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1.
Comput Inform Nurs ; 42(2): 118-126, 2024 Feb 01.
Artículo en Inglés | MEDLINE | ID: mdl-38129321

RESUMEN

This study aims to develop a virtual reality-based education program for managing behavioral and psychological symptoms of dementia for family carers of persons living with dementia and investigate the feasibility for users. The program was developed through literature review, interviews with family carers, surveys, and expert content validity assessment. User feasibility was evaluated quantitatively through a questionnaire on usefulness, ease of use, and satisfaction, and qualitatively through participant interviews. The program was produced in two parts, Type 1 and Type 2, consisting of three and six episodes, respectively. Participants showed a high level of satisfaction with overall program scores of 4.28 ± 0.66 and 4.34 ± 0.41 for the two evaluations. Participants also expressed that both programs were helpful, Type 1 for achieving changes in attitude associated with more understanding of persons living with dementia and Type 2 for acquiring coping methods through communication training. Use of the virtual reality device was not inconvenient and was identified as helpful due to the high immersion experience. Results of this study confirmed that family carers had no resistance to education using new technologies such as virtual reality devices and that virtual reality-based education could be effective for training family carers.


Asunto(s)
Demencia , Realidad Virtual , Humanos , Estudios de Factibilidad , Cuidadores/psicología , Comunicación , Demencia/terapia , Demencia/psicología
2.
Sensors (Basel) ; 19(19)2019 Oct 07.
Artículo en Inglés | MEDLINE | ID: mdl-31591351

RESUMEN

Accompanying the advent of wireless networking and the Internet of Things (IoT), traditional augmented reality (AR) systems to visualize virtual 3D models of the real world are evolving into smart and interactive AR related to the context of things for physical objects. We propose the integration of AR and IoT in a complementary way, making AR scalable to cover objects everywhere with an acceptable level of performance and interacting with IoT in a more intuitive manner. We identify three key components for realizing such a synergistic integration: (1) distributed and object-centric data management (including for AR services); (2) IoT object-guided tracking; (3) seamless interaction and content interoperability. We survey the current state of these respective areas and herein discuss research on issues about realizing a future smart and interactive living environment.

3.
IEEE Trans Vis Comput Graph ; 15(1): 6-19, 2009.
Artículo en Inglés | MEDLINE | ID: mdl-19008552

RESUMEN

This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) saliency map, the proposed framework uses top-down (goal-directed) contexts inferred from the user's spatial and temporal behaviors, and identifies the most plausibly attended objects among candidates in the object saliency map. The computational framework was implemented using GPU, exhibiting high computational performance adequate for interactive virtual environments. A user experiment was also conducted to evaluate the prediction accuracy of the tracking framework by comparing objects regarded as visually attended by the framework to actual human gaze collected with an eye tracker. The results indicated that the accuracy was in the level well supported by the theory of human cognition for visually identifying single and multiple attentive targets, especially owing to the addition of top-down contextual information. Finally, we demonstrate how the visual attention tracking framework can be applied to managing the level of details in virtual environments, without any hardware for head or eye tracking.


Asunto(s)
Atención/fisiología , Gráficos por Computador , Ambiente , Interpretación de Imagen Asistida por Computador/métodos , Modelos Teóricos , Reconocimiento Visual de Modelos/fisiología , Interfaz Usuario-Computador , Algoritmos , Simulación por Computador , Sistemas de Computación , Humanos
4.
IEEE Trans Vis Comput Graph ; 15(3): 453-64, 2009.
Artículo en Inglés | MEDLINE | ID: mdl-19282551

RESUMEN

This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts common in the post-filtering techniques such as bilinear magnification artifact, intensity leakage, and blurring discontinuity are practically eliminated via magnification with a circular filter, anisotropic mipmapping, and smoothing of blurring degrees. The whole framework is accelerated using GPU programs for constant and scalable real-time performance required for virtual reality. We also compare our method to recent GPU-based methods in terms of image quality and rendering performance.


Asunto(s)
Algoritmos , Gráficos por Computador , Interpretación de Imagen Asistida por Computador/métodos , Imagenología Tridimensional/métodos , Interfaz Usuario-Computador , Anisotropía , Sistemas de Computación , Ambiente , Aumento de la Imagen/métodos , Reproducibilidad de los Resultados , Sensibilidad y Especificidad
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