Sample records for cognitive mobile virtual

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

    PubMed

    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, improves mobility and enhances cognitive function in a diverse group of older adults. In addition, the comparison to an active control group that undergoes treadmill training without virtual reality will provide evidence as to the added value of addressing motor cognitive interactions as an integrated unit. (NIH)-NCT01732653.

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

    PubMed Central

    2013-01-01

    Background 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. Methods/Design 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. Discussion This randomized controlled trial will demonstrate the extent to which an intervention that combines treadmill training augmented by virtual reality reduces fall risk, improves mobility and enhances cognitive function in a diverse group of older adults. In addition, the comparison to an active control group that undergoes treadmill training without virtual reality will provide evidence as to the added value of addressing motor cognitive interactions as an integrated unit. Trial Registration (NIH)–NCT01732653 PMID:23388087

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

    ERIC Educational Resources Information Center

    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…

  4. Mathvision: A Mobile Video Application for Math Teacher Noticing of Learning Progressions

    ERIC Educational Resources Information Center

    Lewis, Stephen T.; Chao, Theodore; Battista, Michael

    2017-01-01

    We report on the development and evaluation of MathVision, a mobile-application designed to develop Virtual Professional Learning Communities through asynchronous discussion about 2nd, 3rd, 4th, and 5th grade students' mathematical thinking. MathVision allows teachers to upload videos of problems solving sessions using Cognition Based Assessment…

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

    PubMed

    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.

  6. Orientation and metacognition in virtual space.

    PubMed

    Tenbrink, Thora; Salwiczek, Lucie H

    2016-05-01

    Cognitive scientists increasingly use virtual reality scenarios to address spatial perception, orientation, and navigation. If based on desktops rather than mobile immersive environments, this involves a discrepancy between the physically experienced static position and the visually perceived dynamic scene, leading to cognitive challenges that users of virtual worlds may or may not be aware of. The frequently reported loss of orientation and worse performance in point-to-origin tasks relate to the difficulty of establishing a consistent reference system on an allocentric or egocentric basis. We address the verbalizability of spatial concepts relevant in this regard, along with the conscious strategies reported by participants. Behavioral and verbal data were collected using a perceptually sparse virtual tunnel scenario that has frequently been used to differentiate between humans' preferred reference systems. Surprisingly, the linguistic data we collected relate to reference system verbalizations known from the earlier literature only to a limited extent, but instead reveal complex cognitive mechanisms and strategies. Orientation in desktop virtual reality appears to pose considerable challenges, which participants react to by conceptualizing the task in individual ways that do not systematically relate to the generic concepts of egocentric and allocentric reference frames. (c) 2016 APA, all rights reserved).

  7. Enhancing Navigation Skills through Audio Gaming.

    PubMed

    Sánchez, Jaime; Sáenz, Mauricio; Pascual-Leone, Alvaro; Merabet, Lotfi

    2010-01-01

    We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks.

  8. Enhancing Navigation Skills through Audio Gaming

    PubMed Central

    Sánchez, Jaime; Sáenz, Mauricio; Pascual-Leone, Alvaro; Merabet, Lotfi

    2014-01-01

    We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks. PMID:25505796

  9. Clinical experience using a 5-week treadmill training program with virtual reality to enhance gait in an ambulatory physical therapy service.

    PubMed

    Shema, Shirley Roth; Brozgol, Marina; Dorfman, Moran; Maidan, Inbal; Sharaby-Yeshayahu, Lior; Malik-Kozuch, Hila; Wachsler Yannai, Orly; Giladi, Nir; Hausdorff, Jeffrey M; Mirelman, Anat

    2014-09-01

    Current literature views safe gait as a complex task, relying on motor and cognitive resources. The use of virtual reality (VR) in gait training offers a multifactorial approach, showing positive effects on mobility, balance, and fall risk in elderly people and individuals with neurological disorders. This form of training has been described as a viable research tool; however, it has not been applied routinely in clinical practice. Recently, VR was used to develop an adjunct training method for use by physical therapists in an ambulatory clinical setting. The aim of this article is to describe the initial clinical experience of applying a 5-week VR clinical service to improve gait and mobility in people with a history of falls, poor mobility, or postural instability. A retrospective data analysis was conducted. The clinical records of the first 60 patients who completed the VR gait training program were examined. Training was provided 3 times per week for 5 weeks, with each session lasting approximately 1 hour and consisting of walking on a treadmill while negotiating virtual obstacles. Main outcome measures were compared across time and included the Timed "Up & Go" Test (TUG), the Two-Minute Walk Test (2MWT), and the Four Square Step Test (FSST). After 5 weeks of training, time to complete the TUG decreased by 10.3%, the distance walked during the 2MWT increased by 9.5%, and performance on the FSST improved by 13%. Limitations of the study include the use of a retrospective analysis with no control group and the lack of objective cognitive assessment. Treadmill training with VR appears to be an effective and practical tool that can be applied in an outpatient physical therapy clinic. This training apparently leads to improvements in gait, mobility, and postural control. It, perhaps, also may augment cognitive and functional aspects. © 2014 American Physical Therapy Association.

  10. Delivering Training Assessments in a Soldier Centered Learning Environment: Year One

    DTIC Science & Technology

    2014-09-01

    virtual classroom in comparison to the mobile training. Social cognitive theory (see Bandura , 1986) would support the idea that creating a social ...R. (1996). ACT: A simple theory of complex cognition. American Psychologist, 51(4), 355-365. Bandura , A. (1986). Social foundations of thought...architecture that would allow timely feedback with customizable levels of specificity necessitates a time investment and requires expertise in learning theory

  11. Toward cognitive robotics

    NASA Astrophysics Data System (ADS)

    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.

  12. Two-week virtual reality training for dementia: Single case feasibility study.

    PubMed

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

    2014-01-01

    Persons with dementia (PWD) are known to have difficulty with participation and focus during physical activity. Virtual reality (VR) offers a unique medium for motor learning but has only been used previously for cognitive assessment for PWD. Our study had two objectives: (1) investigate the feasibility and safety of an exercise-based VR training program in PWD, and (2) investigate its effects on balance and mobility. The intervention consisted of daily (5 d/wk, 1 h each) VR training sessions for 2 wk for a single research participant. Clinical balance and mobility measures were assessed 1 wk prior to, during, 1 wk following, and 1 mo after the intervention. Postintervention interviews provided qualitative feedback from the participant and his caregivers. Results indicate that VR training is feasible, safe, and enjoyable for PWD. However, balance and mobility measures were unaffected. VR training is well tolerated in a single research participant with dementia and is an engaging medium for participation in exercise.

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

    PubMed

    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.

  14. Design of an immersive simulator for assisted power wheelchair driving.

    PubMed

    Devigne, Louise; Babel, Marie; Nouviale, Florian; Narayanan, Vishnu K; Pasteau, Francois; Gallien, Philippe

    2017-07-01

    Driving a power wheelchair is a difficult and complex visual-cognitive task. As a result, some people with visual and/or cognitive disabilities cannot access the benefits of a power wheelchair because their impairments prevent them from driving safely. In order to improve their access to mobility, we have previously designed a semi-autonomous assistive wheelchair system which progressively corrects the trajectory as the user manually drives the wheelchair and smoothly avoids obstacles. Developing and testing such systems for wheelchair driving assistance requires a significant amount of material resources and clinician time. With Virtual Reality technology, prototypes can be developed and tested in a risk-free and highly flexible Virtual Environment before equipping and testing a physical prototype. Additionally, users can "virtually" test and train more easily during the development process. In this paper, we introduce a power wheelchair driving simulator allowing the user to navigate with a standard wheelchair in an immersive 3D Virtual Environment. The simulation framework is designed to be flexible so that we can use different control inputs. In order to validate the framework, we first performed tests on the simulator with able-bodied participants during which the user's Quality of Experience (QoE) was assessed through a set of questionnaires. Results show that the simulator is a promising tool for future works as it generates a good sense of presence and requires rather low cognitive effort from users.

  15. A cognitive approach to vision for a mobile robot

    NASA Astrophysics Data System (ADS)

    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 static and moving objects.

  16. Increased Cognitive Load Leads to Impaired Mobility Decisions in Seniors at Risk for Falls

    PubMed Central

    Nagamatsu, Lindsay S.; Voss, Michelle; Neider, Mark B.; Gaspar, John G.; Handy, Todd C.; Kramer, Arthur F.; Liu-Ambrose, Teresa Y. L.

    2011-01-01

    Successful mobility requires appropriate decision-making. Seniors with reduced executive functioning— such as senior fallers—may be prone to poor mobility judgments, especially under dual-task conditions. We classified participants as “At-Risk” and “Not-At-Risk” for falls using a validated physiological falls-risk assessment. Dual-task performance was assessed in a virtual reality environment where participants crossed a simulated street by walking on a manual treadmill while listening to music or conversing on a phone. Those “At-Risk” experienced more collisions with oncoming cars and had longer crossing times in the Phone condition compared to controls. We conclude that poor mobility judgments during a dual-task leads to unsafe mobility for those at-risk for falls. PMID:21463063

  17. Increased cognitive load leads to impaired mobility decisions in seniors at risk for falls.

    PubMed

    Nagamatsu, Lindsay S; Voss, Michelle; Neider, Mark B; Gaspar, John G; Handy, Todd C; Kramer, Arthur F; Liu-Ambrose, Teresa Y L

    2011-06-01

    Successful mobility requires appropriate decision-making. Seniors with reduced executive functioning-such as senior fallers-may be prone to poor mobility judgments, especially under dual-task conditions. We classified participants as "At-Risk" and "Not-At-Risk" for falls using a validated physiological falls-risk assessment. Dual-task performance was assessed in a virtual reality environment where participants crossed a simulated street by walking on a manual treadmill while listening to music or conversing on a phone. Those "At-Risk" experienced more collisions with oncoming cars and had longer crossing times in the Phone condition compared to controls. We conclude that poor mobility judgments during a dual-task leads to unsafe mobility for those at-risk for falls. (c) 2011 APA, all rights reserved.

  18. Marketing analysis of a positive technology app for the self-management of psychological stress.

    PubMed

    Wiederhold, Brenda K; Boyd, Chelsie; Sulea, Camelia; Gaggioli, Andrea; Riva, Giuseppe

    2014-01-01

    The INTERSTRESS project developed a completely new concept in the treatment of psychological stress: Interreality, a concept that combines cognitive behavioral therapy with a hybrid, closed-loop empowering experience bridging real and virtual worlds. This model provides the opportunity for individual citizens to become active participants in their own health and well-being. This article contains the results of the Marketing Trial and analysis of the opinions of individual consumers/end users of the INTERSTRESS product. The specific objective of this study was to evaluate the feasibility, efficacy and user acceptance of a novel mobile-based relaxation training tool in combination with biofeedback exercises and wearable biosensors. Relaxation was aided through immersion in a mobile virtual scenario (a virtual island) featuring pre-recorded audio narratives guiding a series of relaxation exercises. During biofeedback exercises, a wearable biosensor system provided data which directly modified the virtual reality experience in real-time. Thirty-six participants evaluated the product and overall feedback from users was positive, with some variation seen based on participant gender. A larger market study is now underway to understand if there are cultural variations in acceptability of the device.

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

    NASA Astrophysics Data System (ADS)

    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.

  20. Sex differences in virtual navigation influenced by scale and navigation experience.

    PubMed

    Padilla, Lace M; Creem-Regehr, Sarah H; Stefanucci, Jeanine K; Cashdan, Elizabeth A

    2017-04-01

    The Morris water maze is a spatial abilities test adapted from the animal spatial cognition literature and has been studied in the context of sex differences in humans. This is because its standard design, which manipulates proximal (close) and distal (far) cues, applies to human navigation. However, virtual Morris water mazes test navigation skills on a scale that is vastly smaller than natural human navigation. Many researchers have argued that navigating in large and small scales is fundamentally different, and small-scale navigation might not simulate natural human navigation. Other work has suggested that navigation experience could influence spatial skills. To address the question of how individual differences influence navigational abilities in differently scaled environments, we employed both a large- (146.4 m in diameter) and a traditional- (36.6 m in diameter) scaled virtual Morris water maze along with a novel measure of navigation experience (lifetime mobility). We found sex differences on the small maze in the distal cue condition only, but in both cue-conditions on the large maze. Also, individual differences in navigation experience modulated navigation performance on the virtual water maze, showing that higher mobility was related to better performance with proximal cues for only females on the small maze, but for both males and females on the large maze.

  1. Spatial cognition in a virtual reality home-cage extension for freely moving rodents

    PubMed Central

    Kaupert, Ursula; Frei, Katja; Bagorda, Francesco; Schatz, Alexej; Tocker, Gilad; Rapoport, Sophie; Derdikman, Dori

    2017-01-01

    Virtual reality (VR) environments are a powerful tool to investigate brain mechanisms involved in the behavior of animals. With this technique, animals are usually head fixed or secured in a harness, and training for cognitively more complex VR paradigms is time consuming. A VR apparatus allowing free animal movement and the constant operator-independent training of tasks would enable many new applications. Key prospective usages include brain imaging of animal behavior when carrying a miniaturized mobile device such as a fluorescence microscope or an optetrode. Here, we introduce the Servoball, a spherical VR treadmill based on the closed-loop tracking of a freely moving animal and feedback counterrotation of the ball. Furthermore, we present the complete integration of this experimental system with the animals’ group home cage, from which single individuals can voluntarily enter through a tunnel with radio-frequency identification (RFID)-automated access control and commence experiments. This automated animal sorter functions as a mechanical replacement of the experimenter. We automatically trained rats using visual or acoustic cues to solve spatial cognitive tasks and recorded spatially modulated entorhinal cells. When electrophysiological extracellular recordings from awake behaving rats were performed, head fixation can dramatically alter results, so that any complex behavior that requires head movement is impossible to achieve. We circumvented this problem with the use of the Servoball in open-field scenarios, as it allows the combination of open-field behavior with the recording of nerve cells, along with all the flexibility that a virtual environment brings. This integrated home cage with a VR arena experimental system permits highly efficient experimentation for complex cognitive experiments. NEW & NOTEWORTHY Virtual reality (VR) environments are a powerful tool for the investigation of brain mechanisms. We introduce the Servoball, a VR treadmill for freely moving rodents. The Servoball is integrated with the animals’ group home cage. Single individuals voluntarily enter using automated access control. Training is highly time-efficient, even for cognitively complex VR paradigms. PMID:28077665

  2. Collaboration in a Wireless Grid Innovation Testbed by Virtual Consortium

    NASA Astrophysics Data System (ADS)

    Treglia, Joseph; Ramnarine-Rieks, Angela; McKnight, Lee

    This paper describes the formation of the Wireless Grid Innovation Testbed (WGiT) coordinated by a virtual consortium involving academic and non-academic entities. Syracuse University and Virginia Tech are primary university partners with several other academic, government, and corporate partners. Objectives include: 1) coordinating knowledge sharing, 2) defining key parameters for wireless grids network applications, 3) dynamically connecting wired and wireless devices, content and users, 4) linking to VT-CORNET, Virginia Tech Cognitive Radio Network Testbed, 5) forming ad hoc networks or grids of mobile and fixed devices without a dedicated server, 6) deepening understanding of wireless grid application, device, network, user and market behavior through academic, trade and popular publications including online media, 7) identifying policy that may enable evaluated innovations to enter US and international markets and 8) implementation and evaluation of the international virtual collaborative process.

  3. Predicting successful tactile mapping of virtual objects.

    PubMed

    Brayda, Luca; Campus, Claudio; Gori, Monica

    2013-01-01

    Improving spatial ability of blind and visually impaired people is the main target of orientation and mobility (O&M) programs. In this study, we use a minimalistic mouse-shaped haptic device to show a new approach aimed at evaluating devices providing tactile representations of virtual objects. We consider psychophysical, behavioral, and subjective parameters to clarify under which circumstances mental representations of spaces (cognitive maps) can be efficiently constructed with touch by blindfolded sighted subjects. We study two complementary processes that determine map construction: low-level perception (in a passive stimulation task) and high-level information integration (in an active exploration task). We show that jointly considering a behavioral measure of information acquisition and a subjective measure of cognitive load can give an accurate prediction and a practical interpretation of mapping performance. Our simple TActile MOuse (TAMO) uses haptics to assess spatial ability: this may help individuals who are blind or visually impaired to be better evaluated by O&M practitioners or to evaluate their own performance.

  4. The GestureTek virtual reality system in rehabilitation: a scoping review.

    PubMed

    Glegg, Stephanie M N; Tatla, Sandy K; Holsti, Liisa

    2014-03-01

    To identify, to map out and to appraise research examining GestureTek virtual reality (VR) use for physical and cognitive rehabilitation and to highlight areas for future research. Scoping review methodology was used to systematically and comprehensively search the academic and grey literature for GestureTek-specific research. Consensus was achieved following two reviewers' independent inclusion screening, data extraction and appraisal. Forty-four studies evaluated the utility and efficacy of the IREX, GX, VMall and Meal Maker software for rehabilitation across a range of populations, with few adverse events reported. Stroke and cerebral palsy research dominated, while geriatrics was largely overlooked. Efficacy research provided support for balance, mobility, upper extremity, cognitive, fitness and daily living skills outcomes for specific populations with effect sizes ranging from 0.19 to 3.34. Nevertheless, few strong quality or high-level studies are available, and no clear guidelines on optimal treatment characteristics exist. Outcomes of primary interest were at ICF body function and activity levels; evaluation of transfer of training across ICF levels is needed. This literature provides preliminary evidence for the technology's efficacy for rehabilitation. Identified research gaps relate to study quality and design, treatment characteristics, populations and outcomes of interest, including transfer across ICF levels. There is limited high-level evidence to support the use of the GestureTek virtual reality system for rehabilitation. Moderate to strong quality evidence exists primarily for the stroke and cerebral palsy populations, and primarily for balance, mobility and upper extremity outcomes. A lack of consistent outcome measures in this body of literature has created "silos" of research that cannot be quantitatively combined using a meta-analytic strategy.

  5. Emerging CAE technologies and their role in Future Ambient Intelligence Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2011-03-01

    Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.

  6. Virtual Mobility in Higher Education. The UNED Campus Net Program

    ERIC Educational Resources Information Center

    Aguado, Teresa; Monge, Fernando; Del Olmo, Alicia

    2014-01-01

    We present the UNED Virtual Mobility Campus Net Program, implemented since 2012 in collaboration with European and Latin American universities. Program's objectives, participating institutions, procedures, and evaluation are exposed. Virtual mobility is understood as a meaningful strategy for intercultural learning by studying an undergraduate or…

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

    PubMed

    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.

  8. Falls in Cognitively Impaired Older Adults: Implications for Risk Assessment And Prevention.

    PubMed

    Montero-Odasso, Manuel; Speechley, Mark

    2018-02-01

    To provide an overview of the role of cognition in falls, with potential implications for managing and preventing falls in older adults. Review. Observational and interventional studies addressing the role of cognition on falls. Community-dwelling older adults (65 years and older). The relationship between gait and cognition in aging and neurodegeneration was reviewed in the medical literature to highlight the role of brain motor control deficits in fall risk. The benefits of dual-task gait assessments as a marker of fall risk were reviewed. Therapeutic approaches for reducing falls by improving certain aspects of cognition were appraised. Low performance in attention and executive function are associated with gait slowing, instability, and future falls. Drug-enhancement of cognition may reduce falls in Parkinson's disease, and cognitive training, dual-task training, and virtual reality modalities are promising to improve mobility in sedentary older adults and in those with cognitive impairment and dementia. Falls remain common in older people, with higher prevalence and morbidity in those who are cognitively impaired. Disentangling the mechanism and contribution of cognitive deficits in fall risk may open new treatment approaches. Mounting evidence supports that cognitive therapies help reduce falls. © 2017, Copyright the Authors Journal compilation © 2017, The American Geriatrics Society.

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

    PubMed

    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.

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

    PubMed

    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

    2016-07-01

    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. 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). 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. 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). Cognitive therapy using virtual reality could prove highly effective in treating delusions. © The Royal College of Psychiatrists 2016.

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

    PubMed Central

    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

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

    PubMed

    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.

  13. Pre-Service Teachers' Ability to Identify and Implement Cognitive Levels in Mathematics Learning

    ERIC Educational Resources Information Center

    Ortiz, Enrique

    2017-01-01

    This study analyzed pre-service teachers' ability to identify and implement cognitive levels. The framework involved the use of the Concrete, Pictorial and Abstract (CPA) cognitive levels combined with the Virtual-level (CPVA-levels). The V-level involves applets and apps, and three digital-dynamic sublevels: virtual-Concrete, virtual-Pictorial…

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

    NASA Astrophysics Data System (ADS)

    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.

  15. Using virtual robot-mediated play activities to assess cognitive skills.

    PubMed

    Encarnação, Pedro; Alvarez, Liliana; Rios, Adriana; Maya, Catarina; Adams, Kim; Cook, Al

    2014-05-01

    To evaluate the feasibility of using virtual robot-mediated play activities to assess cognitive skills. Children with and without disabilities utilized both a physical robot and a matching virtual robot to perform the same play activities. The activities were designed such that successfully performing them is an indication of understanding of the underlying cognitive skills. Participants' performance with both robots was similar when evaluated by the success rates in each of the activities. Session video analysis encompassing participants' behavioral, interaction and communication aspects revealed differences in sustained attention, visuospatial and temporal perception, and self-regulation, favoring the virtual robot. The study shows that virtual robots are a viable alternative to the use of physical robots for assessing children's cognitive skills, with the potential of overcoming limitations of physical robots such as cost, reliability and the need for on-site technical support. Virtual robots can provide a vehicle for children to demonstrate cognitive understanding. Virtual and physical robots can be used as augmentative manipulation tools allowing children with disabilities to actively participate in play, educational and therapeutic activities. Virtual robots have the potential of overcoming limitations of physical robots such as cost, reliability and the need for on-site technical support.

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

    NASA Astrophysics Data System (ADS)

    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).

  17. Virtual reality for gait training: can it induce motor learning to enhance complex walking and reduce fall risk in patients with Parkinson's disease?

    PubMed

    Mirelman, Anat; Maidan, Inbal; Herman, Talia; Deutsch, Judith E; Giladi, Nir; Hausdorff, Jeffrey M

    2011-02-01

    Gait and cognitive disturbances are common in Parkinson's disease (PD). These deficits exacerbate fall risk and difficulties with mobility, especially during complex or dual-task walking. Traditional gait training generally fails to fully address these complex gait activities. Virtual reality (VR) incorporates principles of motor learning while delivering engaging and challenging training in complex environments. We hypothesized that VR may be applied to address the multifaceted deficits associated with fall risk in PD. Twenty patients received 18 sessions (3 per week) of progressive intensive treadmill training with virtual obstacles (TT + VR). Outcome measures included gait under usual-walking and dual-task conditions and while negotiating physical obstacles. Cognitive function and functional performance were also assessed. Patients were 67.1 ± 6.5 years and had a mean disease duration of 9.8 ± 5.6 years. Posttraining, gait speed significantly improved during usual walking, during dual task, and while negotiating overground obstacles. Dual-task gait variability decreased (ie, improved) and Trail Making Test times (parts A and B) improved. Gains in functional performance measures and retention effects, 1 month later, were also observed. To our knowledge, this is the first time that TT + VR has been used for gait training in PD. The results indicate that TT + VR is viable in PD and may significantly improve physical performance, gait during complex challenging conditions, and even certain aspects of cognitive function. These findings have important implications for understanding motor learning in the presence of PD and for treating fall risk in PD, aging, and others who share a heightened risk of falls.

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

    PubMed

    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.

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

    PubMed

    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.

  20. Cognitive load of navigating without vision when guided by virtual sound versus spatial language.

    PubMed

    Klatzky, Roberta L; Marston, James R; Giudice, Nicholas A; Golledge, Reginald G; Loomis, Jack M

    2006-12-01

    A vibrotactile N-back task was used to generate cognitive load while participants were guided along virtual paths without vision. As participants stepped in place, they moved along a virtual path of linear segments. Information was provided en route about the direction of the next turning point, by spatial language ("left," "right," or "straight") or virtual sound (i.e., the perceived azimuth of the sound indicated the target direction). The authors hypothesized that virtual sound, being processed at direct perceptual levels, would have lower load than even simple language commands, which require cognitive mediation. As predicted, whereas the guidance modes did not differ significantly in the no-load condition, participants showed shorter distance traveled and less time to complete a path when performing the N-back task while navigating with virtual sound as guidance. Virtual sound also produced better N-back performance than spatial language. By indicating the superiority of virtual sound for guidance when cognitive load is present, as is characteristic of everyday navigation, these results have implications for guidance systems for the visually impaired and others.

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

    PubMed

    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.

  2. Why Go There? Evolution of Mobility and Spatial Cognition in Women and Men : An Introduction to the Special Issue.

    PubMed

    Cashdan, Elizabeth; Gaulin, Steven J C

    2016-03-01

    Males in many non-monogamous species have larger ranges than females do, a sex difference that has been well documented for decades and seems to be an aspect of male mating competition. Until recently, parallel data for humans have been mostly anecdotal and qualitative, but this is now changing as human behavioral ecologists turn their attention to matters of individual mobility. Sex differences in spatial cognition were among the first accepted psychological sex differences and, like differences in ranging behavior, are documented for a growing set of species. This special issue is dedicated to exploring the possible adaptive links between these cognitive and ranging traits. Multiple hypotheses, at various levels of analysis, are considered. At the functional (ultimate) level, a mating-competition hypothesis suggests that range expansion may augment mating opportunities, and a fertility-and-parental-care hypothesis suggests that range contraction may facilitate offspring provisioning. At a more mechanistic (proximate) level, differences in cue availability may support or inhibit particular sex-specific navigation strategies, and spatial anxiety may usefully inhibit travel that would not justify its costs. Studies in four different cultures-Twe, Tsimane, Yucatec Maya, and Faroese-as well as an experimental study using virtual reality tools are the venue for testing these hypotheses. Our hope is to stimulate more research on the evolutionary and developmental processes responsible for this suite of linked behavioral and cognitive traits.

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

    PubMed

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

    PubMed

    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.

  5. Mobile Virtual Private Networking

    NASA Astrophysics Data System (ADS)

    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.

  6. A Virtual Laboratory for Digital Signal Processing

    ERIC Educational Resources Information Center

    Dow, Chyi-Ren; Li, Yi-Hsung; Bai, Jin-Yu

    2006-01-01

    This work designs and implements a virtual digital signal processing laboratory, VDSPL. VDSPL consists of four parts: mobile agent execution environments, mobile agents, DSP development software, and DSP experimental platforms. The network capability of VDSPL is created by using mobile agent and wrapper techniques without modifying the source code…

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

    PubMed

    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  < 0.005). Initial instruction using worked examples followed by a problem completion exercise did not reduce the cognitive load or improve the performance of the following procedures in novices. 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.

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

    ERIC Educational Resources Information Center

    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…

  9. Neighbourhood social ties: how much do residential, physical and virtual mobility matter?

    PubMed

    Knies, Gundi

    2013-09-01

    Following up on the prediction by classical sociological theorists that neighbours will become irrelevant as societies become more mobile, this research examines the strength of people's social ties with neighbours and the associations thereof with residential, physical and virtual mobility using longitudinal data for Germany. Unlike previous studies, the research considers the three forms of mobility simultaneously and contrasts its effects on social ties with neighbours to those with family. The results show that residential and physical mobility are negatively associated with social ties to neighbours and positively with ties to family. Virtual mobility does not weaken social ties with neighbours but ties with family. The positive association between mobility and social ties with family may not be strong enough to ascertain that people maintain as close social ties to others in the future as it does not outweigh the negative association with visiting neighbours. © London School of Economics and Political Science 2013.

  10. Flexible Virtual Structure Consideration in Dynamic Modeling of Mobile Robots Formation

    NASA Astrophysics Data System (ADS)

    El Kamel, A. Essghaier; Beji, L.; Lerbet, J.; Abichou, A.

    2009-03-01

    In cooperative mobile robotics, we look for formation keeping and maintenance of a geometric configuration during movement. As a solution to these problems, the concept of a virtual structure is considered. Based on this idea, we have developed an efficient flexible virtual structure, describing the dynamic model of n vehicles in formation and where the whole formation is kept dependant. Notes that, for 2D and 3D space navigation, only a rigid virtual structure was proposed in the literature. Further, the problem was limited to a kinematic behavior of the structure. Hence, the flexible virtual structure in dynamic modeling of mobile robots formation presented in this paper, gives more capabilities to the formation to avoid obstacles in hostile environment while keeping formation and avoiding inter-agent collision.

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

    ERIC Educational Resources Information Center

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

    ERIC Educational Resources Information Center

    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…

  13. Community-based pedestrian safety training in virtual reality: A pragmatic trial.

    PubMed

    Schwebel, David C; Combs, Tabitha; Rodriguez, Daniel; Severson, Joan; Sisiopiku, Virginia

    2016-01-01

    Child pedestrian injuries are a leading cause of mortality and morbidity across the United States and the world. Repeated practice at the cognitive-perceptual task of crossing a street may lead to safer pedestrian behavior. Virtual reality offers a unique opportunity for repeated practice without the risk of actual injury. This study conducted a pre-post within-subjects trial of training children in pedestrian safety using a semi-mobile, semi-immersive virtual pedestrian environment placed at schools and community centers. Pedestrian safety skills among a group of 44 seven- and eight-year-old children were assessed in a laboratory, and then children completed six 15-minute training sessions in the virtual pedestrian environment at their school or community center following pragmatic trial strategies over the course of three weeks. Following training, pedestrian safety skills were re-assessed. Results indicate improvement in delay entering traffic following training. Safe crossings did not demonstrate change. Attention to traffic and time to contact with oncoming vehicles both decreased somewhat, perhaps an indication that training was incomplete and children were in the process of actively learning to be safer pedestrians. The findings suggest virtual reality environments placed in community centers hold promise for teaching children to be safer pedestrians, but future research is needed to determine the optimal training dosage. Copyright © 2015 Elsevier Ltd. All rights reserved.

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

    NASA Astrophysics Data System (ADS)

    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.

  15. Virtual Environments for People Who Are Visually Impaired Integrated into an Orientation and Mobility Program

    ERIC Educational Resources Information Center

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

    2015-01-01

    Introduction: The BlindAid, a virtual system developed for orientation and mobility (O&M) training of people who are blind or have low vision, allows interaction with different virtual components (structures and objects) via auditory and haptic feedback. This research examined if and how the BlindAid that was integrated within an O&M…

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

    PubMed Central

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

    2014-01-01

    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. PMID:25284952

  17. Virtual reality social cognition training for young adults with high-functioning autism.

    PubMed

    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, and social functioning. Eight young adults diagnosed with high-functioning autism completed 10 sessions across 5 weeks. Significant increases on social cognitive measures of theory of mind and emotion recognition, as well as in real life social and occupational functioning were found post-training. These findings suggest that the virtual reality platform is a promising tool for improving social skills, cognition, and functioning in autism.

  18. Controlling memory impairment in elderly adults using virtual reality memory training: a randomized controlled pilot study.

    PubMed

    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.

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

    PubMed

    Giannouli, Eleftheria; Bock, Otmar; Zijlstra, Wiebren

    2018-03-01

    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 real-life mobility performance than to mobility capacity as measured with standardized laboratory tests. The final sample used for analysis consisted of 66 older adults (72.3 ± 5.6 years). Cognition was assessed by measures of planning (HOTAP test), spatial working memory (Grid-Span test) and visuospatial attention (Attention Window test). Mobility capacity was assessed by an instrumented version of the Timed Up-and-Go test (iTUG). Mobility performance was assessed with smartphones which collected accelerometer and GPS data over one week to determine the spatial extent and temporal duration of real-life activities. Data analyses involved an exploratory factor analysis and correlation analyses. Mobility measures were reduced to four orthogonal factors: the factor 'real-life mobility' correlated significantly with most cognitive measures (between r   =  .229 and r   =  .396); factors representing 'sit-to-stand transition' and 'turn' correlated with fewer cognitive measures (between r   =  .271 and r   =  .315 and between r   =  .210 and r   =  .316, respectively), and the factor representing straight gait correlated with only one cognitive measure ( r   =  .237). Among the cognitive functions tested, visuospatial attention was associated with most mobility measures, executive functions with fewer and spatial working memory with only one mobility measure. Capacity and real-life performance represent different aspects of mobility. Real-life mobility is more closely associated with cognition than mobility capacity, and in our data this association is most pronounced for visuospatial attention. The close link between real-life mobility and visuospatial attention should be considered by interventions targeting mobility in old age.

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

    PubMed Central

    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. PMID:24883353

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

    PubMed

    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.

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

    PubMed

    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.

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

    ERIC Educational Resources Information Center

    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,…

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

    PubMed Central

    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

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

    ERIC Educational Resources Information Center

    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…

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

    ERIC Educational Resources Information Center

    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…

  7. Cognitive Function is Associated with the Development of Mobility Impairments in Community-Dwelling Elders

    PubMed Central

    Buchman, Aron S.; Boyle, Patricia A.; Leurgans, Sue E.; Barnes, Lisa L.; Bennett, David A.

    2010-01-01

    Objective To examine the association of cognitive function with the risk of incident mobility impairments and the rate of declining mobility in older adults. Design Prospective, observational cohort study. Setting Retirement communities across metropolitan Chicago. Participants 1154 ambulatory elders from two longitudinal studies without baseline clinical dementia or history of stroke or Parkinson’s disease. Measurements All participants underwent baseline cognitive testing and annual mobility exams. Mobility impairments were based on annual timed walking performance. A composite mobility measure which summarized gait and balance measures was used to examine the annual rate of mobility change. Results During follow-up of 4.5 years, 423 of 836 (50.6%) participants developed impaired mobility. In a proportional hazards model controlled for age, sex, education and race, each 1-unit higher level of baseline global cognition was associated with a reduction to about half in the risk of mobility impairments (HR=0.51, 95% CI 0.40, 0.66) and was similar to a participant being about 13 years younger at baseline. These results did not vary by sex or race and were unchanged in analyses controlling for BMI, physical activity, vascular diseases and risk factors. The level of cognition in 5 different cognitive abilities was also related to incident mobility impairment. Cognition showed similar associations with incident loss of the ability to ambulate. Linear mixed-effects models showed that global cognition at baseline was associated with the rate of declining mobility. Conclusions Among ambulatory elders, cognition is associated with incident mobility impairment and mobility decline. PMID:21606900

  8. Virtually Being Einstein Results in an Improvement in Cognitive Task Performance and a Decrease in Age Bias

    PubMed Central

    Banakou, Domna; Kishore, Sameer; Slater, Mel

    2018-01-01

    The brain's body representation is amenable to rapid change, even though we tend to think of our bodies as relatively fixed and stable. For example, it has been shown that a life-sized body perceived in virtual reality as substituting the participant's real body, can be felt as if it were their own, and that the body type can induce perceptual, attitudinal and behavioral changes. Here we show that changes can also occur in cognitive processing and specifically, executive functioning. Fifteen male participants were embodied in a virtual body that signifies super-intelligence (Einstein) and 15 in a (Normal) virtual body of similar age to their own. The Einstein body participants performed better on a cognitive task than the Normal body, considering prior cognitive ability (IQ), with the improvement greatest for those with low self-esteem. Einstein embodiment also reduced implicit bias against older people. Hence virtual body ownership may additionally be used to enhance executive functioning. PMID:29942270

  9. Virtually Being Einstein Results in an Improvement in Cognitive Task Performance and a Decrease in Age Bias.

    PubMed

    Banakou, Domna; Kishore, Sameer; Slater, Mel

    2018-01-01

    The brain's body representation is amenable to rapid change, even though we tend to think of our bodies as relatively fixed and stable. For example, it has been shown that a life-sized body perceived in virtual reality as substituting the participant's real body, can be felt as if it were their own, and that the body type can induce perceptual, attitudinal and behavioral changes. Here we show that changes can also occur in cognitive processing and specifically, executive functioning. Fifteen male participants were embodied in a virtual body that signifies super-intelligence (Einstein) and 15 in a (Normal) virtual body of similar age to their own. The Einstein body participants performed better on a cognitive task than the Normal body, considering prior cognitive ability (IQ), with the improvement greatest for those with low self-esteem. Einstein embodiment also reduced implicit bias against older people. Hence virtual body ownership may additionally be used to enhance executive functioning.

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

    PubMed

    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.

  11. Development of a novel visuomotor integration paradigm by integrating a virtual environment with mobile eye-tracking and motion-capture systems

    PubMed Central

    Miller, Haylie L.; Bugnariu, Nicoleta; Patterson, Rita M.; Wijayasinghe, Indika; Popa, Dan O.

    2018-01-01

    Visuomotor integration (VMI), the use of visual information to guide motor planning, execution, and modification, is necessary for a wide range of functional tasks. To comprehensively, quantitatively assess VMI, we developed a paradigm integrating virtual environments, motion-capture, and mobile eye-tracking. Virtual environments enable tasks to be repeatable, naturalistic, and varied in complexity. Mobile eye-tracking and minimally-restricted movement enable observation of natural strategies for interacting with the environment. This paradigm yields a rich dataset that may inform our understanding of VMI in typical and atypical development. PMID:29876370

  12. Identifying Mobility Types in Cognitively Heterogeneous Older Adults Based on GPS-Tracking: What Discriminates Best?

    PubMed

    Wettstein, Markus; Wahl, Hans-Werner; Shoval, Noam; Auslander, Gail; Oswald, Frank; Heinik, Jeremia

    2015-12-01

    Heterogeneity in older adults' mobility and its correlates have rarely been investigated based on objective mobility data and in samples including cognitively impaired individuals. We analyzed mobility profiles within a cognitively heterogeneous sample of N = 257 older adults from Israel and Germany based on GPS tracking technology. Participants were aged between 59 and 91 years (M = 72.9; SD = 6.4) and were either cognitively healthy (CH, n = 146), mildly cognitively impaired (MCI, n = 76), or diagnosed with an early-stage dementia of the Alzheimer's type (DAT, n = 35). Based on cluster analysis, we identified three mobility types ("Mobility restricted," "Outdoor oriented," "Walkers"), which could be predicted based on socio-demographic indicators, activity, health, and cognitive impairment status using discriminant analysis. Particularly demented individuals and persons with worse health exhibited restrictions in mobility. Our findings contribute to a better understanding of heterogeneity in mobility in old age. © The Author(s) 2013.

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

    PubMed

    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.

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

    PubMed

    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.

  15. Perceptions of clinical utility of an Augmented Reality musical software among health care professionals.

    PubMed

    Corrêa, Ana Grasielle Dionísio; de Assis, Gilda Aparecida; do Nascimento, Marilena; de Deus Lopes, Roseli

    2017-04-01

    Augmented Reality musical software (GenVirtual) is a technology, which primarily allows users to develop music activities for rehabilitation. This study aimed to analyse the perceptions of health care professionals regarding the clinical utility of GenVirtual. A second objective was to identify improvements to GenVirtual software and similar technologies. Music therapists, occupational therapists, physiotherapists and speech and language therapist who assist people with physical and cognitive disabilities were enrolled in three focus groups. The quantitative and qualitative data were collected through inductive thematic analysis. Three main themes were identified: the use of GenVirtual in health care areas; opportunities for realistic application of GenVirtual; and limitations in the use of GenVirtual. The registration units identified were: motor stimulation, cognitive stimulation, verbal learning, recreation activity, musicality, accessibility, motivation, sonic accuracy, interference of lighting, poor sound, children and adults. This research suggested that the GenVirtual is a complementary tool to conventional clinical practice and has great potential to motor and cognitive rehabilitation of children and adults. Implications for Rehabilitation Gaining health professional' perceptions of the Augmented Reality musical game (GenVirtual) give valuable information as to the clinical utility of the software. GenVirtual was perceived as a tool that could be used as enhancing the motor and cognitive rehabilitation process. GenVirtual was viewed as a tool that could enhance clinical practice and communication among various agencies, but it was suggested that it should be used with caution to avoid confusion and replacement of important services.

  16. An Examination of Brain Abnormalities and Mobility in Individuals with Mild Cognitive Impairment and Alzheimer's Disease

    PubMed Central

    Fischer, Barbara L.; Bacher, Rhonda; Bendlin, Barbara B.; Birdsill, Alex C.; Ly, Martina; Hoscheidt, Siobhan M.; Chappell, Richard J.; Mahoney, Jane E.; Gleason, Carey E.

    2017-01-01

    Background: Mobility changes are concerning for elderly patients with cognitive decline. Given frail older individuals' vulnerability to injury, it is critical to identify contributors to limited mobility. Objective: To examine whether structural brain abnormalities, including reduced gray matter volume and white matter hyperintensities, would be associated with limited mobility among individuals with cognitive impairment, and to determine whether cognitive impairment would mediate this relationship. Methods: Thirty-four elderly individuals with mild cognitive impairment (MCI) and Alzheimer's disease underwent neuropsychological evaluation, mobility assessment, and structural brain neuroimaging. Linear regression was conducted with predictors including gray matter volume in six regions of interest (ROI) and white matter hyperintensity (WMH) burden, with mobility measures as outcomes. Results: Lower gray matter volume in caudate nucleus was associated with slower speed on a functional mobility task. Higher cerebellar volume was also associated with slower functional mobility. White matter hyperintensity burden was not significantly associated with mobility. Conclusion: Our findings provide evidence for associations between subcortical gray matter volume and speed on a functional mobility task among cognitively impaired individuals. PMID:28424612

  17. Exploring Learning Performance toward Cognitive Approaches of a Virtual Companion System in LINE App for m-Learning

    ERIC Educational Resources Information Center

    Hsieh, Sheng-Wen; Wu, Min-Ping

    2013-01-01

    This paper used a Virtual Companion System (VCS) to examine how specific design variables within virtual learning companion affect the learning process of learners as defined by the cognitive continuum of field-dependent, field-independent and field-mixed learners in LINE app for m-learning. The data were collected from 198 participants in a…

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

    PubMed

    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.

  19. Interreality in the management of psychological stress: a clinical scenario.

    PubMed

    Riva, Giuseppe; Raspelli, Simona; Pallavicini, Federica; Grassi, Alessandra; Algeri, Davide; Wiederhold, Brenda K; Gaggioli, Andrea

    2010-01-01

    The term "psychological stress" describes a situation in which a subject perceives that environmental demands tax or exceed his or her adaptive capacity. According to the Cochrane Database of Systematic Reviews, the best validated approach covering both stress management and stress treatment is the Cognitive Behavioral (CBT) approach. We aim to design, develop and test an advanced ICT based solution for the assessment and treatment of psychological stress that is able to improve the actual CBT approach. To reach this goal we will use the "interreality" paradigm integrating assessment and treatment within a hybrid environment, that creates a bridge between the physical and virtual worlds. Our claim is that bridging virtual experiences (fully controlled by the therapist, used to learn coping skills and emotional regulation) with real experiences (allowing both the identification of any critical stressors and the assessment of what has been learned) using advanced technologies (virtual worlds, advanced sensors and PDA/mobile phones) is the best way to address the above limitations. To illustrate the proposed concept, a clinical scenario is also presented and discussed: Paola, a 45 years old nurse, with a mother affected by progressive senile dementia.

  20. User-Centered Iterative Design of a Collaborative Virtual Environment

    DTIC Science & Technology

    2001-03-01

    cognitive task analysis methods to study land navigators. This study was intended to validate the use of user-centered design methodologies for the design of...have explored the cognitive aspects of collaborative human way finding and design for collaborative virtual environments. Further investigation of design paradigms should include cognitive task analysis and behavioral task analysis.

  1. Serious games for screening pre-dementia conditions: from virtuality to reality? A pilot project.

    PubMed

    Zucchella, Chiara; Sinforiani, Elena; Tassorelli, Cristina; Cavallini, Elena; Tost-Pardell, Daniela; Grau, Sergi; Pazzi, Stefania; Puricelli, Stefano; Bernini, Sara; Bottiroli, Sara; Vecchi, Tomaso; Sandrini, Giorgio; Nappi, Giuseppe

    2014-01-01

    Conventional cognitive assessment is based on a pencil-and-paper neuropsychological evaluation, which is time consuming, expensive and requires the involvement of several professionals. Information and communication technology could be exploited to allow the development of tools that are easy to use, reduce the amount of data processing, and provide controllable test conditions. Serious games (SGs) have the potential to be new and effective tools in the management and treatment of cognitive impairments Serious games for screening pre-dementia conditions: from virtuality to reality? A pilot project in the elderly. Moreover, by adopting SGs in 3D virtual reality settings, cognitive functions might be evaluated using tasks that simulate daily activities, increasing the "ecological validity" of the assessment. In this commentary we report our experience in the creation of the Smart Aging platform, a 3D SGand virtual environment-based platform for the early identification and characterization of mild cognitive impairment.

  2. Effect of Virtual Reality on Cognition in Stroke Patients

    PubMed Central

    Kim, Bo Ryun; 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 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. Results 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. Conclusion 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. PMID:22506159

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

    ERIC Educational Resources Information Center

    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…

  4. Real-time global illumination on mobile device

    NASA Astrophysics Data System (ADS)

    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.

  5. Lost in Second Life: Virtual Embodiment and Language Learning via Multimodal Communication

    ERIC Educational Resources Information Center

    Pasfield-Neofitou, Sarah; Huang, Hui; Grant, Scott

    2015-01-01

    Increased recognition of the role of the body and environment in cognition has taken place in recent decades in the form of new theories of embodied and extended cognition. The growing use of ever more sophisticated computer-generated 3D virtual worlds and avatars has added a new dimension to these theories of cognition. Both developments provide…

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

    ERIC Educational Resources Information Center

    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…

  7. Making the Most of Mobility: Virtual Mentoring and Education Practitioner Professional Development

    ERIC Educational Resources Information Center

    Owen, Hazel D.

    2015-01-01

    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,…

  8. A novel video-based paradigm to study the mechanisms underlying age- and falls risk-related differences in gaze behaviour during walking.

    PubMed

    Stanley, Jennifer; Hollands, Mark

    2014-07-01

    The current study aimed to quantitatively assess differences in gaze behaviour between participants grouped on the basis of their age and measures of functional mobility during a virtual walking paradigm. The gaze behaviour of nine young adults, seven older adults with a relatively low risk of falling and seven older adults with a relatively higher risk of falling was measured while they watched five first-person perspective movies representing the viewpoint of a pedestrian walking through various environments. Participants also completed a number of cognitive tests: Stroop task, visual search, trail making task, Mini Mental Status Examination, and reaction time, visual tests (visual acuity and contrast sensitivity) and assessments of balance (Activities Balance Confidence Scale and Berg Balance Scale) to aid in the interpretation of differences in gaze behaviour. The high risk older adult group spent significantly more time fixating aspects of the travel path than the low risk and young adult groups. High risk older adults were also significantly slower in performing a number of the cognitive tasks than young adults. Correlations were conducted to compare the extent to which travel path fixation durations co-varied with scores on the tests of visual search, motor, and cognitive function. A positive significant correlation was found between the speed of response to the incongruent Stroop task and travel path fixation duration r21  = 0.44, p < 0.05. The results indicate that our movie-viewing paradigm can identify differences in gaze behaviour between participants grouped on the basis of their age and measures of functional mobility and that these differences are associated with cognitive decline. © 2014 The Authors Ophthalmic & Physiological Optics © 2014 The College of Optometrists.

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

    PubMed

    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.

  10. Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial

    PubMed Central

    2013-01-01

    Background Psychological stress occurs when an individual perceives that environmental demands tax or exceed his or her adaptive capacity. Its association with severe health and emotional diseases, points out the necessity to find new efficient strategies to treat it. Moreover, psychological stress is a very personal problem and requires training focused on the specific needs of individuals. To overcome the above limitations, the INTERSTRESS project suggests the adoption of a new paradigm for e-health - Interreality - that integrates contextualized assessment and treatment within a hybrid environment, bridging the physical and the virtual worlds. According to this premise, the aim of this study is to investigate the advantages of using advanced technologies, in combination with cognitive behavioral therapy (CBT), based on a protocol for reducing psychological stress. Methods/Design The study is designed as a randomized controlled trial. It includes three groups of approximately 50 subjects each who suffer from psychological stress: (1) the experimental group, (2) the control group, (3) the waiting list group. Participants included in the experimental group will receive a treatment based on cognitive behavioral techniques combined with virtual reality, biofeedback and mobile phone, while the control group will receive traditional stress management CBT-based training, without the use of new technologies. The wait-list group will be reassessed and compared with the two other groups five weeks after the initial evaluation. After the reassessment, the wait-list patients will randomly receive one of the two other treatments. Psychometric and physiological outcomes will serve as quantitative dependent variables, while subjective reports of participants will be used as the qualitative dependent variable. Discussion What we would like to show with the present trial is that bridging virtual experiences, used to learn coping skills and emotional regulation, with real experiences using advanced technologies (virtual reality, advanced sensors and smartphones) is a feasible way to address actual limitations of existing protocols for psychological stress. Trial registration http://clinicaltrials.gov/ct2/show/NCT01683617 PMID:23806013

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

    PubMed

    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.

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

    PubMed Central

    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. PMID:28611701

  13. Individual Differences in a Spatial-Semantic Virtual Environment.

    ERIC Educational Resources Information Center

    Chen, Chaomei

    2000-01-01

    Presents two empirical case studies concerning the role of individual differences in searching through a spatial-semantic virtual environment. Discusses information visualization in information systems; cognitive factors, including associative memory, spatial ability, and visual memory; user satisfaction; and cognitive abilities and search…

  14. Novel graphical environment for virtual and real-world operations of tracked mobile manipulators

    NASA Astrophysics Data System (ADS)

    Chen, ChuXin; Trivedi, Mohan M.; Azam, Mir; Lassiter, Nils T.

    1993-08-01

    A simulation, animation, visualization and interactive control (SAVIC) environment has been developed for the design and operation of an integrated mobile manipulator system. This unique system possesses the abilities for (1) multi-sensor simulation, (2) kinematics and locomotion animation, (3) dynamic motion and manipulation animation, (4) transformation between real and virtual modes within the same graphics system, (5) ease in exchanging software modules and hardware devices between real and virtual world operations, and (6) interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.

  15. Audio Haptic Videogaming for Developing Wayfinding Skills in Learners Who are Blind

    PubMed Central

    Sánchez, Jaime; de Borba Campos, Marcia; Espinoza, Matías; Merabet, Lotfi B.

    2014-01-01

    Interactive digital technologies are currently being developed as a novel tool for education and skill development. Audiopolis is an audio and haptic based videogame designed for developing orientation and mobility (O&M) skills in people who are blind. We have evaluated the cognitive impact of videogame play on O&M skills by assessing performance on a series of behavioral tasks carried out in both indoor and outdoor virtual spaces. Our results demonstrate that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged learners who are blind. The impact of audio and haptic information on learning is also discussed. PMID:25485312

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

    PubMed

    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 work is devoted to designing more experiments in order to present more evidence about its values.

  17. A Hybrid Computing Testbed for Mobile Threat Detection and Enhanced Research and Education in Information

    DTIC Science & Technology

    2014-11-20

    techniques to defend against stealthy malware, i.e., rootkits. For example, we have been developing new virtualization-based security service called AirBag ...for mobile devices. AirBag is a virtualization-based system that enables dynamic switching of (guest) Android im- ages in one VM, with one image

  18. Create a Sense of Place for the Mobile Learner

    ERIC Educational Resources Information Center

    Hemmig, William; Johnstone, Brian T.; Montet, Margaret

    2012-01-01

    "Sense of place" no longer applies only to the physical library. All students are distance learners to one extent or another, and all distance services must be considered as a single virtual learning commons. Librarians at Bucks County (PA) Community College implement and integrate current teaching, learning, virtual reference, and mobile access…

  19. The effect of extended sensory range via the EyeCane sensory substitution device on the characteristics of visionless virtual navigation.

    PubMed

    Maidenbaum, Shachar; Levy-Tzedek, Shelly; Chebat, Daniel Robert; Namer-Furstenberg, Rinat; Amedi, Amir

    2014-01-01

    Mobility training programs for helping the blind navigate through unknown places with a White-Cane significantly improve their mobility. However, what is the effect of new assistive technologies, offering more information to the blind user, on the underlying premises of these programs such as navigation patterns? We developed the virtual-EyeCane, a minimalistic sensory substitution device translating single-point-distance into auditory cues identical to the EyeCane's in the real world. We compared performance in virtual environments when using the virtual-EyeCane, a virtual-White-Cane, no device and visual navigation. We show that the characteristics of virtual-EyeCane navigation differ from navigation with a virtual-White-Cane or no device, and that virtual-EyeCane users complete more levels successfully, taking shorter paths and with less collisions than these groups, and we demonstrate the relative similarity of virtual-EyeCane and visual navigation patterns. This suggests that additional distance information indeed changes navigation patterns from virtual-White-Cane use, and brings them closer to visual navigation.

  20. Conversational Agents in Virtual Worlds: Bridging Disciplines

    ERIC Educational Resources Information Center

    Veletsianos, George; Heller, Robert; Overmyer, Scott; Procter, Mike

    2010-01-01

    This paper examines the effective deployment of conversational agents in virtual worlds from the perspective of researchers/practitioners in cognitive psychology, computing science, learning technologies and engineering. From a cognitive perspective, the major challenge lies in the coordination and management of the various channels of information…

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

    DOEpatents

    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.

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

    PubMed

    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.

  3. Embodied social interaction constitutes social cognition in pairs of humans: A minimalist virtual reality experiment

    PubMed Central

    Froese, Tom; Iizuka, Hiroyuki; Ikegami, Takashi

    2014-01-01

    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. PMID:24419102

  4. Neurocognitive and Functional Correlates of Mobile Phone Use in Middle-Aged and Older Patients with Schizophrenia

    PubMed Central

    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

  5. Neurocognitive and functional correlates of mobile phone use in middle-aged and older patients with schizophrenia.

    PubMed

    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.

  6. Effect of the adapted Virtual Reality cognitive training program among Chinese older adults with chronic schizophrenia: a pilot study.

    PubMed

    Chan, Christopher L F; Ngai, Elena K Y; Leung, Paul K H; Wong, Stephen

    2010-06-01

    To examine the effect of the adapted virtual reality cognitive training program in older adults with chronic schizophrenia. Older adults with chronic schizophrenia were recruited from a long-stay care setting and were randomly assigned into intervention (n = 12) and control group (n = 15). The intervention group received 10-session of VR program that consisted of 2 VR activities using IREX. The control group attended the usual programs in the setting. After the 10-session intervention, older adults with chronic schizophrenia preformed significantly better than control in overall cognitive function (p .000), and in two cognitive subscales: repetition (p .001) and memory (p .040). These participants engaged in the VR activities volitionally. No problem of cybersickness was observed. The results of the current study indicate that engaging in the adapted virtual reality cognitive training program offers the potential for significant gains in cognitive function of the older adults with chronic schizophrenia.

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

    PubMed Central

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

    2017-01-01

    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. PMID:28475145

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

    PubMed

    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.

  9. Human Pacman: A Mobile Augmented Reality Entertainment System Based on Physical, Social, and Ubiquitous Computing

    NASA Astrophysics Data System (ADS)

    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.

  10. ME science as mobile learning based on virtual reality

    NASA Astrophysics Data System (ADS)

    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.

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

    PubMed

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

    2018-06-06

    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 reality environment. This study included 170 participants with different levels of psychosis liability (55 recent onset psychosis, 20 ultrahigh risk for psychosis, 42 siblings of psychotic patients, and 53 controls). All participants were exposed to virtual environments with different levels of social stress. The level of experienced paranoia in the virtual environments was measured with the State Social Paranoia Scale. Cognitive biases were assessed with a self-report continuous measure. Also, cumulative number of cognitive biases was calculated using dichotomous measures of the separate biases, based on general population norm scores. Higher belief inflexibility bias (Z = 2.83, P < .001), attention to threat bias (Z = 3.40, P < .001), external attribution bias (Z = 2.60, P < .001), and data-gathering bias (Z = 2.07, P < .05) were all positively associated with reported paranoid ideation in the social virtual environments. Level of paranoid response increased with number of cognitive biases present (B = 1.73, P < .001). The effect of environmental stressors on paranoid ideation was moderated by attention to threat bias (Z = 2.78, P < .01) and external attribution bias (Z = 2.75, P < .01), whereas data-gathering bias and belief inflexibility did not moderate the relationship. There is an additive effect of separate cognitive biases on paranoid response to social stress. The effect of social environmental stressors on paranoid ideation is further enhanced by attention to threat bias and external attribution bias.

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

    PubMed

    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.

  13. What Do Context Aware Electronic Alerts from Virtual Learning Environments Tell Us about User Time & Location?

    ERIC Educational Resources Information Center

    Crane, Laura; Benachour, Phillip

    2013-01-01

    The paper describes the analysis of user location and time stamp information automatically logged when students receive and interact with electronic updates from the University's virtual learning environment. The electronic updates are sent to students' mobile devices using RSS feeds. The mobile reception of such information can be received in…

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

    ERIC Educational Resources Information Center

    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…

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

    PubMed

    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.

  16. Interreality: A New Paradigm for E-health.

    PubMed

    Riva, Giuseppe

    2009-01-01

    "Interreality" is a personalized immersive e-therapy whose main novelty is a hybrid, closed-loop empowering experience bridging physical and virtual worlds. The main feature of interreality is a twofold link between the virtual and the real world: (a) behavior in the physical world influences the experience in the virtual one; (b) behavior in the virtual world influences the experience in the real one. This is achieved through: (1) 3D Shared Virtual Worlds: role-playing experiences in which one or more users interact with one another within a 3D world; (2) Bio and Activity Sensors (From the Real to the Virtual World): They are used to track the emotional/health/activity status of the user and to influence his/her experience in the virtual world (aspect, activity and access); (3) Mobile Internet Appliances (From the Virtual to the Real One): In interreality, the social and individual user activity in the virtual world has a direct link with the users' life through a mobile phone/digital assistant. The different technologies that are involved in the interreality vision and its clinical rationale are addressed and discussed.

  17. Understanding Minds in Real-World Environments: Toward a Mobile Cognition Approach.

    PubMed

    Ladouce, Simon; Donaldson, David I; Dudchenko, Paul A; Ietswaart, Magdalena

    2016-01-01

    There is a growing body of evidence that important aspects of human cognition have been marginalized, or overlooked, by traditional cognitive science. In particular, the use of laboratory-based experiments in which stimuli are artificial, and response options are fixed, inevitably results in findings that are less ecologically valid in relation to real-world behavior. In the present review we highlight the opportunities provided by a range of new mobile technologies that allow traditionally lab-bound measurements to now be collected during natural interactions with the world. We begin by outlining the theoretical support that mobile approaches receive from the development of embodied accounts of cognition, and we review the widening evidence that illustrates the importance of examining cognitive processes in their context. As we acknowledge, in practice, the development of mobile approaches brings with it fresh challenges, and will undoubtedly require innovation in paradigm design and analysis. If successful, however, the mobile cognition approach will offer novel insights in a range of areas, including understanding the cognitive processes underlying navigation through space and the role of attention during natural behavior. We argue that the development of real-world mobile cognition offers both increased ecological validity, and the opportunity to examine the interactions between perception, cognition and action-rather than examining each in isolation.

  18. Understanding Minds in Real-World Environments: Toward a Mobile Cognition Approach

    PubMed Central

    Ladouce, Simon; Donaldson, David I.; Dudchenko, Paul A.; Ietswaart, Magdalena

    2017-01-01

    There is a growing body of evidence that important aspects of human cognition have been marginalized, or overlooked, by traditional cognitive science. In particular, the use of laboratory-based experiments in which stimuli are artificial, and response options are fixed, inevitably results in findings that are less ecologically valid in relation to real-world behavior. In the present review we highlight the opportunities provided by a range of new mobile technologies that allow traditionally lab-bound measurements to now be collected during natural interactions with the world. We begin by outlining the theoretical support that mobile approaches receive from the development of embodied accounts of cognition, and we review the widening evidence that illustrates the importance of examining cognitive processes in their context. As we acknowledge, in practice, the development of mobile approaches brings with it fresh challenges, and will undoubtedly require innovation in paradigm design and analysis. If successful, however, the mobile cognition approach will offer novel insights in a range of areas, including understanding the cognitive processes underlying navigation through space and the role of attention during natural behavior. We argue that the development of real-world mobile cognition offers both increased ecological validity, and the opportunity to examine the interactions between perception, cognition and action—rather than examining each in isolation. PMID:28127283

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

    PubMed

    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.

  20. A Systematic Framework of Virtual Laboratories Using Mobile Agent and Design Pattern Technologies

    ERIC Educational Resources Information Center

    Li, Yi-Hsung; Dow, Chyi-Ren; Lin, Cheng-Min; Chen, Sheng-Chang; Hsu, Fu-Wei

    2009-01-01

    Innovations in network and information technology have transformed traditional classroom lectures into new approaches that have given universities the opportunity to create a virtual laboratory. However, there is no systematic framework in existing approaches for the development of virtual laboratories. Further, developing a virtual laboratory…

  1. Dynamic mapping of brain and cognitive control of virtual gameplay (study by functional magnetic resonance imaging).

    PubMed

    Rezakova, M V; Mazhirina, K G; Pokrovskiy, M A; Savelov, A A; Savelova, O A; Shtark, M B

    2013-04-01

    Using functional magnetic resonance imaging technique, we performed online brain mapping of gamers, practiced to voluntary (cognitively) control their heart rate, the parameter that operated a competitive virtual gameplay in the adaptive feedback loop. With the default start picture, the regions of interest during the formation of optimal cognitive strategy were as follows: Brodmann areas 19, 37, 39 and 40, i.e. cerebellar structures (vermis, amygdala, pyramids, clivus). "Localization" concept of the contribution of the cerebellum to cognitive processes is discussed.

  2. DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented Reality.

    PubMed

    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.

  3. DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented Reality

    PubMed Central

    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

  4. A New Approach to Improve Cognition, Muscle Strength, and Postural Balance in Community-Dwelling Elderly with a 3-D Virtual Reality Kayak Program.

    PubMed

    Park, Junhyuck; Yim, JongEun

    2016-01-01

    Aging is usually accompanied with deterioration of physical abilities, such as muscular strength, sensory sensitivity, and functional capacity. Recently, intervention methods with virtual reality have been introduced, providing an enjoyable therapy for elderly. The aim of this study was to investigate whether a 3-D virtual reality kayak program could improve the cognitive function, muscle strength, and balance of community-dwelling elderly. Importantly, kayaking involves most of the upper body musculature and needs the balance control. Seventy-two participants were randomly allocated into the kayak program group (n = 36) and the control group (n = 36). The two groups were well matched with respect to general characteristics at baseline. The participants in both groups performed a conventional exercise program for 30 min, and then the 3-D virtual reality kayak program was performed in the kayak program group for 20 min, two times a week for 6 weeks. Cognitive function was measured using the Montreal Cognitive Assessment. Muscle strength was measured using the arm curl and handgrip strength tests. Standing and sitting balance was measured using the Good Balance system. The post-test was performed in the same manner as the pre-test; the overall outcomes such as cognitive function (p < 0.05), muscle strength (p < 0.05), and balance (standing and sitting balance, p < 0.05) were significantly improved in kayak program group compared to the control group. We propose that the 3-D virtual reality kayak program is a promising intervention method for improving the cognitive function, muscle strength, and balance of elderly.

  5. Mobility and cognition: End points for dietary interventions in aging

    USDA-ARS?s Scientific Manuscript database

    BACKGROUND: Healthy aging is associated with functional declines in mobility and cognition among both humans and non-human animals. OBJECTIVE: This study combines human measures of mobility and cognition to develop a test battery for evaluating the effects of dietary supplements among older adults....

  6. Super-Resolution Algorithm in Cumulative Virtual Blanking

    NASA Astrophysics Data System (ADS)

    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.

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

    PubMed

    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.

  8. Virtual Reality and Computer-Enhanced Training Applied to Wheeled Mobility: An Overview of Work in Pittsburgh

    ERIC Educational Resources Information Center

    Cooper, Rory A.; Ding, Dan; Simpson, Richard; Fitzgerald, Shirley G.; Spaeth, Donald M.; Guo, Songfeng; Koontz, Alicia M.; Cooper, Rosemarie; Kim, Jongbae; Boninger, Michael L.

    2005-01-01

    Some aspects of assistive technology can be enhanced by the application of virtual reality. Although virtual simulation offers a range of new possibilities, learning to navigate in a virtual environment is not equivalent to learning to navigate in the real world. Therefore, virtual reality simulation is advocated as a useful preparation for…

  9. Virtual reality and paranoid ideations in people with an 'at-risk mental state' for psychosis.

    PubMed

    Valmaggia, Lucia R; Freeman, Daniel; Green, Catherine; Garety, Philippa; Swapp, David; Antley, Angus; Prescott, Corinne; Fowler, David; Kuipers, Elizabeth; Bebbington, Paul; Slater, Mel; Broome, Matthew; McGuire, Philip K

    2007-12-01

    Virtual reality provides a means of studying paranoid thinking in controlled laboratory conditions. However, this method has not been used with a clinical group. To establish the feasibility and safety of using virtual reality methodology in people with an at-risk mental state and to investigate the applicability of a cognitive model of paranoia to this group. Twenty-one participants with an at-risk mental state were assessed before and after entering a virtual reality environment depicting the inside of an underground train. Virtual reality did not raise levels of distress at the time of testing or cause adverse experiences over the subsequent week. Individuals attributed mental states to virtual reality characters including hostile intent. Persecutory ideation in virtual reality was predicted by higher levels of trait paranoia, anxiety, stress, immersion in virtual reality, perseveration and interpersonal sensitivity. Virtual reality is an acceptable experimental technique for use with individuals with at-risk mental states. Paranoia in virtual reality was understandable in terms of the cognitive model of persecutory delusions.

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

    PubMed

    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.

  11. Dual Motor-Cognitive Virtual Reality Training Impacts Dual-Task Performance in Freezing of Gait.

    PubMed

    Killane, Isabelle; Fearon, Conor; Newman, Louise; McDonnell, Conor; Waechter, Saskia M; Sons, Kristian; Lynch, Timothy; Reilly, Richard B

    2015-11-01

    Freezing of gait (FOG), an episodic gait disturbance characterized by the inability to generate effective stepping, occurs in more than half of Parkinson's disease patients. It is associated with both executive dysfunction and attention and becomes most evident during dual tasking (performing two tasks simultaneously). This study examined the effect of dual motor-cognitive virtual reality training on dual-task performance in FOG. Twenty community dwelling participants with Parkinson's disease (13 with FOG, 7 without FOG) participated in a pre-assessment, eight 20-minute intervention sessions, and a post-assessment. The intervention consisted of a virtual reality maze (DFKI, Germany) through which participants navigated by stepping-in-place on a balance board (Nintendo, Japan) under time pressure. This was combined with a cognitive task (Stroop test), which repeatedly divided participants' attention. The primary outcome measures were pre- and post-intervention differences in motor (stepping time, symmetry, rhythmicity) and cognitive (accuracy, reaction time) performance during single- and dual-tasks. Both assessments consisted of 1) a single cognitive task 2) a single motor task, and 3) a dual motor-cognitive task. Following the intervention, there was significant improvement in dual-task cognitive and motor parameters (stepping time and rhythmicity), dual-task effect for those with FOG and a noteworthy improvement in FOG episodes. These improvements were less significant for those without FOG. This is the first study to show benefit of a dual motor-cognitive approach on dual-task performance in FOG. Advances in such virtual reality interventions for home use could substantially improve the quality of life for patients who experience FOG.

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

    NASA Technical Reports Server (NTRS)

    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.

  13. Guiding Exploration through Three-Dimensional Virtual Environments: A Cognitive Load Reduction Approach

    ERIC Educational Resources Information Center

    Chen, Chwen Jen; Fauzy Wan Ismail, Wan Mohd

    2008-01-01

    The real-time interactive nature of three-dimensional virtual environments (VEs) makes this technology very appropriate for exploratory learning purposes. However, many studies have shown that the exploration process may cause cognitive overload that affects the learning of domain knowledge. This article reports a quasi-experimental study that…

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

    ERIC Educational Resources Information Center

    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…

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

    ERIC Educational Resources Information Center

    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…

  16. Android Based Mobile Environment for Moodle Users

    ERIC Educational Resources Information Center

    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…

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

    PubMed

    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.

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

    PubMed

    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 using a mobile phone game.

  19. Gender issues in the use of virtual environments.

    PubMed

    Larson, P; Rizzo, A A; Buckwalter, J G; Van Rooyen, A; Kratz, K; Neumann, U; Kesselman, C; Thiebaux, M; Van Der Zaag, C

    1999-01-01

    Gender differences in cognitive and behavioral performance have been reported throughout the psychological literature. Consequently, gender differences should be considered and controlled for when cognitive research is conducted in virtual environments (VEs). These variables may include gender-related differences in cognitive performance, susceptibility for cybersickness, and the impact of sex hormones on cognition. Such issues are addressed in the context of a recent VE study of the visuospatial ability referred to as mental rotation. The Mental Rotation Test (MRT), a paper and pencil measure, has been shown to produce one of the largest gender differences in the cognitive literature. The outcomes of the MRT are in favor of males. However, results reported from a Virtual Reality Spatial Rotation (VRSR) test demonstrate no gender differences when subjects were able to manually manipulate the stimuli in a VE. Further analysis uncovers gender differences in the patterns of associations between verbal and spatial tasks and performance on VRSR. Results are discussed in terms of dimensionality factors and hemispheric lateralization.

  20. From Cognitive Capability to Social Reform? Shifting Perceptions of Learning in Immersive Virtual Worlds

    ERIC Educational Resources Information Center

    Savin-Baden, Maggi

    2008-01-01

    Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socio-political impact of virtual world learning on higher education remains under-researched. Much of the recent research into learning in immersive virtual worlds centres around games and…

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

    PubMed

    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 < 0.001), the Grober and Buschke with mobile assessments of episodic memory (γ = 0.069, t = 3.156, p < 0.01, and the Weschler symbol coding with mobile assessments of executive functioning (γ = 0.168, t = 4.562, p < 0.001). 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.

  2. The cognitive apprenticeship theory for the teaching of mathematics in an online 3D virtual environment

    NASA Astrophysics Data System (ADS)

    Bouta, Hara; Paraskeva, Fotini

    2013-03-01

    Research spanning two decades shows that there is a continuing development of 3D virtual worlds and investment in such environments for educational purposes. Research stresses the need for these environments to be well-designed and for suitable pedagogies to be implemented in the teaching practice in order for these worlds to be fully effective. To this end, we propose a pedagogical framework based on the cognitive apprenticeship for deriving principles and guidelines to inform the design, development and use of a 3D virtual environment. This study examines how the use of a 3D virtual world facilitates the teaching of mathematics in primary education by combining design principles and guidelines based on the Cognitive Apprenticeship Theory and the teaching methods that this theory introduces. We focus specifically on 5th and 6th grade students' engagement (behavioral, affective and cognitive) while learning fractional concepts over a period of two class sessions. Quantitative and qualitative analyses indicate considerable improvement in the engagement of the students who participated in the experiment. This paper presents the findings regarding students' cognitive engagement in the process of comprehending basic fractional concepts - notoriously hard for students to master. The findings are encouraging and suggestions are made for further research.

  3. Mobility for GCSS-MC through virtual PCs

    DTIC Science & Technology

    2017-06-01

    their productivity. Mobile device access to GCSS-MC would allow Marines to access a required program for their mission using a form of computing ...network throughput applications with a device running on various operating systems with limited computational ability. The use of VPCs leads to a...reduced need for network throughput and faster overall execution. 14. SUBJECT TERMS GCSS-MC, enterprise resource planning, virtual personal computer

  4. A controlled study of agoraphobia and the independent effect of virtual reality exposure therapy.

    PubMed

    Malbos, Eric; Rapee, Ronald M; Kavakli, Manolya

    2013-02-01

    Past controlled clinical trials centred on virtual reality exposure therapy (VRET) for agoraphobia mostly used multicomponent therapy with success. However, the present paper aimed to evaluate the independent effect of VRET for agoraphobia. A controlled study involving 18 agoraphobic participants assigned to two groups: VRET only and VRET with cognitive therapy. Nine specific virtual environments were developed using an affordable game level editor. Questionnaires, behavioural tests and physiological measures indicated a positive effect of VRET. Correlations supported the predictive value of presence towards treatment outcome. The addition of cognitive therapy did not provide significant additional benefit. Overall, the isolated effects of VRET did not seem to be significantly less than the effects of VRET combined with cognitive therapy. Future research should explore the use of other components in addition to cognitive therapy and VRET for agoraphobia as well as its possible use in patients' homes.

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

    NASA Astrophysics Data System (ADS)

    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 analysis of the stone can be done remotely without ever seeing the real thing. This strategy can be game-changer for shoppers without having to go to the store.

  6. Real enough: using virtual public speaking environments to evoke feelings and behaviors targeted in stuttering assessment and treatment.

    PubMed

    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.

  7. Comparison of path visualizations and cognitive measures relative to travel technique in a virtual environment.

    PubMed

    Zanbaka, Catherine A; Lok, Benjamin C; Babu, Sabarish V; Ulinski, Amy C; Hodges, Larry F

    2005-01-01

    We describe a between-subjects experiment that compared four different methods of travel and their effect on cognition and paths taken in an immersive virtual environment (IVE). Participants answered a set of questions based on Crook's condensation of Bloom's taxonomy that assessed their cognition of the IVE with respect to knowledge, understanding and application, and higher mental processes. Participants also drew a sketch map of the IVE and the objects within it. The users' sense of presence was measured using the Steed-Usoh-Slater Presence Questionnaire. The participants' position and head orientation were automatically logged during their exposure to the virtual environment. These logs were later used to create visualizations of the paths taken. Path analysis, such as exploring the overlaid path visualizations and dwell data information, revealed further differences among the travel techniques. Our results suggest that, for applications where problem solving and evaluation of information is important or where opportunity to train is minimal, then having a large tracked space so that the participant can walk around the virtual environment provides benefits over common virtual travel techniques.

  8. Virtual patients in a real clinical context using augmented reality: impact on antibiotics prescription behaviors.

    PubMed

    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.

  9. Telemedicine with mobile devices and augmented reality for early postoperative care.

    PubMed

    Ponce, Brent A; Brabston, Eugene W; Shin Zu; Watson, Shawna L; Baker, Dustin; Winn, Dennis; Guthrie, Barton L; Shenai, Mahesh B

    2016-08-01

    Advanced features are being added to telemedicine paradigms to enhance usability and usefulness. Virtual Interactive Presence (VIP) is a technology that allows a surgeon and patient to interact in a "merged reality" space, to facilitate both verbal, visual, and manual interaction. In this clinical study, a mobile VIP iOS application was introduced into routine post-operative orthopedic and neurosurgical care. Survey responses endorse the usefulness of this tool, as it relates to The virtual interaction provides needed virtual follow-up in instances where in-person follow-up may be limited, and enhances the subjective patient experience.

  10. Brain Activity on Navigation in Virtual Environments.

    ERIC Educational Resources Information Center

    Mikropoulos, Tassos A.

    2001-01-01

    Assessed the cognitive processing that takes place in virtual environments by measuring electrical brain activity using Fast Fourier Transform analysis. University students performed the same task in a real and a virtual environment, and eye movement measurements showed that all subjects were more attentive when navigating in the virtual world.…

  11. Managing Cognitive Load in Educational Multi-User Virtual Environments: Reflection on Design Practice

    ERIC Educational Resources Information Center

    Nelson, Brian C.; Erlandson, Benjamin E.

    2008-01-01

    In this paper, we explore how the application of multimedia design principles may inform the development of educational multi-user virtual environments (MUVEs). We look at design principles that have been shown to help learners manage cognitive load within multimedia environments and conduct a conjectural analysis of the extent to which such…

  12. The Effects of Cognitive Style and Media Richness on Commitment to Telework and Virtual Teams.

    ERIC Educational Resources Information Center

    Workman, Michael; Kahnweiler, William; Bommer, William

    2003-01-01

    Sternberg's Thinking Style Inventory and the Organizational Commitment Questionnaire were completed by 261 of 552 teleworkers in virtual teams. Cognitive styles and types of media (rich/lean) were associated with commitment to telework and to the team. Results have implications for staff development and the design of telework. (Contains 74…

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

    ERIC Educational Resources Information Center

    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…

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

    ERIC Educational Resources Information Center

    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…

  15. a Methodology to Adapt Photogrammetric Models to Virtual Reality for Oculus Gear VR

    NASA Astrophysics Data System (ADS)

    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.

  16. Towards a Framework for Virtual Internationalization

    ERIC Educational Resources Information Center

    Bruhn, Elisa

    2017-01-01

    Internationalization and digitalization--how do these two higher education trends go together? Projects dealing with virtual mobility, collaborative online international learning (COIL), or virtual transnational education (TNE) have shown that the link between the international and the digital is not only a theoretical possibility but already a…

  17. Can a virtual reality cognitive training application fulfill a dual role? Using the virtual supermarket cognitive training application as a screening tool for mild cognitive impairment.

    PubMed

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

    2015-01-01

    Recent research advocates the potential of virtual reality (VR) applications in assessing cognitive functions highlighting the possibility of using a VR application for mild cognitive impairment (MCI) screening. The aim of this study is to investigate whether a VR cognitive training application, the virtual supermarket (VSM), can be used as a screening tool for MCI. Two groups, one of healthy older adults (n = 21) and one of MCI patients (n = 34), were recruited from day centers for cognitive disorders and administered the VSM and a neuropsychological test battery. The performance of the two groups in the VSM was compared and correlated with performance in established neuropsychological tests. At the same time, the effectiveness of a combination of traditional neuropsychological tests and the VSM was examined. VSM displayed a correct classification rate (CCR) of 87.30% when differentiating between MCI patients and healthy older adults, while it was unable to differentiate between MCI subtypes. At the same time, the VSM correlates with various established neuropsychological tests. A limited number of tests were able to improve the CCR of the VSM when combined with the VSM for screening purposes. VSM appears to be a valid method of screening for MCI in an older adult population though it cannot be used for MCI subtype assessment. VSM's concurrent validity is supported by the large number of correlations between the VSM and established tests. It is considered a robust test on its own as the inclusion of other tests failed to improve its CCR significantly.

  18. The role of cognitive apprenticeship in learning science in a virtual world

    NASA Astrophysics Data System (ADS)

    Ramdass, Darshanand

    2012-12-01

    This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, Science games and the development of possible selves. In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on the application of various components of the sociocultural perspective of learning in classroom environments and the potential for applying them in virtual worlds. I propose that research in science education should explore the processes underlying cognitive apprenticeship and determine how these processes can be used in virtual environments to help students learn science successfully.

  19. Comparison of the effectiveness of virtual cue exposure therapy and cognitive behavioral therapy for nicotine dependence.

    PubMed

    Park, Chan-Bin; Choi, Jung-Seok; Park, Su Mi; Lee, Jun-Young; Jung, Hee Yeon; Seol, Jin-Mi; Hwang, Jae Yeon; Gwak, Ah Reum; Kwon, Jun Soo

    2014-04-01

    Previous studies have reported promising results regarding the effect of repeated virtual cue exposure therapy on nicotine dependence. This study aimed to compare the effectiveness of virtual cue exposure therapy (CET) and cognitive behavioral therapy (CBT) for nicotine dependence. Thirty subjects with nicotine dependence participated in 4 weeks of treatment with either virtual CET (n=15) or CBT (n=15). All patients were male, and none received nicotine replacement treatment during the study period. The main setting of the CET used in this study was a virtual bar. The primary foci of the CBT offered were (a) smoking cessation education, (b) withdrawal symptoms, (c) coping with high-risk situations, (d) cognitive reconstruction, and (e) stress management. Daily smoking count, level of expiratory carbon monoxide (CO), level of nicotine dependence, withdrawal symptoms, and subjective craving were examined on three occasions: week 0 (baseline), week 4 (end of treatment), and week 12 (follow-up assessment). After treatment, the daily smoking count, the expiratory CO, and nicotine dependence levels had significantly decreased. These effects continued during the entire study period. Similar changes were observed in both virtual CET and CBT groups. We found no interaction between type of therapy and time of measurement. Although the current findings are preliminary, the present study provided evidence that virtual CET is effective for the treatment of nicotine dependence at a level comparable to CBT.

  20. 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

    PubMed Central

    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. PMID:25870549

  1. 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.

    PubMed

    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.

  2. Verbalizing, Visualizing, and Navigating: The Effect of Strategies on Encoding a Large-Scale Virtual Environment

    PubMed Central

    Kraemer, David J.M.; Schinazi, Victor R.; Cawkwell, Philip B.; Tekriwal, Anand; Epstein, Russell A.; Thompson-Schill, Sharon L.

    2016-01-01

    Using novel virtual cities, we investigated the influence of verbal and visual strategies on the encoding of navigation-relevant information in a large-scale virtual environment. In two experiments, participants watched videos of routes through four virtual cities and were subsequently tested on their memory for observed landmarks and on their ability to make judgments regarding the relative directions of the different landmarks along the route. In the first experiment, self-report questionnaires measuring visual and verbal cognitive styles were administered to examine correlations between cognitive styles, landmark recognition, and judgments of relative direction. Results demonstrate a tradeoff in which the verbal cognitive style is more beneficial for recognizing individual landmarks than for judging relative directions between them, whereas the visual cognitive style is more beneficial for judging relative directions than for landmark recognition. In a second experiment, we manipulated the use of verbal and visual strategies by varying task instructions given to separate groups of participants. Results confirm that a verbal strategy benefits landmark memory, whereas a visual strategy benefits judgments of relative direction. The manipulation of strategy by altering task instructions appears to trump individual differences in cognitive style. Taken together, we find that processing different details during route encoding, whether due to individual proclivities (Experiment 1) or task instructions (Experiment 2), results in benefits for different components of navigation relevant information. These findings also highlight the value of considering multiple sources of individual differences as part of spatial cognition investigations. PMID:27668486

  3. Web-Based Tools and Mobile Applications To Mitigate Burnout, Depression, and Suicidality Among Healthcare Students and Professionals: a Systematic Review.

    PubMed

    Pospos, Sarah; Young, Ilanit Tal; Downs, Nancy; Iglewicz, Alana; Depp, Colin; Chen, James Y; Newton, Isabel; Lee, Kelly; Light, Gregory A; Zisook, Sidney

    2018-02-01

    Being a healthcare professional can be a uniquely rewarding calling. However, the demands of training and practice can lead to chronic distress and serious psychological, interpersonal, and personal health burdens. Although higher burnout, depression, and suicide rates have been reported in healthcare professionals, only a minority receive treatment. Concerns regarding confidentiality, stigma, potential career implications, and cost and time constraints are cited as key barriers. Web-based and mobile applications have been shown to mitigate stress, burnout, depression, and suicidal ideation among several populations and may circumvent these barriers. Here, we reviewed published data on such resources and selected a small sample that readily can be used by healthcare providers. We searched PubMed for articles evaluating stress, burnout, depression, and suicide prevention or intervention for healthcare students or providers and identified five categories of programs with significant effectiveness: Cognitive Behavioral Therapy (online), meditation, mindfulness, breathing, and relaxation techniques. Using these categories, we searched for Web-based (through Google and beacon.anu.edu.au -a wellness resource website) and mobile applications (Apple and mobile. va.gov/appstore ) for stress, burnout, depression, and suicide prevention and identified 36 resources to further evaluate based on relevance, applicability to healthcare providers (confidentiality, convenience, and cost), and the strength of findings supporting their effectiveness. We selected seven resources under five general categories designed to foster wellness and reduce burnout, depression, and suicide risk among healthcare workers: breathing (Breath2Relax), meditation (Headspace, guided meditation audios), Web-based Cognitive Behavioral Therapy (MoodGYM, Stress Gym), and suicide prevention apps (Stay Alive, Virtual Hope Box). This list serves as a starting point to enhance coping with stressors as a healthcare student or professional in order to help mitigate burnout, depression, and suicidality. The next steps include adapting digital health strategies to specifically fit the needs of healthcare providers, with the ultimate goal of facilitating in-person care when warranted.

  4. The Effect of Procedural Guidance on Students' Skill Enhancement in a Virtual Chemistry Laboratory

    ERIC Educational Resources Information Center

    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…

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

    ERIC Educational Resources Information Center

    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…

  6. Subjective visual vertical assessment with mobile virtual reality system.

    PubMed

    Ulozienė, Ingrida; Totilienė, Milda; Paulauskas, Andrius; Blažauskas, Tomas; Marozas, Vaidotas; Kaski, Diego; Ulozas, Virgilijus

    2017-01-01

    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. 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. 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 controllers (P<0.01). The median of virtual reality-induced dizziness for both devices was 0.7. The mobile virtual reality based system for implementation of subjective visual vertical test, is accurate and applicable in the clinical environment. The gamepad-based virtual object control method was preferred by the users. The tests were well tolerated with low dizziness scores in the majority of patients. Copyright © 2018 The Lithuanian University of Health Sciences. Production and hosting by Elsevier Sp. z o.o. All rights reserved.

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

    PubMed

    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 (p<0.05) and differences among the age-groups in the combined dual-task costs (p<0.05); significant decreases in mobility performance under dual-task conditions in all groups (p<0.05) and a decrease in cognitive performance in the older group (p<0.05). Dual-task 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.

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

    PubMed

    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 <0.01), verbal learning (F=7.6, p=0.009), visual learning (F=3.6, p=0.064), and reasoning and problem solving (F=11.08, p=0.002). Participation in 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.

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

    ERIC Educational Resources Information Center

    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. …

  10. Ion mobility spectrometer with virtual aperture grid

    DOEpatents

    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.

  11. Mobile Games Individualise and Motivate Rehabilitation in Different User Groups

    ERIC Educational Resources Information Center

    Koivisto, Antti; Merilampi, Sari; Sirkka, Andrew

    2015-01-01

    Trials on Mobile Games are presenting a huge potential in cognitive, physical and mental rehabilitation. This paper is to discuss user viewpoints of trials with mobile games combining cognitive stimulation and physical exercise in rehabilitation: Game#1 controlled by tilting the mobile phone embedded in a balance board; Game#2 controlled by…

  12. Openwebglobe 2: Visualization of Complex 3D-GEODATA in the (mobile) Webbrowser

    NASA Astrophysics Data System (ADS)

    Christen, M.

    2016-06-01

    Providing worldwide high resolution data for virtual globes consists of compute and storage intense tasks for processing data. Furthermore, rendering complex 3D-Geodata, such as 3D-City models with an extremely high polygon count and a vast amount of textures at interactive framerates is still a very challenging task, especially on mobile devices. This paper presents an approach for processing, caching and serving massive geospatial data in a cloud-based environment for large scale, out-of-core, highly scalable 3D scene rendering on a web based virtual globe. Cloud computing is used for processing large amounts of geospatial data and also for providing 2D and 3D map data to a large amount of (mobile) web clients. In this paper the approach for processing, rendering and caching very large datasets in the currently developed virtual globe "OpenWebGlobe 2" is shown, which displays 3D-Geodata on nearly every device.

  13. Digital heritage gamification: An augmented-virtual walkthrough to learn and explore historical places

    NASA Astrophysics Data System (ADS)

    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.

  14. Smartphone applications for immersive virtual reality therapy for internet addiction and internet gaming disorder.

    PubMed

    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. Does chronic exposure to mobile phones affect cognition?

    PubMed Central

    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

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

    ERIC Educational Resources Information Center

    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…

  17. But Why Is Everything so Hard to Do? Exploring Learning and the Complexity Factor in Social Virtual Reality

    ERIC Educational Resources Information Center

    Honebein, Peter C.; Goldsworthy, Richard

    2012-01-01

    Virtual classrooms and virtual activities have waxed and waned, with most focusing on fostering learning in the cognitive domain and, realistically, most becoming rapidly discontinued. But social virtual realities (SVR) are uniquely "social," so what about interpersonal skills? This article describes the authors' experiences exploring SVR as a…

  18. The contribution of virtual reality to the diagnosis of spatial navigation disorders and to the study of the role of navigational aids: A systematic literature review.

    PubMed

    Cogné, M; Taillade, M; N'Kaoua, B; Tarruella, A; Klinger, E; Larrue, F; Sauzéon, H; Joseph, P-A; Sorita, E

    2017-06-01

    Spatial navigation, which involves higher cognitive functions, is frequently implemented in daily activities, and is critical to the participation of human beings in mainstream environments. Virtual reality is an expanding tool, which enables on one hand the assessment of the cognitive functions involved in spatial navigation, and on the other the rehabilitation of patients with spatial navigation difficulties. Topographical disorientation is a frequent deficit among patients suffering from neurological diseases. The use of virtual environments enables the information incorporated into the virtual environment to be manipulated empirically. But the impact of manipulations seems differ according to their nature (quantity, occurrence, and characteristics of the stimuli) and the target population. We performed a systematic review of research on virtual spatial navigation covering the period from 2005 to 2015. We focused first on the contribution of virtual spatial navigation for patients with brain injury or schizophrenia, or in the context of ageing and dementia, and then on the impact of visual or auditory stimuli on virtual spatial navigation. On the basis of 6521 abstracts identified in 2 databases (Pubmed and Scopus) with the keywords « navigation » and « virtual », 1103 abstracts were selected by adding the keywords "ageing", "dementia", "brain injury", "stroke", "schizophrenia", "aid", "help", "stimulus" and "cue"; Among these, 63 articles were included in the present qualitative analysis. Unlike pencil-and-paper tests, virtual reality is useful to assess large-scale navigation strategies in patients with brain injury or schizophrenia, or in the context of ageing and dementia. Better knowledge about both the impact of the different aids and the cognitive processes involved is essential for the use of aids in neurorehabilitation. Copyright © 2016. Published by Elsevier Masson SAS.

  19. Outcome expectancy as a predictor of treatment response in cognitive behavioral therapy for public speaking fears within social anxiety disorder.

    PubMed

    Price, Matthew; Anderson, Page L

    2012-06-01

    Outcome expectancy, the extent that clients anticipate benefiting from therapy, is theorized to be an important predictor of treatment response for cognitive-behavioral therapy. However, there is a relatively small body of empirical research on outcome expectancy and the treatment of social anxiety disorder. This literature, which has examined the association mostly in group-based interventions, has yielded mixed findings. The current study sought to further evaluate the effect of outcome expectancy as a predictor of treatment response for public-speaking fears across both individual virtual reality and group-based cognitive-behavioral therapies. The findings supported outcome expectancy as a predictor of the rate of change in public-speaking anxiety during both individual virtual reality exposure therapy and group cognitive-behavioral therapy. Furthermore, there was no evidence to suggest that the impact of outcome expectancy differed across virtual reality or group treatments. PsycINFO Database Record (c) 2012 APA, all rights reserved.

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

    NASA Astrophysics Data System (ADS)

    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 concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields.

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

    PubMed

    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.

  2. Virtual Events: A Cyberspace Resource for Educators.

    ERIC Educational Resources Information Center

    McLellan, Hilary

    1998-01-01

    Discusses how virtual events can be used to enhance education. Topics include balancing virtual and real encounters; finding the best mix of communication options; and finding patterns of interaction that support reflective cognition, knowledge amplification, community-building, learning, and global understanding. GLOBENET 1997, an international…

  3. A High Omega-3 Fatty Acid Multinutrient Supplement Benefits Cognition and Mobility in Older Women: A Randomized, Double-blind, Placebo-controlled Pilot Study.

    PubMed

    Strike, Siobhán C; Carlisle, Alison; Gibson, E Leigh; Dyall, Simon C

    2016-02-01

    Mobility is a key determinant of frailty in older persons, and a variety of dietary factors, such as the omega-3 fatty acid docosahexaenoic acid (DHA), are positively associated with decreased frailty and improved mobility and cognition in older persons. The effects of a multinutrient supplement on mobility and cognition were assessed in postmenopausal women (60-84 years). Participants received either Efalex Active 50+ (1g DHA, 160 mg eicosapentaenoic acid, 240 mg Ginkgo biloba, 60 mg phosphatidylserine, 20mg d-α tocopherol, 1mg folic acid, and 20 µg vitamin B12 per day; N = 15) or placebo (N = 12) for 6 months. Mobility was assessed by VICON 9 motion capture camera system synchronized with Kistler force plates, cognitive performance by computerized cognitive function tests, and blood fatty acid levels by pin-prick analysis. Significant effects of treatment were seen in two of the four cognitive tests, with shorter mean latencies in a motor screening task (p < .05) and more words remembered (p < .03), and one of the three primary mobility measures with improved habitual walking speed (p < .05). Compared with the placebo group, supplementation also resulted in significantly higher blood DHA levels (p < .02). In this pilot study, multinutrient supplementation improved cognition and mobility in able older females at clinically relevant levels, suggesting a potential role in reducing the decline to frailty. © The Author 2015. Published by Oxford University Press on behalf of The Gerontological Society of America.

  4. Progress in building a cognitive vision system

    NASA Astrophysics Data System (ADS)

    Benjamin, D. Paul; Lyons, Damian; Yue, Hong

    2016-05-01

    We are building a cognitive vision system for mobile robots that 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 to create a local dynamic spatial model. These local 3D models are composed to create an overall 3D model of the robot and its environment. This approach turns the computer vision problem into a search problem whose goal is the acquisition of sufficient spatial understanding for the robot to succeed at its tasks. The research hypothesis of this work is that the movements of the robot's cameras are only those that are necessary to build a sufficiently accurate world model for the robot's current goals. For example, if the goal is to navigate through a room, the model needs to contain any obstacles that would be encountered, giving their approximate positions and sizes. Other information does not need to be rendered into the virtual world, so this approach trades model accuracy for speed.

  5. Working Virtually: Transforming the Mobile Workplace. 2nd Edition

    ERIC Educational Resources Information Center

    Hoefling, Trina

    2017-01-01

    Remote working is the new reality, and transactional work--provided by freelancers, contract employees or consultants--has increased exponentially. It is forecast that as much as half the labor force will be working independently and virtually by 2020. Most organizations are still grappling with how to effectively manage their virtual staff and…

  6. The Power of Virtual Coaching

    ERIC Educational Resources Information Center

    Rock, Marcia L.; Zigmond, Naomi P.; Gregg, Madeleine; Gable, Robert A.

    2011-01-01

    Amid budget cuts in U.S. public schools, the spotlight is on how to make less effective teachers more effective--fast. The authors describe virtual coaching--in which a coach interacts electronically with a teacher as a lesson unfolds--as a promising way to help teachers with weak teaching skills. Virtual coaching uses online and mobile technology…

  7. The Longitudinal Impact of Cognitive Speed of Processing Training on Driving Mobility

    PubMed Central

    Edwards, Jerri D.; Myers, Charlsie; Ross, Lesley A.; Roenker, Daniel L.; Cissell, Gayla M.; McLaughlin, Alexis M.; Ball, Karlene K.

    2009-01-01

    Purpose: To examine how cognitive speed of processing training affects driving mobility across a 3-year period among older drivers. Design and Methods: Older drivers with poor Useful Field of View (UFOV) test performance (indicating greater risk for subsequent at-fault crashes and mobility declines) were randomly assigned to either a speed of processing training or a social and computer contact control group. Driving mobility of these 2 groups was compared with a group of older adults who did not score poorly on the UFOV test (reference group) across a 3-year period. Results: Older drivers with poor UFOV test scores who did not receive training experienced greater mobility declines as evidenced by decreased driving exposure and space and increased driving difficulty at 3 years. Those at risk for mobility decline who received training did not differ across the 3-year period from older adults in the reference group with regard to driving exposure, space, and most aspects of driving difficulty. Implications: Cognitive speed of processing training can not only improve cognitive performance but also protect against mobility declines among older drivers. Scientifically proven cognitive training regimens have the potential to enhance the everyday lives of older adults. PMID:19491362

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

    PubMed Central

    Brustio, Paolo Riccardo; 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 (p<0.05) and differences among the age-groups in the combined dual-task costs (p<0.05); significant decreases in mobility performance under dual-task conditions in all groups (p<0.05) and a decrease in cognitive performance in the older group (p<0.05). Dual-task 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. PMID:28732080

  9. Information Seeking in a Virtual Learning Environment.

    ERIC Educational Resources Information Center

    Byron, Suzanne M.; Young, Jon I.

    2000-01-01

    Examines the applicability of Kuhlthau's Information Search Process Model in the context of a virtual learning environment at the University of North Texas that used virtual collaborative software. Highlights include cognitive and affective aspects of information seeking; computer experience and confidence; and implications for future research.…

  10. The development of the virtual reality system for the treatment of the fears of public speaking.

    PubMed

    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.

  11. Considerations for Adaptive Tutoring Within Serious Games: Authoring Cognitive Models and game Interfaces

    DTIC Science & Technology

    2011-06-01

    character skills correspond to real- world player skills (transfer). In games such as World of Warcraft , "grinding" behaviors are popular (boring...reflecting on a recent emphasis on self-directed learning using game-based simulations and virtual worlds , the authors considered key challenges in...transforming serious games and virtual worlds into adaptive training tools. This article reflects specifically on the challenges and potential of cognitive

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

    PubMed

    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.

  13. Virtual reality in the assessment of selected cognitive function after brain injury.

    PubMed

    Zhang, L; Abreu, B C; Masel, B; Scheibel, R S; Christiansen, C H; Huddleston, N; Ottenbacher, K J

    2001-08-01

    To assess selected cognitive functions of persons with traumatic brain injury using a computer-simulated virtual reality environment. A computer-simulated virtual kitchen was used to assess the ability of 30 patients with brain injury and 30 volunteers without brain injury to process and sequence information. The overall assessment score was based on the number of correct responses and the time needed to complete daily living tasks. Identical daily living tasks were tested and scored in participants with and without brain injury. Each subject was evaluated twice within 7 to 10 days. A total of 30 tasks were categorized as follows: information processing, problem solving, logical sequencing, and speed of responding. Persons with brain injuries consistently demonstrated a significant decrease in the ability to process information (P = 0.04-0.01), identify logical sequencing (P = 0.04-0.01), and complete the overall assessment (P < 0.01), compared with volunteers without brain injury. The time needed to process tasks, representing speed of cognitive responding, was also significantly different between the two groups (P < 0.01). A computer-generated virtual reality environment represents a reproducible tool to assess selected cognitive functions and can be used as a supplement to traditional rehabilitation assessment in persons with acquired brain injury.

  14. Parametric Cognitive Modeling of Information and Computer Technology Usage by People with Aging- and Disability-Derived Functional Impairments

    PubMed Central

    García-Betances, Rebeca I.; Cabrera-Umpiérrez, María Fernanda; Ottaviano, Manuel; Pastorino, Matteo; Arredondo, María T.

    2016-01-01

    Despite the speedy evolution of Information and Computer Technology (ICT), and the growing recognition of the importance of the concept of universal design in all domains of daily living, mainstream ICT-based product designers and developers still work without any truly structured tools, guidance or support to effectively adapt their products and services to users’ real needs. This paper presents the approach used to define and evaluate parametric cognitive models that describe interaction and usage of ICT by people with aging- and disability-derived functional impairments. A multisensorial training platform was used to train, based on real user measurements in real conditions, the virtual parameterized user models that act as subjects of the test-bed during all stages of simulated disabilities-friendly ICT-based products design. An analytical study was carried out to identify the relevant cognitive functions involved, together with their corresponding parameters as related to aging- and disability-derived functional impairments. Evaluation of the final cognitive virtual user models in a real application has confirmed that the use of these models produce concrete valuable benefits to the design and testing process of accessible ICT-based applications and services. Parameterization of cognitive virtual user models allows incorporating cognitive and perceptual aspects during the design process. PMID:26907296

  15. Building simplification algorithms based on user cognition in mobile environment

    NASA Astrophysics Data System (ADS)

    Shen, Jie; Shi, Junfei; Wang, Meizhen; Wu, Chenyan

    2008-10-01

    With the development of LBS, mobile map should adaptively satisfy the cognitive requirement of user. User cognition in mobile environment is much more objective oriented and also seem to be a heavier burden than the user in static environment. The holistic idea and methods of map generalization can not fully suitable for the mobile map. This paper took the building simplification in habitation generalization as example, analyzed the characteristic of user cognition in mobile environment and the basic rules of building simplification, collected and studied the state-of-the-art of algorithms of building simplification in the static and mobile environment, put forward the idea of hierarchical building simplification based on user cognition. This paper took Hunan road business district of Nanjing as test area and took the building data with shapfile format of ESRI as test data and realized the simplification algorithm. The method took user as center, calculated the distance between user and the building which will be simplified and took the distance as the basis for choosing different simplification algorithm for different spaces. This contribution aimed to hierarchically present the building in different level of detail by real-time simplification.

  16. [Effectiveness of a cognitive-motorphysiotherapeutical therapy intervention in institutionalized older adults with mild cognitive impairment and mild dementia].

    PubMed

    Menezes, Alessandra Vieira; Aguiar, Alessandra da Silva de; Alves, Elysama Fernandes; Quadros, Layse Biz de; Bezerra, Poliana Penasso

    2016-11-01

    The aim of this study was to investigate the effectiveness of four months of cognitive-motor physiotherapy intervention, with a single weekly visit, on cognitive function, mobility and functional independence of institutionalized elderly individuals with mild cognitive impairment and mild dementia. In a controlled clinical trial, 15 subjects were allocated to experimental and control groups. Regarding the assessment of the subjects the following instruments were applied: Mini-Mental State Examination, Clinical Dementia Rating Scale, Verbal Fluency Test and Frontal Assessment Battery for analyzing cognitive functions; Berg Balance Scale and Timed Up and Go Test to verify mobility, and; Barthel Scale and Pfeffer Index for measurement of functional independence. The statistical procedures involved the application of Student's t-test with a 5% significance threshold. With respect to the results, the experimental group performed better only in mobility-related tests at the end of the intervention (p < 0.05). The proposed intervention showed efficacy on mobility, but not on cognition and functional independence. The short period of time and low weekly basis may be related to the results obtained.

  17. Interactive Near-Field Illumination for Photorealistic Augmented Reality with Varying Materials on Mobile Devices.

    PubMed

    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.

  18. Hardware Support for Malware Defense and End-to-End Trust

    DTIC Science & Technology

    2017-02-01

    IoT) sensors and actuators, mobile devices and servers; cloud based, stand alone, and traditional mainframes. The prototype developed demonstrated...virtual machines. For mobile platforms we developed and prototyped an architecture supporting separation of personalities on the same platform...4 3.1. MOBILE

  19. Virtual Reality in Psychology

    ERIC Educational Resources Information Center

    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…

  20. 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.

    PubMed

    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.

  1. 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

    PubMed Central

    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. PMID:26504391

  2. Effects of strawberry supplementation on mobility and cognition in older adults

    USDA-ARS?s Scientific Manuscript database

    During aging, functional changes in the central and peripheral nervous system can alter mobility and cognition - in some cases leading to early cognitive decline, disability, or injurious falls among older adults. Previously, we have shown that two months of dietary supplementation with berry fruit...

  3. Using Virtual Reality and Videogames for Traumatic Brain Injury Rehabilitation: A Structured Literature Review.

    PubMed

    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.

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

    PubMed

    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.

  5. Mobile e-Learning for Next Generation Communication Environment

    ERIC Educational Resources Information Center

    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…

  6. Integrating a Mobile Augmented Reality Activity to Contextualize Student Learning of a Socioscienti?c Issue

    ERIC Educational Resources Information Center

    Chang, Hsin-Yi; Wu, Hsin-Kai; Hsu, Ying-Shao

    2013-01-01

    virtual objects or information overlaying physical objects or environments, resulting in a mixed reality in which virtual objects and real environments coexist in a meaningful way to augment learning…

  7. Determining sensitivity/specificity of virtual reality-based neuropsychological tool for detecting residual abnormalities following sport-related concussion.

    PubMed

    Teel, Elizabeth; Gay, Michael; Johnson, Brian; Slobounov, Semyon

    2016-05-01

    Computer-based neuropsychological (NP) evaluation is an effective clinical tool used to assess cognitive function which complements the clinical diagnosis of a concussion. However, some researchers and clinicians argue its lack of ecological validity places limitations on externalizing results to a sensory rich athletic environment. Virtual reality-based NP assessment offers clinical advantages using an immersive environment and evaluating domains not typically assessed by traditional NP assessments. The sensitivity and specificity of detecting lingering cognitive abnormalities was examined on components of a virtual reality-based NP assessment battery to cohort affiliation (concussed vs. controls). Data were retrospectively gathered on 128 controls (no concussion) and 24 concussed college-age athletes on measures of spatial navigation, whole body reaction, attention, and balance in a virtual environment. Concussed athletes were tested within 10 days (M = 8.33, SD = 1.06) of concussion and were clinically asymptomatic at the time of testing. A priori alpha level was set at 0.05 for all tests. Spatial navigation (sensitivity 95.8%/specificity 91.4%, d = 1.89), whole body reaction time (sensitivity 95.2%/specificity 89.1%, d = 1.50) and combined virtual reality modules (sensitivity 95.8%,/specificity 96.1%, d = 3.59) produced high sensitivity/specificity values when determining performance-based variability between groups. Use of a virtual reality-based NP platform can detect lingering cognitive abnormalities resulting from concussion in clinically asymptomatic participants. Virtual reality NP platforms may compliment the traditional concussion assessment battery by providing novel information. (PsycINFO Database Record (c) 2016 APA, all rights reserved).

  8. Gamification and Multimedia for Medical Education: A Landscape Review.

    PubMed

    McCoy, Lise; Lewis, Joy H; Dalton, David

    2016-01-01

    Medical education is rapidly evolving. Students enter medical school with a high level of technological literacy and an expectation for instructional variety in the curriculum. In response, many medical schools now incorporate technology-enhanced active learning and multimedia education applications. Education games, medical mobile applications, and virtual patient simulations are together termed gamified training platforms. To review available literature for the benefits of using gamified training platforms for medical education (both preclinical and clinical) and training. Also, to identify platforms suitable for these purposes with links to multimedia content. Peer-reviewed literature, commercially published media, and grey literature were searched to compile an archive of recently published scientific evaluations of gamified training platforms for medical education. Specific educational games, mobile applications, and virtual simulations useful for preclinical and clinical training were identified and categorized. Available evidence was summarized as it related to potential educational advantages of the identified platforms for medical education. Overall, improved learning outcomes have been demonstrated with virtual patient simulations. Games have the potential to promote learning, increase engagement, allow for real-word application, and enhance collaboration. They can also provide opportunities for risk-free clinical decision making, distance training, learning analytics, and swift feedback. A total of 5 electronic games and 4 mobile applications were identified for preclinical training, and 5 electronic games, 10 mobile applications, and 12 virtual patient simulation tools were identified for clinical training. Nine additional gamified, virtual environment training tools not commercially available were also identified. Many published studies suggest possible benefits from using gamified media in medical curriculum. This is a rapidly growing field. More research is required to rigorously evaluate the specific educational benefits of these interventions. This archive of hyperlinked tools can be used as a resource for all levels of medical trainees, providers, and educators.

  9. The cyber-aspects of virtual communities: free downloader ethics, cognition, and perceived service quality.

    PubMed

    Lin, Chin-Feng

    2008-02-01

    This study examined the downloader cognitive structures toward Web service quality and the downloader ethical attitudes across various levels of participation in a virtual community. Using four types of free downloads as the research subjects, the researcher found that the users in different participation degrees have different perception preferences. Owners of the free downloading Web sites can use the findings of this study to develop effective Web marketing strategies.

  10. Neurocognitive Treatment for a Patient with Alzheimer’s Disease Using a Virtual Reality Navigational Environment

    PubMed Central

    White, Paul J.F.; Moussavi, Zahra

    2016-01-01

    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. PMID:27840579

  11. Mobile Health Technology in Late-Life Mental Illness: A Focused Literature Review.

    PubMed

    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.

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

    PubMed Central

    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

  13. Augmented Reality to Preserve Hidden Vestiges in Historical Cities. a Case Study

    NASA Astrophysics Data System (ADS)

    Martínez, J. L.; Álvareza, S.; Finat, J.; Delgado, F. J.; Finat, J.

    2015-02-01

    Mobile devices provide an increasingly sophisticated support to enhanced experiences and understanding the remote past in an interactive way. The use of augmented reality technologies allows to develop mobile applications for indoor exploration of virtually reconstructed archaeological places. In our work we have built a virtual reconstruction of a Roman Villa with data arising from an urgent partial excavation which were performed in order to build a car parking in the historical city of Valladolid (Spain). In its current state, the archaeological site is covered by an urban garden. Localization and tracking are performed using a combination of GPS and inertial sensors of the mobile device. In this work we prove how to perform an interactive navigation around the 3D virtual model showing an interpretation of the way it was. The user experience is enhanced by answering some simple questions, performing minor tasks and puzzles which are presented with multimedia contents linked to key features of the archaeological site.

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

    NASA Astrophysics Data System (ADS)

    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.

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

    PubMed

    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.

  16. Virtual-reality-based attention assessment of ADHD: ClinicaVR: Classroom-CPT versus a traditional continuous performance test.

    PubMed

    Neguț, Alexandra; Jurma, Anda Maria; David, Daniel

    2017-08-01

    Virtual-reality-based assessment may be a good alternative to classical or computerized neuropsychological assessment due to increased ecological validity. ClinicaVR: Classroom-CPT (VC) is a neuropsychological test embedded in virtual reality that is designed to assess attention deficits in children with attention deficit hyperactivity disorder (ADHD) or other conditions associated with impaired attention. The present study aimed to (1) investigate the diagnostic validity of VC in comparison to a traditional continuous performance test (CPT), (2) explore the task difficulty of VC, (3) address the effect of distractors on the performance of ADHD participants and typically-developing (TD) controls, and (4) compare the two measures on cognitive absorption. A total of 33 children diagnosed with ADHD and 42 TD children, aged between 7 and 13 years, participated in the study and were tested with a traditional CPT or with VC, along with several cognitive measures and an adapted version of the Cognitive Absorption Scale. A mixed multivariate analysis of covariance (MANCOVA) revealed that the children with ADHD performed worse on correct responses had more commissions and omissions errors than the TD children, as well as slower target reaction times . The results showed significant differences between performance in the virtual environment and the traditional computerized one, with longer reaction times in virtual reality. The data analysis highlighted the negative influence of auditory distractors on attention performance in the case of the children with ADHD, but not for the TD children. Finally, the two measures did not differ on the cognitive absorption perceived by the children.

  17. Mobile Learning: At the Tipping Point

    ERIC Educational Resources Information Center

    Franklin, Teresa

    2011-01-01

    Mobile technologies are interfacing with all aspects of our lives including Web 2.0 tools and applications, immersive virtual world environments, and online environments to present educational opportunities for 24/7 learning at the learner's discretion. Mobile devices are allowing educators to build new community learning ecosystems for and by…

  18. Mobile Computing: Trends Enabling Virtual Management

    ERIC Educational Resources Information Center

    Kuyatt, Alan E.

    2011-01-01

    The growing power of mobile computing, with its constantly available wireless link to information, creates an opportunity to use innovative ways to work from any location. This technological capability allows companies to remove constraints of physical proximity so that people and enterprises can work together at a distance. Mobile computing is…

  19. VIRTUAL AVATARS, GAMING, AND SOCIAL MEDIA: DESIGNING A MOBILE HEALTH APP TO HELP CHILDREN CHOOSE HEALTHIER FOOD OPTIONS

    PubMed Central

    Hswen, Yulin; Murti, Vaidhy; Vormawor, Adenugbe A.; Bhattacharjee, Robbie; Naslund, John A.

    2014-01-01

    Background Rapid growth in Smartphone use among children affords potential opportunities to target health behaviors such as dietary habits; however, few mobile health applications are specifically designed with these individuals in mind. This brief report describes our step-by-step approach towards developing a mobile health application for targeting nutrition behaviors among children. Methods Descriptions of the 10 most popular paid and 10 most popular free Smartphone applications available on the Apple iTunes store for ages 4 and up as of March 2012 were qualitatively analyzed. The relevance of key characteristics found in these applications was then further explored for their potential to improve dietary behaviours amongst children, and a mobile application was developed. Results Three prominent characteristics of the most popular applications emerged: 1) virtual avatars or characters (observed in 50% of the applications); 2) gaming (observed in 75% of the applications); and 3) social media (observed in 45% of the applications). These features were then incorporated into the design of a mobile health application called Avafeed, which uses a virtual avatar and gaming to help make choosing healthier food options easier among children. The application was successfully released onto the Apple iTunes Store in September 2012. Conclusions In this unconventional approach, evidence-based research was combined with information procured from a qualitative review of popular applications available on the Apple iTunes Store in order to design a potentially relevant and popular mobile health application for use among children. PMID:25419244

  20. Acceptability of Virtual Reality Interoceptive Exposure for the Treatment of Panic Disorder with Agoraphobia

    ERIC Educational Resources Information Center

    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'…

  1. Virtual Reality as Treatment for Fear of Flying: A Review of Recent Research

    ERIC Educational Resources Information Center

    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,…

  2. Virtual faces expressing emotions: an initial concomitant and construct validity study.

    PubMed

    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.

  3. Multi-Hop Link Capacity of Multi-Route Multi-Hop MRC Diversity for a Virtual Cellular Network

    NASA Astrophysics Data System (ADS)

    Daou, Imane; Kudoh, Eisuke; Adachi, Fumiyuki

    In virtual cellular network (VCN), proposed for high-speed mobile communications, the signal transmitted from a mobile terminal is received by some wireless ports distributed in each virtual cell and relayed to the central port that acts as a gateway to the core network. In this paper, we apply the multi-route MHMRC diversity in order to decrease the transmit power and increase the multi-hop link capacity. The transmit power, the interference power and the link capacity are evaluated for DS-CDMA multi-hop VCN by computer simulation. The multi-route MHMRC diversity can be applied to not only DS-CDMA but also other access schemes (i. e. MC-CDMA, OFDM, etc.).

  4. Virtual- and real-world operation of mobile robotic manipulators: integrated simulation, visualization, and control environment

    NASA Astrophysics Data System (ADS)

    Chen, ChuXin; Trivedi, Mohan M.

    1992-03-01

    This research is focused on enhancing the overall productivity of an integrated human-robot system. A simulation, animation, visualization, and interactive control (SAVIC) environment has been developed for the design and operation of an integrated robotic manipulator system. This unique system possesses the abilities for multisensor simulation, kinematics and locomotion animation, dynamic motion and manipulation animation, transformation between real and virtual modes within the same graphics system, ease in exchanging software modules and hardware devices between real and virtual world operations, and interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation, and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.

  5. The TI-Nspire CAS: A Happy-Medium Mobile Device for Grades 8-16 Mathematics Classrooms

    ERIC Educational Resources Information Center

    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…

  6. Fragmenting pastoral mobility: Changing grazing patterns in Post-Soviet Kazakhstan

    Treesearch

    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.

  7. 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.

    PubMed

    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 and mobility outcomes in MCI. These interventions may contribute to new approaches to stabilize and reverse cognitive-mobility decline in older individuals with MCI. Identifier: NCT02808676. https://www.clinicaltrials.gov/ct2/show/NCT02808676 .

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

    PubMed

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

    PubMed

    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 conventional therapy. Our results suggest that cognitive rehabilitation through the Reh@City, an ecologically valid VR system for the training of ADL's, has more impact than conventional methods. This trial was not registered because it is a small sample study that evaluates the clinical validity of a prototype virtual reality system.

  10. Leg pairs as virtual wheels

    NASA Astrophysics Data System (ADS)

    Howe, Russel; Duttweiler, Mark; Khanlian, Luke; Setrakian, Mark

    2005-05-01

    We propose the use of virtual wheels as the starting point of a new vehicle design. Each virtual wheel incorporates a pair of simple legs that, by simulating the rotary motion and ground contact of a traditional wheel, combine many of the benefits of legged and wheeled motion. We describe the use of virtual wheels in the design of a robotic mule, presenting an analysis of the mule's mobility the results of our efforts to model and build such a device.

  11. Assessing the mental frame syncing in the elderly: a virtual reality protocol.

    PubMed

    Serino, Silvia; Cipresso, Pietro; Gaggioli, Andrea; Riva, Giuseppe

    2014-01-01

    Decline in spatial memory in the elderly is often underestimated, and it is crucial to fully investigate the cognitive underpinnings of early spatial impairment. A virtual reality-based procedure was developed to assess deficit in the "mental frame syncing", namely the cognitive ability that allows an effective orientation by synchronizing the allocentric view-point independent representation with the allocentric view-point dependent representation. A pilot study was carried out to evaluate abilities in the mental frame syncing in a sample of 16 elderly participants. Preliminary results indicated that the general cognitive functioning was associated with the ability in the synchronization between these two allocentric references frames.

  12. Self-controlled technologies to support skill attainment in persons with an autism spectrum disorder and/or an intellectual disability: a systematic literature review.

    PubMed

    den Brok, W L J E; Sterkenburg, P S

    2015-01-01

    Persons with an autism spectrum disorder and/or intellectual disability have difficulties in processing information, which impedes the learning of daily living skills and cognitive concepts. Technological aids support learning, and if used temporarily and in a self-controlled manner, they may contribute to independent societal participation. This systematic review examines the studies that applied self-controlled technologies. The 28 relevant studies showed that skills and concepts are learned through prompting, interaction with devices, and practicing in (realistic) virtual environments. For attaining cognitive concepts, advanced technologies such as virtual reality are effective. Five studies focussed on cognitive concepts and two on emotion concepts. More research is necessary to examine the generalization of results and effect of using technology for learning cognitive and emotional concepts. Implications for Rehabilitation Persons with a moderate to mild intellectual disability and/or with autism can use self-controlled technology to learn new activities of daily living and cognitive concepts (e.g. time perception and imagination). Specific kinds of technologies can be used to learn specific kinds of skills (e.g. videos on computers or handheld devices for daily living skills; Virtual Reality for time perception and emotions of others). For learning new cognitive concepts it is advisable to use more advanced technologies as they have the potential to offer more features to support learning.

  13. Cognitive Load and Self-Determination Theories Applied to E-Learning: Impact on Students' Participation and Academic Performance.

    PubMed

    de Araujo Guerra Grangeia, Tiago; de Jorge, Bruno; Franci, Daniel; Martins Santos, Thiago; Vellutini Setubal, Maria Silvia; Schweller, Marcelo; de Carvalho-Filho, Marco Antonio

    2016-01-01

    Emergency clerkships expose students to a stressful environment that require multiple tasks, which may have a direct impact on cognitive load and motivation for learning. To address this challenge, Cognitive Load Theory and Self Determination Theory provided the conceptual frameworks to the development of a Moodle-based online Emergency Medicine course, inspired by real clinical cases. Three consecutive classes (2013-2015) of sixth-year medical students (n = 304) participated in the course, during a curricular and essentially practical emergency rotation. "Virtual Rounds" provided weekly virtual patients in narrative format and meaningful schemata to chief complaints, in order to simulate real rounds at Emergency Unit. Additional activities such as Extreme Decisions, Emergency Quiz and Electrocardiographic challenge offered different views of emergency care. Authors assessed student´s participation and its correlation with their academic performance. A survey evaluated students´ opinions. Students graduating in 2015 answered an online questionnaire to investigate cognitive load and motivation. Each student produced 1965 pageviews and spent 72 hours logged on. Although Clinical Emergency rotation has two months long, students accessed the online course during an average of 5.3 months. Virtual Rounds was the most accessed activity, and there was positive correlations between the number of hours logged on the platform and final grades on Emergency Medicine. Over 90% of students felt an improvement in their clinical reasoning and considered themselves better prepared for rendering Emergency care. Considering a Likert scale from 1 (minimum load) to 7 (maximum load), the scores for total cognitive load were 4.79±2.2 for Virtual Rounds and 5.56±1.96 for real medical rounds(p<0,01). A real-world inspired online course, based on cognitive and motivational conceptual frameworks, seems to be a strong tool to engage students in learning. It may support them to manage the cognitive challenges involved in clinical care and increase their motivation for learning.

  14. Cognitive Load and Self-Determination Theories Applied to E-Learning: Impact on Students' Participation and Academic Performance

    PubMed Central

    de Araujo Guerra Grangeia, Tiago; de Jorge, Bruno; Franci, Daniel; Martins Santos, Thiago; Vellutini Setubal, Maria Silvia; Schweller, Marcelo; de Carvalho-Filho, Marco Antonio

    2016-01-01

    Background Emergency clerkships expose students to a stressful environment that require multiple tasks, which may have a direct impact on cognitive load and motivation for learning. To address this challenge, Cognitive Load Theory and Self Determination Theory provided the conceptual frameworks to the development of a Moodle-based online Emergency Medicine course, inspired by real clinical cases. Methods Three consecutive classes (2013–2015) of sixth-year medical students (n = 304) participated in the course, during a curricular and essentially practical emergency rotation. “Virtual Rounds” provided weekly virtual patients in narrative format and meaningful schemata to chief complaints, in order to simulate real rounds at Emergency Unit. Additional activities such as Extreme Decisions, Emergency Quiz and Electrocardiographic challenge offered different views of emergency care. Authors assessed student´s participation and its correlation with their academic performance. A survey evaluated students´ opinions. Students graduating in 2015 answered an online questionnaire to investigate cognitive load and motivation. Results Each student produced 1965 pageviews and spent 72 hours logged on. Although Clinical Emergency rotation has two months long, students accessed the online course during an average of 5.3 months. Virtual Rounds was the most accessed activity, and there was positive correlations between the number of hours logged on the platform and final grades on Emergency Medicine. Over 90% of students felt an improvement in their clinical reasoning and considered themselves better prepared for rendering Emergency care. Considering a Likert scale from 1 (minimum load) to 7 (maximum load), the scores for total cognitive load were 4.79±2.2 for Virtual Rounds and 5.56±1.96 for real medical rounds(p<0,01). Conclusions A real-world inspired online course, based on cognitive and motivational conceptual frameworks, seems to be a strong tool to engage students in learning. It may support them to manage the cognitive challenges involved in clinical care and increase their motivation for learning. PMID:27031859

  15. Relational Knowledge in Higher Cognitive Processes.

    ERIC Educational Resources Information Center

    Halford, Graeme S.

    Explicit representation of relations plays some role in virtually all higher cognitive processes, but relational knowledge has seldom been investigated systematically. This paper considers how relational knowledge is involved in some tasks that have been important to cognitive development, including transitivity, the balance scale, classification…

  16. Real-time closed-loop control of cognitive load in neurological patients during robot-assisted gait training.

    PubMed

    Koenig, Alexander; Novak, Domen; Omlin, Ximena; Pulfer, Michael; Perreault, Eric; Zimmerli, Lukas; Mihelj, Matjaz; Riener, Robert

    2011-08-01

    Cognitively challenging training sessions during robot-assisted gait training after stroke were shown to be key requirements for the success of rehabilitation. Despite a broad variability of cognitive impairments amongst the stroke population, current rehabilitation environments do not adapt to the cognitive capabilities of the patient, as cognitive load cannot be objectively assessed in real-time. We provided healthy subjects and stroke patients with a virtual task during robot-assisted gait training, which allowed modulating cognitive load by adapting the difficulty level of the task. We quantified the cognitive load of stroke patients by using psychophysiological measurements and performance data. In open-loop experiments with healthy subjects and stroke patients, we obtained training data for a linear, adaptive classifier that estimated the current cognitive load of patients in real-time. We verified our classification results via questionnaires and obtained 88% correct classification in healthy subjects and 75% in patients. Using the pre-trained, adaptive classifier, we closed the cognitive control loop around healthy subjects and stroke patients by automatically adapting the difficulty level of the virtual task in real-time such that patients were neither cognitively overloaded nor under-challenged. © 2011 IEEE

  17. Housing Mobility and Cognitive Development: Change in Verbal and Nonverbal Abilities

    PubMed Central

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

    2015-01-01

    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 four to 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. PMID:26184055

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

    PubMed

    Faria, Ana L; Cameirão, Mónica S; Couras, Joana F; Aguiar, Joana R O; Costa, Gabriel M; Bermúdez I Badia, Sergi

    2018-01-01

    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.

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

    PubMed Central

    Faria, Ana L.; Cameirão, Mónica S.; Couras, Joana F.; Aguiar, Joana R. O.; Costa, Gabriel M.; Bermúdez i Badia, Sergi

    2018-01-01

    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. PMID:29899719

  20. Perspectives of mobile learning in optics and photonics

    NASA Astrophysics Data System (ADS)

    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. The Longitudinal Impact of Cognitive Speed of Processing Training on Driving Mobility

    ERIC Educational Resources Information Center

    Edwards, Jerri D.; Myers, Charlsie; Ross, Lesley A.; Roenker, Daniel L.; Cissell, Gayla M.; McLaughlin, Alexis M.; Ball, Karlene K.

    2009-01-01

    Purpose: To examine how cognitive speed of processing training affects driving mobility across a 3-year period among older drivers. Design and Methods: Older drivers with poor Useful Field of View (UFOV) test performance (indicating greater risk for subsequent at-fault crashes and mobility declines) were randomly assigned to either a speed of…

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

    PubMed Central

    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

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

    PubMed Central

    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, best practices, and also pitfalls to avoid. PMID:29491967

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

    PubMed

    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 practices, and also pitfalls to avoid.

  5. The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic Development

    ERIC Educational Resources Information Center

    Chen, Yu-Li

    2016-01-01

    Virtual reality (VR) has brought about numerous alternative learning opportunities in the last decade, and with modern products such as Oculus Rift and other wearable Virtual Reality technologies being introduced into society, VR will promisingly continue to provide yet unseen opportunities in the next few decades and therefore is a technology…

  6. Follow Me, Like Me, Tweet Me! Implementing Social Media Into Occupational Health.

    PubMed

    Olszewski, Kimberly; Wolf, Debra M

    2015-06-01

    Occupational health nurses can advance their professional practices through virtual platforms (e.g., social media and mobile applications). Virtual platforms allow occupational health nurses to disseminate occupational safety and health information efficiently to employees, families, and other stakeholders. Occupational health nurses exchange information with employees, enhancing communication and disseminating appropriate and accurate safety and health information to workers and their families. This article assists occupational health nurses in understanding how to use social media and other mobile applications to enhance their practices. © 2015 The Author(s).

  7. A Trusted Portable Computing Device

    NASA Astrophysics Data System (ADS)

    Ming-wei, Fang; Jun-jun, Wu; Peng-fei, Yu; Xin-fang, Zhang

    A trusted portable computing device and its security mechanism were presented to solve the security issues, such as the attack of virus and Trojan horse, the lost and stolen of storage device, in mobile office. It used smart card to build a trusted portable security base, virtualization to create a secure virtual execution environment, two-factor authentication mechanism to identify legitimate users, and dynamic encryption to protect data privacy. The security environment described in this paper is characteristic of portability, security and reliability. It can meet the security requirement of mobile office.

  8. A Collaborative Augmented Campus Based on Location-Aware Mobile Technology

    ERIC Educational Resources Information Center

    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…

  9. The Revolution No One Noticed: Mobile Phones and Multimobile Services in Higher Education

    ERIC Educational Resources Information Center

    Livingston, Alan K.

    2009-01-01

    Mobile phone usage among students is virtually universal, presenting an opportunity for higher education to pursue. Higher education, however, has failed to notice the potential of mobile devices to provide students with educational experiences and services. In this article, the author presents a collection of scenarios which demonstrates the many…

  10. "Sàng Khôn" as a Theorizing Tool in Mobility Education

    ERIC Educational Resources Information Center

    Doan, Ngoc Ba

    2017-01-01

    The current virtual and physical mobility of humans, ideas, knowledge and epistemologies has major implications for education, especially in settings where English is seen as the default medium of instruction. While diversity is inherent in mobility, English-only pedagogy is a denial of the richness and potential of diverse resources learners…

  11. Review of virtual reality treatment for mental health.

    PubMed

    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.

  12. Staying on the job: The relationship between work performance and cognition in individuals diagnosed with multiple sclerosis.

    PubMed

    Baughman, Brandon C; Basso, Michael R; Sinclair, Robert R; Combs, Dennis R; Roper, Brad L

    2015-01-01

    People with multiple sclerosis (MS) are apt to become unemployed as the disease progresses, and most research implies that this is due to diminishing mobility. Some studies have shown that presence of cognitive impairment also predicts employment status. Yet, no studies have examined how neuropsychological factors predict vocational performance among individuals with MS who remain employed. We assessed employer- and self-rated work performance, mobility status, and neuropsychological function in a sample of 44 individuals diagnosed with MS. Results suggest that cognitive impairment is common in these employed individuals, despite largely intact mobility status. Moreover, a significant interaction emerged, such that cognitively impaired individuals' work performance was rated more poorly by supervisors. In contrast, self-ratings of work performance were higher in cognitively impaired than in unimpaired participants. These novel findings suggest that cognitive impairment may influence work performance, even in patients whose physical disability status is relatively intact.

  13. Towards photorealistic and immersive virtual-reality environments for simulated prosthetic vision: integrating recent breakthroughs in consumer hardware and software.

    PubMed

    Zapf, Marc P; Matteucci, Paul B; Lovell, Nigel H; Zheng, Steven; Suaning, Gregg J

    2014-01-01

    Simulated prosthetic vision (SPV) in normally sighted subjects is an established way of investigating the prospective efficacy of visual prosthesis designs in visually guided tasks such as mobility. To perform meaningful SPV mobility studies in computer-based environments, a credible representation of both the virtual scene to navigate and the experienced artificial vision has to be established. It is therefore prudent to make optimal use of existing hardware and software solutions when establishing a testing framework. The authors aimed at improving the realism and immersion of SPV by integrating state-of-the-art yet low-cost consumer technology. The feasibility of body motion tracking to control movement in photo-realistic virtual environments was evaluated in a pilot study. Five subjects were recruited and performed an obstacle avoidance and wayfinding task using either keyboard and mouse, gamepad or Kinect motion tracking. Walking speed and collisions were analyzed as basic measures for task performance. Kinect motion tracking resulted in lower performance as compared to classical input methods, yet results were more uniform across vision conditions. The chosen framework was successfully applied in a basic virtual task and is suited to realistically simulate real-world scenes under SPV in mobility research. Classical input peripherals remain a feasible and effective way of controlling the virtual movement. Motion tracking, despite its limitations and early state of implementation, is intuitive and can eliminate between-subject differences due to familiarity to established input methods.

  14. Cognitive factors associated with immersion in virtual environments

    NASA Technical Reports Server (NTRS)

    Psotka, Joseph; Davison, Sharon

    1993-01-01

    Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal.

  15. Executive function moderates the role of muscular fitness in determining functional mobility in older adults.

    PubMed

    Forte, Roberta; Pesce, Caterina; Leite, Joao Costa; De Vito, Giuseppe; Gibney, Eileen R; Tomporowski, Phillip D; Boreham, Colin A G

    2013-06-01

    Both physical and cognitive factors are known to independently predict functional mobility in older people. However, the combined predictive value of both physical fitness and cognitive factors on functional mobility has been less investigated. The aim of the present study was to assess if cognitive executive functions moderate the role of physical fitness in determining functional mobility of older individuals. Fifty-seven 65- to 75-year-old healthy participants performed tests of functional mobility (habitual and maximal walking speed, maximal walking speed while picking up objects/stepping over obstacles), physical fitness (peak power, knee extensors torque, back/lower limb flexibility, aerobic fitness), and executive function (inhibition and cognitive flexibility). Maximal walking speeds were predicted by physical fitness parameters and their interaction with cognitive factors. Knee extensor torque emerged as the main predictor of all tested locomotor performances at maximal speed. The effect of peak power and back/lower limb flexibility was moderated by executive functions. In particular, inhibition and cognitive flexibility differed in the way in which they moderate the role of fitness. High levels of cognitive flexibility seem necessary to take advantage of leg power for walking at maximal speed. In contrast, high levels of inhibitory capacity seem to compensate for low levels of back/lower limb flexibility when picking up movements are added to a locomotor task. These findings may have important practical implications for the design and implementation of multi-component training programs aimed at optimizing functional abilities in older adults.

  16. Using Virtual Reality To Teach Disability Awareness.

    ERIC Educational Resources Information Center

    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)

  17. A Virtual Environment for People Who Are Blind – A Usability Study

    PubMed Central

    Lahav, O.; Schloerb, D. W.; Kumar, S.; Srinivasan, M. A.

    2013-01-01

    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. PMID:24353744

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

    PubMed Central

    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

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

    PubMed

    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.

  20. Quantifying attention shifts in augmented reality image-guided neurosurgery

    PubMed Central

    Drouin, Simon; Collins, D. Louis; Popa, Tiberiu; Kersten-Oertel, Marta

    2017-01-01

    Image-guided surgery (IGS) has allowed for more minimally invasive procedures, leading to better patient outcomes, reduced risk of infection, less pain, shorter hospital stays and faster recoveries. One drawback that has emerged with IGS is that the surgeon must shift their attention from the patient to the monitor for guidance. Yet both cognitive and motor tasks are negatively affected with attention shifts. Augmented reality (AR), which merges the realworld surgical scene with preoperative virtual patient images and plans, has been proposed as a solution to this drawback. In this work, we studied the impact of two different types of AR IGS set-ups (mobile AR and desktop AR) and traditional navigation on attention shifts for the specific task of craniotomy planning. We found a significant difference in terms of the time taken to perform the task and attention shifts between traditional navigation, but no significant difference between the different AR set-ups. With mobile AR, however, users felt that the system was easier to use and that their performance was better. These results suggest that regardless of where the AR visualisation is shown to the surgeon, AR may reduce attention shifts, leading to more streamlined and focused procedures. PMID:29184663

  1. Quantifying attention shifts in augmented reality image-guided neurosurgery.

    PubMed

    Léger, Étienne; Drouin, Simon; Collins, D Louis; Popa, Tiberiu; Kersten-Oertel, Marta

    2017-10-01

    Image-guided surgery (IGS) has allowed for more minimally invasive procedures, leading to better patient outcomes, reduced risk of infection, less pain, shorter hospital stays and faster recoveries. One drawback that has emerged with IGS is that the surgeon must shift their attention from the patient to the monitor for guidance. Yet both cognitive and motor tasks are negatively affected with attention shifts. Augmented reality (AR), which merges the realworld surgical scene with preoperative virtual patient images and plans, has been proposed as a solution to this drawback. In this work, we studied the impact of two different types of AR IGS set-ups (mobile AR and desktop AR) and traditional navigation on attention shifts for the specific task of craniotomy planning. We found a significant difference in terms of the time taken to perform the task and attention shifts between traditional navigation, but no significant difference between the different AR set-ups. With mobile AR, however, users felt that the system was easier to use and that their performance was better. These results suggest that regardless of where the AR visualisation is shown to the surgeon, AR may reduce attention shifts, leading to more streamlined and focused procedures.

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

    PubMed

    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.

  3. Cognitive Styles and Virtual Environments.

    ERIC Educational Resources Information Center

    Ford, Nigel

    2000-01-01

    Discussion of navigation through virtual information environments focuses on the need for robust user models that take into account individual differences. Considers Pask's information processing styles and strategies; deep (transformational) and surface (reproductive) learning; field dependence/independence; divergent/convergent thinking;…

  4. Increased circulating stem cells and better cognitive performance in traumatic brain injury subjects following hyperbaric oxygen therapy.

    PubMed

    Shandley, Sabrina; Wolf, E George; Schubert-Kappan, Christine M; Baugh, Laura M; Richards, Michael F; Prye, Jennifer; Arizpe, Helen M; Kalns, John

    2017-01-01

    Traumatic brain injury (TBI) may cause persistent cognitive dysfunction. A pilot clinical study was performed to determine if hyperbaric oxygen (HBO₂) treatment improves cognitive performance. It was hypothesized that stem cells, mobilized by HBO₂ treatment, are recruited to repair damaged neuronal tissue. This hypothesis was tested by measuring the relative abundance of stem cells in peripheral blood and cognitive performance during this clinical trial. The subject population consisted of 28 subjects with persistent cognitive impairment caused by mild to moderate TBI suffered during military deployment to Iraq or Afghanistan. Fluorescence-activated cell sorting (FACS) analysis was performed for stem cell markers in peripheral blood and correlated with variables resulting from standard tests of cognitive performance and post-traumatic stress disorder: ImPACT, BrainCheckers and PCL-M test results. HBO₂ treatment correlated with stem cell mobilization as well as increased cognitive performance. Together these results support the hypothesis that stem cell mobilization may be required for cognitive improvement in this population. Copyright© Undersea and Hyperbaric Medical Society.

  5. Detecting navigational deficits in cognitive aging and Alzheimer disease using virtual reality

    PubMed Central

    Cushman, Laura A.; Stein, Karen; Duffy, Charles J.

    2008-01-01

    Background: Older adults get lost, in many cases because of recognized or incipient Alzheimer disease (AD). In either case, getting lost can be a threat to individual and public safety, as well as to personal autonomy and quality of life. Here we compare our previously described real-world navigation test with a virtual reality (VR) version simulating the same navigational environment. Methods: Quantifying real-world navigational performance is difficult and time-consuming. VR testing is a promising alternative, but it has not been compared with closely corresponding real-world testing in aging and AD. We have studied navigation using both real-world and virtual environments in the same subjects: young normal controls (YNCs, n = 35), older normal controls (ONCs, n = 26), patients with mild cognitive impairment (MCI, n = 12), and patients with early AD (EAD, n = 14). Results: We found close correlations between real-world and virtual navigational deficits that increased across groups from YNC to ONC, to MCI, and to EAD. Analyses of subtest performance showed similar profiles of impairment in real-world and virtual testing in all four subject groups. The ONC, MCI, and EAD subjects all showed greatest difficulty in self-orientation and scene localization tests. MCI and EAD patients also showed impaired verbal recall about both test environments. Conclusions: Virtual environment testing provides a valid assessment of navigational skills. Aging and Alzheimer disease (AD) share the same patterns of difficulty in associating visual scenes and locations, which is complicated in AD by the accompanying loss of verbally mediated navigational capacities. We conclude that virtual navigation testing reveals deficits in aging and AD that are associated with potentially grave risks to our patients and the community. GLOSSARY AD = Alzheimer disease; EAD = early Alzheimer disease; MCI = mild cognitive impairment; MMSE = Mini-Mental State Examination; ONC = older normal control; std. wt. = standardized weight; THSD = Tukey honestly significant difference; VR = virtual reality; YNC = young normal control. PMID:18794491

  6. Inclusion of Immersive Virtual Learning Environments and Visual Control Systems to Support the Learning of Students with Asperger Syndrome

    ERIC Educational Resources Information Center

    Lorenzo, Gonzalo; Pomares, Jorge; Lledo, Asuncion

    2013-01-01

    This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality…

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

    PubMed

    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.

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

    PubMed Central

    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. PMID:28656109

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

    PubMed

    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.

  10. Real-life memory and spatial navigation in patients with focal epilepsy: ecological validity of a virtual reality supermarket task.

    PubMed

    Grewe, P; Lahr, D; Kohsik, A; Dyck, E; Markowitsch, H J; Bien, C G; Botsch, M; Piefke, M

    2014-02-01

    Ecological assessment and training of real-life cognitive functions such as visual-spatial abilities in patients with epilepsy remain challenging. Some studies have applied virtual reality (VR) paradigms, but external validity of VR programs has not sufficiently been proven. Patients with focal epilepsy (EG, n=14) accomplished an 8-day program in a VR supermarket, which consisted of learning and buying items on a shopping list. Performance of the EG was compared with that of healthy controls (HCG, n=19). A comprehensive neuropsychological examination was administered. Real-life performance was investigated in a real supermarket. Learning in the VR supermarket was significantly impaired in the EG on different VR measures. Delayed free recall of products did not differ between the EG and the HCG. Virtual reality scores were correlated with neuropsychological measures of visual-spatial cognition, subjective estimates of memory, and performance in the real supermarket. The data indicate that our VR approach allows for the assessment of real-life visual-spatial memory and cognition in patients with focal epilepsy. The multimodal, active, and complex VR paradigm may particularly enhance visual-spatial cognitive resources. Copyright © 2013 Elsevier Inc. All rights reserved.

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

    PubMed

    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.

  12. "Juxtapose": An Exploration of Mobile Augmented Reality Collaborations and Professional Practices in a Creative Learning Environment

    ERIC Educational Resources Information Center

    Menorath, Darren; Antonczak, Laurent

    2017-01-01

    This paper examines the state of the art of mobile Augmented Reality (AR) and mobile Virtual Reality (VR) in relation to collaboration and professional practices in a creative digital environment and higher education. To support their discussion, the authors use a recent design-based research project named "Juxtapose," which explores…

  13. Finding the Sweet Spot: Network Structures and Processes for Increased Knowledge Mobilization

    ERIC Educational Resources Information Center

    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…

  14. Exergaming and older adult cognition: a cluster randomized clinical trial.

    PubMed

    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 © 2012 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.

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

    PubMed

    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.

  16. Mobile Technology Affinity in Renal Transplant Recipients.

    PubMed

    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.

  17. Olfaction Is Related to Motor Function in Older Adults.

    PubMed

    Tian, Qu; Resnick, Susan M; Studenski, Stephanie A

    2017-08-01

    Among older adults, both olfaction and motor function predict future cognitive decline and dementia, suggesting potential shared causal pathways. However, it is not known whether olfactory and motor function are independently related in late life. We assessed cross-sectional associations of olfaction with motor and cognitive function, using concurrent data on olfactory function, mobility, balance, fine motor function, manual dexterity, and cognition in 163 Baltimore Longitudinal Study of Aging participants aged 60 and older without common neurological diseases (n = 114 with available cognitive data). Using multiple linear regression, we adjusted for age, sex, race, smoking history, height, and weight for mobility and balance, and education for cognition. We used multiple linear regression to test whether olfaction-motor associations were independent of cognition and depressive symptoms. Olfactory scores were significantly associated with mobility (usual gait speed, rapid gait speed, 400-m walk time, and Health ABC Physical Performance Battery score), balance, fine motor function, and manual dexterity (all p < .05). In those with available cognitive data, additional adjustment for depressive symptoms, verbal memory, or visuoperceptual speed demonstrated especially strong independent relationships with challenging motor tasks such as 400-m walk and nondominant hand manual dexterity (p < .005). This study demonstrates for the first time that, in older adults, olfactory function is associated with mobility, balance, fine motor function, and manual dexterity, and independent of cognitive function, with challenging upper and lower extremity motor function tasks. Longitudinal studies are needed to determine if olfactory performance predicts future mobility and functional decline. Published by Oxford University Press on behalf of The Gerontological Society of America 2016. This work is written by (a) US Government employee(s) and is in the public domain in the US.

  18. Cognitive Contributions to Freezing of Gait in Parkinson Disease: Implications for Physical Rehabilitation

    PubMed Central

    King, Laurie A.; Cohen, Rajal G.; Horak, Fay B.

    2016-01-01

    People with Parkinson disease (PD) who show freezing of gait also have dysfunction in cognitive domains that interact with mobility. Specifically, freezing of gait is associated with executive dysfunction involving response inhibition, divided attention or switching attention, and visuospatial function. The neural control impairments leading to freezing of gait have recently been attributed to higher-level, executive and attentional cortical processes involved in coordinating posture and gait rather than to lower-level, sensorimotor impairments. To date, rehabilitation for freezing of gait primarily has focused on compensatory mobility training to overcome freezing events, such as sensory cueing and voluntary step planning. Recently, a few interventions have focused on restitutive, rather than compensatory, therapy. Given the documented impairments in executive function specific to patients with PD who freeze and increasing evidence of overlap between cognitive and motor function, incorporating cognitive challenges with mobility training may have important benefits for patients with freezing of gait. Thus, a novel theoretical framework is proposed for exercise interventions that jointly address both the specific cognitive and mobility challenges of people with PD who freeze. PMID:26381808

  19. Cognitive Contributions to Freezing of Gait in Parkinson Disease: Implications for Physical Rehabilitation.

    PubMed

    Peterson, Daniel S; King, Laurie A; Cohen, Rajal G; Horak, Fay B

    2016-05-01

    People with Parkinson disease (PD) who show freezing of gait also have dysfunction in cognitive domains that interact with mobility. Specifically, freezing of gait is associated with executive dysfunction involving response inhibition, divided attention or switching attention, and visuospatial function. The neural control impairments leading to freezing of gait have recently been attributed to higher-level, executive and attentional cortical processes involved in coordinating posture and gait rather than to lower-level, sensorimotor impairments. To date, rehabilitation for freezing of gait primarily has focused on compensatory mobility training to overcome freezing events, such as sensory cueing and voluntary step planning. Recently, a few interventions have focused on restitutive, rather than compensatory, therapy. Given the documented impairments in executive function specific to patients with PD who freeze and increasing evidence of overlap between cognitive and motor function, incorporating cognitive challenges with mobility training may have important benefits for patients with freezing of gait. Thus, a novel theoretical framework is proposed for exercise interventions that jointly address both the specific cognitive and mobility challenges of people with PD who freeze. © 2016 American Physical Therapy Association.

  20. Communal Resources in Open Source Software Development

    ERIC Educational Resources Information Center

    Spaeth, Sebastian; Haefliger, Stefan; von Krogh, Georg; Renzl, Birgit

    2008-01-01

    Introduction: Virtual communities play an important role in innovation. The paper focuses on the particular form of collective action in virtual communities underlying as Open Source software development projects. Method: Building on resource mobilization theory and private-collective innovation, we propose a theory of collective action in…

  1. File System Virtual Appliances: Portable File System Implementations

    DTIC Science & Technology

    2009-05-01

    Mobile Computing Systems and Applications, Santa Cruz, CA, 1994. IEEE. [10] Michael Eisler , Peter Corbett, Michael Kazar, Daniel S. Nydick, and...Gingell, Joseph P. Moran, and William A. Shannon. Virtual Memory Architec- ture in SunOS. In USENIX Summer Conference, pages 81–94, Berkeley, CA, 1987

  2. 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.

    PubMed

    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.

  3. Community-based pedestrian safety training in virtual reality : a pragmatic trial.

    DOT National Transportation Integrated Search

    2015-06-01

    Child pedestrian injuries are a leading cause of mortality and morbidity across the United States : and the world. Repeated practice at the cognitive-perceptual task of crossing a street may lead to : safer pedestrian behavior. Virtual reality offers...

  4. Skill training in multimodal virtual environments.

    PubMed

    Gopher, Daniel

    2012-01-01

    Multimodal, immersive, virtual reality (VR) techniques open new perspectives for perceptual-motor 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.

  5. Effects of a virtual reality-based exercise program on functional recovery in stroke patients: part 1

    PubMed Central

    Lee, Kyoung-Hee

    2015-01-01

    This study aimed to determine the effects of a virtual reality exercise program using the Interactive Rehabilitation and Exercise System (IREX) on the recovery of motor and cognitive function and the performance of activities of daily living in stroke patients. [Subjects] The study enrolled 10 patients diagnosed with stroke who received occupational therapy at the Department of Rehabilitation Medicine of Hospital A between January and March 2014. [Methods] The patients took part in the virtual reality exercise program for 30 minutes each day, three times per week, for 4 weeks. Then, the patients were re-evaluated to determine changes in upper extremity function, cognitive function, and performance of activities of daily living 4 weeks after the baseline assessment. [Results] In the experimental group, there were significant differences in the Korea-Mini Mental Status Evaluation, Korean version of the modified Barthel index, and Fugl-Meyer assessment scores between the baseline and endpoint. [Conclusion] The virtual reality exercise program was effective for restoring function in stroke patients. Further studies should develop systematic protocols for rehabilitation training with a virtual reality exercise program. PMID:26180287

  6. Effects of a virtual reality-based exercise program on functional recovery in stroke patients: part 1.

    PubMed

    Lee, Kyoung-Hee

    2015-06-01

    This study aimed to determine the effects of a virtual reality exercise program using the Interactive Rehabilitation and Exercise System (IREX) on the recovery of motor and cognitive function and the performance of activities of daily living in stroke patients. [Subjects] The study enrolled 10 patients diagnosed with stroke who received occupational therapy at the Department of Rehabilitation Medicine of Hospital A between January and March 2014. [Methods] The patients took part in the virtual reality exercise program for 30 minutes each day, three times per week, for 4 weeks. Then, the patients were re-evaluated to determine changes in upper extremity function, cognitive function, and performance of activities of daily living 4 weeks after the baseline assessment. [Results] In the experimental group, there were significant differences in the Korea-Mini Mental Status Evaluation, Korean version of the modified Barthel index, and Fugl-Meyer assessment scores between the baseline and endpoint. [Conclusion] The virtual reality exercise program was effective for restoring function in stroke patients. Further studies should develop systematic protocols for rehabilitation training with a virtual reality exercise program.

  7. Virtual reality training improves students' knowledge structures of medical concepts.

    PubMed

    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.

  8. A lower ratio of omega-6 to omega-3 fatty acids predicts better hippocampus-dependent spatial memory and cognitive status in older adults.

    PubMed

    Andruchow, Nadia D; Konishi, Kyoko; Shatenstein, Bryna; Bohbot, Véronique D

    2017-10-01

    Evidence from several cross-sectional studies indicates that an increase in omega-6 to omega-3 fatty acids (FAs) may negatively affect cognition in old age. The hippocampus is among the first neural structures affected by age and atrophy in this brain region is associated with cognitive decline. Therefore, we hypothesized that a lower omega-6:3 FA ratio would predict better hippocampus-dependent spatial memory, and a higher general cognitive status. Fifty-two healthy older adults completed a Food Frequency Questionnaire, the Montreal Cognitive Assessment test (MoCA; a test of global cognition) and virtual navigation tasks that assess navigational strategies and spatial memory. In this cross-sectional study, a lower ratio of omega-6 to omega-3 FA intake strongly predicted more accurate hippocampus-dependent spatial memory and faster learning on our virtual navigation tasks, as well as higher cognitive status overall. These results may help elucidate why certain dietary patterns with a lower omega-6:3 FA ratio, like the Mediterranean diet, are associated with reduced risk of cognitive decline. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

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

    PubMed

    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.

  10. Virtual reality 3D echocardiography in the assessment of tricuspid valve function after surgical closure of ventricular septal defect.

    PubMed

    Bol Raap, Goris; Koning, Anton H J; Scohy, Thierry V; ten Harkel, A Derk-Jan; Meijboom, Folkert J; Kappetein, A Pieter; van der Spek, Peter J; Bogers, Ad J J C

    2007-02-16

    This study was done to investigate the potential additional role of virtual reality, using three-dimensional (3D) echocardiographic holograms, in the postoperative assessment of tricuspid valve function after surgical closure of ventricular septal defect (VSD). 12 data sets from intraoperative epicardial echocardiographic studies in 5 operations (patient age at operation 3 weeks to 4 years and bodyweight at operation 3.8 to 17.2 kg) after surgical closure of VSD were included in the study. The data sets were analysed as two-dimensional (2D) images on the screen of the ultrasound system as well as holograms in an I-space virtual reality (VR) system. The 2D images were assessed for tricuspid valve function. In the I-Space, a 6 degrees-of-freedom controller was used to create the necessary projectory positions and cutting planes in the hologram. The holograms were used for additional assessment of tricuspid valve leaflet mobility. All data sets could be used for 2D as well as holographic analysis. In all data sets the area of interest could be identified. The 2D analysis showed no tricuspid valve stenosis or regurgitation. Leaflet mobility was considered normal. In the virtual reality of the I-Space, all data sets allowed to assess the tricuspid leaflet level in a single holographic representation. In 3 holograms the septal leaflet showed restricted mobility that was not appreciated in the 2D echocardiogram. In 4 data sets the posterior leaflet and the tricuspid papillary apparatus were not completely included. This report shows that dynamic holographic imaging of intraoperative postoperative echocardiographic data regarding tricuspid valve function after VSD closure is feasible. Holographic analysis allows for additional tricuspid valve leaflet mobility analysis. The large size of the probe, in relation to small size of the patient, may preclude a complete data set. At the moment the requirement of an I-Space VR system limits the applicability in virtual reality 3D echocardiography in clinical practice.

  11. Effects of virtual reality training on mobility in individuals with Parkinson's disease.

    PubMed

    Melo, G; Kleiner, A F R; Lopes, J; Zen, G Z D; Marson, N; Santos, T; Dumont, A; Galli, M; Oliveira, C

    2018-06-19

    The aim of the present study was to evaluate the effects of gait training with virtual reality (VR) on mobility in patients with Parkinson's disease (PD). Thirty-seven individuals with PD were allocated to three groups (control = 12, VR = 12 and treadmill = 13) submitted to 12 twenty-minute training sessions. Evaluations involved the Timed Up and Go (TUG) test before the intervention, after one session, after all 12 sessions and 30 days after the end of the intervention. The groups submitted to VR and treadmill training took less time to execute the TUG test than the control group. Individuals with PD submitted to VR and treadmill gait training presented mobility improvements in comparison to traditional physiotherapeutic training. Copyright © 2018. Published by Elsevier B.V.

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

    PubMed

    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.

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

    PubMed

    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.

  14. Effects of mobile Internet use on college student pedestrian injury risk.

    PubMed

    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 ps<0.01). Results were retained after controlling for randomized order; participant gender, age, and ethnicity; and both pedestrian habits and mobile 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.

  15. Effects of Mobile Internet Use On College Student Pedestrian Injury Risk

    PubMed Central

    Byington, Katherine W.; Schwebel, David C.

    2012-01-01

    Background 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. Objectives Examine whether young adult pedestrian safety is compromised while crossing a virtual pedestrian street while distracted using the internet on a mobile “smartphone.” Method 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. Results 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 ps< 0.01). Results were retained after controlling for randomized order; participant gender, age, and ethnicity; and both pedestrian habits and mobile internet experience. Conclusion 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. PMID:23201755

  16. Ubiquitous Working: Do Work Versus Non-work Environments Affect Decision-Making and Concentration?

    PubMed

    Burmeister, Carolin P; Moskaliuk, Johannes; Cress, Ulrike

    2018-01-01

    New communication technologies and mobile devices have enabled knowledge workers to work independently of location and in more than one fixed environment (ubiquitous working). Previous research shows that physical environments can influence cognition and work performance. We manipulated environment (i.e., a virtual office as a typical work environment compared to a virtual garden as a non-work environment ) and time pressure (i.e., inducing time pressure vs. no time pressure ) in order to investigate whether the environment influences decision-making and concentration. N = 109 students participated in this laboratory experiment. We posited (a) that a work environment would activate a work-related schema which in turn would enhance concentration performance and make decisions more risky compared to non-work environments and (b) that the environmental effect is more pronounced if time pressure is present compared to conditions where no time pressure is present. We found modest hypothesis-confirming main effects of environment on decision-making and concentration but no interaction effect with time pressure. As we used an innovative methodology that entails several limitations, future research is needed to give insights into the process and to investigate whether results hold true for all types of work settings, work demands, or work activities.

  17. Reference frames in virtual spatial navigation are viewpoint dependent

    PubMed Central

    Török, Ágoston; Nguyen, T. Peter; Kolozsvári, Orsolya; Buchanan, Robert J.; Nadasdy, Zoltan

    2014-01-01

    Spatial navigation in the mammalian brain relies on a cognitive map of the environment. Such cognitive maps enable us, for example, to take the optimal route from a given location to a known target. The formation of these maps is naturally influenced by our perception of the environment, meaning it is dependent on factors such as our viewpoint and choice of reference frame. Yet, it is unknown how these factors influence the construction of cognitive maps. Here, we evaluated how various combinations of viewpoints and reference frames affect subjects' performance when they navigated in a bounded virtual environment without landmarks. We measured both their path length and time efficiency and found that (1) ground perspective was associated with egocentric frame of reference, (2) aerial perspective was associated with allocentric frame of reference, (3) there was no appreciable performance difference between first and third person egocentric viewing positions and (4) while none of these effects were dependent on gender, males tended to perform better in general. Our study provides evidence that there are inherent associations between visual perspectives and cognitive reference frames. This result has implications about the mechanisms of path integration in the human brain and may also inspire designs of virtual reality applications. Lastly, we demonstrated the effective use of a tablet PC and spatial navigation tasks for studying spatial and cognitive aspects of human memory. PMID:25249956

  18. Development and Feasibility of a Virtual Reality Task for the Cognitive Assessment of Older Adults: The ECO-VR.

    PubMed

    Oliveira, Camila R; Lopes Filho, Brandel José P; Sugarman, Michael A; Esteves, Cristiane S; Lima, Margarida Maria B M P; Moret-Tatay, Carmen; Irigaray, Tatiana Q; Argimon, Irani Iracema L

    2016-12-13

    Cognitive assessment with virtual reality (VR) may have superior ecological validity for older adults compared to traditional pencil-and-paper cognitive assessment. However, few studies have reported the development of VR tasks. The aim of this study was to present the development, feasibility, content validity, and preliminary evidence of construct validity of an ecological task of cognitive assessment for older adults in VR (ECO-VR). The tasks were prepared based on theoretical and clinical backgrounds. We had 29 non-expert judges identify virtual visual stimuli and three-dimensional scenarios, and five expert judges assisted with content analysis and developing instructions. Finally, six older persons participated in three pilot studies and thirty older persons participated in the preliminary study to identify construct validity evidence. Data were analyzed by descriptive statistics and partial correlation. Target stimuli and three-dimensional scenarios were judged adequate and the content analysis demonstrated that ECO-VR evaluates temporo-spatial orientation, memory, language and executive functioning. We made significant changes to the instructions after the pilot studies to increase comprehensibility and reduce the completion time. The total score of ECO-VR was positively correlated mainly with performance in executive function (r = .172, p < .05) and memory tests (r = .488, p ≤ .01). The ECO-VR demonstrated feasibility for cognitive assessment in older adults, as well as content and construct validity evidences.

  19. Reference frames in virtual spatial navigation are viewpoint dependent.

    PubMed

    Török, Agoston; Nguyen, T Peter; Kolozsvári, Orsolya; Buchanan, Robert J; Nadasdy, Zoltan

    2014-01-01

    Spatial navigation in the mammalian brain relies on a cognitive map of the environment. Such cognitive maps enable us, for example, to take the optimal route from a given location to a known target. The formation of these maps is naturally influenced by our perception of the environment, meaning it is dependent on factors such as our viewpoint and choice of reference frame. Yet, it is unknown how these factors influence the construction of cognitive maps. Here, we evaluated how various combinations of viewpoints and reference frames affect subjects' performance when they navigated in a bounded virtual environment without landmarks. We measured both their path length and time efficiency and found that (1) ground perspective was associated with egocentric frame of reference, (2) aerial perspective was associated with allocentric frame of reference, (3) there was no appreciable performance difference between first and third person egocentric viewing positions and (4) while none of these effects were dependent on gender, males tended to perform better in general. Our study provides evidence that there are inherent associations between visual perspectives and cognitive reference frames. This result has implications about the mechanisms of path integration in the human brain and may also inspire designs of virtual reality applications. Lastly, we demonstrated the effective use of a tablet PC and spatial navigation tasks for studying spatial and cognitive aspects of human memory.

  20. Daily mood and out-of-home mobility in older adults: does cognitive impairment matter?

    PubMed

    Kaspar, Roman; Oswald, Frank; Wahl, Hans-Werner; Voss, Elke; Wettstein, Markus

    2015-02-01

    This study explores the relationship between out-of-home behavior and daily mood of community-dwelling older adults with different levels of cognitive impairment across four consecutive weeks. The sample included 16 persons with early stage Alzheimer's disease (AD), 30 persons with mild cognitive impairment (MCI), and 95 cognitively healthy persons (CH). Using a multi-method approach, GPS tracking and daily-diary data were combined on a day-to-day basis. AD and MCI adults showed lower mood than the CH group. Whereas stronger positive links between mood and out-of-home behavior were found for AD compared to the total sample on an aggregate level, predicting daily mood by person (i.e., cognition) and occasion-specific characteristics (i.e., mobility and weekday), using multilevel regression analysis revealed no corresponding effect. In conclusion, cognitive status in old age appears to impact on mobility and mood as such, rather than on the mood and out-of-home behavior connection. © The Author(s) 2012.

  1. Modeling Environmental Impacts on Cognitive Performance for Artificially Intelligent Entities

    DTIC Science & Technology

    2017-06-01

    of the agent behavior model is presented in a military-relevant virtual game environment. We then outline a quantitative approach to test the agent...relevant virtual game environment. We then outline a quantitative approach to test the agent behavior model within the virtual environment. Results show...x Game View of Hot Environment Condition Displaying Total “f” Cost for Each Searched Waypoint Node

  2. Helping Students Use Virtual Libraries Effectively.

    ERIC Educational Resources Information Center

    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…

  3. Chromostereopsis in "virtual reality" adapters with electrically tuneable liquid lens oculars

    NASA Astrophysics Data System (ADS)

    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.

  4. Effect of a single session of transcranial direct-current stimulation combined with virtual reality training on the balance of children with cerebral palsy: a randomized, controlled, double-blind trial

    PubMed Central

    Lazzari, Roberta Delasta; Politti, Fabiano; Santos, Cibele Alimedia; Dumont, Arislander Jonathan Lopes; Rezende, Fernanda Lobo; Grecco, Luanda André Collange; Braun Ferreira, Luiz Alfredo; Oliveira, Claudia Santos

    2015-01-01

    [Purpose] The aim of the present study was to investigate the effects of a single session of transcranial direct current stimulation combined with virtual reality training on the balance of children with cerebral palsy. [Subjetcs and Methods] Children with cerebral palsy between four and 12 years of age were randomly allocated to two groups: an experimental group which performed a single session of mobility training with virtual reality combined with active transcranial direct current stimulation; and a control group which performed a single session of mobility training with virtual reality combined with placebo transcranial direct current stimulation. The children were evaluated before and after the training protocols. Static balance (sway area, displacement, velocity and frequency of oscillations of the center of pressure on the anteroposterior and mediolateral axes) was evaluated using a force plate under four conditions (30-second measurements for each condition): feet on the force plate with the eyes open, and with the eyes closed; feet on a foam mat with the eyes open, and with the eyes closed. [Results] An increase in sway velocity was the only significant difference found. [Conclusion] A single session of anodal transcranial direct current stimulation combined with mobility training elicited to lead to an increase in the body sway velocity of children with cerebral palsy. PMID:25931726

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

    PubMed

    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.

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

    PubMed

    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.

  7. Lifespan Socioeconomic Context: Associations with Cognitive Functioning in Later Life.

    PubMed

    Scott, April B; Reed, Rebecca G; Garcia-Willingham, Natasha E; Lawrence, Karen A; Segerstrom, Suzanne C

    2018-06-06

    Early socioeconomic status (SES) correlates with later-life cognition. However, the effect of socioeconomic context (SEC), which reflects influences from broader ecological contexts, has not been examined. The present study developed a measure of SEC using lifetime residential addresses and examined SEC and residential mobility effects on later-life cognition. Older adults (N=117, Mage=75) reported addresses since birth. Latent SEC was constructed from census income, employment, and education (1920-2010) for each county and census year, extrapolated between census years. Controlling for current SES, SEC in childhood (ages 0-18) and adulthood (ages 19-60), with finer granulations in young adulthood (ages 19-39) and midlife (ages 40-60), predicted later-life cognition. Effects of residential mobility on later-life cognition were also examined. Higher childhood and adulthood SEC were associated with better Auditory Verbal Learning Test recognition (β=.24, p=.012) and immediate recall (β=.26, p=.008). Higher midlife SEC was associated with faster task switching (β=.26, p=.025) and better task switching efficiency (β=.27, p=.022). Higher residential mobility in childhood was associated with higher crystallized intelligence (β=.194, p=.040). Independent of current SES, childhood and adulthood SEC predicted later-life cognition, which may be sensitive to effects of social institutions and environmental health. SEC assessed across the lifespan, and related residential mobility information, may be important complements to SES in predicting later-life cognitive health.

  8. iHand: an interactive bare-hand-based augmented reality interface on commercial mobile phones

    NASA Astrophysics Data System (ADS)

    Choi, Junyeong; Park, Jungsik; Park, Hanhoon; Park, Jong-Il

    2013-02-01

    The performance of mobile phones has rapidly improved, and they are emerging as a powerful platform. In many vision-based applications, human hands play a key role in natural interaction. However, relatively little attention has been paid to the interaction between human hands and the mobile phone. Thus, we propose a vision- and hand gesture-based interface in which the user holds a mobile phone in one hand but sees the other hand's palm through a built-in camera. The virtual contents are faithfully rendered on the user's palm through palm pose estimation, and reaction with hand and finger movements is achieved that is recognized by hand shape recognition. Since the proposed interface is based on hand gestures familiar to humans and does not require any additional sensors or markers, the user can freely interact with virtual contents anytime and anywhere without any training. We demonstrate that the proposed interface works at over 15 fps on a commercial mobile phone with a 1.2-GHz dual core processor and 1 GB RAM.

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

    PubMed

    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.

  10. Augmentation of Cognition and Perception Through Advanced Synthetic Vision Technology

    NASA Technical Reports Server (NTRS)

    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.

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

    PubMed

    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 functions. Additional evidence from well-designed large-scale randomized clinical trials is warranted to confirm the observed effects. Copyright © 2018 AMDA – The Society for Post-Acute and Long-Term Care Medicine. All rights reserved.

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

    PubMed

    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.

  13. Virtual-reality balance training with a video-game system improves dynamic balance in chronic stroke patients.

    PubMed

    Cho, Ki Hun; Lee, Kyoung Jin; Song, Chang Ho

    2012-09-01

    Stroke is one of the most serious healthcare problems and a major cause of impairment of cognition and physical functions. Virtual rehabilitation approaches to postural control have been used for enhancing functional recovery that may lead to a decrease in the risk of falling. In the present study, we investigated the effects of virtual reality balance training (VRBT) with a balance board game system on balance of chronic stroke patients. Participants were randomly assigned to 2 groups: VRBT group (11 subjects including 3 women, 65.26 years old) and control group (11 subjects including 5 women, 63.13 years old). Both groups participated in a standard rehabilitation program (physical and occupational therapy) for 60 min a day, 5 times a week for 6 weeks. In addition, the VRBT group participated in VRBT for 30 min a day, 3 times a week for 6 weeks. Static balance (postural sway velocity with eyes open or closed) was evaluated with the posturography. Dynamic balance was evaluated with the Berg Balance Scale (BBS) and Timed Up and Go test (TUG) that measures balance and mobility in dynamic balance. There was greater improvement on BBS (4.00 vs. 2.81 scores) and TUG (-1.33 vs. -0.52 sec) in the VRBT group compared with the control group (P < 0.05), but not on static balance in both groups. In conclusion, we demonstrate a significant improvement in dynamic balance in chronic stroke patients with VRBT. VRBT is feasible and suitable for chronic stroke patients with balance deficit in clinical settings.

  14. The relative temporal sequence of decline in mobility and cognition among initially unimpaired older adults: Results from the Baltimore Longitudinal Study of Aging.

    PubMed

    Tian, Qu; An, Yang; Resnick, Susan M; Studenski, Stephanie

    2017-05-01

    most older individuals who experience mobility decline, also show cognitive decline, but whether cognitive decline precedes or follows mobility limitation is not well understood. examine the temporal sequence of mobility and cognition among initially unimpaired older adults. mobility and cognition were assessed every 2 years for 6 years in 412 participants aged ≥60 with initially unimpaired cognition and gait speed. Using autoregressive models, accounting for the dependent variable from the prior assessment, baseline age, sex, body mass index and education, we examine the temporal sequence of change in mobility (6 m usual gait speed, 400 m fast walk time) and executive function (visuoperceptual speed: Digit Symbol Substitution Test (DSST); cognitive flexibility: Trail Making Test part B (TMT-B)) or memory (California Verbal Learning Test (CVLT) immediate, short-delay, long-delay). there was a bidirectional relationship over time between slower usual gait speed and both poorer DSST and TMT-B scores (Bonferroni-corrected P < 0.005). In contrast, slower 400 m fast walk time predicted subsequent poorer DSST, TMT-B, CVLT immediate recall and CVLT short-delay scores (P < 0.005), while these measures did not predict subsequent 400 m fast walk time (P > 0.005). among initially unimpaired older adults, the temporal relationship between usual gait speed and executive function is bidirectional, with each predicting change in the other, while poor fast walking performance predicts future executive function and memory changes but not vice versa. Challenging tasks like the 400 m walk appear superior to usual gait speed for predicting executive function and memory change in unimpaired older adults. Published by Oxford University Press on behalf of the British Geriatrics Society 2016. This work is written by (a) US Government employee(s) and is in the public domain in the US.

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

    PubMed

    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 becomes available for investigator-initiated trials and potentially for large multi-center trials.

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

    PubMed

    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.

  17. Envisioning the Educational Possibilities of User-Created Virtual Worlds

    ERIC Educational Resources Information Center

    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…

  18. Eyewitness Memory in Face-to-Face and Immersive Avatar-to-Avatar Contexts.

    PubMed

    Taylor, Donna A; Dando, Coral J

    2018-01-01

    Technological advances offer possibilities for innovation in the way eyewitness testimony is elicited. Typically, this occurs face-to-face. We investigated whether a virtual environment, where interviewer and eyewitness communicate as avatars, might confer advantages by attenuating the social and situational demands of a face-to-face interview, releasing more cognitive resources for invoking episodic retrieval mode. In conditions of intentional encoding, eyewitnesses were interviewed 48 h later, either face-to-face or in a virtual environment ( N = 38). Participants in the virtual environment significantly outperformed those interviewed face-to-face on all episodic performance measures - improved correct reporting reduced errors, and increased accuracy. Participants reported finding it easier to admit not remembering event information to the avatar, and finding the avatar easier to talk to. These novel findings, and our pattern of retrieval results indicates the potential of avatar-to-avatar communication in virtual environments, and provide impetus for further research investigating eyewitness cognition in contemporary retrieval contexts.

  19. Towards a virtual health record for mobile home care of elderly citizens.

    PubMed

    Koch, Sabine; Hägglund, Maria; Scandurra, Isabella; Moström, Dennis

    2004-01-01

    Mobile work situations within home care of the elderly require immediate and ubiquitous access to patient-oriented data. The ongoing Swedish research project "Technical support for Mobile CloseCare" focuses on the development and evaluation of work-scenario oriented ICT support for enhanced home care of elderly citizens. The aim of the project is to provide a seamless and consistent information flow between different health care providers and to give intuitive access to information services for the elderly and their relatives. For that purpose, different independent software components are connected through a mobile communication platform. Flexible access to prioritized information for different users in different work situations will be given through a virtual health record. In order to obtain both usable and clinically relevant results, a user centered system development approach is followed. Evaluation of the project results will be based on usability tests and quasi-experimental studies on how system implementation influences quality of care and job- and life satisfaction for care providers, patients and relatives.

  20. An intensive virtual reality program improves functional balance and mobility of adolescents with cerebral palsy.

    PubMed

    Brien, Marie; Sveistrup, Heidi

    2011-01-01

    To examine functional balance and mobility in adolescents with cerebral palsy classified at Gross Motor Function Classification System (GMFCS) level I following an intensive short-duration virtual reality (VR) intervention. Single-subject, multiple-baseline design with 4 adolescents. Outcomes included the Community Balance and Mobility Scale (CB&M), the 6-Minute Walk Test (6MWT), the Timed Up and Down Stairs, and the Gross Motor Function Measure Dimension E. Assessments were recorded 3 to 6 times at baseline, 5 times during intervention, and 4 times at follow-up. Daily 90-minute VR intervention was completed for 5 consecutive days. Visual, statistical, and clinical significance analyses were used. Statistically significant improvements were shown in all adolescents on CB&M and 6MWT. True change was recorded in all for the CB&M and in 3 for the 6MWT. Functional balance and mobility in adolescents with cerebral palsy classified at GMFCS level I improve with intense, short duration VR intervention, and changes are maintained at 1-month posttraining.

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

    PubMed

    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.

  2. Feasibility of incorporating functionally relevant virtual rehabilitation in sub-acute stroke care: perception of patients and clinicians.

    PubMed

    Demers, Marika; Chan Chun Kong, Daniel; Levin, Mindy F

    2018-03-11

    To determine user satisfaction and safety of incorporating a low-cost virtual rehabilitation intervention as an adjunctive therapeutic option for cognitive-motor upper limb rehabilitation in individuals with sub-acute stroke. A low-cost upper limb virtual rehabilitation application incorporating realistic functionally-relevant unimanual and bimanual tasks, specifically designed for cognitive-motor rehabilitation was developed for patients with sub-acute stroke. Clinicians and individuals with stroke interacted with the intervention for 15-20 or 20-45 minutes, respectively. The study had a mixed-methods convergent parallel design that included a focus group interview with clinicians working in a stroke program and semi-structured interviews and standardized assessments (Borg Perceived Exertion Scale, Short Feedback Questionnaire) for participants with sub-acute stroke undergoing rehabilitation. The occurrence of adverse events was also noted. Three main themes emerged from the clinician focus group and patient interviews: Perceived usefulness in rehabilitation, satisfaction with the virtual reality intervention and aspects to improve. All clinicians and the majority of participants with stroke were highly satisfied with the intervention and perceived its usefulness to decrease arm motor impairment during functional tasks. No participants experienced major adverse events. Incorporation of this type of functional activity game-based virtual reality intervention in the sub-acute phase of rehabilitation represents a way to transfer skills learned early in the clinical setting to real world situations. This type of intervention may lead to better integration of the upper limb into everyday activities. Implications for Rehabilitation • Use of a cognitive-motor low-cost virtual reality intervention designed to remediate arm motor impairments in sub-acute stroke is feasible, safe and perceived as useful by therapists and patients for stroke rehabilitation.    • Input from end-users (therapists and individuals with stroke) is critical for the development and implementation of a virtual reality intervention.

  3. [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].

    PubMed

    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.

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

    PubMed

    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 negatively associated with cognitive function, and residents with severe dementia had significantly lower levels of mobility than residents with moderate dementia.

  5. Command and Control in Virtual Environments: Using Contingency Theory to Understand Organization in Virtual Worlds

    DTIC Science & Technology

    2010-10-01

    organization in the WoW virtual world. Unlike the real world guilds of olden days (e.g., stone masons, leather workers, apothecaries) and unions of current...oriented sports teams (e.g., football, hockey, rugby ). This is the case in particular with player-vs- player combat. Fourth, organizational learning is...Microsystems  Telecom Italia  Telus Mobility  Text 100  Toyota  Trades Union Congress  Union Network International  New Unionism

  6. Virtual Mobility in Reality: A Study of the Use of ICT in Finnish Leonardo da Vinci Mobility Projects.

    ERIC Educational Resources Information Center

    Valjus, Sonja

    An e-mail survey and interviews collected data on use of information and communications technology (ICT) in Finnish Leonardo da Vinci mobility projects from 2000-02. Findings showed that the most common ICT tools used were e-mail, digital tools, and the World Wide Web; ICT was used during all project phases; the most common problems concerned…

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

    PubMed

    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.

  8. Virtual reality-based prospective memory training program for people with acquired brain injury.

    PubMed

    Yip, Ben C B; Man, David W K

    2013-01-01

    Acquired brain injuries (ABI) may display cognitive impairments and lead to long-term disabilities including prospective memory (PM) failure. Prospective memory serves to remember to execute an intended action in the future. PM problems would be a challenge to an ABI patient's successful community reintegration. While retrospective memory (RM) has been extensively studied, treatment programs for prospective memory are rarely reported. The development of a treatment program for PM, which is considered timely, can be cost-effective and appropriate to the patient's environment. A 12-session virtual reality (VR)-based cognitive rehabilitation program was developed using everyday PM activities as training content. 37 subjects were recruited to participate in a pretest-posttest control experimental study to evaluate its treatment effectiveness. Results suggest that significantly better changes were seen in both VR-based and real-life PM outcome measures, related cognitive attributes such as frontal lobe functions and semantic fluency. VR-based training may be well accepted by ABI patients as encouraging improvement has been shown. Large-scale studies of a virtual reality-based prospective memory (VRPM) training program are indicated.

  9. Relevance Judging, Evaluation, and Decision Making in Virtual Libraries: A Descriptive Study.

    ERIC Educational Resources Information Center

    Fitzgerald, Mary Ann; Galloway, Chad

    2001-01-01

    Describes a study that investigated the cognitive processes undergraduates used to select information while using a virtual library, GALILEO (Georgia Library Learning Online). Discusses higher order thinking processes, relevance judging, evaluation (critical thinking), decision making, reasoning involving documents, relevance-related reasoning,…

  10. Assessment of berry fruit's effects on mobility and cognition in aging

    USDA-ARS?s Scientific Manuscript database

    Changes in aging, in both animals and humans, include parallel decrements in mobility and cognition, even in the absence of degenerative disorders such as Parkinson’s or Alzheimer’s diseases. Diet has long been known to influence aging; however, specific whole foods are now being investigated for t...

  11. Geography of intergenerational mobility and child development

    PubMed Central

    Donnelly, Louis; Garfinkel, Irwin; Brooks-Gunn, Jeanne; Wagner, Brandon G.; James, Sarah; McLanahan, Sara

    2017-01-01

    Recent research by Chetty and colleagues finds that children’s chances of upward mobility are affected by the communities in which they grow up [Chetty R, Hendren N (2016) Working paper 23002]. However, the developmental pathways through which communities of origin translate into future economic gain are not well understood. In this paper we examine the association between Chetty and Hendren’s county-level measure of intergenerational mobility and children’s cognitive and behavioral development. Focusing on children from low-income families, we find that growing up in a county with high upward mobility is associated with fewer externalizing behavioral problems by age 3 years and with substantial gains in cognitive test scores between ages 3 and 9 years. Growing up in a county with 1 SD better intergenerational mobility accounts for ∼20% of the gap in developmental outcomes between children from low- and high-income families. Collectively, our findings suggest that the developmental processes through which residential contexts promote upward mobility begin early in childhood and involve the enrichment of both cognitive and social-emotional development. PMID:28811379

  12. Virtual reality for spherical images

    NASA Astrophysics Data System (ADS)

    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.

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

    PubMed

    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 < .05). Combined physical and cognitive activity improves or maintains cognitive and physical performance in older adults with mild cognitive impairment, especially the amnestic type. Copyright © 2017 AMDA – The Society for Post-Acute and Long-Term Care Medicine. Published by Elsevier Inc. All rights reserved.

  14. Intergenerational Long-Term Effects of Preschool - Structural Estimates from a Discrete Dynamic Programming Model*

    PubMed Central

    Heckman, James J.; Raut, Lakshmi K.

    2015-01-01

    This paper formulates a structural dynamic programming model of preschool investment choices of altruistic parents and then empirically estimates the structural parameters of the model using the NLSY79 data. The paper finds that preschool investment significantly boosts cognitive and non-cognitive skills, which enhance earnings and school outcomes. It also finds that a standard Mincer earnings function, by omitting measures of non-cognitive skills on the right-hand side, overestimates the rate of return to schooling. From the estimated equilibrium Markov process, the paper studies the nature of within generation earnings distribution, intergenerational earnings mobility, and schooling mobility. The paper finds that a tax-financed free preschool program for the children of poor socioeconomic status generates positive net gains to the society in terms of average earnings, higher intergenerational earnings mobility, and schooling mobility. PMID:26709326

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

    PubMed

    Corbetta, Davide; Imeri, Federico; Gatti, Roberto

    2015-07-01

    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? Systematic review with meta-analysis of randomised trials. Adults with a clinical diagnosis of stroke. 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. Walking speed, balance, mobility and adverse events. 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). 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. Copyright © 2015 Australian Physiotherapy Association. Published by Elsevier B.V. All rights reserved.

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

    NASA Astrophysics Data System (ADS)

    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.

  17. Uses of virtual reality in clinical training: developing the spatial skills of children with mobility impairments.

    PubMed

    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.

  18. Virtual reality exposure therapy in anxiety disorders: a quantitative meta-analysis.

    PubMed

    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.

  19. Virtual reality games for movement rehabilitation in neurological conditions: how do we meet the needs and expectations of the users?

    PubMed

    Lewis, Gwyn N; Rosie, Juliet A

    2012-01-01

    To review quantitative and qualitative studies that have examined the users' response to virtual reality game-based interventions in people with movement disorders associated with chronic neurological conditions. We aimed to determine key themes that influenced users' enjoyment and engagement in the games and develop suggestions as to how future systems could best address their needs and expectations. There were a limited number of studies that evaluated user opinions. From those found, seven common themes emerged: technology limitations, user control and therapist assistance, the novel physical and cognitive challenge, feedback, social interaction, game purpose and expectations, and the virtual environments. Our key recommendations derived from the review were to avoid technology failure, maintain overt therapeutic principles within the games, encompass progression to promote continuing physical and cognitive challenge, and to provide feedback that is easily and readily associated with success. While there have been few studies that have evaluated the users' perspective of virtual rehabilitation games, our findings indicate that canvassing these experiences provides valuable information on the needs of the intended users. Incorporating our recommendations may enhance the efficacy of future systems to optimize the rehabilitation benefits of virtual reality games.

  20. Virtual reality in the rehabilitation of people with intellectual disabilities: review.

    PubMed

    Standen, Penny J; Brown, David J

    2005-06-01

    Virtual reality (VR) possesses many qualities that give it rehabilitative potential for people with intellectual disabilities, both as an intervention and an assessment. It can provide a safe setting in which to practice skills that might carry too many risks in the real world. Unlike human tutors, computers are infinitely patient and consistent. Virtual worlds can be manipulated in ways the real world cannot be and can convey concepts without the use of language or other symbol systems. Published applications for this client group have all been as rehabilitative interventions. These are described in three groups: promoting skills for independent living, enhancing cognitive performance, and improving social skills. Five groups of studies are reviewed that utilize virtual technology to promote skills for independent living: grocery shopping, preparing food, orientation, road safety, and manufacturing skills. Fears that skills or habits learnt in a virtual setting would not transfer to the real world setting have not been supported by the available evidence, apart from those studies with people with autistic spectrum disorders. Future directions are in the development of more applications for independent living skills, exploring interventions for promoting motor and cognitive skills, and the developments of ecologically valid forms of assessment.

  1. Using a virtual world for robot planning

    NASA Astrophysics Data System (ADS)

    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.

  2. [Virtual reality in the treatment of mental disorders].

    PubMed

    Malbos, Eric; Boyer, Laurent; Lançon, Christophe

    2013-11-01

    Virtual reality is a media allowing users to interact in real time with computerized virtual environments. The application of this immersive technology to cognitive behavioral therapies is increasingly exploited for the treatment of mental disorders. The present study is a review of literature spanning from 1992 to 2012. It depicts the utility of this new tool for assessment and therapy through the various clinical studies carried out on subjects exhibiting diverse mental disorders. Most of the studies conducted on tested subjects attest to the significant efficacy of the Virtual Reality Exposure Therapy (VRET) for the treatment of distinct mental disorders. Comparative studies of VRET with the treatment of reference (the in vivo exposure component of the cognitive behavioral therapy) document an equal efficacy of the two methods and in some cases a superior therapeutic effect in favor of the VRET. Even though clinical experiments set on a larger scale, extended follow-up and studies about factors influencing presence are needed, virtual reality exposure represents an efficacious, confidential, affordable, flexible, interactive therapeutic method which application will progressively widened in the field of mental health. Copyright © 2013 Elsevier Masson SAS. All rights reserved.

  3. The effect of cognitive-motor dual task training with the biorescue force platform on cognition, balance and dual task performance in institutionalized older adults: a randomized controlled trial

    PubMed Central

    Delbroek, Tom; Vermeylen, Wietse; Spildooren, Joke

    2017-01-01

    [Purpose] This study investigates whether cognition, balance and dual task performance in institutionalized older adults improves by a virtual reality dual task training. [Subjects and Methods] Randomized controlled trial; Twenty institutionalized older adults with mild cognitive impairment (13 female, 7 male; average age, 87.2 ± 5.96 years) were randomized to the intervention (i.e. Virtual reality dual-task training using the BioRescue) or control group (no additional training). The intervention group took part in a 6-week training program while the elderly in the control group maintained their daily activities. Balance was measured with the Instrumented Timed Up-and-Go Test with and without a cognitive task. The Observed Emotion Rating Scale and Intrinsic Motivation Inventory were administered to evaluate the emotions and motivation regarding the exergaming program. [Results] The intervention group improved significantly on the total Timed Up-and-Go duration and the turn-to-sit duration during single-task walking in comparison to the control group who received no additional training. Participants found the virtual reality dual task training pleasant and useful for their concentration, memory and balance. Pleasure and alertness were the two emotions which were mostly seen during the intervention. [Conclusion] The BioRescue is a pleasant and interesting treatment method, well suited for institutionalized older adults in need of lifelong physical therapy. PMID:28744033

  4. Virtual machine-based simulation platform for mobile ad-hoc network-based cyber infrastructure

    DOE PAGES

    Yoginath, Srikanth B.; Perumalla, Kayla S.; Henz, Brian J.

    2015-09-29

    In modeling and simulating complex systems such as mobile ad-hoc networks (MANETs) in de-fense communications, it is a major challenge to reconcile multiple important considerations: the rapidity of unavoidable changes to the software (network layers and applications), the difficulty of modeling the critical, implementation-dependent behavioral effects, the need to sustain larger scale scenarios, and the desire for faster simulations. Here we present our approach in success-fully reconciling them using a virtual time-synchronized virtual machine(VM)-based parallel ex-ecution framework that accurately lifts both the devices as well as the network communications to a virtual time plane while retaining full fidelity. At themore » core of our framework is a scheduling engine that operates at the level of a hypervisor scheduler, offering a unique ability to execute multi-core guest nodes over multi-core host nodes in an accurate, virtual time-synchronized manner. In contrast to other related approaches that suffer from either speed or accuracy issues, our framework provides MANET node-wise scalability, high fidelity of software behaviors, and time-ordering accuracy. The design and development of this framework is presented, and an ac-tual implementation based on the widely used Xen hypervisor system is described. Benchmarks with synthetic and actual applications are used to identify the benefits of our approach. The time inaccuracy of traditional emulation methods is demonstrated, in comparison with the accurate execution of our framework verified by theoretically correct results expected from analytical models of the same scenarios. In the largest high fidelity tests, we are able to perform virtual time-synchronized simulation of 64-node VM-based full-stack, actual software behaviors of MANETs containing a mix of static and mobile (unmanned airborne vehicle) nodes, hosted on a 32-core host, with full fidelity of unmodified ad-hoc routing protocols, unmodified application executables, and user-controllable physical layer effects including inter-device wireless signal strength, reachability, and connectivity.« less

  5. Virtual machine-based simulation platform for mobile ad-hoc network-based cyber infrastructure

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Yoginath, Srikanth B.; Perumalla, Kayla S.; Henz, Brian J.

    In modeling and simulating complex systems such as mobile ad-hoc networks (MANETs) in de-fense communications, it is a major challenge to reconcile multiple important considerations: the rapidity of unavoidable changes to the software (network layers and applications), the difficulty of modeling the critical, implementation-dependent behavioral effects, the need to sustain larger scale scenarios, and the desire for faster simulations. Here we present our approach in success-fully reconciling them using a virtual time-synchronized virtual machine(VM)-based parallel ex-ecution framework that accurately lifts both the devices as well as the network communications to a virtual time plane while retaining full fidelity. At themore » core of our framework is a scheduling engine that operates at the level of a hypervisor scheduler, offering a unique ability to execute multi-core guest nodes over multi-core host nodes in an accurate, virtual time-synchronized manner. In contrast to other related approaches that suffer from either speed or accuracy issues, our framework provides MANET node-wise scalability, high fidelity of software behaviors, and time-ordering accuracy. The design and development of this framework is presented, and an ac-tual implementation based on the widely used Xen hypervisor system is described. Benchmarks with synthetic and actual applications are used to identify the benefits of our approach. The time inaccuracy of traditional emulation methods is demonstrated, in comparison with the accurate execution of our framework verified by theoretically correct results expected from analytical models of the same scenarios. In the largest high fidelity tests, we are able to perform virtual time-synchronized simulation of 64-node VM-based full-stack, actual software behaviors of MANETs containing a mix of static and mobile (unmanned airborne vehicle) nodes, hosted on a 32-core host, with full fidelity of unmodified ad-hoc routing protocols, unmodified application executables, and user-controllable physical layer effects including inter-device wireless signal strength, reachability, and connectivity.« less

  6. Virtual Rehabilitation with Children: Challenges for Clinical Adoption [From the Field].

    PubMed

    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.

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

    PubMed Central

    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

  8. Human Behavior Representation in Constructive Simulation (La representation du comportement humain dans la simulation constructive)

    DTIC Science & Technology

    2009-09-01

    Environmental Medicine USN United States Navy VAE Virtual Air Environment VACP Visual, Auditory, Cognitive, Psychomotor (demand) VR Virtual Reality ...0 .5 m/s. Another useful approach to capturing leg, trunk, whole body, or movement tasks comes from virtual reality - based training research and...referred to as semi-automated forces (SAF). From: http://www.sedris.org/glossary.htm#C_grp. Constructive Models Abstractions from the reality to

  9. Virtual Vocabulary: Research and Learning in Lexical Processing

    ERIC Educational Resources Information Center

    Schuetze, Ulf; Weimer-Stuckmann, Gerlinde

    2010-01-01

    This article presents the concept development, research programming, and learning design of a lexical processing web application, Virtual Vocabulary, which was developed using theories in both cognitive psychology and second language acquisition (SLA). It is being tested with first-year students of German at the University of Victoria in Canada,…

  10. Cognitive Presence and Effect of Immersion in Virtual Learning Environment

    ERIC Educational Resources Information Center

    Katernyak, Ihor; Loboda, Viktoriya

    2016-01-01

    This paper presents the approach to successful application of two knowledge management techniques--community of practice and eLearning, in order to create and manage a competence-developing virtual learning environment. It explains how "4A" model of involving practitioners in eLearning process (through attention, actualization,…

  11. Simulated and Virtual Science Laboratory Experiments: Improving Critical Thinking and Higher-Order Learning Skills

    ERIC Educational Resources Information Center

    Simon, Nicole A.

    2013-01-01

    Virtual laboratory experiments using interactive computer simulations are not being employed as viable alternatives to laboratory science curriculum at extensive enough rates within higher education. Rote traditional lab experiments are currently the norm and are not addressing inquiry, Critical Thinking, and cognition throughout the laboratory…

  12. Evaluation of Virtual Reality Training Using Affect

    ERIC Educational Resources Information Center

    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…

  13. Distributed Cognition in a Virtual World

    ERIC Educational Resources Information Center

    Gillen, Julia; Ferguson, Rebecca; Peachey, Anna; Twining, Peter

    2012-01-01

    Over a 13-month period, the Schome Park Programme operated the first "closed" (i.e. protected) Teen Second Life project in Europe. The project organised diverse educational events that centred on use of a virtual world and an associated asynchronous forum and wiki. Students and staff together exploited the affordances of the environment…

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

    PubMed Central

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

    2015-01-01

    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 eclipseTM) 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). PMID:26286015

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

    PubMed

    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).

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

    PubMed

    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-based orientation and mobility training could be as efficient as real street training in improving street safety in individuals with severely impaired vision.

  17. Mathematical Basis of Knowledge Discovery and Autonomous Intelligent Architectures - Technology for the Creation of Virtual objects in the Real World

    DTIC Science & Technology

    2005-12-14

    control of position/orientation of mobile TV cameras. 9 Unit 9 Force interaction system Unit 6 Helmet mounted displays robot like device drive...joints of the master arm (see Unit 1) which joint coordinates are tracked by the virtual manipulator. Unit 6 . Two displays built in the helmet...special device for simulating the tactile- kinaesthetic effect of immersion. When virtual body is a manipulator it comprises: − master arm with 6

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

    PubMed

    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.

  19. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    PubMed

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  20. Education and trajectories of cognitive decline over 9 years in very old people: methods and risk analysis.

    PubMed

    Muniz-Terrera, Graciela; Matthews, Fiona; Dening, Tom; Huppert, Felicia A; Brayne, Carol

    2009-05-01

    the investigation of cognitive decline in the older population has been hampered by analytical considerations. Most studies of older people over prolonged periods suffer from loss to follow-up, yet this has seldom been investigated fully to date. Such considerations limit our understanding of how basic variables such as education can affect cognitive trajectories. we examined cognitive trajectories in a population-based cohort study in Cambridge, UK, of people aged 75 and over in whom multiple interviews were conducted over time. Cognitive function was assessed using the Mini-Mental State Examination (MMSE). Socio-demographic variables were measured, including educational level and social class. An age-based quadratic latent growth model was fitted to cognitive scores. The effect of socio-demographic variables was examined on all latent variables and the probability of death and dropout. at baseline, age, education, social class and mobility were associated with cognitive performance. Education and social class were not related to decline or its rate of change. In contrast, poor mobility was associated with lower cognitive performance, increased cognitive decline and increased rate of change of cognitive decline. Gender, age, mobility and cognitive ability predicted death and dropout contrary to much of the current literature, education was not related to rate of cognitive decline or change in this rate as measured by MMSE. Higher levels of education do not appear to protect against cognitive decline, though if the MMSE is used in the diagnostic process, individuals with less education may be diagnosed as having dementia somewhat earlier.

  1. A virtual reality task based on animal research – spatial learning and memory in patients after the first episode of schizophrenia

    PubMed Central

    Fajnerová, Iveta; Rodriguez, Mabel; Levčík, David; Konrádová, Lucie; Mikoláš, Pavol; Brom, Cyril; Stuchlík, Aleš; Vlček, Kamil; Horáček, Jiří

    2014-01-01

    Objectives: Cognitive deficit is considered to be a characteristic feature of schizophrenia disorder. A similar cognitive dysfunction was demonstrated in animal models of schizophrenia. However, the poor comparability of methods used to assess cognition in animals and humans could be responsible for low predictive validity of current animal models. In order to assess spatial abilities in schizophrenia and compare our results with the data obtained in animal models, we designed a virtual analog of the Morris water maze (MWM), the virtual Four Goals Navigation (vFGN) task. Methods: Twenty-nine patients after the first psychotic episode with schizophrenia symptoms and a matched group of healthy volunteers performed the vFGN task. They were required to find and remember four hidden goal positions in an enclosed virtual arena. The task consisted of two parts. The Reference memory (RM) session with a stable goal position was designed to test spatial learning. The Delayed-matching-to-place (DMP) session presented a modified working memory protocol designed to test the ability to remember a sequence of three hidden goal positions. Results: Data obtained in the RM session show impaired spatial learning in schizophrenia patients compared to the healthy controls in pointing and navigation accuracy. The DMP session showed impaired spatial memory in schizophrenia during the recall of spatial sequence and a similar deficit in spatial bias in the probe trials. The pointing accuracy and the quadrant preference showed higher sensitivity toward the cognitive deficit than the navigation accuracy. Direct navigation to the goal was affected by sex and age of the tested subjects. The age affected spatial performance only in healthy controls. Conclusions: Despite some limitations of the study, our results correspond well with the previous studies in animal models of schizophrenia and support the decline of spatial cognition in schizophrenia, indicating the usefulness of the vFGN task in comparative research. PMID:24904329

  2. Conceptual Framework for Therapeutic Training with Biofeedback in Virtual Reality: First Evaluation of a Relaxation Simulator

    ERIC Educational Resources Information Center

    Fominykh, Mikhail; Prasolova-Førland, Ekaterina; Stiles, Tore C.; Krogh, Anne Berit; Linde, Mattias

    2018-01-01

    This paper presents a concept for designing low-cost therapeutic training with biofeedback and virtual reality. We completed the first evaluation of a prototype--a mobile learning application for relaxation training, primarily for adolescents suffering from tension-type headaches. The system delivers visual experience on a head-mounted display. A…

  3. Toying with the World: Children, Virtual Pets and the Value of Mobility

    ERIC Educational Resources Information Center

    Ruckenstein, Minna

    2010-01-01

    This article approaches childhood as an emergent condition in which children, their caregivers and toys all take an active part and argues that the focus on toys opens important insights for studying processes of social reproduction and change. This is demonstrated by describing children's interactions with virtual pets that encourage children to…

  4. From conception to evaluation of mobile services for people with head injury: A participatory design perspective.

    PubMed

    Groussard, Pierre-Yves; Pigot, Hélène; Giroux, Sylvain

    2018-07-01

    Adults with cognitive impairments lack the means to organise their daily life, plan their appointments, cope with fatigue, and manage their budget. They manifest interest in using new technologies to be part of society. Unfortunately, the applications offered on smart phones are often beyond their cognitive abilities. The goal of this study was to design a mobile cognitive assistant to enhance autonomy of people living with acquired traumatic brain injury. Participatory design methodologies guided this research by involving adults with cognitive impairments (CI) and their caregivers in the early stages of the design process. The population of the study is composed of four male adults who present cognitive impairments (three with head injury and one with stroke) and three caregivers. The first phase of this research was to design the Services Assistance Mobile and Intelligent (SAMI) application based on the needs expressed by the participants. During three focus groups, needs emerged concerning planning, health monitoring and money management and led to the implementation of assistive solutions on an Android mobile phone. During the second phase, the participants evaluated the mobile assistant SAMI at home for eight weeks. The results demonstrate that the participants were able to participate actively in the conception of SAMI and to use it successfully. People with CI showed a slight improvement in their life satisfaction. Due to the small number of participants, these promising results need to be confirmed by a larger-scale study.

  5. Executive Function Processes Predict Mobility Outcomes in Older Adults

    PubMed Central

    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

    2013-01-01

    BACKGROUND: There is growing evidence suggesting an association between cognitive function and physical performance in late life. This study examined the relationship between performance on executive function measures and subsequent mobility outcomes among community dwelling older adults across a 12-month randomized controlled exercise trial. DESIGN: Randomized controlled clinical trial SETTING: Champaign-Urbana, Illinois PARTICIPANTS: Community dwelling older adults (N = 179; Mage = 66.4) INTERVENTION: A 12-month exercise trial with two arms: an aerobic exercise group and a stretching and strengthening group MEASUREMENTS: Established cognitive tests of executive function including the 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. METHODS: Participants completed the cognitive measures 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 post-intervention functional performance after controlling for age, sex, education, cardiorespiratory fitness and baseline mobility levels. RESULTS: Our analyses revealed that selective baseline executive function measures, particularly performance on the flanker task (β’s =.15 to .17) and the Wisconsin card sort test (β’s =.11 to .16) consistently predicted mobility outcomes at month 12. 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 the intervention group. CONCLUSION: 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 can be attenuated by well-designed interventions to improve cognitive performance. PMID:24521364

  6. Harnessing the power of conversations with virtual humans to change health behaviors.

    PubMed

    Albright, Glenn; Adam, Cyrille; Serri, Deborah; Bleeker, Seth; Goldman, Ron

    2016-01-01

    Skillful, collaborative conversations are powerful tools to improve physical and mental health. Whether you are a parent talking with your child about the dangers of substance abuse, an educator concerned about a student's signs of psychological distress, a veteran worried about a buddy who is contemplating suicide, or a healthcare professional wanting to better engage patients to increase treatment compliance, having the skill, confidence and motivation to engage in conversations can truly transform the health and well-being of those you interact with. Kognito develops role-play simulations that prepare individuals to effectively lead real-life conversations that measurably improve social, emotional, and physical health. The behavior change model that drives the simulations draws upon components of game mechanics, virtual human simulation technology and integrates evidence-based instructional design components as well as principles of social-cognitive theory and neuroscience such as motivational interviewing, emotional regulation, empathy and mindfulness. In the simulations, users or enter a risk-free practice environment and engage in a conversation with intelligent, fully animated, and emotionally responsive virtual characters that model human behavior. It is in practicing these conversations, and receiving feedback from a virtual coach, that users learn to better lead conversations in real life. Numerous longitudinal studies have shown that users who complete Kognito simulations demonstrate statistically significant and sustained increases in attitudinal variables that predict behavior change including preparedness, likelihood, and self-efficacy to better manage conversations. Pending the target population, each online or mobile simulation resulted in desired behavior changes ranging from increased referrals of students, patients or veterans in psychological distress to mental health support services, or increasing physician patient-centered communication or patient self-confidence and active involved in the decision-making processes. These simulations have demonstrated a capability to address major health and public health concerns where effective conversations are necessary to bring about changes in attitudes and behaviors.

  7. Harnessing the power of conversations with virtual humans to change health behaviors

    PubMed Central

    Adam, Cyrille; Serri, Deborah; Bleeker, Seth; Goldman, Ron

    2016-01-01

    Skillful, collaborative conversations are powerful tools to improve physical and mental health. Whether you are a parent talking with your child about the dangers of substance abuse, an educator concerned about a student’s signs of psychological distress, a veteran worried about a buddy who is contemplating suicide, or a healthcare professional wanting to better engage patients to increase treatment compliance, having the skill, confidence and motivation to engage in conversations can truly transform the health and well-being of those you interact with. Kognito develops role-play simulations that prepare individuals to effectively lead real-life conversations that measurably improve social, emotional, and physical health. The behavior change model that drives the simulations draws upon components of game mechanics, virtual human simulation technology and integrates evidence-based instructional design components as well as principles of social-cognitive theory and neuroscience such as motivational interviewing, emotional regulation, empathy and mindfulness. In the simulations, users or enter a risk-free practice environment and engage in a conversation with intelligent, fully animated, and emotionally responsive virtual characters that model human behavior. It is in practicing these conversations, and receiving feedback from a virtual coach, that users learn to better lead conversations in real life. Numerous longitudinal studies have shown that users who complete Kognito simulations demonstrate statistically significant and sustained increases in attitudinal variables that predict behavior change including preparedness, likelihood, and self-efficacy to better manage conversations. Pending the target population, each online or mobile simulation resulted in desired behavior changes ranging from increased referrals of students, patients or veterans in psychological distress to mental health support services, or increasing physician patient-centered communication or patient self-confidence and active involved in the decision-making processes. These simulations have demonstrated a capability to address major health and public health concerns where effective conversations are necessary to bring about changes in attitudes and behaviors. PMID:28293614

  8. Cognition in action: imaging brain/body dynamics in mobile humans.

    PubMed

    Gramann, Klaus; Gwin, Joseph T; Ferris, Daniel P; Oie, Kelvin; Jung, Tzyy-Ping; Lin, Chin-Teng; Liao, Lun-De; Makeig, Scott

    2011-01-01

    We have recently developed a mobile brain imaging method (MoBI), that allows for simultaneous recording of brain and body dynamics of humans actively behaving in and interacting with their environment. A mobile imaging approach was needed to study cognitive processes that are inherently based on the use of human physical structure to obtain behavioral goals. This review gives examples of the tight coupling between human physical structure with cognitive processing and the role of supraspinal activity during control of human stance and locomotion. Existing brain imaging methods for actively behaving participants are described and new sensor technology allowing for mobile recordings of different behavioral states in humans is introduced. Finally, we review recent work demonstrating the feasibility of a MoBI system that was developed at the Swartz Center for Computational Neuroscience at the University of California, San Diego, demonstrating the range of behavior that can be investigated with this method.

  9. Speech-based E-mail and driver behavior: effects of an in-vehicle message system interface.

    PubMed

    Jamson, A Hamish; Westerman, Stephen J; Hockey, G Robert J; Carsten, Oliver M J

    2004-01-01

    As mobile office technology becomes more advanced, drivers have increased opportunity to process information "on the move." Although speech-based interfaces can minimize direct interference with driving, the cognitive demands associated with such systems may still cause distraction. We studied the effects on driving performance of an in-vehicle simulated "E-mail" message system; E-mails were either system controlled or driver controlled. A high-fidelity, fixed-base driving simulator was used to test 19 participants on a car-following task. Virtual traffic scenarios varying in driving demand. Drivers compensated for the secondary task by adopting longer headways but showed reduced anticipation of braking requirements and shorter time to collision. Drivers were also less reactive when processing E-mails, demonstrated by a reduction in steering wheel inputs. In most circumstances, there were advantages in providing drivers with control over when E-mails were opened. However, during periods without E-mail interaction in demanding traffic scenarios, drivers showed reduced braking anticipation. This may be a result of increased cognitive costs associated with the decision making process when using a driver-controlled interface when the task of scheduling E-mail acceptance is added to those of driving and E-mail response. Actual or potential applications of this research include the design of speech-based in-vehicle messaging systems.

  10. Cognitive processing speed is related to fall frequency in older adults with multiple sclerosis.

    PubMed

    Sosnoff, Jacob J; Balantrapu, Swathi; Pilutti, Lara A; Sandroff, Brian M; Morrison, Steven; Motl, Robert W

    2013-08-01

    To examine mobility, balance, fall risk, and cognition in older adults with multiple sclerosis (MS) as a function of fall frequency. Retrospective, cross-sectional design. University research laboratory. Community-dwelling persons with MS (N=27) aged between 50 and 75 years were divided into 2 groups-single-time (n=11) and recurrent (n=16; >2 falls/12 mo) fallers-on the basis of fall history. Not applicable. Mobility was assessed using a variety of measures including Multiple Sclerosis Walking Scale-12, walking speed (Timed 25-Foot Walk test), endurance (6-Minute Walk test), and functional mobility (Timed Up and Go test). Balance was assessed with the Berg Balance Scale, posturography, and self-reported balance confidence. Fall risk was assessed with the Physiological Profile Assessment. Cognitive processing speed was quantified with the Symbol Digit Modalities Test and the Paced Auditory Serial Addition Test. Recurrent fallers had slower cognitive processing speed than single-time fallers (P ≤.01). There was no difference in mobility, balance, or fall risk between recurrent and single-time fallers (P>.05). Results indicated that cognitive processing speed is associated with fall frequency and may have implications for fall prevention strategies targeting recurrent fallers with MS. Copyright © 2013 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  11. A Virtual Object-Location Task for Children: Gender and Videogame Experience Influence Navigation; Age Impacts Memory and Completion Time.

    PubMed

    Rodriguez-Andres, David; Mendez-Lopez, Magdalena; Juan, M-Carmen; Perez-Hernandez, Elena

    2018-01-01

    The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5-12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children's videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables.

  12. Webizing mobile augmented reality content

    NASA Astrophysics Data System (ADS)

    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.

  13. Performance Analysis of Inter-Domain Handoff Scheme Based on Virtual Layer in PMIPv6 Networks for IP-Based Internet of Things.

    PubMed

    Cho, Chulhee; Choi, Jae-Young; Jeong, Jongpil; Chung, Tai-Myoung

    2017-01-01

    Lately, we see that Internet of things (IoT) is introduced in medical services for global connection among patients, sensors, and all nearby things. The principal purpose of this global connection is to provide context awareness for the purpose of bringing convenience to a patient's life and more effectively implementing clinical processes. In health care, monitoring of biosignals of a patient has to be continuously performed while the patient moves inside and outside the hospital. Also, to monitor the accurate location and biosignals of the patient, appropriate mobility management is necessary to maintain connection between the patient and the hospital network. In this paper, a binding update scheme on PMIPv6, which reduces signal traffic during location updates by Virtual LMA (VLMA) on the top original Local Mobility Anchor (LMA) Domain, is proposed to reduce the total cost. If a Mobile Node (MN) moves to a Mobile Access Gateway (MAG)-located boundary of an adjacent LMA domain, the MN changes itself into a virtual mode, and this movement will be assumed to be a part of the VLMA domain. In the proposed scheme, MAGs eliminate global binding updates for MNs between LMA domains and significantly reduce the packet loss and latency by eliminating the handoff between LMAs. In conclusion, the performance analysis results show that the proposed scheme improves performance significantly versus PMIPv6 and HMIPv6 in terms of the binding update rate per user and average handoff latency.

  14. Development of a virtual reality assessment of everyday living skills.

    PubMed

    Ruse, Stacy A; Davis, Vicki G; Atkins, Alexandra S; Krishnan, K Ranga R; Fox, Kolleen H; Harvey, Philip D; Keefe, Richard S E

    2014-04-23

    Cognitive impairments affect the majority of patients with schizophrenia and these impairments predict poor long term psychosocial outcomes.  Treatment studies aimed at cognitive impairment in patients with schizophrenia not only require demonstration of improvements on cognitive tests, but also evidence that any cognitive changes lead to clinically meaningful improvements.  Measures of "functional capacity" index the extent to which individuals have the potential to perform skills required for real world functioning.  Current data do not support the recommendation of any single instrument for measurement of functional capacity.  The Virtual Reality Functional Capacity Assessment Tool (VRFCAT) is a novel, interactive gaming based measure of functional capacity that uses a realistic simulated environment to recreate routine activities of daily living. Studies are currently underway to evaluate and establish the VRFCAT's sensitivity, reliability, validity, and practicality. This new measure of functional capacity is practical, relevant, easy to use, and has several features that improve validity and sensitivity of measurement of function in clinical trials of patients with CNS disorders.

  15. New virtual laboratories presenting advanced motion control concepts

    NASA Astrophysics Data System (ADS)

    Goubej, Martin; Krejčí, Alois; Reitinger, Jan

    2015-11-01

    The paper deals with development of software framework for rapid generation of remote virtual laboratories. Client-server architecture is chosen in order to employ real-time simulation core which is running on a dedicated server. Ordinary web browser is used as a final renderer to achieve hardware independent solution which can be run on different target platforms including laptops, tablets or mobile phones. The provided toolchain allows automatic generation of the virtual laboratory source code from the configuration file created in the open- source Inkscape graphic editor. Three virtual laboratories presenting advanced motion control algorithms have been developed showing the applicability of the proposed approach.

  16. Association Between Montreal Cognitive Assessment Scores and Measures of Functional Mobility in Lower Extremity Amputees After Inpatient Rehabilitation.

    PubMed

    Frengopoulos, Courtney; Burley, Joshua; Viana, Ricardo; Payne, Michael W; Hunter, Susan W

    2017-03-01

    To determine whether scores on a cognitive measure are associated with walking endurance and functional mobility of individuals with transfemoral or transtibial amputations at discharge from inpatient prosthetic rehabilitation. Retrospective cohort study. Rehabilitation hospital. Consecutive admissions (N=176; mean age ± SD, 64.27±13.23y) with transfemoral or transtibial amputation that had data at admission and discharge from an inpatient prosthetic rehabilitation program. Not applicable. Cognitive status was assessed using the Montreal Cognitive Assessment (MoCA). The L Test and the 2-minute walk test (2MWT) were used to estimate functional mobility and walking endurance. The mean ± SD MoCA score was 24.05±4.09 (range, 6-30), and 56.3% of patients had scores <26. MoCA scores had a small positive correlation with the 2MWT (r=.29, P<.01), and a small negative correlation to the L Test (r=-.24, P<.01). In multivariable linear regression, compared with people with the highest MoCA score quartile, there was no difference on the 2MWT, but people in the lowest 2 quartiles took longer to complete the L Test. Cognitive impairment was very prevalent. The association between MoCA and functional mobility was statistically significant. These results highlight the potential for differences on complex motor tasks for individuals with cognitive impairment but does not indicate a need to exclude them from rehabilitation on the basis of cognitive impairment alone. Copyright © 2016 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  17. The Potential of Virtual Reality to Assess Functional Communication in Aphasia

    ERIC Educational Resources Information Center

    Garcia, Linda J.; Rebolledo, Mercedes; Metthe, Lynn; Lefebvre, Renee

    2007-01-01

    Speech-language pathologists (SLPs) who work with adults with cognitive-linguistic impairments, including aphasia, have long needed an assessment tool that predicts ability to function in the real world. In this article, it is argued that virtual reality (VR)-supported approaches can address this need. Using models of disability such as the…

  18. Affective Load and Engagement in Second Life: Experiencing Urgent, Persistent, and Long-Term Information Needs

    ERIC Educational Resources Information Center

    Nahl, Diane

    2010-01-01

    New users of virtual environments face a steep learning curve, requiring persistence and determination to overcome challenges experienced while acclimatizing to the demands of avatar-mediated behavior. Concurrent structured self-reports can be used to monitor the personal affective and cognitive struggles involved in virtual world adaptation to…

  19. Weaving the tapestry of learning: simulation, standardized patients, and virtual communities.

    PubMed

    Holland, Brian; Landry, Karen; Mountain, Angela; Middlebrooks, Mary Alice; Heim, Deborah; Missildine, Kathy

    2013-01-01

    Using situated cognition learning theory, nursing faculty developed simulated clinical learning experiences integrating virtual communities and standardized patients. These learning experiences provide authenticity and realism not easily achieved using the individual techniques in isolation. The authors describe the process of weaving these strategies into a rich learning experience for students.

  20. Immersive Training Systems: Virtual Reality and Education and Training.

    ERIC Educational Resources Information Center

    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…

  1. Implementation of 3D virtual learning environment to improve students’ cognitive achievement

    NASA Astrophysics Data System (ADS)

    Rasim; Langi, A. Z. R.; Rosmansyah, Y.; Munir

    2018-05-01

    Virtual Learning Environment (VLE) has been widely used in assisting learning. This study aims to implement VLE-based learning in software engineering course. VLE provides many facilities for learning. In this research, VLE components used were presenter and quiz chair components. Evaluation results showed a significant difference from classical learning.

  2. Visual Perspectives within Educational Computer Games: Effects on Presence and Flow within Virtual Immersive Learning Environments

    ERIC Educational Resources Information Center

    Scoresby, Jon; Shelton, Brett E.

    2011-01-01

    The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…

  3. Implementation Issues of Virtual Desktop Infrastructure and Its Case Study for a Physician's Round at Seoul National University Bundang Hospital.

    PubMed

    Yoo, Sooyoung; Kim, Seok; Kim, Taegi; Kim, Jon Soo; Baek, Rong-Min; Suh, Chang Suk; Chung, Chin Youb; Hwang, Hee

    2012-12-01

    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 physician's rounds as a case study. Empirical implementation issues were derived from a 910-bed tertiary national university hospital that recently launched a VDI system. During the physicians' rounds, we surveyed patient satisfaction levels with the VDI-based mobile consultation service with the iPad and the relationship between these levels of satisfaction and hospital revisits, hospital recommendations, and the hospital brand image. Thirty-five inpatients (including their next-of-kin) and seven physicians participated in the survey. Implementation issues pertaining to the VDI system arose with regard to the highly availability system architecture, wireless network infrastructure, and screen resolution of the system. Other issues were related to privacy and security, mobile device management, and user education. When the system was used in rounds, patients and their next-of-kin expressed high satisfaction levels, and a positive relationship was noted as regards patients' decisions to revisit the hospital and whether the use of the VDI system improved the brand image of the hospital. Mobile hospital environments have the potential to benefit both physicians and patients. The issues related to the implementation of VDI system discussed here should be examined in advance for its successful adoption and implementation.

  4. Implementation Issues of Virtual Desktop Infrastructure and Its Case Study for a Physician's Round at Seoul National University Bundang Hospital

    PubMed Central

    Yoo, Sooyoung; Kim, Seok; Kim, Taegi; Kim, Jon Soo; Baek, Rong-Min; Suh, Chang Suk; Chung, Chin Youb

    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 physician's rounds as a case study. Methods Empirical implementation issues were derived from a 910-bed tertiary national university hospital that recently launched a VDI system. During the physicians' rounds, we surveyed patient satisfaction levels with the VDI-based mobile consultation service with the iPad and the relationship between these levels of satisfaction and hospital revisits, hospital recommendations, and the hospital brand image. Thirty-five inpatients (including their next-of-kin) and seven physicians participated in the survey. Results Implementation issues pertaining to the VDI system arose with regard to the highly availability system architecture, wireless network infrastructure, and screen resolution of the system. Other issues were related to privacy and security, mobile device management, and user education. When the system was used in rounds, patients and their next-of-kin expressed high satisfaction levels, and a positive relationship was noted as regards patients' decisions to revisit the hospital and whether the use of the VDI system improved the brand image of the hospital. Conclusions Mobile hospital environments have the potential to benefit both physicians and patients. The issues related to the implementation of VDI system discussed here should be examined in advance for its successful adoption and implementation. PMID:23346476

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

    PubMed

    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 < 0.01. 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.

  6. [What do virtual reality tools bring to child and adolescent psychiatry?

    PubMed

    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 the opportunity to administer controlled tasks such as the typical neuropsychological tools, but in an environment much more like a standard classroom. The virtual reality classroom offers several advantages compared to classical tools such as more realistic and lifelike environment but also records various measures in standardized conditions. Most of the studies using a virtual classroom have found that children with Attention Deficit/Hyperactivity Disorder make significantly fewer correct hits and more commission errors compared with controls. The virtual classroom has proven to be a good clinical tool for evaluation of attention in ADHD. For eating disorders, cognitive behavioural therapy (CBT) program enhanced by a body image specific component using virtual reality techniques was shown to be more efficient than cognitive behavioural therapy alone. The body image-specific component using virtual reality techniques boots efficiency and accelerates the CBT change process for eating disorders. Virtual reality is a relatively new technology and its application in child and adolescent psychiatry is recent. However, this technique is still in its infancy and much work is needed including controlled trials before it can be introduced in routine clinical use. Virtual reality interventions should also investigate how newly acquired skills are transferred to the real world. At present virtual reality can be considered a useful tool in evaluation and treatment for child and adolescent disorders. Copyright © 2017 L'Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.

  7. A pilot study and brief overview of rehabilitation via virtual environment in patients suffering from dementia.

    PubMed

    Fasilis, Th; Patrikelis, P; Siatouni, A; Alexoudi, A; Veretzioti, A; Zachou, L; Gatzonis, S-St

    2018-01-01

    Dementia is one of the increasing problems of modern societies. The immediate cure is not a possible solution, at least at the moment, but science has found a number of new ways to retard and under specific conditions to halt its development. A potential, and constantly evolving scientific field is the use of Computerized Cognitive Rehabilitation (CCR) and Virtual Environments (Vr.E). According to the existing literature, subjecting patients to various neuro-rehabilitative conditions within 3D virtual environments, allows them to obtain significant therapeutic benefits in which both transferability and durations over time are observed, in relation to the training period of the intervention. In the present study we examine whether "Serious Games (SGs)" - (learning and rehabilitating games in virtual and augmented reality) - have utilitarian value in the field of cognitive neurorehabilitation, concerned with demented population. For research purposes, we have conducted a number of case studies, based on 10 elderly patients, suffering from moderate or mild severity impairment of higher cortical functions, attributed to various types of dementias (Vascular, Alzheimer's disease, DLB dementia and mixed dementia). Each participant underwent rehabilitative intervention through our SG for a total of 10 hours within 4-5 weeks period. At the end of the cognitive rehabilitation program, patients' performance was assessed based in standard neuropsychological tests (measuring: working memory, memory retention, attention, problem solving, rigid thinking and executive function) and the results were compared with measurements taken before, during, and at the end of the intervention. Our experimental hypothesis states that there will be a significant difference between the results of cognitive performance of the patients between the pre- and post- rehabilitative period, consequential of the Interactive Computer-based Training (ICT). In conclusion, a review and brief analysis of the relevant literature was carried out in order to investigate the specification of potentially beneficial variables and to appreciate as much as possible the multifactorial causes related to this particular rehabilitation method of the corresponding suffering population. The ultimate purpose of our research is the design and creation of a prospective interactive cognitive rehabilitation training SG, able to combine both the neuro-rehabilitative character of the controlled virtual environment, as well as the potential realism that is also attributed to it (factual validity under high experimental realism). The results showed a relative improvement in the total of the cognitive variables under consideration after the completion of the neuro-rehabilitative program, while a parallel review of the literature on the subject revealed methodological considerations similar to those of the present study.

  8. Does activity limitation predict discharge destination for postacute care patients?

    PubMed

    Chang, Feng-Hang; Ni, Pengsheng; Jette, Alan M

    2014-09-01

    This study aimed to examine the ability of different domains of activity limitation to predict discharge destination (home vs. nonhome settings) 1 mo after hospital discharge for postacute rehabilitation patients. A secondary analysis was conducted using a data set of 518 adults with neurologic, lower extremity orthopedic, and complex medical conditions followed after discharge from a hospital into postacute care. Variables collected at baseline include activity limitations (basic mobility, daily activity, and applied cognitive function, measured by the Activity Measure for Post-Acute Care), demographics, diagnosis, and cognitive status. The discharge destination was recorded at 1 mo after being discharged from the hospital. Correlational analyses revealed that the 1-mo discharge destination was correlated with two domains of activity (basic mobility and daily activity) and cognitive status. However, multiple logistic regression and receiver operating characteristic curve analyses showed that basic mobility functioning performed the best in discriminating home vs. nonhome living. This study supported the evidence that basic mobility functioning is a critical determinant of discharge home for postacute rehabilitation patients. The Activity Measure for Post-Acute Care-basic mobility showed good usability in discriminating home vs. nonhome living. The findings shed light on the importance of basic mobility functioning in the discharge planning process.

  9. Social Interaction Behavior in ADHD in Adults in a Virtual Trust Game.

    PubMed

    Lis, Stefanie; Baer, Nina; Franzen, Nele; Hagenhoff, Meike; Gerlach, Maika; Koppe, Georgia; Sammer, Gebhard; Gallhofer, Bernd; Kirsch, Peter

    2016-04-01

    Social cognitive functions in adults with ADHD were investigated in a virtual social exchange game. The sample consisted of 40 participants (20 adult ADHD participants, 20 healthy controls). Participants played a multiround trust game with virtual trustees who differed in regard to fairness and presence of emotional facial cues. Investments were higher in ADHD participants than in healthy participants except for partners who played fair with constant neutral expressions. ADHD patients did not adapt their behavior to the fairness of the trustee. In the presence of emotional facial cues, ADHD and healthy participants transferred more monetary units to happy rather than angry-looking trustees. Differences in investment behavior were not linked to deficits in emotion-recognition abilities or cognitive dysfunctions. Alterations in interaction behavior and in the formation of a general attitude toward social partners could be shown in adults with ADHD. © The Author(s) 2013.

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

    ERIC Educational Resources Information Center

    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…

  11. Work and Family in the Virtual Office: Perceived Influences of Mobile Telework.

    ERIC Educational Resources Information Center

    Hill, E. Jeffrey; And Others

    1996-01-01

    Explored influences of mobile telework on family life as reported by teleworkers in a large national corporation. Compared this group to office workers within the same company. Teleworkers reported greater work flexibility. Some described positive family influences, whereas others revealed family problems arising from blurred lines between work…

  12. Virtual Learning Environments on the Go: CALL Meets MALL

    ERIC Educational Resources Information Center

    Arús Hita, Jorge

    2016-01-01

    This paper presents "Eating out," a Moodle-based digital learning resource for English as a Foreign Language (EFL) teaching that can be run both on computers and mobile devices. It is argued that Mobile Assisted Language Learning (MALL) resources do not necessarily need to be specifically designed for such platforms. Rather, a carefully…

  13. “Seeing” and “feeling” architecture: how bodily self-consciousness alters architectonic experience and affects the perception of interiors

    PubMed Central

    Pasqualini, Isabella; Llobera, Joan; Blanke, Olaf

    2013-01-01

    Over the centuries architectural theory evolved several notions of embodiment, proposing in the nineteenth and twentieth century that architectonic experience is related to physiological responses of the observer. Recent advances in the cognitive neuroscience of embodiment (or bodily self-consciousness) enable empirical studies of architectonic embodiment. Here, we investigated how architecture modulates bodily self-consciousness by adapting a video-based virtual reality (VR) setup previously used to investigate visuo-tactile mechanisms of bodily self-consciousness. While standing in two different interiors, participants were filmed from behind and watched their own virtual body online on a head-mounted display (HMD). Visuo-tactile strokes were applied in synchronous or asynchronous mode to the participants and their virtual body. Two interiors were simulated in the laboratory by placing the sidewalls either far or near from the participants, generating a large and narrow room. We tested if bodily self-consciousness was differently modulated when participants were exposed to both rooms and whether these changes depend on visuo-tactile stimulation. We measured illusory touch, self-identification, and performed length estimations. Our data show that synchronous stroking of the physical and the virtual body induces illusory touch and self-identification with the virtual body, independent of room-size. Moreover, in the narrow room we observed weak feelings of illusory touch with the sidewalls and of approaching walls. These subjective changes were complemented by a stroking-dependent modulation of length estimation only in the narrow room with participants judging the room-size more accurately during conditions of illusory self-identification. We discuss our findings and previous notions of architectonic embodiment in the context of the cognitive neuroscience of bodily self-consciousness and propose an empirical framework grounded in architecture, cognitive neuroscience, and VR. PMID:23805112

  14. "Seeing" and "feeling" architecture: how bodily self-consciousness alters architectonic experience and affects the perception of interiors.

    PubMed

    Pasqualini, Isabella; Llobera, Joan; Blanke, Olaf

    2013-01-01

    Over the centuries architectural theory evolved several notions of embodiment, proposing in the nineteenth and twentieth century that architectonic experience is related to physiological responses of the observer. Recent advances in the cognitive neuroscience of embodiment (or bodily self-consciousness) enable empirical studies of architectonic embodiment. Here, we investigated how architecture modulates bodily self-consciousness by adapting a video-based virtual reality (VR) setup previously used to investigate visuo-tactile mechanisms of bodily self-consciousness. While standing in two different interiors, participants were filmed from behind and watched their own virtual body online on a head-mounted display (HMD). Visuo-tactile strokes were applied in synchronous or asynchronous mode to the participants and their virtual body. Two interiors were simulated in the laboratory by placing the sidewalls either far or near from the participants, generating a large and narrow room. We tested if bodily self-consciousness was differently modulated when participants were exposed to both rooms and whether these changes depend on visuo-tactile stimulation. We measured illusory touch, self-identification, and performed length estimations. Our data show that synchronous stroking of the physical and the virtual body induces illusory touch and self-identification with the virtual body, independent of room-size. Moreover, in the narrow room we observed weak feelings of illusory touch with the sidewalls and of approaching walls. These subjective changes were complemented by a stroking-dependent modulation of length estimation only in the narrow room with participants judging the room-size more accurately during conditions of illusory self-identification. We discuss our findings and previous notions of architectonic embodiment in the context of the cognitive neuroscience of bodily self-consciousness and propose an empirical framework grounded in architecture, cognitive neuroscience, and VR.

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

    PubMed

    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.

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

    PubMed

    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 become a publicly available, disability- and gender-responsive intervention that can be used in community and rehabilitation settings. More rehabilitation and health promotion program should be offered in the free, online, virtual world of Second Life ® since participants in this pilot study offered many favorable comments about the new learning and social opportunities available to them there and they did not have to deal with the disability-related environmental and health challenges that often prevent them from participating in face-to-face workshops. Preliminary indications of improvements in body weight, waist circumference, diet and physical activity after attending the GoWoman weight management intervention offered in Second Life ® tell us that these strategies are feasible for helping women with mobility impairments manage their weight and should undergo further testing.

  17. The (virtual) conceptual necessity of quantum probabilities in cognitive psychology.

    PubMed

    Blutner, Reinhard; beim Graben, Peter

    2013-06-01

    We propose a way in which Pothos & Busemeyer (P&B) could strengthen their position. Taking a dynamic stance, we consider cognitive tests as functions that transfer a given input state into the state after testing. Under very general conditions, it can be shown that testable properties in cognition form an orthomodular lattice. Gleason's theorem then yields the conceptual necessity of quantum probabilities (QP).

  18. SimCenter Hawaii: Virtual Reality Applications for Health Care Education and Training

    DTIC Science & Technology

    2008-12-01

    systems can provide realistic, procedural skills training,(12) the scenarios developed for triage would primarily develop and assess cognitive skill...Education and Training Conclusions Simulator-based training has been shown to improve outcomes for both cognitive as well as motor-skills...training.(7) Cognitive modules can be distributed through advanced learning networks.(4) This has significant implications, because enterprise wide

  19. Social Media--A Virtual Pandora's Box: Prevalence, Possible Legal Liabilities, and Policies

    ERIC Educational Resources Information Center

    Jennings, Susan Evans; Blount, Justin R.; Weatherly, M. Gail

    2014-01-01

    With the increase in the use of mobile devices in the workplace, both employer supplied and personally owned, and the major role social media has begun to play in today's world, businesses face many new challenges with their employees. Social media may be seen by some employers as a virtual Pandora's Box. Though it may seem to hold bountiful…

  20. No increased sensitivity in brain activity of adolescents exposed to mobile phone-like emissions.

    PubMed

    Loughran, S P; Benz, D C; Schmid, M R; Murbach, M; Kuster, N; Achermann, P

    2013-07-01

    To examine the potential sensitivity of adolescents to radiofrequency electromagnetic field (RF EMF) exposures, such as those emitted by mobile phones. In a double-blind, randomized, crossover design, 22 adolescents aged 11-13 years (12 males) underwent three experimental sessions in which they were exposed to mobile phone-like RF EMF signals at two different intensities, and a sham session. During exposure cognitive tasks were performed and waking EEG was recorded at three time-points subsequent to exposure (0, 30 and 60 min). No clear significant effects of RF EMF exposure were found on the waking EEG or cognitive performance. Overall, the current study was unable to demonstrate exposure-related effects previously observed on the waking EEG in adults, and also provides further support for a lack of an influence of mobile phone-like exposure on cognitive performance. Adolescents do not appear to be more sensitive than adults to mobile phone RF EMF emissions. Copyright © 2013 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.

  1. Effects of Different Text Display Types on Reading Comprehension, Sustained Attention and Cognitive Load in Mobile Reading Contexts

    ERIC Educational Resources Information Center

    Chen, Chih-Ming; Lin, Yu-Ju

    2016-01-01

    Despite the popularity of mobile reading devices, many studies have indicated that small screens restrict information transmission, adversely affecting reading performance on mobile devices. Moreover, mobile reading typically occurs in different reading contexts. Therefore, suitable text display type for mobile reading in different reading…

  2. Realizing Outdoor Independent Learning with a Butterfly-Watching Mobile Learning System

    ERIC Educational Resources Information Center

    Chen, Yuh-Shyan; Kao, Tai-Chien; Sheu, Jang-Ping

    2005-01-01

    In this article, we describe the development of a mobile butterfly-watching learning (BWL) system to realize outdoor independent learning for mobile learners. The mobile butterfly-watching learning system was designed in a wireless mobile ad-hoc learning environment. This is first result to provide a cognitive tool with supporting the independent…

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

    PubMed

    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.

  4. Assessing Unilateral Spatial Neglect using advanced technologies: The potentiality of mobile virtual reality.

    PubMed

    Pallavicini, Federica; Pedroli, Elisa; Serino, Silvia; Dell'Isola, Andrea; Cipresso, Pietro; Cisari, Carlo; Riva, Giuseppe

    2015-01-01

    Unilateral Spatial Neglect, or neglect, is a common behavioral syndrome in patients following unilateral brain damage, such as stroke. In recent years, new technologies, such as computer-based tools and virtual reality have been used in order to solve some limitations of the traditional neglect evaluation. Within this perspective, also mobile devices such as tablets seems to be promising tools, being able to support interactive virtual environments and, at the same time, allowing to easily reproduce traditional paper-and-pencil test. In this context, the aim of our study was to investigate the potentiality of a new mobile application (Neglect App) designed and developed for tablet (iPad) for screening neglect symptoms. To address this objective, we divided a sample of 16 right-damaged patients according to the presence or absence of neglect and we administered assessment test in their traditional and Neglect App version. Results showed that the cancellation tests developed within Neglect App were equally effective to traditional paper-and-pencil tests (Line cancellation test and Star Cancellation test) in detecting neglect symptoms. Secondly, according to our results, the Neglect App Card Dealing task was more sensitive in detecting neglect symptoms than traditional functional task. Globally, results gives preliminary evidences supporting the feasibility of Neglect App for the screening of USN symptoms.

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

    PubMed

    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.

  6. A virtual tour of geological heritage: Valourising geodiversity using Google Earth and QR code

    NASA Astrophysics Data System (ADS)

    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).

  7. Executive function processes predict mobility outcomes in older adults.

    PubMed

    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.

  8. Increasing Accessibility to the Blind of Virtual Environments, Using a Virtual Mobility Aid Based On the "EyeCane": Feasibility Study

    PubMed Central

    Maidenbaum, Shachar; Levy-Tzedek, Shelly; Chebat, Daniel-Robert; Amedi, Amir

    2013-01-01

    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. PMID:23977316

  9. Extending the Body to Virtual Tools Using a Robotic Surgical Interface: Evidence from the Crossmodal Congruency Task

    PubMed Central

    Sengül, Ali; van Elk, Michiel; Rognini, Giulio; Aspell, Jane Elizabeth; Bleuler, Hannes; Blanke, Olaf

    2012-01-01

    The effects of real-world tool use on body or space representations are relatively well established in cognitive neuroscience. Several studies have shown, for example, that active tool use results in a facilitated integration of multisensory information in peripersonal space, i.e. the space directly surrounding the body. However, it remains unknown to what extent similar mechanisms apply to the use of virtual-robotic tools, such as those used in the field of surgical robotics, in which a surgeon may use bimanual haptic interfaces to control a surgery robot at a remote location. This paper presents two experiments in which participants used a haptic handle, originally designed for a commercial surgery robot, to control a virtual tool. The integration of multisensory information related to the virtual-robotic tool was assessed by means of the crossmodal congruency task, in which subjects responded to tactile vibrations applied to their fingers while ignoring visual distractors superimposed on the tip of the virtual-robotic tool. Our results show that active virtual-robotic tool use changes the spatial modulation of the crossmodal congruency effects, comparable to changes in the representation of peripersonal space observed during real-world tool use. Moreover, when the virtual-robotic tools were held in a crossed position, the visual distractors interfered strongly with tactile stimuli that was connected with the hand via the tool, reflecting a remapping of peripersonal space. Such remapping was not only observed when the virtual-robotic tools were actively used (Experiment 1), but also when passively held the tools (Experiment 2). The present study extends earlier findings on the extension of peripersonal space from physical and pointing tools to virtual-robotic tools using techniques from haptics and virtual reality. We discuss our data with respect to learning and human factors in the field of surgical robotics and discuss the use of new technologies in the field of cognitive neuroscience. PMID:23227142

  10. Extending the body to virtual tools using a robotic surgical interface: evidence from the crossmodal congruency task.

    PubMed

    Sengül, Ali; van Elk, Michiel; Rognini, Giulio; Aspell, Jane Elizabeth; Bleuler, Hannes; Blanke, Olaf

    2012-01-01

    The effects of real-world tool use on body or space representations are relatively well established in cognitive neuroscience. Several studies have shown, for example, that active tool use results in a facilitated integration of multisensory information in peripersonal space, i.e. the space directly surrounding the body. However, it remains unknown to what extent similar mechanisms apply to the use of virtual-robotic tools, such as those used in the field of surgical robotics, in which a surgeon may use bimanual haptic interfaces to control a surgery robot at a remote location. This paper presents two experiments in which participants used a haptic handle, originally designed for a commercial surgery robot, to control a virtual tool. The integration of multisensory information related to the virtual-robotic tool was assessed by means of the crossmodal congruency task, in which subjects responded to tactile vibrations applied to their fingers while ignoring visual distractors superimposed on the tip of the virtual-robotic tool. Our results show that active virtual-robotic tool use changes the spatial modulation of the crossmodal congruency effects, comparable to changes in the representation of peripersonal space observed during real-world tool use. Moreover, when the virtual-robotic tools were held in a crossed position, the visual distractors interfered strongly with tactile stimuli that was connected with the hand via the tool, reflecting a remapping of peripersonal space. Such remapping was not only observed when the virtual-robotic tools were actively used (Experiment 1), but also when passively held the tools (Experiment 2). The present study extends earlier findings on the extension of peripersonal space from physical and pointing tools to virtual-robotic tools using techniques from haptics and virtual reality. We discuss our data with respect to learning and human factors in the field of surgical robotics and discuss the use of new technologies in the field of cognitive neuroscience.

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

    PubMed Central

    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

  12. Online self-management interventions for chronically ill patients: cognitive impairment and technology issues.

    PubMed

    Archer, Norm; Keshavjee, Karim; Demers, Catherine; Lee, Ryan

    2014-04-01

    As the fraction of the population with chronic diseases continues to grow, methods and/or technologies must be found to help the chronically ill to take more responsibility to self-manage their illnesses. Internet based and/or mobile support for disease self-management interventions have often proved effective, but patients with chronic illnesses may have co-occurring cognitive impairment, making it more difficult for them to cope with technologies. Many older patients are also not familiar with technologies or they may have cognitive disabilities or dementia that reduce their ability to self-manage their healthcare. On-line solutions to the needs of chronically ill patients must be investigated and acted upon with care in an integrated manner, since resources invested in these solutions will be lost if patients do not adopt and continue to use them successfully. To review the capabilities of online and mobile support for self-management of chronic illnesses, and the impacts that age and disease-related issues have on these interventions, including cognitive impairment and lack of access or familiarity with Internet or mobile technologies. This study includes a review of the co-occurrence of cognitive impairment with chronic diseases, and discusses how cognitive impairment, dyadic caregiver patient support, patient efficacy with technology, and smart home technologies can impact the effectiveness and sustainability of online support for disease self-management. Disease self-management interventions (SMIs) using online patient centered support can often enable patients to manage their own chronic illnesses. However, our findings show that cognitive impairment often co-occurs in patients with chronic disease. This, along with age-related increases in multiple chronic illnesses and lack of technology efficacy, can be obstacles to Internet and mobile support for chronic disease self-management. Patients with chronic diseases may have greater than expected difficulties in using Internet and mobile technologies for disease self-management, often due to cognitive impairment or unfamiliarity with technology. Approaches to dealing with such barriers include suitable integration of solutions involving patient-caregiver dyads, better design of online applications, careful attention to technology adoption and sustainability, and smart home technologies. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  13. Short-term motor learning through non-immersive virtual reality task in individuals with down syndrome.

    PubMed

    de Mello Monteiro, Carlos Bandeira; da Silva, Talita Dias; de Abreu, Luiz Carlos; Fregni, Felipe; de Araujo, Luciano Vieira; Ferreira, Fernando Henrique Inocêncio Borba; Leone, Claudio

    2017-04-14

    Down syndrome (DS) has unique physical, motor and cognitive characteristics. Despite cognitive and motor difficulties, there is a possibility of intervention based on the knowledge of motor learning. However, it is important to study the motor learning process in individuals with DS during a virtual reality task to justify the use of virtual reality to organize intervention programs. The aim of this study was to analyze the motor learning process in individuals with DS during a virtual reality task. A total of 40 individuals participated in this study, 20 of whom had DS (24 males and 8 females, mean age of 19 years, ranging between 14 and 30 yrs.) and 20 typically developing individuals (TD) who were matched by age and gender to the individuals with DS. To examine this issue, we used software that uses 3D images and reproduced a coincidence-timing task. The results showed that all individuals improved performance in the virtual task, but the individuals with DS that started the task with worse performance showed higher difference from the beginning. Besides that, they were able to retain and transfer the performance with increase of speed of the task. Individuals with DS are able to learn movements from virtual tasks, even though the movement time was higher compared to the TD individuals. The results showed that individuals with DS who started with low performance improved coincidence- timing task with virtual objects, but were less accurate than typically developing individuals. ClinicalTrials.gov Identifier: NCT02719600 .

  14. Towards Wearable Cognitive Assistance

    DTIC Science & Technology

    2013-12-01

    ABSTRACT unclassified c. THIS PAGE unclassified Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std Z39-18 Keywords: mobile computing, cloud...It presents a muli-tiered mobile system architecture that offers tight end-to-end latency bounds on compute-intensive cognitive assistance...to an entire neighborhood or an entire city is extremely expensive and time-consuming. Physical infrastructure in public spaces tends to evolve very

  15. A Learning Evaluation for an Immersive Virtual Laboratory for Technical Training Applied into a Welding Workshop

    ERIC Educational Resources Information Center

    Torres, Francisco; Neira Tovar, Leticia A.; del Rio, Marta Sylvia

    2017-01-01

    This study aims to explore the results of welding virtual training performance, designed using a learning model based on cognitive and usability techniques, applying an immersive concept focused on person attention. Moreover, it also intended to demonstrate that exits a moderating effect of performance improvement when the user experience is taken…

  16. From Vesalius to Virtual Reality: How Embodied Cognition Facilitates the Visualization of Anatomy

    ERIC Educational Resources Information Center

    Jang, Susan

    2010-01-01

    This study examines the facilitative effects of embodiment of a complex internal anatomical structure through three-dimensional ("3-D") interactivity in a virtual reality ("VR") program. Since Shepard and Metzler's influential 1971 study, it has been known that 3-D objects (e.g., multiple-armed cube or external body parts) are visually and…

  17. The Role of Cognitive Apprenticeship in Learning Science in a Virtual World

    ERIC Educational Resources Information Center

    Ramdass, Darshanand

    2012-01-01

    This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, "Science games and the development of possible selves". In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on…

  18. Cognitive Presence in Virtual Collaborative Learning: Assessing and Improving Critical Thinking in Online Discussion Forums

    ERIC Educational Resources Information Center

    Beckmann, Jennifer; Weber, Peter

    2016-01-01

    Purpose: The purpose of this study is to introduce a virtual collaborative learning setting called "Net Economy", which we established as part of an international learning network of currently six universities, and present our approach to continuously improve the course in each cycle. Design/ Methodology/Approach: Using the community of…

  19. Virtual Reality Exposure in the Treatment of Panic Disorder with Agoraphobia: A Case Study

    ERIC Educational Resources Information Center

    Martin, Helena Villa; Botella, Cristina; Garcia-Palacios, Azucena; Osma, Jorge

    2007-01-01

    In this work we present a case example of the use of virtual reality exposure for the treatment of panic disorder with agoraphobia. The assessment protocol and procedure (including a baseline period) and the cognitive-behavioral treatment program are described. The clinical measures were categorized into target behaviors, panic and agoraphobia…

  20. Cognitive Presence in Virtual Collaborative Learning: Assessing and Improving Critical Thinking in Online Discussion Forums

    ERIC Educational Resources Information Center

    Beckmann, Jennifer; Weber, Peter

    2015-01-01

    The paper introduces a virtual collaborative learning setting called "Net Economy," which we established as part of an international learning network of currently seven universities. Using the Community of Inquiry framework as guidance and Canonical Action Research (CAR) as the chosen research design, the discussion forum of the online…

  1. The Learning Outcomes of Mentoring Library Science Students in Virtual World Reference: A Case Study

    ERIC Educational Resources Information Center

    Purpur, Geraldine; Morris, Jon Levi

    2015-01-01

    This article reports on the cognitive and affective development of students being mentored in virtual reference interview skills by professional librarians. The authors present a case study which examines the impact on student learning resulting from librarian mentor participation and collaboration with students on a course assignment. This study…

  2. The impact on social capital of mobility disability and weight status: the Stockholm Public Health Cohort.

    PubMed

    Norrbäck, Mattias; de Munter, Jeroen; Tynelius, Per; Ahlström, Gerd; Rasmussen, Finn

    2015-04-01

    People with mobility disability are more often overweight or obese and have lower social capital than people without mobility disability. It is unclear whether having a combination of mobility disability and overweight or obesity furthers negative development of social capital over time. To explore whether there were differences in social capital between normal-weight, overweight and obese people with or without mobility disability over a period of 8 years. We included 14,481 individuals (18-64 at baseline) from the Stockholm Public Health Cohort that started in 2002. Mobility disability, weight status, and social capital (structural: social activities, voting; cognitive: trust in authorities, and trust in people) were identified from self-reports. Risk ratios with 95% confidence intervals were estimated in multivariate longitudinal regression analyses. We found no significant differences in social activities and voting between the groups over time. However, when compared with the reference group, the groups with mobility disability had less trust in authorities and public institutions over time. Notably, obese people with mobility disability showed the largest decrease in trust in the police (RR = 2.29; 1.50-3.50), the parliament (RR = 2.00; 1.31-3.05), and local politicians (RR = 2.52; 1.61-3.94). People with mobility disability experience lower cognitive social capital over time than people without mobility disability. Being burdened by both mobility disability and obesity may be worse in terms of social capital than having just one of the conditions, especially regarding cognitive social capital. This finding is of public health importance, since social capital is related to health. Copyright © 2015 Elsevier Inc. All rights reserved.

  3. Multimodal exercise training in multiple sclerosis: A randomized controlled trial in persons with substantial mobility disability.

    PubMed

    Sandroff, Brian M; Bollaert, Rachel E; Pilutti, Lara A; Peterson, Melissa L; Baynard, Tracy; Fernhall, Bo; McAuley, Edward; Motl, Robert W

    2017-10-01

    Mobility disability is a common, debilitating feature of multiple sclerosis (MS). Exercise training has been identified as an approach to improve MS-related mobility disability. However, exercise randomized controlled trials (RCTs) on mobility in MS have generally not selectively targeted those with the onset of irreversible mobility disability. The current multi-site RCT compared the efficacy of 6-months of supervised, multimodal exercise training with an active control condition for improving mobility, gait, physical fitness, and cognitive outcomes in persons with substantial MS-related mobility disability. 83 participants with substantial MS-related mobility disability underwent initial mobility, gait, fitness, and cognitive processing speed assessments and were randomly assigned to 6-months of supervised multimodal (progressive aerobic, resistance, and balance) exercise training (intervention condition) or stretching-and-toning activities (control condition). Participants completed the same outcome assessments halfway through and immediately following the 6-month study period. There were statistically significant improvements in six-minute walk performance (F(2158)=3.12, p=0.05, η p 2 =0.04), peak power output (F(2150)=8.16, p<0.01, η p 2 =0.10), and Paced Auditory Serial Addition Test performance (F(2162)=4.67, p=0.01, η p 2 =0.05), but not gait outcomes, for those who underwent the intervention compared with those who underwent the control condition. This RCT provides novel, preliminary evidence that multimodal exercise training may improve endurance walking performance and cognitive processing speed, perhaps based on improvements in cardiorespiratory capacity, in persons with MS with substantial mobility disability. This is critical for informing the development of multi-site exercise rehabilitation programs in larger samples of persons with MS-related mobility disability. Copyright © 2017 Elsevier Inc. All rights reserved.

  4. Collaborative Learning: Theoretical Foundations and Applicable Strategies to University

    ERIC Educational Resources Information Center

    Roselli, Nestor D.

    2016-01-01

    Collaborative learning is a construct that identifies a current strong field, both in face-to-face and virtual education. Firstly, three converging theoretical sources are analyzed: socio-cognitive conflict theory, intersubjectivity theory and distributed cognition theory. Secondly, a model of strategies that can be implemented by teachers to…

  5. Understanding Teachers' Cognitive Processes during Online Professional Learning: A Methodological Comparison

    ERIC Educational Resources Information Center

    Beach, Pamela; Willows, Dale

    2017-01-01

    This study examined the effectiveness of three types of think aloud methods for understanding elementary teachers' cognitive processes as they used a professional development website. A methodology combining a retrospective think aloud procedure with screen capture technology (referred to as the virtual revisit) was compared with concurrent and…

  6. Variations in Cognitive Maps: Understanding Individual Differences in Navigation

    ERIC Educational Resources Information Center

    Weisberg, Steven M.; Schinazi, Victor R.; Newcombe, Nora S.; Shipley, Thomas F.; Epstein, Russell A.

    2014-01-01

    There are marked individual differences in the formation of cognitive maps both in the real world and in virtual environments (VE; e.g., Blajenkova, Motes, & Kozhevnikov, 2005; Chai & Jacobs, 2010; Ishikawa & Montello, 2006; Wen, Ishikawa, & Sato, 2011). These differences, however, are poorly understood and can be difficult to…

  7. Infants with complex congenital heart diseases show poor short-term memory in the mobile paradigm at 3 months of age.

    PubMed

    Chen, Chao-Ying; Harrison, Tondi; Heathcock, Jill

    2015-08-01

    The purpose of this study was to examine learning, short-term memory and general development including cognitive, motor, and language domains in infants with Complex Congenital Heart Defects (CCDH). Ten infants with CCHD (4 males, 6 females) and 14 infants with typical development (TD) were examined at 3 months of age. The mobile paradigm, where an infant's leg is tethered to an overhead mobile, was used to evaluate learning and short-term memory. The Bayley Scales of Infant Development 3rd edition (Bayley-III) was used to evaluate general development in cognitive, motor, and language domains. Infants with CCHD and infants with TD both showed learning with significant increase in kicking rate (p<0.001) across periods of the mobile paradigm, but only infants with TD demonstrated short-term memory (p=0.017) in the mobile paradigm. There were no differences on cognitive, motor, and language development between infants with CCHD and infants with TD on the Bayley-III. Early assessment is necessary to guide targeted treatment in infants with CCHD. One-time assessment may fail to detect potential cognitive impairments during early infancy in infants with CCHD. Supportive intervention programs for infants with CCHD that focuses on enhancing short-term memory are recommended. Copyright © 2015 Elsevier Inc. All rights reserved.

  8. Supporting Homework Compliance in Cognitive Behavioural Therapy: Essential Features of Mobile Apps

    PubMed Central

    Tang, Wei

    2017-01-01

    Cognitive behavioral therapy (CBT) is one of the most effective psychotherapy modalities used to treat depression and anxiety disorders. Homework is an integral component of CBT, but homework compliance in CBT remains problematic in real-life practice. The popularization of the mobile phone with app capabilities (smartphone) presents a unique opportunity to enhance CBT homework compliance; however, there are no guidelines for designing mobile phone apps created for this purpose. Existing literature suggests 6 essential features of an optimal mobile app for maximizing CBT homework compliance: (1) therapy congruency, (2) fostering learning, (3) guiding therapy, (4) connection building, (5) emphasis on completion, and (6) population specificity. We expect that a well-designed mobile app incorporating these features should result in improved homework compliance and better outcomes for its users. PMID:28596145

  9. Controlling robots in the home: Factors that affect the performance of novice robot operators.

    PubMed

    McGinn, Conor; Sena, Aran; Kelly, Kevin

    2017-11-01

    For robots to successfully integrate into everyday life, it is important that they can be effectively controlled by laypeople. However, the task of manually controlling mobile robots can be challenging due to demanding cognitive and sensorimotor requirements. This research explores the effect that the built environment has on the manual control of domestic service robots. In this study, a virtual reality simulation of a domestic robot control scenario was developed. The performance of fifty novice users was evaluated, and their subjective experiences recorded through questionnaires. Through quantitative and qualitative analysis, it was found that untrained operators frequently perform poorly at navigation-based robot control tasks. The study found that passing through doorways accounted for the largest number of collisions, and was consistently identified as a very difficult operation to perform. These findings suggest that homes and other human-orientated settings present significant challenges to robot control. Copyright © 2017 Elsevier Ltd. All rights reserved.

  10. Mobile VR in Education: From the Fringe to the Mainstream

    ERIC Educational Resources Information Center

    Cochrane, Thomas

    2016-01-01

    This paper explores the development of virtual reality (VR) use in education and the emergence of mobile VR based content creation and sharing as a platform for enabling learner-generated content and learner-generated contexts. The author argues that an ecology of resources that maps the user content creation and sharing affordances of mobile…

  11. Analysis of Students' After-School Mobile-Assisted Artifact Creation Processes in a Seamless Language Learning Environment

    ERIC Educational Resources Information Center

    Wong, Lung-Hsiang

    2013-01-01

    As part of a learner's learning ecology, the informal, out-of-school settings offer virtually boundless opportunities to advance one's learning. This paper reports on "Move, Idioms!", a design for Mobile-Assisted Language Learning experience that accentuates learners' habit of mind and skills in making meaning with their daily…

  12. Virtual Civilian Aeromedical Evacuation Sustainment Training Project (V-CAEST)

    DTIC Science & Technology

    2015-08-01

    evacuation liaison team (AELT), and the mobile aeromedical staging facility (MASF). The content covered in the V-CAEST environment therefore covered the...environment was set-up in a large gymnasium building including a mock military plane and Mobile Aeromedical Staging Facility (MASF) located just...staffing exam backhoe scenarios exam infrastructure interface tsunami infrastructure commander telecommunication disrupting commander

  13. Facilitating Social Collaboration in Mobile Cloud-Based Learning: A Teamwork as A Service (TaaS) Approach

    ERIC Educational Resources Information Center

    Sun, Geng; Shen, Jun

    2014-01-01

    Mobile learning is an emerging trend that brings many advantages to distributed learners, enabling them to achieve collaborative learning, in which the virtual teams are usually built to engage multiple learners working together towards the same pedagogical goals in online courses. However, the socio-technical mechanisms to enhance teamwork…

  14. Learning strategy preferences, verbal-visual cognitive styles, and multimedia preferences for continuing engineering education instructional design

    NASA Astrophysics Data System (ADS)

    Baukal, Charles Edward, Jr.

    A literature search revealed very little information on how to teach working engineers, which became the motivation for this research. Effective training is important for many reasons such as preventing accidents, maximizing fuel efficiency, minimizing pollution emissions, and reducing equipment downtime. The conceptual framework for this study included the development of a new instructional design framework called the Multimedia Cone of Abstraction (MCoA). This was developed by combining Dale's Cone of Experience and Mayer's Cognitive Theory of Multimedia Learning. An anonymous survey of 118 engineers from a single Midwestern manufacturer was conducted to determine their demographics, learning strategy preferences, verbal-visual cognitive styles, and multimedia preferences. The learning strategy preference profile and verbal-visual cognitive styles of the sample were statistically significantly different than the general population. The working engineers included more Problem Solvers and were much more visually-oriented than the general population. To study multimedia preferences, five of the seven levels in the MCoA were used. Eight types of multimedia were compared in four categories (types in parantheses): text (text and narration), static graphics (drawing and photograph), non-interactive dynamic graphics (animation and video), and interactive dynamic graphics (simulated virtual reality and real virtual reality). The first phase of the study examined multimedia preferences within a category. Participants compared multimedia types in pairs on dual screens using relative preference, rating, and ranking. Surprisingly, the more abstract multimedia (text, drawing, animation, and simulated virtual reality) were preferred in every category to the more concrete multimedia (narration, photograph, video, and real virtual reality), despite the fact that most participants had relatively little prior subject knowledge. However, the more abstract graphics were only slightly preferred to the more concrete graphics. In the second phase, the more preferred multimedia types in each category from the first phase were compared against each other using relative preference, rating, and ranking and overall rating and ranking. Drawing was the most preferred multimedia type overall, although only slightly more than animation and simulated virtual reality. Text was a distant fourth. These results suggest that instructional content for continuing engineering education should include problem solving and should be highly visual.

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

    PubMed

    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.

  16. Theory review and interaction design space of body image and body schema (BIBS) for embodied cognition in virtual reality

    NASA Astrophysics Data System (ADS)

    Tong, Xin; Gromala, Diane; Shaw, Chris D.; Williamson, Owen; Iscen, Ozgun E.

    2015-03-01

    Body image/body schema (BIBS) is within the larger realm of embodied cognition. Its interdisciplinary literature can inspire Virtual Reality (VR) researchers and designers to develop novel ideas and provide them with approaches to human perception and experience. In this paper, we introduced six fundamental ideas in designing interactions in VR, derived from BIBS literature that demonstrates how the mind is embodied. We discuss our own research, ranging from two mature works to a prototype, to support explorations VR interaction design from a BIBS approach. Based on our experiences, we argue that incorporating ideas of embodiment into design practices requires a shift in the perspective or understanding of the human body, perception and experiences, all of which affect interaction design in unique ways. The dynamic, interactive and distributed understanding of cognition guides our approach to interaction design, where the interrelatedness and plasticity of BIBS play a crucial role.

  17. Practice of aerobic sports is associated with better spatial memory in adults and older men.

    PubMed

    Sánchez-Horcajo, Rubén; Llamas-Alonso, Juan; Cimadevilla, José Manuel

    2015-01-01

    BACKGROUND/STUDY CONTEXT: Cognitive abilities experience diverse age-related changes. Memory complaints are common in aging. The practice of sports is known to benefit brain functioning, improving memory among other abilities. Introduction of virtual reality tasks makes it possible to easily assess cognitive functions such as spatial memory, a hippocampus-dependent cognitive ability. In this study, the authors applied a virtual reality-based task to study spatial reference memory in two groups of men, sportsmen (n=28) and sedentary (n=28), across three different age groups: 50-59, 60-69, and 70-77 years. The data showed that sportsmen outperformed sedentary participants. In addition, there was also a significant effect of the factor age. Hence, older men (70-77 years old) displayed a poorer performance in comparison with the other age groups. These results support the beneficial effect of habitual physical activity in spatial memory.

  18. The impact of social context on learning and cognitive demands for interactive virtual human simulations

    PubMed Central

    Lyons, Rebecca; Johnson, Teresa R.; Khalil, Mohammed K.

    2014-01-01

    Interactive virtual human (IVH) simulations offer a novel method for training skills involving person-to-person interactions. This article examines the effectiveness of an IVH simulation for teaching medical students to assess rare cranial nerve abnormalities in both individual and small-group learning contexts. Individual (n = 26) and small-group (n = 30) interaction with the IVH system was manipulated to examine the influence on learning, learner engagement, perceived cognitive demands of the learning task, and instructional efficiency. Results suggested the IVH activity was an equally effective and engaging instructional tool in both learning structures, despite learners in the group learning contexts having to share hands-on access to the simulation interface. Participants in both conditions demonstrated a significant increase in declarative knowledge post-training. Operation of the IVH simulation technology imposed moderate cognitive demand but did not exceed the demands of the task content or appear to impede learning. PMID:24883241

  19. Planning perception and action for cognitive mobile manipulators

    NASA Astrophysics Data System (ADS)

    Gaschler, Andre; Nogina, Svetlana; Petrick, Ronald P. A.; Knoll, Alois

    2013-12-01

    We present a general approach to perception and manipulation planning for cognitive mobile manipulators. Rather than hard-coding single purpose robot applications, a robot should be able to reason about its basic skills in order to solve complex problems autonomously. Humans intuitively solve tasks in real-world scenarios by breaking down abstract problems into smaller sub-tasks and use heuristics based on their previous experience. We apply a similar idea for planning perception and manipulation to cognitive mobile robots. Our approach is based on contingent planning and run-time sensing, integrated in our knowledge of volumes" planning framework, called KVP. Using the general-purpose PKS planner, we model information-gathering actions at plan time that have multiple possible outcomes at run time. As a result, perception and sensing arise as necessary preconditions for manipulation, rather than being hard-coded as tasks themselves. We demonstrate the e ectiveness of our approach on two scenarios covering visual and force sensing on a real mobile manipulator.

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

    PubMed

    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.

  1. A Virtual Object-Location Task for Children: Gender and Videogame Experience Influence Navigation; Age Impacts Memory and Completion Time

    PubMed Central

    Rodriguez-Andres, David; Mendez-Lopez, Magdalena; Juan, M.-Carmen; Perez-Hernandez, Elena

    2018-01-01

    The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5–12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children’s videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables. PMID:29674988

  2. Virtual and Printed 3D Models for Teaching Crystal Symmetry and Point Groups

    ERIC Educational Resources Information Center

    Casas, Lluís; Estop, Euge`nia

    2015-01-01

    Both, virtual and printed 3D crystal models can help students and teachers deal with chemical education topics such as symmetry and point groups. In the present paper, two freely downloadable tools (interactive PDF files and a mobile app) are presented as examples of the application of 3D design to study point-symmetry. The use of 3D printing to…

  3. Safe, Multiphase Bounds Check Elimination in Java

    DTIC Science & Technology

    2010-01-28

    production of mobile code from source code, JIT compilation in the virtual ma- chine, and application code execution. The code producer uses...invariants, and inequality constraint analysis) to identify and prove redundancy of bounds checks. During class-loading and JIT compilation, the virtual...unoptimized code if the speculated invariants do not hold. The combined effect of the multiple phases is to shift the effort as- sociated with bounds

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

    PubMed Central

    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 evaluation also showed that the Virtual Butler concept can be easily ported to other types of possible smart and assistive environments like airports, hospitals, shopping malls, offices, etc. PMID:25102342

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

    PubMed

    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 evaluation also showed that the Virtual Butler concept can be easily ported to other types of possible smart and assistive environments like airports, hospitals, shopping malls, offices, etc.

  6. Post-stroke unilateral spatial neglect: virtual reality-based navigation and detection tasks reveal lateralized and non-lateralized deficits in tasks of varying perceptual and cognitive demands.

    PubMed

    Ogourtsova, Tatiana; Archambault, Philippe S; Lamontagne, Anouk

    2018-04-23

    Unilateral spatial neglect (USN), a highly prevalent and disabling post-stroke impairment, has been shown to affect the recovery of locomotor and navigation skills needed for community mobility. We recently found that USN alters goal-directed locomotion in conditions of different cognitive/perceptual demands. However, sensorimotor post-stroke dysfunction (e.g. decreased walking speed) could have influenced the results. Analogous to a previously used goal-directed locomotor paradigm, a seated, joystick-driven navigation experiment, minimizing locomotor demands, was employed in individuals with and without post-stroke USN (USN+ and USN-, respectively) and healthy controls (HC). Participants (n = 15 per group) performed a seated, joystick-driven navigation and detection time task to targets 7 m away at 0°, ±15°/30° in actual (visually-guided), remembered (memory-guided) and shifting (visually-guided with representational updating component) conditions while immersed in a 3D virtual reality environment. Greater end-point mediolateral errors to left-sided targets (remembered and shifting conditions) and overall lengthier onsets in reorientation strategy (shifting condition) were found for USN+ vs. USN- and vs. HC (p < 0.05). USN+ individuals mostly overshot left targets (- 15°/- 30°). Greater delays in detection time for target locations across the visual spectrum (left, middle and right) were found in USN+ vs. USN- and HC groups (p < 0.05). USN-related attentional-perceptual deficits alter navigation abilities in memory-guided and shifting conditions, independently of post-stroke locomotor deficits. Lateralized and non-lateralized deficits in object detection are found. The employed paradigm could be considered in the design and development of sensitive and functional assessment methods for neglect; thereby addressing the drawbacks of currently used traditional paper-and-pencil tools.

  7. A virtual team group process.

    PubMed

    Bell, Marnie; Robertson, Della; Weeks, Marlene; Yu, Deborah

    2002-01-01

    Virtual teams are a phenomenon of the Information Era and their existence in health care is anticipated to increase with technology enhancements such as telehealth and groupware. The mobilization and support of high performing virtual teams are important for leading knowledge-based health professionals in the 21st century. Using an adapted McGrath group development model, the four staged maturation process of a virtual team consisting of four masters students is explored in this paper. The team's development is analyzed addressing the interaction of technology with social and task dynamics. Throughout the project, leadership competencies of value to the group that emerged were demonstrated and incorporated into the development of a leadership competency assessment instrument. The demonstration of these competencies illustrated how they were valued and internalized by the group. In learning about the work of this virtual team, the reader will gain understanding of how leadership impacts virtual team performance.

  8. Navigation experience and mental representations of the environment: do pilots build better cognitive maps?

    PubMed

    Sutton, Jennifer E; Buset, Melanie; Keller, Mikayla

    2014-01-01

    A number of careers involve tasks that place demands on spatial cognition, but it is still unclear how and whether skills acquired in such applied experiences transfer to other spatial tasks. The current study investigated the association between pilot training and the ability to form a mental survey representation, or cognitive map, of a novel, ground-based, virtual environment. Undergraduate students who were engaged in general aviation pilot training and controls matched to the pilots on gender and video game usage freely explored a virtual town. Subsequently, participants performed a direction estimation task that tested the accuracy of their cognitive map representation of the town. In addition, participants completed the Object Perspective Test and rated their spatial abilities. Pilots were significantly more accurate than controls at estimating directions but did not differ from controls on the Object Perspective Test. Locations in the town were visited at a similar rate by the two groups, indicating that controls' relatively lower accuracy was not due to failure to fully explore the town. Pilots' superior performance is likely due to better online cognitive processing during exploration, suggesting the spatial updating they engage in during flight transfers to a non-aviation context.

  9. Navigation Experience and Mental Representations of the Environment: Do Pilots Build Better Cognitive Maps?

    PubMed Central

    Sutton, Jennifer E.; Buset, Melanie; Keller, Mikayla

    2014-01-01

    A number of careers involve tasks that place demands on spatial cognition, but it is still unclear how and whether skills acquired in such applied experiences transfer to other spatial tasks. The current study investigated the association between pilot training and the ability to form a mental survey representation, or cognitive map, of a novel, ground-based, virtual environment. Undergraduate students who were engaged in general aviation pilot training and controls matched to the pilots on gender and video game usage freely explored a virtual town. Subsequently, participants performed a direction estimation task that tested the accuracy of their cognitive map representation of the town. In addition, participants completed the Object Perspective Test and rated their spatial abilities. Pilots were significantly more accurate than controls at estimating directions but did not differ from controls on the Object Perspective Test. Locations in the town were visited at a similar rate by the two groups, indicating that controls' relatively lower accuracy was not due to failure to fully explore the town. Pilots' superior performance is likely due to better online cognitive processing during exploration, suggesting the spatial updating they engage in during flight transfers to a non-aviation context. PMID:24603608

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

    PubMed Central

    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

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

    PubMed

    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.

  12. Real-Time View Correction for Mobile Devices.

    PubMed

    Schops, Thomas; Oswald, Martin R; Speciale, Pablo; Yang, Shuoran; Pollefeys, Marc

    2017-11-01

    We present a real-time method for rendering novel virtual camera views from given RGB-D (color and depth) data of a different viewpoint. Missing color and depth information due to incomplete input or disocclusions is efficiently inpainted in a temporally consistent way. The inpainting takes the location of strong image gradients into account as likely depth discontinuities. We present our method in the context of a view correction system for mobile devices, and discuss how to obtain a screen-camera calibration and options for acquiring depth input. Our method has use cases in both augmented and virtual reality applications. We demonstrate the speed of our system and the visual quality of its results in multiple experiments in the paper as well as in the supplementary video.

  13. Virtual Globes, where we were, are and will be

    NASA Astrophysics Data System (ADS)

    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.

  14. Performance Analysis of Inter-Domain Handoff Scheme Based on Virtual Layer in PMIPv6 Networks for IP-Based Internet of Things

    PubMed Central

    Choi, Jae-Young; Jeong, Jongpil; Chung, Tai-Myoung

    2017-01-01

    Lately, we see that Internet of things (IoT) is introduced in medical services for global connection among patients, sensors, and all nearby things. The principal purpose of this global connection is to provide context awareness for the purpose of bringing convenience to a patient’s life and more effectively implementing clinical processes. In health care, monitoring of biosignals of a patient has to be continuously performed while the patient moves inside and outside the hospital. Also, to monitor the accurate location and biosignals of the patient, appropriate mobility management is necessary to maintain connection between the patient and the hospital network. In this paper, a binding update scheme on PMIPv6, which reduces signal traffic during location updates by Virtual LMA (VLMA) on the top original Local Mobility Anchor (LMA) Domain, is proposed to reduce the total cost. If a Mobile Node (MN) moves to a Mobile Access Gateway (MAG)-located boundary of an adjacent LMA domain, the MN changes itself into a virtual mode, and this movement will be assumed to be a part of the VLMA domain. In the proposed scheme, MAGs eliminate global binding updates for MNs between LMA domains and significantly reduce the packet loss and latency by eliminating the handoff between LMAs. In conclusion, the performance analysis results show that the proposed scheme improves performance significantly versus PMIPv6 and HMIPv6 in terms of the binding update rate per user and average handoff latency. PMID:28129355

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

    PubMed Central

    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-based orientation and mobility training could be as efficient as real street training in improving street safety in individuals with severely impaired vision. PMID:28445540

  16. Retention of Mastoidectomy Skills After Virtual Reality Simulation Training.

    PubMed

    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 pretraining relative reaction time, 1.42 [95% CI, 1.37-1.47]; mean end of training relative reaction time, 1.24 [95% CI, 1.16-1.32]; and mean retention relative reaction time, 1.36 [95% CI, 1.30-1.42]; massed practice group: mean pretraining relative reaction time, 1.34 [95% CI, 1.28-1.40]; mean end of training relative reaction time, 1.31 [95% CI, 1.21-1.42]; and mean retention relative reaction time, 1.39 [95% CI, 1.31-1.46]) indicated that cognitive load during the virtual procedures had returned to the pretraining level. Mastoidectomy skills acquired under time-distributed practice conditions were retained better than skills acquired under massed practice conditions. Complex psychomotor skills should be regularly reinforced to consolidate both motor and cognitive aspects. Virtual reality simulation training provides the opportunity for such repeated training and should be integrated into training curricula.

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

    PubMed

    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.

  18. Our experience with informative and communication technologies (ICT) in dementia.

    PubMed

    Tsolaki, Magda; Zygouris, Stelios; Lazarou, Ioulietta; Kompatsiaris, Ioannis; Chatzileontiadis, Leontios; Votis, Constantinos; Tzovaras, Dimitrios; Karakostas, Anastasios; Karagkiozi, Constantina; Dimitriou, Tatianna; Tsiatsios, Thasyvoulos; Dimitriadis, Stavros; Tarnanas, Ioannis; Dranidis, Dimitris; Bamidis, Panagiotis

    2015-01-01

    Our research is implementing high quality next generation services for the Prediction, Early Diagnosis, Monitoring, and Support of patients with Cognitive Impairment (Subjective Cognitive Impairment -SCI-, Mild Cognitive Impairment -MCI-, Mild Dementia) and Education and Training for all stakeholders. Prediction, Early Diagnosis and Monitoring: The first idea was to Research and Develop a novel System using motion detection devices, depth cameras, and intelligent objects of everyday use (ranging from cooking implements such as kitchen to furniture (e.g. sofa, bed, etc.) which are appropriately adapted in order to capture changes of subject's Activities of Daily Living -ADL- and behavioural patterns (including mobility, nutrition, exercising and medication schedule). We also demonstrated the potential of a virtual supermarket (VSM) cognitive training game as a screening tool for patients with MCI in a sample of older adults. We have indicated that this VSM application displayed a correct classification rate (CCR) of 87.30%, achieving a level of diagnostic accuracy similar to standardized neuropsychological tests, which are the gold standard for MCI screening http://www.en-noisis.gr/ Support of patients: Cognitive tasks and cognitive exercises for patients suffering from Alzheimer's Disease (AD) through web-based applications. These exercises have been developed in such a way in order to exploit rich interactive multimedia interfaces (including music) based on human computer interaction principles. To this direction we are implementing a web based portal with supportive services such as (a) on-line monitoring of patient's progress by health care professionals, (b) statistical representation of patients' progress. Multimedia enriched cognitive exercises in virtual reality form (i.e. 3D Serious Games) use suitable modalities for such activities through the creation probable of new brain cells and by assisting the brain to find out alternative methods to execute functions, which are controlled by damaged brain regions. Another program the "robot-programming-as-cognitive-training" approach aims to explore the impact that the activity of programming a friendly robot might have on AD and MCI patients' condition. http://aspad.csd.auth.gr. Another study aimed at investigating the benefits of combined physical and cognitive training on global cognition while assessing the effect of training dosage and exploring the role of several potential effect modifiers. The results indicate that combined physical and cognitive training improves global cognition in a dose-responsive manner but these benefits may be less pronounced in older adults with mild dementia. The long-lasting impact of combined training on the incidence and trajectory of cognitive disorders in relation to its severity should be assessed in future long-term trials. www.longlastingmemories.eu. Finally, Symbiosis is a revolutionary system aiming at providing integrated solutions to a series of problems related with MCI and AD. It is the first integrated AD support system that takes into account patient's response in an adaptive way that fulfills each patient's special needs and provides to caregivers and doctors considerable facilitations, unlocking the potential of innovative supporting role. www.youtube.com/watch?v=BDkLz-T-jYE. Education and training for all stakeholders (i.e. health professionals and informal and formal caregivers) through distance education platforms and e-collaboration services. To augment this effort, the research team integrates biofeedback modules for stress measurement in teleconferences in order to support the emotional awareness of the participants. The depression, anxiety and burden of caregivers were reduced significantly in the same way as in a face to face intervention. http://aspad.csd.auth.gr. In conclusion ICT can help health professionals and caregivers to support in a better way the patients with cognitive, functional and behavioral problems.

  19. Effects of combined physical and cognitive training on fitness and neuropsychological outcomes in healthy older adults

    PubMed Central

    Desjardins-Crépeau, Laurence; Berryman, Nicolas; Fraser, Sarah A; Vu, Thien Tuong Minh; Kergoat, Marie-Jeanne; Li, Karen ZH; Bosquet, Laurent; Bherer, Louis

    2016-01-01

    Purpose Physical exercise and cognitive training have been shown to enhance cognition among older adults. However, few studies have looked at the potential synergetic effects of combining physical and cognitive training in a single study. Prior trials on combined training have led to interesting yet equivocal results. The aim of this study was to examine the effects of combined physical and cognitive interventions on physical fitness and neuropsychological performance in healthy older adults. Methods Seventy-six participants were randomly assigned to one of four training combinations using a 2×2 factorial design. The physical intervention was a mixed aerobic and resistance training program, and the cognitive intervention was a dual-task (DT) training program. Stretching and toning exercises and computer lessons were used as active control conditions. Physical and cognitive measures were collected pre- and postintervention. Results All groups showed equivalent improvements in measures of functional mobility. The aerobic–strength condition led to larger effect size in lower body strength, independently of cognitive training. All groups showed improved speed of processing and inhibition abilities, but only participants who took part in the DT training, independently of physical training, showed increased task-switching abilities. The level of functional mobility after intervention was significantly associated with task-switching abilities. Conclusion Combined training did not yield synergetic effects. However, DT training did lead to transfer effects on executive performance in neuropsychological tests. Both aerobic-resistance training and stretching-toning exercises can improve functional mobility in older adults. PMID:27698558

  20. A Virtual Map to Support People Who Are Blind in Navigation through Real Spaces

    ERIC Educational Resources Information Center

    Lahav, Orly; Schloerb, David W.; Kumar, Siddarth; Srinivasan, Mandayam A.

    2011-01-01

    Most of the spatial information needed by sighted people to construct cognitive maps of spaces is gathered through the visual channel. Unfortunately, people who are blind lack the ability to collect the required spatial information in advance. The use of virtual reality as a learning and rehabilitation tool for people with disabilities has been on…

  1. Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts: Interaction versus Observation.

    ERIC Educational Resources Information Center

    Calvert, Sandra L.; Tan, Siu-Lan

    1994-01-01

    Compared to college students who only watched a violent virtual reality game, those who played the game exhibited a higher heart rate after the game, reported more dizziness and nausea during the game, and exhibited more aggressive thoughts on a posttest questionnaire. Results suggest support for arousal and cognitive, but not psychoanalytic,…

  2. Providing Guidance in Virtual Lab Experimentation: The Case of an Experiment Design Tool

    ERIC Educational Resources Information Center

    Efstathiou, Charalampos; Hovardas, Tasos; Xenofontos, Nikoletta A.; Zacharia, Zacharias C.; deJong, Ton; Anjewierden, Anjo; van Riesen, Siswa A. N.

    2018-01-01

    The present study employed a quasi-experimental design to assess a computer-based tool, which was intended to scaffold the task of designing experiments when using a virtual lab for the process of experimentation. In particular, we assessed the impact of this tool on primary school students' cognitive processes and inquiry skills before and after…

  3. Internal Structure of Virtual Communications in Communities of Inquiry in Higher Education: Phases, Evolution and Participants' Satisfaction

    ERIC Educational Resources Information Center

    Gutierrez-Santiuste, Elba; Gallego-Arrufat, Maria-Jesus

    2015-01-01

    This study investigates the phases of development of synchronous and asynchronous virtual communication produced in a community of inquiry (CoI) by analyzing the internal structure of each intervention in the forum and each chat session to determine the evolution of their social, cognitive and teaching character. It also analyzes the participating…

  4. Mobile Web and Accessibility

    NASA Astrophysics Data System (ADS)

    Hori, Masahiro; Kato, Takashi

    While focusing on the human-computer interaction side of the Web content delivery, this article discusses problems and prospects of the mobile Web and Web accessibility in terms of what lessons and experiences we have gained from Web accessibility and what they can say about the mobile Web. One aim is to draw particular attention to the importance of explicitly distinguishing between perceptual and cognitive aspects of the users’ interactions with the Web. Another is to emphasize the increased importance of scenario-based evaluation and remote testing for the mobile Web where the limited screen space and a variety of environmental factors of mobile use are critical design issues. A newly devised inspection type of evaluation method that focuses on the perceptual-cognitive distinction of accessibility and usability issues is presented as a viable means of scenario-based, remote testing for the Web.

  5. Building Bridges between Neuroscience, Cognition and Education with Predictive Modeling

    ERIC Educational Resources Information Center

    Stringer, Steve; Tommerdahl, Jodi

    2015-01-01

    As the field of Mind, Brain, and Education seeks new ways to credibly bridge the gap between neuroscience, the cognitive sciences, and education, various connections are being developed and tested. This article presents a framework and offers examples of one approach, predictive modeling within a virtual educational system that can include…

  6. Using Simulations To Improve Cognitive Reasoning.

    ERIC Educational Resources Information Center

    McGee, Steven; Corriss, Darlene; Shia, Regina

    This study investigated changes in students' cognitive reasoning as they analyzed the dynamics of a rainforest ecosystem (El Yunque) in the aftermath of a hurricane in Puerto Rico. Students explore the virtual rainforest to study what happened to a type of frog after the hurricane. The culminating event is a simulation in which students manipulate…

  7. Cognitive Presence through Social and Teaching Presence in Communities of Inquiry: A Correlational-Predictive Study

    ERIC Educational Resources Information Center

    Gutiérrez-Santiuste, Elba; Rodríguez-Sabiote, Clemente; Gallego-Arrufat, María-Jesús

    2015-01-01

    This study focuses on the relationships established between the elements that compose the community of inquiry (CoI): cognitive, social, and teaching presence. Using three questionnaires, we analyse the students' perception of synchronous and asynchronous virtual in text-based communication (chats, forums and emails). Starting from the high…

  8. Aging Memory Is "Not" a Limiting Factor for Lifelong Learning

    ERIC Educational Resources Information Center

    Lalovic, Dejan; Gvozdenovic, Vasilije

    2015-01-01

    Efficient memory is one of the necessary cognitive potentials required for virtually every form of lifelong learning. In this contribution we first briefly review and summarize state of the art of knowledge on memory and related cognitive functions in normal aging. Then we critically discuss a relatively short inventory of clinical, psychometric,…

  9. Brain 3M--A New Approach to Learning about Brain, Behavior, and Cognition

    ERIC Educational Resources Information Center

    Li, Ping; Chaby, Lauren E.; Legault, Jennifer; Braithwaite, Victoria A.

    2015-01-01

    By combining emerging technologies with cognitive and education theories, we are capitalizing on recent findings from adaptive exploration and embodied learning research to address significant gaps in the education of brain sciences for school children and college level students. Through the development of virtual learning tools in combination…

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

    PubMed

    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.

  11. Development of a Virtual Reality Assessment of Everyday Living Skills

    PubMed Central

    Ruse, Stacy A.; Davis, Vicki G.; Atkins, Alexandra S.; Krishnan, K. Ranga R.; Fox, Kolleen H.; Harvey, Philip D.; Keefe, Richard S.E.

    2014-01-01

    Cognitive impairments affect the majority of patients with schizophrenia and these impairments predict poor long term psychosocial outcomes.  Treatment studies aimed at cognitive impairment in patients with schizophrenia not only require demonstration of improvements on cognitive tests, but also evidence that any cognitive changes lead to clinically meaningful improvements.  Measures of “functional capacity” index the extent to which individuals have the potential to perform skills required for real world functioning.  Current data do not support the recommendation of any single instrument for measurement of functional capacity.  The Virtual Reality Functional Capacity Assessment Tool (VRFCAT) is a novel, interactive gaming based measure of functional capacity that uses a realistic simulated environment to recreate routine activities of daily living. Studies are currently underway to evaluate and establish the VRFCAT’s sensitivity, reliability, validity, and practicality. This new measure of functional capacity is practical, relevant, easy to use, and has several features that improve validity and sensitivity of measurement of function in clinical trials of patients with CNS disorders. PMID:24798174

  12. 12 CFR Appendix A to Part 235 - Official Board Commentary on Regulation II

    Code of Federal Regulations, 2013 CFR

    2013-01-01

    .... Similarly, the term “debit card” includes a device with a chip or other embedded mechanism, such as a mobile... mobile phone) that stores several different payment codes or devices (“virtual cards”) that access... transactions, a cash withdrawal from an ATM is not a payment because there is no exchange of money for goods or...

  13. 12 CFR Appendix A to Part 235 - Official Board Commentary on Regulation II

    Code of Federal Regulations, 2014 CFR

    2014-01-01

    .... Similarly, the term “debit card” includes a device with a chip or other embedded mechanism, such as a mobile... mobile phone) that stores several different payment codes or devices (“virtual cards”) that access... transactions, a cash withdrawal from an ATM is not a payment because there is no exchange of money for goods or...

  14. 12 CFR Appendix A to Part 235 - Official Board Commentary on Regulation II

    Code of Federal Regulations, 2012 CFR

    2012-01-01

    .... Similarly, the term “debit card” includes a device with a chip or other embedded mechanism, such as a mobile... mobile phone) that stores several different payment codes or devices (“virtual cards”) that access... transactions, a cash withdrawal from an ATM is not a payment because there is no exchange of money for goods or...

  15. Mobile Assisted Language Learning of Less Commonly Taught Languages: Learning in an Incidental and Situated Way through an App

    ERIC Educational Resources Information Center

    Cervini, Cristiana; Solovova, Olga; Jakkula, Annukka; Ruta, Karolina

    2016-01-01

    Learning has been moving out of classrooms into virtual and physical spaces for over a decade now (Naismith, Lonsdale, Vavoula, & Sharples, 2004). It is becoming mobile "in space", i.e. carried across various domains (workplace, home, places of leisure), "in time", as it encompasses different moments of the day, and in…

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

    PubMed

    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.

  17. Effect of Virtual Reality on Cognitive Dysfunction in Patients With Brain Tumor

    PubMed Central

    Yang, Seoyon; Son, Yu Ri

    2014-01-01

    Objective To investigate whether virtual reality (VR) training will help the recovery of cognitive function in brain tumor patients. Methods 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. Results 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. Conclusion 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. PMID:25566470

  18. Emerging Utility of Virtual Reality as a Multidisciplinary Tool in Clinical Medicine.

    PubMed

    Pourmand, Ali; Davis, Steven; Lee, Danny; Barber, Scott; Sikka, Neal

    2017-10-01

    Among the more recent products borne of the evolution of digital technology, virtual reality (VR) is gaining a foothold in clinical medicine as an adjunct to traditional therapies. Early studies suggest a growing role for VR applications in pain management, clinical skills training, cognitive assessment and cognitive therapy, and physical rehabilitation. To complete a review of the literature, we searched PubMed and MEDLINE databases with the following search terms: "virtual reality," "procedural medicine," "oncology," "physical therapy," and "burn." We further limited our search to publications in the English language. Boolean operators were used to combine search terms. The included search terms yielded 97 potential articles, of which 45 were identified as meeting study criteria, and are included in this review. These articles provide data, which strongly support the hypothesis that VR simulations can enhance pain management (by reducing patient perception of pain and anxiety), can augment clinical training curricula and physical rehabilitation protocols (through immersive audiovisual environments), and can improve clinical assessment of cognitive function (through improved ecological validity). Through computer-generated, life-like digital landscapes, VR stands to change the current approach to pain management, medical training, neurocognitive diagnosis, and physical rehabilitation. Additional studies are needed to help define best practices in VR utilization, and to explore new therapeutic uses for VR in clinical practice.

  19. Presence and User Experience in a Virtual Environment under the Influence of Ethanol: An Explorative Study.

    PubMed

    Lorenz, Mario; Brade, Jennifer; Diamond, Lisa; Sjölie, Daniel; Busch, Marc; Tscheligi, Manfred; Klimant, Philipp; Heyde, Christoph-E; Hammer, Niels

    2018-04-23

    Virtual Reality (VR) is used for a variety of applications ranging from entertainment to psychological medicine. VR has been demonstrated to influence higher order cognitive functions and cortical plasticity, with implications on phobia and stroke treatment. An integral part for successful VR is a high sense of presence - a feeling of 'being there' in the virtual scenario. The underlying cognitive and perceptive functions causing presence in VR scenarios are however not completely known. It is evident that the brain function is influenced by drugs, such as ethanol, potentially confounding cortical plasticity, also in VR. As ethanol is ubiquitous and forms part of daily life, understanding the effects of ethanol on presence and user experience, the attitudes and emotions about using VR applications, is important. This exploratory study aims at contributing towards an understanding of how low-dose ethanol intake influences presence, user experience and their relationship in a validated VR context. It was found that low-level ethanol consumption did influence presence and user experience, but on a minimal level. In contrast, correlations between presence and user experience were strongly influenced by low-dose ethanol. Ethanol consumption may consequently alter cognitive and perceptive functions related to the connections between presence and user experience.

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

    PubMed

    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.

  1. Detecting navigational deficits in cognitive aging and Alzheimer disease using virtual reality.

    PubMed

    Cushman, Laura A; Stein, Karen; Duffy, Charles J

    2008-09-16

    Older adults get lost, in many cases because of recognized or incipient Alzheimer disease (AD). In either case, getting lost can be a threat to individual and public safety, as well as to personal autonomy and quality of life. Here we compare our previously described real-world navigation test with a virtual reality (VR) version simulating the same navigational environment. Quantifying real-world navigational performance is difficult and time-consuming. VR testing is a promising alternative, but it has not been compared with closely corresponding real-world testing in aging and AD. We have studied navigation using both real-world and virtual environments in the same subjects: young normal controls (YNCs, n = 35), older normal controls (ONCs, n = 26), patients with mild cognitive impairment (MCI, n = 12), and patients with early AD (EAD, n = 14). We found close correlations between real-world and virtual navigational deficits that increased across groups from YNC to ONC, to MCI, and to EAD. Analyses of subtest performance showed similar profiles of impairment in real-world and virtual testing in all four subject groups. The ONC, MCI, and EAD subjects all showed greatest difficulty in self-orientation and scene localization tests. MCI and EAD patients also showed impaired verbal recall about both test environments. Virtual environment testing provides a valid assessment of navigational skills. Aging and Alzheimer disease (AD) share the same patterns of difficulty in associating visual scenes and locations, which is complicated in AD by the accompanying loss of verbally mediated navigational capacities. We conclude that virtual navigation testing reveals deficits in aging and AD that are associated with potentially grave risks to our patients and the community.

  2. Turning Transfer Inside Out: The Affordances of Virtual Worlds and Mobile Devices in Real World Contexts for Teaching about Causality across Time and Distance in Ecosystems

    ERIC Educational Resources Information Center

    Grotzer, Tina A.; Powell, Megan M.; Derbiszewska, Katarzyna M.; Courter, Caroline J.; Kamarainen, Amy M.; Metcalf, Shari J.; Dede, Christopher J.

    2015-01-01

    Reasoning about ecosystems includes consideration of causality over temporal and spatial distances; yet learners typically focus on immediate time frames and local contexts. Teaching students to reason beyond these boundaries has met with some success based upon tests that cue students to the types of reasoning required. Virtual worlds offer an…

  3. Construction of Virtual-Experiment Systems for Information Science Education

    NASA Astrophysics Data System (ADS)

    She, Jin-Hua; Amano, Naoki

    Practice is very important in education because it not only can stimulate the motivation of learning, but also can deepen the understanding of theory. However, due to the limitations on the time and experiment resources, experiments cannot be simply introduced in every lesson. To make the best use of multimedia technology, this paper designs five virtual experiment systems, which are based on the knowledge of physics at the high-school lever, to improve the effectiveness of teaching data processing. The systems are designed by employing the cognitive theory of multimedia learning and the inner game principle to ensure the easy use and to reduce the cognitive load. The learning process is divided into two stages: the first stage teaches the basic concepts of data processing; and the second stage practices the techniques taught in the first stage and uses them to build a linear model and to carry out estimation. The virtual experiment systems have been tested in an university's data processing course, and have demonstrated their validity.

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

    NASA Astrophysics Data System (ADS)

    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.

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

    NASA Astrophysics Data System (ADS)

    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.

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

    NASA Astrophysics Data System (ADS)

    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.

  7. Using Virtual Reality to Provide Health Care Information to People With Intellectual Disabilities: Acceptability, Usability, and Potential Utility

    PubMed Central

    Conboy-Hill, Suzanne; Taylor, Dave

    2011-01-01

    Background People with intellectual disabilities have poor access to health care, which may be further compromised by a lack of accessible health information. To be effective, health information must be easily understood and remembered. People with intellectual disabilities learn better from multimodal information sources, and virtual reality offers a 3-dimensional (3D) computer-generated environment that can be used for providing information and learning. To date, research into virtual reality experiences for people with intellectual disabilities has been limited to skill-based training and leisure opportunities within the young to mid age ranges. Objective This study assessed the acceptability, usability, and potential utility of a virtual reality experience as a means of providing health care-related information to people with intellectual disabilities. We designed a prototype multimodal experience based on a hospital scenario and situated on an island in the Second Life 3D virtual world. We wanted to know how people of different ages and with varying levels of cognitive function would participate in the customized virtual environment, what they understood from being there, and what they remembered a week later. Methods The study drew on qualitative data. We used a participatory research approach that involved working alongside people with intellectual disabilities and their supporters in a community setting. Cognitive function was assessed, using the Matrix Analogies Test and the British Picture Vocabulary Scale, to describe the sample. Participants, supported by facilitators, were video recorded accessing and engaging with the virtual environment. We assessed recall 1 week later, using a specialized interview technique. Data were downloaded into NVivo 8 and analyzed using the framework analysis technique. Results Study participants were 20 people aged between 20 and 80 years with mild to severe intellectual disabilities. All participants were able to access the environment and voluntarily stayed there for between 23 and 57 minutes. With facilitator support, all participants moved the avatar themselves. Participants engaged with the scenario as if they were actually there, indicating cognitive presence. Some referred back to previous medical experiences, indicating the potential for experiential knowledge to become the foundation of new learning and retention of knowledge. When interviewed, all participants remembered some aspects of the environment. Conclusions A sample of adults with intellectual disabilities of all ages, and with varying levels of cognitive function, accessed and enjoyed a virtual-world environment that drew on a health care-related scenario, and remembered aspects of it a week later. The small sample size limits generalizability of findings, but the potential shown for experiential learning to aid retention of knowledge on which consent is based appears promising. Successfully delivering health care-related information in a non-National Health Service setting indicates potential for delivery in institutional, community, or home settings, thereby widening access to the information. PMID:22082765

  8. How age and linguistic competence alter the interplay of perceptual and cognitive factors when listening to conversations in a noisy environment

    PubMed Central

    Avivi-Reich, Meital; Daneman, Meredyth; Schneider, Bruce A.

    2013-01-01

    Multi-talker conversations challenge the perceptual and cognitive capabilities of older adults and those listening in their second language (L2). In older adults these difficulties could reflect declines in the auditory, cognitive, or linguistic processes supporting speech comprehension. The tendency of L2 listeners to invoke some of the semantic and syntactic processes from their first language (L1) may interfere with speech comprehension in L2. These challenges might also force them to reorganize the ways in which they perceive and process speech, thereby altering the balance between the contributions of bottom-up vs. top-down processes to speech comprehension. Younger and older L1s as well as young L2s listened to conversations played against a babble background, with or without spatial separation between the talkers and masker, when the spatial positions of the stimuli were specified either by loudspeaker placements (real location), or through use of the precedence effect (virtual location). After listening to a conversation, the participants were asked to answer questions regarding its content. Individual hearing differences were compensated for by creating the same degree of difficulty in identifying individual words in babble. Once compensation was applied, the number of questions correctly answered increased when a real or virtual spatial separation was introduced between babble and talkers. There was no evidence that performance differed between real and virtual locations. The contribution of vocabulary knowledge to dialog comprehension was found to be larger in the virtual conditions than in the real whereas the contribution of reading comprehension skill did not depend on the listening environment but rather differed as a function of age and language proficiency. The results indicate that the acoustic scene and the cognitive and linguistic competencies of listeners modulate how and when top-down resources are engaged in aid of speech comprehension. PMID:24578684

  9. How age and linguistic competence alter the interplay of perceptual and cognitive factors when listening to conversations in a noisy environment.

    PubMed

    Avivi-Reich, Meital; Daneman, Meredyth; Schneider, Bruce A

    2014-01-01

    Multi-talker conversations challenge the perceptual and cognitive capabilities of older adults and those listening in their second language (L2). In older adults these difficulties could reflect declines in the auditory, cognitive, or linguistic processes supporting speech comprehension. The tendency of L2 listeners to invoke some of the semantic and syntactic processes from their first language (L1) may interfere with speech comprehension in L2. These challenges might also force them to reorganize the ways in which they perceive and process speech, thereby altering the balance between the contributions of bottom-up vs. top-down processes to speech comprehension. Younger and older L1s as well as young L2s listened to conversations played against a babble background, with or without spatial separation between the talkers and masker, when the spatial positions of the stimuli were specified either by loudspeaker placements (real location), or through use of the precedence effect (virtual location). After listening to a conversation, the participants were asked to answer questions regarding its content. Individual hearing differences were compensated for by creating the same degree of difficulty in identifying individual words in babble. Once compensation was applied, the number of questions correctly answered increased when a real or virtual spatial separation was introduced between babble and talkers. There was no evidence that performance differed between real and virtual locations. The contribution of vocabulary knowledge to dialog comprehension was found to be larger in the virtual conditions than in the real whereas the contribution of reading comprehension skill did not depend on the listening environment but rather differed as a function of age and language proficiency. The results indicate that the acoustic scene and the cognitive and linguistic competencies of listeners modulate how and when top-down resources are engaged in aid of speech comprehension.

  10. Simulating geriatric home safety assessments in a three-dimensional virtual world.

    PubMed

    Andrade, Allen D; Cifuentes, Pedro; Mintzer, Michael J; Roos, Bernard A; Anam, Ramanakumar; Ruiz, Jorge G

    2012-01-01

    Virtual worlds could offer inexpensive and safe three-dimensional environments in which medical trainees can learn to identify home safety hazards. Our aim was to evaluate the feasibility, usability, and acceptability of virtual worlds for geriatric home safety assessments and to correlate performance efficiency in hazard identification with spatial ability, self-efficacy, cognitive load, and presence. In this study, 30 medical trainees found the home safety simulation easy to use, and their self-efficacy was improved. Men performed better than women in hazard identification. Presence and spatial ability were correlated significantly with performance. Educators should consider spatial ability and gender differences when implementing virtual world training for geriatric home safety assessments.

  11. Web-based Three-dimensional Virtual Body Structures: W3D-VBS

    PubMed Central

    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. PMID:12223495

  12. Web-based three-dimensional Virtual Body Structures: W3D-VBS.

    PubMed

    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.

  13. Modified Navigation Instructions for Spatial Navigation Assistance Systems Lead to Incidental Spatial Learning

    PubMed Central

    Gramann, Klaus; Hoepner, Paul; Karrer-Gauss, Katja

    2017-01-01

    Spatial cognitive skills deteriorate with the increasing use of automated GPS navigation and a general decrease in the ability to orient in space might have further impact on independence, autonomy, and quality of life. In the present study we investigate whether modified navigation instructions support incidental spatial knowledge acquisition. A virtual driving environment was used to examine the impact of modified navigation instructions on spatial learning while using a GPS navigation assistance system. Participants navigated through a simulated urban and suburban environment, using navigation support to reach their destination. Driving performance as well as spatial learning was thereby assessed. Three navigation instruction conditions were tested: (i) a control group that was provided with classical navigation instructions at decision points, and two other groups that received navigation instructions at decision points including either (ii) additional irrelevant information about landmarks or (iii) additional personally relevant information (i.e., individual preferences regarding food, hobbies, etc.), associated with landmarks. Driving performance revealed no differences between navigation instructions. Significant improvements were observed in both modified navigation instruction conditions on three different measures of spatial learning and memory: subsequent navigation of the initial route without navigation assistance, landmark recognition, and sketch map drawing. Future navigation assistance systems could incorporate modified instructions to promote incidental spatial learning and to foster more general spatial cognitive abilities. Such systems might extend mobility across the lifespan. PMID:28243219

  14. How cognitive theory guides neuroscience.

    PubMed

    Frank, Michael J; Badre, David

    2015-02-01

    The field of cognitive science studies latent, unobservable cognitive processes that generate observable behaviors. Similarly, cognitive neuroscience attempts to link latent cognitive processes with the neural mechanisms that generate them. Although neural processes are partially observable (with imaging and electrophysiology), it would be a mistake to 'skip' the cognitive level and pursue a purely neuroscientific enterprise to studying behavior. In fact, virtually all of the major advances in understanding the neural basis of behavior over the last century have relied fundamentally on principles of cognition for guiding the appropriate measurements, manipulations, tasks, and interpretations. We provide several examples from the domains of episodic memory, working memory and cognitive control, and decision making in which cognitive theorizing and prior experimentation has been essential in guiding neuroscientific investigations and discoveries. Copyright © 2014 Elsevier B.V. All rights reserved.

  15. Characterizing Mobility and Contact Networks in Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Machado, Felipe; Santos, Matheus; Almeida, Virgílio; Guedes, Dorgival

    Virtual worlds have recently gained wide recognition as an important field of study in Computer Science. In this work we present an analysis of the mobility and interactions among characters in World of Warcraft (WoW) and Second Life based on the contact opportunities extracted from actual user data in each of those domains. We analyze character contacts in terms of their spatial and temporal characteristics, as well as the social network derived from such contacts. Our results show that the contacts observed may be more influenced by the nature of the interactions and goals of the users in each situation than by the intrinsic structure of such worlds. In particular, observations from a city in WoW are closer to those of Second Life than to other areas in WoW itself.

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

    PubMed

    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. Multimedia Appendix 1 contains a video demonstrating the operation of the app, as well as a sample dataset of the reaction times (used for the computation of attentional biases) captured by the app. The current design can be utilized for cognitive bias modification across a spectrum of disorders and is not limited to one disorder. It will be of value for future research to utilize the above platform and compare the efficacy of mHealth approaches, such as the one described in this study, with conventional Web-based approaches in the delivery of attentional bias modification interventions. RR1-10.2196/9740. ©Melvyn Zhang, JiangBo Ying, Guo Song, Daniel SS Fung, Helen Smith. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 12.06.2018.

  17. Outdoor and indoor sources of residential radiofrequency electromagnetic fields, personal cell phone and cordless phone use, and cognitive function in 5-6 years old children.

    PubMed

    Guxens, Mònica; Vermeulen, Roel; van Eijsden, Manon; Beekhuizen, Johan; Vrijkotte, Tanja G M; van Strien, Rob T; Kromhout, Hans; Huss, Anke

    2016-10-01

    Little is known about the exposure of young children to radiofrequency electromagnetic fields (RF-EMF) and potentially associated health effects. We assessed the relationship between residential RF-EMF exposure from mobile phone base stations, residential presence of indoor sources, personal cell phone and cordless phone use, and children's cognitive function at 5-6 years of age. Cross-sectional study on children aged 5-6 years from the Amsterdam Born Children and their Development (ABCD) study, the Netherlands (n=2354). Residential RF-EMF exposure from mobile phone base stations was estimated with a 3D geospatial radio wave propagation model. Residential presence of indoor sources (cordless phone base stations and Wi-Fi) and children's cell phone and cordless phone use was reported by the mother. Speed of information processing, inhibitory control, cognitive flexibility, and visuomotor coordination was assessed using the Amsterdam Neuropsychological Tasks. Residential presence of RF-EMF indoor sources was associated with an improved speed of information processing. Higher residential RF-EMF exposure from mobile phone base stations and presence of indoor sources was associated with an improved inhibitory control and cognitive flexibility whereas we observed a reduced inhibitory control and cognitive flexibility with higher personal cordless phone use. Higher residential RF-EMF exposure from mobile phone base stations was associated with a reduced visuomotor coordination whereas we observed an improved visuomotor coordination with residential presence of RF-EMF indoor sources and higher personal cell phone use. We found inconsistent associations between different sources of RF-EMF exposure and cognitive function in children aged 5-6 years. Copyright © 2016 Elsevier Inc. All rights reserved.

  18. 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.

    PubMed

    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 < 0.001), verbal fluency [digit symbol coding (p < 0.001), phonemic verbal fluency (p < 0.001)], and memory [immediate recall (p < 0.001) and delayed recall (p < 0.001)]; mobility: usual & dual-task gait speed (p = 0.002 and p < 0.001, respectively) and step length (p = 0.001 and p = 0.003, respectively); and vascular health: cIMT (p = 0.002). No changes were seen in the remaining outcomes. In conclusion, 26 weeks of 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.

  19. 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.

    PubMed

    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 (P<0.0001, P=0.002; respectively). There was no statistically significant increase in gait-related items of Performance Oriented Mobility Assessment scale after the first 6-month treatment period (P=0.210), but in the second 6-month treatment period the POMA-G score improved significantly (P=0.001). There was no significant difference between groups regarding falls. 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.

  20. Rapid Decision Making on the Fire Ground

    DTIC Science & Technology

    1988-06-01

    Virtually all of the longer decisions are from incidents #30--32, a pumping station fire. This was a unique case in our interviews. First, it took almost...select one. In other words, we found virtually no Instances of the standard laboratory paradigm for decision making: conscious and deliberate...Heidi L. (1985). Eyewitness Memory Enhancement in the Police Interview: Cognitive Retrieval Mnemonics Versus Hypnosis . Journal of Applied Psychology, 70

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