitability of virtualizing LTE components in virtual infrastructures (i.e., infrastructures with multitenancy sharing capabilities. The impact of the proposed technologies can lead to significant saving of both capital and operational costs for mobile telecommunication operators.

  14. DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented Reality.

    Science.gov (United States)

    Ben-Moussa, Maher; Rubo, Marius; Debracque, Coralie; Lange, Wolf-Gero

    2017-01-01

    The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for social anxiety disorder. "DJINNI" is a conceptual design of an in vivo augmented reality (AR) exposure therapy mobile support system that exploits several capturing technologies and integrates the patient's state and situation by vision-based, audio-based, and physiology-based analysis as well as by indoor/outdoor localization techniques. DJINNI also comprises an innovative virtual reality exposure therapy system that is adaptive and customizable to the demands of the in vivo experience and therapeutic progress. DJINNI follows a gamification approach where rewards and achievements are utilized to motivate the patient to progress in her/his treatment. The current paper reviews the state of the art of technologies needed for such a solution and recommends how these technologies could be integrated in the development of an individually tailored and yet feasible and effective AR/virtual reality-based exposure therapy. Finally, the paper outlines how DJINNI could be part of classical cognitive behavioral treatment and how to validate such a setup.

  15. DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented Reality

    Science.gov (United States)

    Ben-Moussa, Maher; Rubo, Marius; Debracque, Coralie; Lange, Wolf-Gero

    2017-01-01

    The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for social anxiety disorder. “DJINNI” is a conceptual design of an in vivo augmented reality (AR) exposure therapy mobile support system that exploits several capturing technologies and integrates the patient’s state and situation by vision-based, audio-based, and physiology-based analysis as well as by indoor/outdoor localization techniques. DJINNI also comprises an innovative virtual reality exposure therapy system that is adaptive and customizable to the demands of the in vivo experience and therapeutic progress. DJINNI follows a gamification approach where rewards and achievements are utilized to motivate the patient to progress in her/his treatment. The current paper reviews the state of the art of technologies needed for such a solution and recommends how these technologies could be integrated in the development of an individually tailored and yet feasible and effective AR/virtual reality-based exposure therapy. Finally, the paper outlines how DJINNI could be part of classical cognitive behavioral treatment and how to validate such a setup. PMID:28503155

  16. DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented Reality

    Directory of Open Access Journals (Sweden)

    Maher Ben-Moussa

    2017-04-01

    Full Text Available The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for social anxiety disorder. “DJINNI” is a conceptual design of an in vivo augmented reality (AR exposure therapy mobile support system that exploits several capturing technologies and integrates the patient’s state and situation by vision-based, audio-based, and physiology-based analysis as well as by indoor/outdoor localization techniques. DJINNI also comprises an innovative virtual reality exposure therapy system that is adaptive and customizable to the demands of the in vivo experience and therapeutic progress. DJINNI follows a gamification approach where rewards and achievements are utilized to motivate the patient to progress in her/his treatment. The current paper reviews the state of the art of technologies needed for such a solution and recommends how these technologies could be integrated in the development of an individually tailored and yet feasible and effective AR/virtual reality-based exposure therapy. Finally, the paper outlines how DJINNI could be part of classical cognitive behavioral treatment and how to validate such a setup.

  17. Mobile web browsing using the cloud

    CERN Document Server

    Zhao, Bo; Cao, Guohong

    2013-01-01

    This brief surveys existing techniques to address the problem of long delays and high power consumption for web browsing on smartphones, which can be due to the local computational limitation at the smartphone (e.g., running java scripts or flash objects) level. To address this issue, an architecture called Virtual-Machine based Proxy (VMP) is introduced, shifting the computing from smartphones to the VMP which may reside in the cloud. Mobile Web Browsing Using the Cloud illustrates the feasibility of deploying the proposed VMP system in 3G networks through a prototype using Xen virtual machin

  18. Training of Perceptual Motor Skills in Multimodal Virtual Environments

    Directory of Open Access Journals (Sweden)

    Gopher Daniel

    2011-12-01

    Full Text Available Multimodal, immersive, virtual reality (VR techniques open new perspectives for perceptualmotor skill trainers. They also introduce new risks and dangers. This paper describes the benefits and pitfalls of multimodal training and the cognitive building blocks of a multimodal, VR training simulators.

  19. Mobilizing Conflict Testimony: A Lens of Mobility for the Study of Documentary Practices in the Kashmir Conflict

    Directory of Open Access Journals (Sweden)

    Max Kramer

    2017-08-01

    Full Text Available In this paper I introduce a lens of mobility for the study of documentary film practices and gender in zones of conflict. By drawing on my qualitative research regarding the practice of the independent filmmaker Iffat Fatima, I will argue that a lens of mobility helps to grasp highly mobile media practices both conceptually and methodologically. Through a lens of mobility, my focus lies on the potential of documentary film to open the imaginative boundaries of conflict zones and to politically and emotionally mobilize the testimony offered from everyday life in a highly militarized zone. This specifically requires the tracing of moments of political mobilization beyond cognitive questions of conflicting narratives and representations.

  20. The impact of pre-existing anxiety on affective and cognitive processing of a Virtual Reality analogue trauma.

    Science.gov (United States)

    Schweizer, Tina; Schmitz, Julian; Plempe, Laura; Sun, Dali; Becker-Asano, Christian; Leonhart, Rainer; Tuschen-Caffier, Brunna

    2017-01-01

    Dysfunctional processing of traumatic events may be in particular related to high trait anxiety as a pre-traumatic risk factor for the development of post-traumatic stress disorder (PTSD). However, as this has rarely been investigated in prospective, experimental studies, we aimed to analyse the association between high trait anxiety and affective as well as cognitive processing of stress using a new prospective Virtual Reality analogue trauma paradigm to overcome limitations of retrospective or current analogue designs. Individuals with high and low trait anxiety (N = 80) were exposed to a multi-sensory Virtual Reality emergency scenario while psychophysiological stress response, emotion regulation and intrusive memories were assessed. Our results showed that high trait anxiety individuals display increased (i) subjective stress responses, (ii) emotion dysregulation and (iii) intrusive memories upon VR analogue trauma exposure. In particular, our sample of high trait anxiety individuals displayed limited access to different emotion regulation strategies as well as increased worry and rumination regarding perceived intrusive memories. Considering the complex interplay of multiple risk factors, our findings suggests that peri-traumatic affective processing seems to mediate high trait anxiety and post-traumatic intrusive memories thereby pointing out the central role of peri-traumatic processes for intrusion development. In addition, HA as a modulating pre-traumatic risk factor might further increase the risk of later dysfunctional processing of an analogue trauma by interacting with factors of affective processing during analogue trauma exposure. Implications of these findings which may contribute to a higher risk to develop PTSD are discussed.

  1. The impact of pre-existing anxiety on affective and cognitive processing of a Virtual Reality analogue trauma.

    Directory of Open Access Journals (Sweden)

    Tina Schweizer

    Full Text Available Dysfunctional processing of traumatic events may be in particular related to high trait anxiety as a pre-traumatic risk factor for the development of post-traumatic stress disorder (PTSD. However, as this has rarely been investigated in prospective, experimental studies, we aimed to analyse the association between high trait anxiety and affective as well as cognitive processing of stress using a new prospective Virtual Reality analogue trauma paradigm to overcome limitations of retrospective or current analogue designs. Individuals with high and low trait anxiety (N = 80 were exposed to a multi-sensory Virtual Reality emergency scenario while psychophysiological stress response, emotion regulation and intrusive memories were assessed. Our results showed that high trait anxiety individuals display increased (i subjective stress responses, (ii emotion dysregulation and (iii intrusive memories upon VR analogue trauma exposure. In particular, our sample of high trait anxiety individuals displayed limited access to different emotion regulation strategies as well as increased worry and rumination regarding perceived intrusive memories. Considering the complex interplay of multiple risk factors, our findings suggests that peri-traumatic affective processing seems to mediate high trait anxiety and post-traumatic intrusive memories thereby pointing out the central role of peri-traumatic processes for intrusion development. In addition, HA as a modulating pre-traumatic risk factor might further increase the risk of later dysfunctional processing of an analogue trauma by interacting with factors of affective processing during analogue trauma exposure. Implications of these findings which may contribute to a higher risk to develop PTSD are discussed.

  2. Use of mobile and cordless phones and change in cognitive function: a prospective cohort analysis of Australian primary school children.

    Science.gov (United States)

    Bhatt, Chhavi Raj; Benke, Geza; Smith, Catherine L; Redmayne, Mary; Dimitriadis, Christina; Dalecki, Anna; Macleod, Skye; Sim, Malcolm R; Croft, Rodney J; Wolfe, Rory; Kaufman, Jordy; Abramson, Michael J

    2017-06-19

    Some previous studies have suggested an association between children's use of mobile phones (MPs)/cordless phones (CPs) and development of cognitive function. We evaluated possible longitudinal associations between the use of MPs and CPs in a cohort of primary school children and effects on their cognitive function. Data on children's socio-demographics, use of MPs and CPs, and cognitive function were collected at baseline (2010-2012) and follow-up (2012-2013). Cognitive outcomes were evaluated with the CogHealth™ test battery and Stroop Color-Word test. The change in the number of MP/CP voice calls weekly from baseline to follow-up was dichotomized: "an increase in calls" or a "decrease/no change in calls". Multiple linear regression analyses, adjusting for confounders and clustering by school, were performed to evaluate the associations between the change in cognitive outcomes and change in MP and CP exposures. Of 412 children, a larger proportion of them used a CP (76% at baseline and follow-up), compared to a MP (31% at baseline and 43% at follow-up). Of 26 comparisons of changes in cognitive outcomes, four demonstrated significant associations. The increase in MP usage was associated with larger reduction in response time for response inhibition, smaller reduction in the number of total errors for spatial problem solving and larger increase in response time for a Stroop interference task. Except for the smaller reduction in detection task accuracy, the increase in CP usage had no effect on the changes in cognitive outcomes. Our study shows that a larger proportion of children used CPs compared to MPs. We found limited evidence that change in the use of MPs or CPs in primary school children was associated with change in cognitive function.

  3. Effects of mobile Internet use on college student pedestrian injury risk.

    Science.gov (United States)

    Byington, Katherine W; Schwebel, David C

    2013-03-01

    College-age individuals have the highest incidence of pedestrian injuries of any age cohort. One factor that might contribute to elevated pedestrian injuries among this age group is injuries incurred while crossing streets distracted by mobile devices. Examine whether young adult pedestrian safety is compromised while crossing a virtual pedestrian street while distracted using the Internet on a mobile "smartphone." A within-subjects design was implemented with 92 young adults. Participants crossed a virtual pedestrian street 20 times, half the time while undistracted and half while completing an email-driven "scavenger hunt" to answer mundane questions using mobile Internet on their cell phones. Six measures of pedestrian behavior were assessed during crossings. Participants also reported typical patterns of street crossing and mobile Internet use. Participants reported using mobile Internet with great frequency in daily life, including while walking across streets. In the virtual street environment, pedestrian behavior was greatly altered and generally more risky when participants were distracted by Internet use. While distracted, participants waited longer to cross the street (F=42.37), missed more safe opportunities to cross (F=42.63), took longer to initiate crossing when a safe gap was available (F=53.03), looked left and right less often (F=124.68), spent more time looking away from the road (F=1959.78), and were more likely to be hit or almost hit by an oncoming vehicle (F=29.54; all psmobile Internet experience. Pedestrian behavior was influenced, and generally considerably riskier, when participants were simultaneously using mobile Internet and crossing the street than when crossing the street with no distraction. This finding reinforces the need for increased awareness concerning the risks of distracted pedestrian behavior. Copyright © 2012 Elsevier Ltd. All rights reserved.

  4. Implementation Issues of Virtual Desktop Infrastructure and Its Case Study for a Physician's Round at Seoul National University Bundang Hospital

    OpenAIRE

    Yoo, Sooyoung; Kim, Seok; Kim, Taegi; Kim, Jon Soo; Baek, Rong-Min; Suh, Chang Suk; Chung, Chin Youb; Hwang, Hee

    2012-01-01

    Objectives The cloud computing-based virtual desktop infrastructure (VDI) allows access to computing environments with no limitations in terms of time or place such that it can permit the rapid establishment of a mobile hospital environment. The objective of this study was to investigate the empirical issues to be considered when establishing a virtual mobile environment using VDI technology in a hospital setting and to examine the utility of the technology with an Apple iPad during a physici...

  5. Wearable sensor platform and mobile application for use in cognitive behavioral therapy for drug addiction and PTSD.

    Science.gov (United States)

    Fletcher, Richard Ribón; Tam, Sharon; Omojola, Olufemi; Redemske, Richard; Kwan, Joyce

    2011-01-01

    We present a wearable sensor platform designed for monitoring and studying autonomic nervous system (ANS) activity for the purpose of mental health treatment and interventions. The mobile sensor system consists of a sensor band worn on the ankle that continuously monitors electrodermal activity (EDA), 3-axis acceleration, and temperature. A custom-designed ECG heart monitor worn on the chest is also used as an optional part of the system. The EDA signal from the ankle bands provides a measure sympathetic nervous system activity and used to detect arousal events. The optional ECG data can be used to improve the sensor classification algorithm and provide a measure of emotional "valence." Both types of sensor bands contain a Bluetooth radio that enables communication with the patient's mobile phone. When a specific arousal event is detected, the phone automatically presents therapeutic and empathetic messages to the patient in the tradition of Cognitive Behavioral Therapy (CBT). As an example of clinical use, we describe how the system is currently being used in an ongoing study for patients with drug-addiction and post-traumatic stress disorder (PTSD).

  6. Exploration of the association between quality of life, assessed by the EQ-5D and ICECAP-O, and falls risk, cognitive function and daily function, in older adults with mobility impairments

    Directory of Open Access Journals (Sweden)

    Davis Jennifer C

    2012-10-01

    Full Text Available Abstract Background Our research sought to understand how falls risk, cognitive function, and daily function are associated with health related quality of life (using the EuroQol-5D and quality of life (using the ICECAP-O among older adults with mobility impairments. Methods The EQ-5D and ICECAP-O were administered at 12 months post first clinic attendance at the Vancouver Falls Prevention Clinic. We report descriptive statistics for all baseline characteristics collected at first clinic visit and primary outcomes of interest. Using multivariate stepwise linear regression, we assessed the construct validity of the EQ-5D and ICECAP-O using three dependent measures that are recognized indicators of “impaired mobility” – physiological falls risk, general balance and mobility, and cognitive status among older adults. Results We report data on 215 seniors who attended the Vancouver Falls Prevention Clinic and received their first clinic assessment. Patients had a mean age of 79.3 (6.2 years. After accounting for known covariates (i.e., age and sex, the ICECAP-O domains explained a greater amount of variation in each of the three dependent measures compared with the EQ-5D domains. Conclusion Both the EQ-5D and ICECAP-O demonstrate associations with falls risk and general balance and mobility; however, only the ICECAP-O was associated with cognitive status among older adults with mobility impairments. Trial registration ClinicalTrials.gov Identifier: NCT01022866

  7. Factores cognitivos y actitudinales implicados en sistemas de personalización y de tutoría virtual en programas de e-learning aplicados a la enseñanza de la psicología Cognitive and attitudinal factors implied in personalized systems and virtual tutorial in e-learning programs applied to teaching psychology

    Directory of Open Access Journals (Sweden)

    Federico González

    2010-12-01

    Full Text Available El trabajo trata sobre los resultados de un relevamiento de las dimensiones cognitiva y actitudinal en programas de e-learning implementados a través de sistemas de personalización y tutoría virtual. En una plataforma de e-learning, un sistema de personalización posibilita la administración flexible de contenidos conforme a características de los educandos. El núcleo básico del estudio radica en evaluar el nivel de eficacia de un sistema de tutoría virtual sobre el aprendizaje significativo y las actitudes, en el contexto de programas de e-learning aplicados a psicología. Se realizó un abordaje empírico con una muestra de 200 estudiantes de psicología extraída aleatoriamente, quienes realizaron actividades de e-learning bajo dos condiciones experimentales: a implementadas sobre plataformas con tutoría online y b implementadas sobre plataformas de e-learning sin dicha tutoría. Posteriormente, se administraron cuestionarios semiestructurados para indagar el impacto cognitivo y actitudinal de la experiencia. Los resultados revelan una incidencia significativa del sistema de tutoría virtual sobre las variables bajo estudio.This work is about the results of cognitive and attitudinal dimensions´ survey from an e-learning program implemented through personalized systems and virtual tutorial. In an e-learning platform, a personalized system makes possible a flexible administration of contents according to students' characteristics. The aim of the study was to determine the level of effectiveness of the virtual tutoring system on significant learning and attitudes, in the context of e-learning programs applied to psychology. An empirical study with a random sample of 200 university students was made. The subjects made activities of e-learning under two experimental conditions: a implemented on platforms with a virtual tutorial online and, b implemented on platforms of e-learning without this tutorial. Semi-structured questionnaires were

  8. Collaborative Evaluation of the Healthy Habits Program: An Effective Community Intervention to Improve Mobility and Cognition of Chinese Older Adults Living in the U.S.

    Science.gov (United States)

    Hau, C; Reid, K F; Wong, K F; Chin, R J; Botto, T J; Eliasziw, M; Bermudez, O I; Fielding, R A

    2016-04-01

    There is a growing demand to reduce ethnic health disparities. The Healthy Habits Program (HHP) was implemented to provide a community-based physical activity and education intervention for Chinese older adults living in Boston, Massachusetts. This study evaluated the HHP by assessing outcomes that are critical for maintaining independence of older persons. Quantitative evaluation was performed on 50 Chinese older adults enrolled in the HHP. The community members were trained in data collection and management. Cognition (Mini Mental State Examination (MMSE), Trail Making Test and Complex Walking Task), mobility (Short Physical Performance Battery (SPPB) and maximal gait speed), depressive symptoms (Patient Health Questionnaire-9), perceived disability (World Health Organization Disability Assessment 2.0), nutritional status (Mini Nutrition Assessment®), and strength (grip and leg strength) were assessed at baseline and at 6 months. All tests were translated into Chinese. Of the 50 participants (mean age 68.4 years; 68% female), 78% achieved the goal of performing exercise ≥3 times/week. After 6 months, clinically meaningful improvements were observed in mobility (mean SPPB score changed from 10.3 to 11.1 points; p=0.01) and cognition (mean MMSE score changed from 26.0 to 27.8 points; p=0.001). There were also statistically significant improvements in executive function, depressive symptoms and perceived disability (p<0.05). Culturally sensitive community interventions, such as the HHP, are effective for improving mobility and cognition of Chinese older adults. This reveals the potential of promoting successful aging in minority populations through community settings, and should be advocated to reduce ethnic health disparities in the U.S.

  9. A Mobile Augmented Reality Emulator for Android

    Directory of Open Access Journals (Sweden)

    Donald Munro

    2017-07-01

    Full Text Available Augmented Reality (AR provides a fusion of the real and virtual worlds by superimposing virtual objects on real world scenery. The implementation of AR on mobile devices is known as Mobile Augmented Reality (MAR. MAR is in its infancy and MAR development software is in the process of maturing. Dating back to the origin of Computer Science as an independent field, software development tools have been an integral part of the process of software creation. MAR, being a relatively new technology, is still lacking such related software development tools. With the rapid progression of mobile devices, the development of MAR applications fusing advanced Computer Vision techniques with mobile device sensors have become increasingly feasible. However, testing and debugging of MAR applications present a new challenge in that they require the developer be at the location that is being augmented at some point during the development process. In this research study, a MAR recorder application was developed as well as emulation class libraries for Android devices that allows the recording and off-site playback of video, location and motion sensor data. The research objective was to provide a software emulator which provides debugging, testing and prototyping capabilities for a MAR application including the ability to emulate the combination of computer vision with locational and motion sensors using previously recorded data. The emulator was evaluated using different mobile technologies. The results indicate that this research could assist developers of MAR applications to implement applications more rapidly, without being at the location.

  10. Virtual reality cognitive-behavior therapy for public speaking anxiety: one-year follow-up.

    Science.gov (United States)

    Safir, Marilyn P; Wallach, Helene S; Bar-Zvi, Margalit

    2012-03-01

    Public speaking anxiety (PSA) is a common social phobia. Although cognitive-behavior therapy (CBT) is the treatment of choice, difficulties arise with both in vivo and in vitro exposure (lack of therapist control, patient's inability to imagine, self-flooding, and a lack of confidentiality resulting from public exposure). Virtual reality CBT (VRCBT) enables a high degree of therapist control, thus overcoming these difficulties. In a previous publication, the authors reported on their findings that VRCBT (n = 28) and CBT (n = 30) groups were significantly more effective than a wait-list control (WLC; n = 30) group in anxiety reduction on four of five anxiety measures as well as on participant's self-rating of anxiety during a behavioral task. No significant differences were found between VRCBT and CBT. However, twice as many clients dropped out of CBT (15) than from VRCBT (6). Results demonstrated that VRCBT is an effective and brief treatment regimen, equal to CBT. This brief report examined durability of these changes. They found that both VRCBT (25) and CBT (24) groups maintained their improvement from post treatment to follow-up, on all five measures. In addition, they found that the CBT group continued to improve from post treatment to follow-up on Liebowitz Social Anxiety Scale (LSAS) fear. Thus, treatment gains were maintained at a 1-year follow-up.

  11. Future Scenarios for Mobile Science Learning

    Science.gov (United States)

    Burden, Kevin; Kearney, Matthew

    2016-04-01

    This paper adopts scenario planning as a methodological approach and tool to help science educators reconceptualise their use of mobile technologies across various different futures. These `futures' are set out neither as predictions nor prognoses but rather as stimuli to encourage greater discussion and reflection around the use of mobile technologies in science education. Informed by the literature and our empirical data, we consider four alternative futures for science education in a mobile world, with a particular focus on networked collaboration and student agency. We conclude that `seamless learning', whereby students are empowered to use their mobile technologies to negotiate across physical and virtual boundaries (e.g. between school and out-of-school activities), may be the most significant factor in encouraging educators to rethink their existing pedagogical patterns, thereby realizing some of the promises of contextualised participatory science learning.

  12. Exergaming and older adult cognition: a cluster randomized clinical trial.

    Science.gov (United States)

    Anderson-Hanley, Cay; Arciero, Paul J; Brickman, Adam M; Nimon, Joseph P; Okuma, Naoko; Westen, Sarah C; Merz, Molly E; Pence, Brandt D; Woods, Jeffrey A; Kramer, Arthur F; Zimmerman, Earl A

    2012-02-01

    Dementia cases may reach 100 million by 2050. Interventions are sought to curb or prevent cognitive decline. Exercise yields cognitive benefits, but few older adults exercise. Virtual reality-enhanced exercise or "exergames" may elicit greater participation. To test the following hypotheses: (1) stationary cycling with virtual reality tours ("cybercycle") will enhance executive function and clinical status more than traditional exercise; (2) exercise effort will explain improvement; and (3) brain-derived neurotrophic growth factor (BDNF) will increase. Multi-site cluster randomized clinical trial (RCT) of the impact of 3 months of cybercycling versus traditional exercise, on cognitive function in older adults. Data were collected in 2008-2010; analyses were conducted in 2010-2011. 102 older adults from eight retirement communities enrolled; 79 were randomized and 63 completed. A recumbent stationary ergometer was utilized; virtual reality tours and competitors were enabled on the cybercycle. Executive function (Color Trails Difference, Stroop C, Digits Backward); clinical status (mild cognitive impairment; MCI); exercise effort/fitness; and plasma BDNF. Intent-to-treat analyses, controlling for age, education, and cluster randomization, revealed a significant group X time interaction for composite executive function (p=0.002). Cybercycling yielded a medium effect over traditional exercise (d=0.50). Cybercyclists had a 23% relative risk reduction in clinical progression to MCI. Exercise effort and fitness were comparable, suggesting another underlying mechanism. A significant group X time interaction for BDNF (p=0.05) indicated enhanced neuroplasticity among cybercyclists. Cybercycling older adults achieved better cognitive function than traditional exercisers, for the same effort, suggesting that simultaneous cognitive and physical exercise has greater potential for preventing cognitive decline. This study is registered at Clinicaltrials.gov NCT01167400. Copyright

  13. Virtual Social Networks Online and Mobile Systems

    Directory of Open Access Journals (Sweden)

    Maytham Safar

    2009-01-01

    Full Text Available Location-based applications are one of the most anticipated new segments of the mobile industry. These new applications are enabled by GPS-equipped phones (e.g., emergency applications, buddy finders, games, location-based advertising, etc.. These services are designed to give consumers instant access to personalized, local content of their immediate location. Some applications couple LBS with notification services, automatically alerting users when they are close to a pre-selected destination. With the advances in the Internet and communications/mobile technology, it became vital to analyze the effect of such technologies on human communications. This work studies how humans can construct social networks as a method for group communications using the available technologies. We constructed and analyzed a friends network using different parameters. The parameters that were calculated to analyze the network are the distribution sequence, characteristic path length, clustering coefficient and centrality measures. In addition, we built a PDA application that implements the concept of LBS using two system modules. In the first module, we have developed an application for entertainment purpose; an application program which enables end users to send their birth year and get their horoscope in return. The second part of the project was, to build an application, which helps people to stay in touch with their friends and family members (Find Friend. It helps users to find which of their buddies are within the same area they are in.

  14. Use of mobile and cordless phones and cognition in Australian primary school children: a prospective cohort study.

    Science.gov (United States)

    Redmayne, Mary; Smith, Catherine L; Benke, Geza; Croft, Rodney J; Dalecki, Anna; Dimitriadis, Christina; Kaufman, Jordy; Macleod, Skye; Sim, Malcolm R; Wolfe, Rory; Abramson, Michael J

    2016-02-19

    Use of mobile (MP) and cordless phones (CP) is common among young children, but whether the resulting radiofrequency exposure affects development of cognitive skills is not known. Small changes have been found in older children. This study focused on children's exposures to MP and CP and cognitive development. The hypothesis was that children who used these phones would display differences in cognitive function compared to those who did not. We recruited 619 fourth-grade students (8-11 years) from 37 schools around Melbourne and Wollongong, Australia. Participants completed a short questionnaire, a computerised cognitive test battery, and the Stroop colour-word test. Parents completed exposure questionnaires on their child's behalf. Analysis used multiple linear regression. The principal exposure-metrics were the total number of reported MP and CP calls weekly categorised into no use ('None'); use less than or equal to the median amount ('Some'); and use more than the median ('More'). The median number of calls/week was 2.5 for MP and 2.0 for CP. MP and CP use for calls was low; and only 5 of 78 comparisons of phone use with cognitive measures were statistically significant. The reaction time to the response-inhibition task was slower in those who used an MP 'More' compared to the 'Some' use group and non-users. For CP use, the response time to the Stroop interference task was slower in the 'More' group versus the 'Some' group, and accuracy was worse in visual recognition and episodic memory tasks and the identification task. In an additional exploratory analysis, there was some evidence of a gender effect on mean reaction times. The highest users for both phone types were girls. Overall, there was little evidence cognitive function was associated with CP and MP use in this age group. Although there was some evidence that effects of MP and CP use on cognition may differ by gender, this needs further exploration. CP results may be more reliable as parents estimated

  15. A threat to a virtual hand elicits motor cortex activation.

    Science.gov (United States)

    González-Franco, Mar; Peck, Tabitha C; Rodríguez-Fornells, Antoni; Slater, Mel

    2014-03-01

    We report an experiment where participants observed an attack on their virtual body as experienced in an immersive virtual reality (IVR) system. Participants sat by a table with their right hand resting upon it. In IVR, they saw a virtual table that was registered with the real one, and they had a virtual body that substituted their real body seen from a first person perspective. The virtual right hand was collocated with their real right hand. Event-related brain potentials were recorded in two conditions, one where the participant's virtual hand was attacked with a knife and a control condition where the knife only struck the virtual table. Significantly greater P450 potentials were obtained in the attack condition confirming our expectations that participants had a strong illusion of the virtual hand being their own, which was also strongly supported by questionnaire responses. Higher levels of subjective virtual hand ownership correlated with larger P450 amplitudes. Mu-rhythm event-related desynchronization in the motor cortex and readiness potential (C3-C4) negativity were clearly observed when the virtual hand was threatened-as would be expected, if the real hand was threatened and the participant tried to avoid harm. Our results support the idea that event-related potentials may provide a promising non-subjective measure of virtual embodiment. They also support previous experiments on pain observation and are placed into context of similar experiments and studies of body perception and body ownership within cognitive neuroscience.

  16. Promoting the Learning Mobility of Future Workers: Experiments with Virtual Placements in University-Business Arrangements.

    NARCIS (Netherlands)

    van Dorp, C.A.; Herrero de Egaña y Espinosa de los Monteros, A.; Lansu, A.; Kocsis Baán, M.; Virkus, S.

    2011-01-01

    Virtual placements are learning arrangements, which generate new possibilities for accumulating professional (work-based) knowledge. Virtual placements are beneficial in many ways; they merit increased training opportunities, exposure to not/never-thought-of occupations, integration of disadvantaged

  17. Cognitive loading affects motor awareness and movement kinematics but not locomotor trajectories during goal-directed walking in a virtual reality environment.

    Science.gov (United States)

    Kannape, Oliver Alan; Barré, Arnaud; Aminian, Kamiar; Blanke, Olaf

    2014-01-01

    The primary purpose of this study was to investigate the effects of cognitive loading on movement kinematics and trajectory formation during goal-directed walking in a virtual reality (VR) environment. The secondary objective was to measure how participants corrected their trajectories for perturbed feedback and how participants' awareness of such perturbations changed under cognitive loading. We asked 14 healthy young adults to walk towards four different target locations in a VR environment while their movements were tracked and played back in real-time on a large projection screen. In 75% of all trials we introduced angular deviations of ±5° to ±30° between the veridical walking trajectory and the visual feedback. Participants performed a second experimental block under cognitive load (serial-7 subtraction, counter-balanced across participants). We measured walking kinematics (joint-angles, velocity profiles) and motor performance (end-point-compensation, trajectory-deviations). Motor awareness was determined by asking participants to rate the veracity of the feedback after every trial. In-line with previous findings in natural settings, participants displayed stereotypical walking trajectories in a VR environment. Our results extend these findings as they demonstrate that taxing cognitive resources did not affect trajectory formation and deviations although it interfered with the participants' movement kinematics, in particular walking velocity. Additionally, we report that motor awareness was selectively impaired by the secondary task in trials with high perceptual uncertainty. Compared with data on eye and arm movements our findings lend support to the hypothesis that the central nervous system (CNS) uses common mechanisms to govern goal-directed movements, including locomotion. We discuss our results with respect to the use of VR methods in gait control and rehabilitation.

  18. The TI-Nspire CAS: A Happy-Medium Mobile Device for Grades 8-16 Mathematics Classrooms

    Science.gov (United States)

    Zelkowski, Jeremy

    2011-01-01

    This article justifies classifying the TI-Nspire CAS Touchpad as a mobile device for grades 8-16 mathematics classrooms equipped with a Navigator system. The 2010 Horizon Report: K-12 indicates virtually every secondary school aged child has some sort of mobile device. Yet, many school policies ban the use of mobile devices, preventing students…

  19. Interactive Near-Field Illumination for Photorealistic Augmented Reality with Varying Materials on Mobile Devices.

    Science.gov (United States)

    Rohmer, Kai; Buschel, Wolfgang; Dachselt, Raimund; Grosch, Thorsten

    2015-12-01

    At present, photorealistic augmentation is not yet possible since the computational power of mobile devices is insufficient. Even streaming solutions from stationary PCs cause a latency that affects user interactions considerably. Therefore, we introduce a differential rendering method that allows for a consistent illumination of the inserted virtual objects on mobile devices, avoiding delays. The computation effort is shared between a stationary PC and the mobile devices to make use of the capacities available on both sides. The method is designed such that only a minimum amount of data has to be transferred asynchronously between the participants. This allows for an interactive illumination of virtual objects with a consistent appearance under both temporally and spatially varying real illumination conditions. To describe the complex near-field illumination in an indoor scenario, HDR video cameras are used to capture the illumination from multiple directions. In this way, sources of illumination can be considered that are not directly visible to the mobile device because of occlusions and the limited field of view. While our method focuses on Lambertian materials, we also provide some initial approaches to approximate non-diffuse virtual objects and thereby allow for a wider field of application at nearly the same cost.

  20. Finding the Sweet Spot: Network Structures and Processes for Increased Knowledge Mobilization

    Science.gov (United States)

    Briscoe, Patricia; Pollock, Katina; Campbell, Carol; Carr-Harris, Shasta

    2015-01-01

    The use of networks in public education is one of many knowledge mobilization (KMb) strategies utilized to promote evidence-based research into practice. However, challenges exist in the ability to mobilize knowledge through networks. The purpose of this paper is to explore how networks work. Data were collected from virtual discussions for an…

  1. Mobile School Service

    Directory of Open Access Journals (Sweden)

    Borislav Odadzic

    2010-04-01

    Full Text Available What is in common for the majority of young people? Mobile phone. In epoch of rapid development of information technologies the time came in which only few people do not have mobiles, especially among young people in high schools. Researches which we made in our school say that this percentage (rate is really high 99,23% at this moment. The educational institutions should use this opportunity. In aim to improve the success of students the mobile service is developed, which will be described in this work. This is first result which provides a cognitive tool which is supporting the independent learning by applying mobile phones with wireless communication technology to extend learning outside of the classroom in Serbia. The service was developed during times when we didn’t know anything about how much and in which way m-learning was being used in the world.

  2. Uses of virtual reality in clinical training: developing the spatial skills of children with mobility impairments.

    Science.gov (United States)

    Stanton, D; Foreman, N; Wilson, P N

    1998-01-01

    In this chapter we review some of the ways in which the skills learned in virtual environments (VEs) transfer to real situations, and in particular how information about the spatial layouts of virtual buildings acquired from the exploration of three-dimensional computer-simulations transfers to their real equivalents. Four experiments are briefly described which examined VR use by disabled children. We conclude that spatial information of the kind required for navigation transfers effectively from virtual to real situations. Spatial skills in disabled children showed progressive improvement with repeated exploration of virtual environments. The results are discussed in relation to the potential future benefits of VR in special needs education and training.

  3. Augmentation of Cognition and Perception Through Advanced Synthetic Vision Technology

    Science.gov (United States)

    Prinzel, Lawrence J., III; Kramer, Lynda J.; Bailey, Randall E.; Arthur, Jarvis J.; Williams, Steve P.; McNabb, Jennifer

    2005-01-01

    Synthetic Vision System technology augments reality and creates a virtual visual meteorological condition that extends a pilot's cognitive and perceptual capabilities during flight operations when outside visibility is restricted. The paper describes the NASA Synthetic Vision System for commercial aviation with an emphasis on how the technology achieves Augmented Cognition objectives.

  4. Cognitive capacity limitations and Need for Cognition differentially predict reward-induced cognitive effort expenditure.

    Science.gov (United States)

    Sandra, Dasha A; Otto, A Ross

    2018-03-01

    While psychological, economic, and neuroscientific accounts of behavior broadly maintain that people minimize expenditure of cognitive effort, empirical work reveals how reward incentives can mobilize increased cognitive effort expenditure. Recent theories posit that the decision to expend effort is governed, in part, by a cost-benefit tradeoff whereby the potential benefits of mental effort can offset the perceived costs of effort exertion. Taking an individual differences approach, the present study examined whether one's executive function capacity, as measured by Stroop interference, predicts the extent to which reward incentives reduce switch costs in a task-switching paradigm, which indexes additional expenditure of cognitive effort. In accordance with the predictions of a cost-benefit account of effort, we found that a low executive function capacity-and, relatedly, a low intrinsic motivation to expend effort (measured by Need for Cognition)-predicted larger increase in cognitive effort expenditure in response to monetary reward incentives, while individuals with greater executive function capacity-and greater intrinsic motivation to expend effort-were less responsive to reward incentives. These findings suggest that an individual's cost-benefit tradeoff is constrained by the perceived costs of exerting cognitive effort. Copyright © 2017 Elsevier B.V. All rights reserved.

  5. Affordances and Cognitive Walkthrough for Analyzing Human-Virtual Human Interaction

    NARCIS (Netherlands)

    Ruttkay, Z.M.; op den Akker, Hendrikus J.A.; Esposito, A.; Bourbakis, N.; Avouris, N.; Hatzilygeroudis, I.

    2008-01-01

    This study investigates how the psychological notion of affordance, known from human computer interface design, can be adopted for the analysis and design of communication of a user with a Virtual Human (VH), as a novel interface. We take as starting point the original notion of affordance, used to

  6. Using virtual reality to improve the efficacy of cognitive-behavioral therapy (CBT) in the treatment of late-life anxiety: preliminary recommendations for future research.

    Science.gov (United States)

    Grenier, Sébastien; Forget, Hélène; Bouchard, Stéphane; Isere, Sébastien; Belleville, Sylvie; Potvin, Olivier; Rioux, Marie-Ève; Talbot, Mélissa

    2015-07-01

    Cognitive-behavioral therapy (CBT) using traditional exposure techniques (i.e. imaginal and in vivo) seems less effective to treat anxiety in older adults than in younger ones. This is particularly true when imaginal exposure is used to confront the older patient to inaccessible (e.g. fear of flying) or less tangible/controllable anxiety triggers (e.g. fear of illness). Indeed, imaginal exposure may become less effective as the person gets older since normal aging is characterized by the decline in cognitive functions involved in the creation of vivid/detailed mental images. One way to circumvent this difficulty is to expose the older patient to a virtual environment that does not require the ability to imagine the frightening situation. In virtuo exposure has proven to be efficient to treat anxiety in working-age people. In virtuo exposure could be employed to improve the efficacy of CBT with exposure sessions in the treatment of late-life anxiety? The current paper explores this question and suggests new research avenues.

  7. The Effect of Procedural Guidance on Students' Skill Enhancement in a Virtual Chemistry Laboratory

    Science.gov (United States)

    Ullah, Sehat; Ali, Numan; Rahman, Sami Ur

    2016-01-01

    Various cognitive aids (such as change of color, arrows, etc.) are provided in virtual environments to assist users in task realization. These aids increase users' performance but lead to reduced learning because there is less cognitive load on the users. In this paper we present a new concept of procedural guidance in which textual information…

  8. A virtual tour of geological heritage: Valourising geodiversity using Google Earth and QR code

    Science.gov (United States)

    Martínez-Graña, A. M.; Goy, J. L.; Cimarra, C. A.

    2013-12-01

    When making land-use plans, it is necessary to inventory and catalogue the geological heritage and geodiversity of a site to establish an apolitical conservation protection plan to meet the educational and social needs of society. New technologies make it possible to create virtual databases using virtual globes - e.g., Google Earth - and other personal-use geomatics applications (smartphones, tablets, PDAs) for accessing geological heritage information in “real time” for scientific, educational, and cultural purposes via a virtual geological itinerary. Seventeen mapped and georeferenced geosites have been created in Keyhole Markup Language for use in map layers used in geological itinerary stops for different applications. A virtual tour has been developed for Las Quilamas Natural Park, which is located in the Spanish Central System, using geological layers and topographic and digital terrain models that can be overlaid in a 3D model. The Google Earth application was used to import the geosite placemarks. For each geosite, a tab has been developed that shows a description of the geology with photographs and diagrams and that evaluates the scientific, educational, and tourism quality. Augmented reality allows the user to access these georeferenced thematic layers and overlay data, images, and graphics in real time on their mobile devices. These virtual tours can be incorporated into subject guides designed by public. Seven educational and interpretive panels describing some of the geosites were designed and tagged with a QR code that could be printed at each stop or in the printed itinerary. These QR codes can be scanned with the camera found on most mobile devices, and video virtual tours can be viewed on these devices. The virtual tour of the geological heritage can be used to show tourists the geological history of the Las Quilamas Natural Park using new geomatics technologies (virtual globes, augmented reality, and QR codes).

  9. Is it the real deal? Perception of virtual characters versus humans: an affective cognitive neuroscience perspective

    Directory of Open Access Journals (Sweden)

    Aline W. ede Borst

    2015-05-01

    Full Text Available Recent developments in neuroimaging research support the increased use of naturalistic stimulus material such as film, animations, or androids. These stimuli allow for a better understanding of how the brain processes information in complex situations while maintaining experimental control. While avatars and androids are well suited to study human cognition, they should not be equated to human stimuli. For example, the Uncanny Valley hypothesis theorizes that artificial agents with high human-likeness may evoke feelings of eeriness in the human observer. Here we review if, when, and how the perception of human-like avatars and androids differs from the perception of humans and consider how this influences their utilization as stimulus material in social and affective neuroimaging studies. First, we discuss how the appearance of virtual characters affects perception. When stimuli are morphed across categories from non-human to human, the most ambiguous stimuli, rather than the most human-like stimuli, show prolonged classification times and increased eeriness. Human-like to human stimuli show a positive linear relationship with familiarity. Secondly, we show that expressions of emotions in human-like avatars can be perceived similarly to human emotions, with corresponding behavioral, physiological and neuronal activations, with exception of physical dissimilarities. Subsequently, we consider if and when one perceives differences in action representation by artificial agents versus humans. Motor resonance and predictive coding models may account for empirical findings, such as an interference effect on action for observed human-like, natural moving characters. However, the expansion of these models to explain more complex behavior, such as empathy, still needs to be investigated in more detail. Finally, we broaden our outlook to social interaction, where virtual reality stimuli can be utilized to imitate complex social situations.

  10. Is it the real deal? Perception of virtual characters versus humans: an affective cognitive neuroscience perspective.

    Science.gov (United States)

    de Borst, Aline W; de Gelder, Beatrice

    2015-01-01

    Recent developments in neuroimaging research support the increased use of naturalistic stimulus material such as film, avatars, or androids. These stimuli allow for a better understanding of how the brain processes information in complex situations while maintaining experimental control. While avatars and androids are well suited to study human cognition, they should not be equated to human stimuli. For example, the uncanny valley hypothesis theorizes that artificial agents with high human-likeness may evoke feelings of eeriness in the human observer. Here we review if, when, and how the perception of human-like avatars and androids differs from the perception of humans and consider how this influences their utilization as stimulus material in social and affective neuroimaging studies. First, we discuss how the appearance of virtual characters affects perception. When stimuli are morphed across categories from non-human to human, the most ambiguous stimuli, rather than the most human-like stimuli, show prolonged classification times and increased eeriness. Human-like to human stimuli show a positive linear relationship with familiarity. Secondly, we show that expressions of emotions in human-like avatars can be perceived similarly to human emotions, with corresponding behavioral, physiological and neuronal activations, with exception of physical dissimilarities. Subsequently, we consider if and when one perceives differences in action representation by artificial agents versus humans. Motor resonance and predictive coding models may account for empirical findings, such as an interference effect on action for observed human-like, natural moving characters. However, the expansion of these models to explain more complex behavior, such as empathy, still needs to be investigated in more detail. Finally, we broaden our outlook to social interaction, where virtual reality stimuli can be utilized to imitate complex social situations.

  11. Dynamically allocated virtual clustering management system

    Science.gov (United States)

    Marcus, Kelvin; Cannata, Jess

    2013-05-01

    The U.S Army Research Laboratory (ARL) has built a "Wireless Emulation Lab" to support research in wireless mobile networks. In our current experimentation environment, our researchers need the capability to run clusters of heterogeneous nodes to model emulated wireless tactical networks where each node could contain a different operating system, application set, and physical hardware. To complicate matters, most experiments require the researcher to have root privileges. Our previous solution of using a single shared cluster of statically deployed virtual machines did not sufficiently separate each user's experiment due to undesirable network crosstalk, thus only one experiment could be run at a time. In addition, the cluster did not make efficient use of our servers and physical networks. To address these concerns, we created the Dynamically Allocated Virtual Clustering management system (DAVC). This system leverages existing open-source software to create private clusters of nodes that are either virtual or physical machines. These clusters can be utilized for software development, experimentation, and integration with existing hardware and software. The system uses the Grid Engine job scheduler to efficiently allocate virtual machines to idle systems and networks. The system deploys stateless nodes via network booting. The system uses 802.1Q Virtual LANs (VLANs) to prevent experimentation crosstalk and to allow for complex, private networks eliminating the need to map each virtual machine to a specific switch port. The system monitors the health of the clusters and the underlying physical servers and it maintains cluster usage statistics for historical trends. Users can start private clusters of heterogeneous nodes with root privileges for the duration of the experiment. Users also control when to shutdown their clusters.

  12. Neurocognitive Treatment for a Patient with Alzheimer's Disease Using a Virtual Reality Navigational Environment

    Directory of Open Access Journals (Sweden)

    Paul J.F. White

    2016-01-01

    Full Text Available In this case study, a man at the onset of Alzheimer's disease (AD was enrolled in a cognitive treatment program based upon spatial navigation in a virtual reality (VR environment. We trained him to navigate to targets in a symmetric, landmark-less virtual building. Our research goals were to determine whether an individual with AD could learn to navigate in a simple VR navigation (VRN environment and whether that training could also bring real-life cognitive benefits. The results show that our participant learned to perfectly navigate to desired targets in the VRN environment over the course of the training program. Furthermore, subjective feedback from his primary caregiver (his wife indicated that his skill at navigating while driving improved noticeably and that he enjoyed cognitive improvement in his daily life at home. These results suggest that VRN treatments might benefit other people with AD.

  13. A computational model of the allocentric and egocentric spatial memory by means of virtual agents, or how simple virtual agents can help to build complex computational models

    Czech Academy of Sciences Publication Activity Database

    Brom, C.; Vyhnánek, J.; Lukavský, Jiří; Waller, D.; Kadlec, R.

    17-18, JUL-AUG 2012 (2012), s. 1-24 ISSN 1389-0417 Institutional research plan: CEZ:AV0Z70250504 Keywords : spatial cognition * disorientation effect * intelligent virtual agent Subject RIV: AN - Psychology Impact factor: 0.750, year: 2012

  14. Flocking in Multi-Agent Systems with Multiple Virtual Leaders Based Only on Position Measurements

    International Nuclear Information System (INIS)

    Su Housheng

    2012-01-01

    Most existing flocking algorithms assume one single virtual leader and rely on information on both relative positions and relative velocities among neighboring agents. In this paper, the problem of controlling a flock of mobile autonomous agents to follow multiple virtual leaders is investigated by using only position information in the sense that agents with the same virtual leader asymptotically attain the same velocity and track the corresponding virtual leader based on only position measurements. A flocking algorithm is proposed under which every agent asymptotically attains its desired velocity, collision between agents can be avoided, and the final tight formation minimizes all agents' global potentials. A simulation example is presented to verify and illustrate the theoretical results. (general)

  15. Virtual reality for stroke rehabilitation.

    Science.gov (United States)

    Laver, Kate E; Lange, Belinda; George, Stacey; Deutsch, Judith E; Saposnik, Gustavo; Crotty, Maria

    2017-11-20

    Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists. Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function. Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information. We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large

  16. Controlling memory impairment in elderly adults using virtual reality memory training: a randomized controlled pilot study.

    Science.gov (United States)

    Optale, Gabriele; Urgesi, Cosimo; Busato, Valentina; Marin, Silvia; Piron, Lamberto; Priftis, Konstantinos; Gamberini, Luciano; Capodieci, Salvatore; Bordin, Adalberto

    2010-05-01

    Memory decline is a prevalent aspect of aging but may also be the first sign of cognitive pathology. Virtual reality (VR) using immersion and interaction may provide new approaches to the treatment of memory deficits in elderly individuals. The authors implemented a VR training intervention to try to lessen cognitive decline and improve memory functions. The authors randomly assigned 36 elderly residents of a rest care facility (median age 80 years) who were impaired on the Verbal Story Recall Test either to the experimental group (EG) or the control group (CG). The EG underwent 6 months of VR memory training (VRMT) that involved auditory stimulation and VR experiences in path finding. The initial training phase lasted 3 months (3 auditory and 3 VR sessions every 2 weeks), and there was a booster training phase during the following 3 months (1 auditory and 1 VR session per week). The CG underwent equivalent face-to-face training sessions using music therapy. Both groups participated in social and creative and assisted-mobility activities. Neuropsychological and functional evaluations were performed at baseline, after the initial training phase, and after the booster training phase. The EG showed significant improvements in memory tests, especially in long-term recall with an effect size of 0.7 and in several other aspects of cognition. In contrast, the CG showed progressive decline. The authors suggest that VRMT may improve memory function in elderly adults by enhancing focused attention.

  17. Mobile virtual communities for telemedicine: research challenges and opportunities

    NARCIS (Netherlands)

    van Beijnum, Bernhard J.F.; Pawar, P.; Dulawan, C.B.; Hermens, Hermanus J.

    Today’s mobile devices have become increasingly powerful with enhanced features such as increased CPU power and memory, internet connectivity in multiple ways (multi-homing) and interfacing with external peripheral devices (for instance GPS receiver, medical sensors). The proliferation of these

  18. Immersive Training Systems: Virtual Reality and Education and Training.

    Science.gov (United States)

    Psotka, Joseph

    1995-01-01

    Describes virtual reality (VR) technology and VR research on education and training. Focuses on immersion as the key added value of VR, analyzes cognitive variables connected to immersion, how it is generated in synthetic environments and its benefits. Discusses value of tracked, immersive visual displays over nonimmersive simulations. Contains 78…

  19. Enhancing Cognitive Theory of Multimedia Leaning through 3D Animation

    Directory of Open Access Journals (Sweden)

    Zeeshan Bhatti

    2017-12-01

    Full Text Available Cognitive theory of Multimedia learning has been a widely used principle in education. However, with current technological advancements and usage, the teaching and learning trend of children’s have also changed with more dependability towards technology. This research work explores and implement the use of 3D Animation as tool for multimedia learning based on cognitive theory. This new dimension in cognitive learning, will foster the latest multimedia tools and application driven through 3D Animation, Virtual Reality and Augmented Reality. The three principles, that facilitate cognitive theory of multimedia learning using animation, addressed in this research are temporal contiguity principle (screening matching narration with animation simultaneously rather than successively, personalization principle (screening text or dialogs in casual form rather than formal style and finally the multimedia principle (screen animation and audio narration together instead of just narration. The result of this new model would yield a new technique of educating the young children through 3D animation and virtual reality. The adaptation of  cognitive theory through 3D animation as a source of multimedia learning with various key principles produces a reliable paradigm for educational enhancement.

  20. Virtual Reality for Traumatic Brain Injury

    Directory of Open Access Journals (Sweden)

    Elisa R. Zanier

    2018-05-01

    Full Text Available In this perspective, we discuss the potential of virtual reality (VR in the assessment and rehabilitation of traumatic brain injury, a silent epidemic of extremely high burden and no pharmacological therapy available. VR, endorsed by the mobile and gaming industries, is now available in more usable and cheaper tools allowing its therapeutic engagement both at the bedside and during the daily life at chronic stages after injury with terrific potential for a longitudinal disease modifying effect.