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1.
Appl Ergon ; 117: 104223, 2024 May.
Artículo en Inglés | MEDLINE | ID: mdl-38219376

RESUMEN

Postpartum haemorrhage (PPH) is an obstetric emergency causing nearly one-quarter of maternal deaths worldwide, 99% of these in low-resource settings (LRSs). Uterine balloon tamponade (UBT) devices are a non-surgical treatment to stop PPH. In LRSs, low-cost versions of UBT devices are based on the condom balloon tamponade (CBT) technique, but their effectiveness is limited. This paper discusses the experimental study to assess the usability and performance of a medical device, BAMBI, designed as an alternative to current CBT devices. The testing phase involved medical and non-medical personnel and was focused on testing BAMBI's usability and effectiveness compared to a standard CBT solution. We collected measures of the execution time and the procedure outcome. Different training procedures were also compared. Results show a significant preference for the BAMBI device. Besides, medical and non-medical subjects reached comparable outcomes. This aspect is highly relevant in LRSs where the availability of medical personnel could be limited.


Asunto(s)
Muerte Materna , Hemorragia Posparto , Taponamiento Uterino con Balón , Embarazo , Femenino , Humanos , Hemorragia Posparto/prevención & control , Condones , Taponamiento Uterino con Balón/métodos , Personal de Salud
2.
Front Sports Act Living ; 5: 1114539, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-36891129

RESUMEN

We describe the design of a modular sensorized climbing wall for motion analysis in a naturalistic environment. The wall is equipped with force sensors to measure interaction forces between the athlete and the wall, which can be used by experienced instructors, athletes, or therapists, to gain insights into the quality of motion. A specifically designed triaxial load cell is integrated into each hold placement, invisible to the climber, and compatible with standard climbing holds. Data collected through the sensors is sent to an app running on a portable device. The wall can be adapted to different uses. To validate our design, we recorded a repeated climbing activity of eleven climbers with varying degrees of expertise. Analysis of the interaction forces during the exercise demonstrates that the sensor network design can provide valuable information to track and analyze exercise performance changes over time. Here we report the design process as well as the validation and testing of the sensorized climbing wall.

3.
Sci Rep ; 11(1): 24108, 2021 12 16.
Artículo en Inglés | MEDLINE | ID: mdl-34916547

RESUMEN

Despite the great potential of Virtual Reality (VR) to arouse emotions, there are no VR affective databases available as it happens for pictures, videos, and sounds. In this paper, we describe the validation of ten affective interactive Virtual Environments (VEs) designed to be used in Virtual Reality. These environments are related to five emotions. The testing phase included using two different experimental setups to deliver the overall experience. The setup did not include any immersive VR technology, because of the ongoing COVID-19 pandemic, but the VEs were designed to run on stereoscopic visual displays. We collected measures related to the participants' emotional experience based on six discrete emotional categories plus neutrality and we included an assessment of the sense of presence related to the different experiences. The results showed how the scenarios can be differentiated according to the emotion aroused. Finally, the comparison between the two experimental setups demonstrated high reliability of the experience and strong adaptability of the scenarios to different contexts of use.


Asunto(s)
Nivel de Alerta/fisiología , COVID-19/psicología , Bases de Datos Factuales/estadística & datos numéricos , Emociones/fisiología , SARS-CoV-2/aislamiento & purificación , Realidad Virtual , Adulto , COVID-19/epidemiología , COVID-19/virología , Emociones/clasificación , Empatía , Femenino , Humanos , Masculino , Pandemias/prevención & control , Estimulación Luminosa/métodos , Reproducibilidad de los Resultados , SARS-CoV-2/fisiología , Adulto Joven
4.
IEEE Comput Graph Appl ; 41(6): 171-178, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34890316

RESUMEN

Computer graphics is-in many cases-about visualizing what you cannot see. However, virtual reality (VR), from its beginnings, aimed at stimulating all human senses: not just the visual channel. Moreover, this set of multisensory stimuli allows users to feel present and able to interact with the virtual environment. In this way, VR aims to deliver experiences that are comparable to real-life ones in their level of detail and stimulation, intensity, and impact. Hence, VR is not only a means to see, but also to feel differently. With the spreading of VR technologies, there is a growing interest in using VR to evoke emotions, including positive and negative ones. This article discusses the current possibilities and the authors' experience collected in the field in trying to elicit emotions through VR. It explores how different design aspects and features can be used, describing their contributions and benefits in the development of affective VR experiences. This work aims at raising awareness of the necessity to consider and explore the full design space that VR technology provides in comparison to traditional media. Additionally, it provides possible tracks of VR affective applications, illustrating how they could impact our emotions and improve our life, and providing guidelines for their development.


Asunto(s)
Realidad Virtual , Gráficos por Computador , Emociones , Humanos , Sensación
5.
Front Psychol ; 12: 749419, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34489845

RESUMEN

[This corrects the article DOI: 10.3389/fpsyg.2021.671470.].

6.
Front Psychol ; 12: 671470, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34366990

RESUMEN

When interacting with technology, attention is mainly driven by audiovisual and increasingly haptic stimulation. Olfactory stimuli are widely neglected, although the sense of smell influences many of our daily life choices, affects our behavior, and can catch and direct our attention. In this study, we investigated the effect of smell and sound on visuospatial attention in a virtual environment. We implemented the Bells Test, an established neuropsychological test to assess attentional and visuospatial disorders, in virtual reality (VR). We conducted an experiment with 24 participants comparing the performance of users under three experimental conditions (smell, sound, and smell and sound). The results show that multisensory stimuli play a key role in driving the attention of the participants and highlight asymmetries in directing spatial attention. We discuss the relevance of the results within and beyond human-computer interaction (HCI), particularly with regard to the opportunity of using VR for rehabilitation and assessment procedures for patients with spatial attention deficits.

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