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1.
Artigo em Inglês | MEDLINE | ID: mdl-37695974

RESUMO

Virtual reality (VR) research has provided overviews of locomotion techniques, how they work, their strengths and overall user experience. Considerable research has investigated new methodologies, particularly machine learning to develop redirection algorithms. To best support the development of redirection algorithms through machine learning, we must understand how best to replicate human navigation and behaviour in VR, which can be supported by the accumulation of results produced through live-user experiments. However, it can be difficult to identify, select and compare relevant research without a pre-existing framework in an ever-growing research field. Therefore, this work aimed to facilitate the ongoing structuring and comparison of the VR-based natural walking literature by providing a standardised framework for researchers to utilise. We applied thematic analysis to study methodology descriptions from 140 VR-based papers that contained live-user experiments. From this analysis, we developed the LoCoMoTe framework with three themes: navigational decisions, technique implementation, and modalities. The LoCoMoTe framework provides a standardised approach to structuring and comparing experimental conditions. The framework should be continually updated to categorise and systematise knowledge and aid in identifying research gaps and discussions.

2.
Cyberpsychol Behav Soc Netw ; 25(1): 66-71, 2022 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-34652215

RESUMO

Virtual reality (VR) has shown promising results as an adjunct therapy for pain management. Recent literature exploring the use of VR for pain management among a chronic pain (CP) population has produced encouraging results, although little has been done to explore what about a VR intervention is the provider of the analgesic response. Furthermore, as has been suggested in the literature previously, little has been said of the association between pain tolerance and presence. This study primarily aimed to investigate pain tolerance differentiation between VR-head-mounted display (HMD) active and control interventions. Secondarily, this study looked to report on whether presence correlates to pain tolerance, among a CP population. A repeated-measures study design was used. Twelve participants received two 5-minute interventions while being subjected to experimentally induced pain. The interventions were as follows: (a) "active intervention," an immersive and interactive experience (b) "control intervention," and a nonimmersive controlled experience with no interaction. Tolerance to pain was assessed via the total time the participant continued the intervention. Presence was assessed via the Witmer and Singer's presence questionnaire. Participants also completed the Simulator Sickness Questionnaire, the Presence Questionnaire, and the Brief Pain Inventory. Pain tolerance was significantly higher in the active intervention compared with the control intervention (p = 0.005). There was a positive correlation between pain tolerance and presence during the active VR intervention. The media as opposed to the medium was determined to be responsible for greater tolerance to pain, as well as greater sense of presence, which was positively correlated to an increase in pain tolerance.


Assuntos
Dor Crônica , Realidade Virtual , Dor Crônica/terapia , Humanos , Manejo da Dor , Medição da Dor , Limiar da Dor
3.
Cyberpsychol Behav Soc Netw ; 23(3): 185-191, 2020 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-32091918

RESUMO

Virtual reality (VR) is demonstrating increasing potential for therapeutic benefit in elderly care, but it is still generally considered to be the domain of the visually unimpaired. Even where VR and augmented reality (AR) are being explored for use with low vision, it is generally with a focus on creating bespoke software and hardware. However, the properties of commercial off-the-shelf (COTS) headsets, such as high luminance, may render them accessible even to very low vision users. Using a case-study approach, we explored the differences in visual perception from baseline to pass-through AR and commercial VR applications for an elderly female (Mrs. M) with advanced age-related macular degeneration. We found notable improvements in object, face, and color recognition, particularly with higher display brightness. Furthermore, Mrs. M was able to engage fully and enthusiastically with a number of (unmodified) VR applications, providing detailed descriptions of both static and moving elements. We suggest that the high luminance available in COTS VR may support more stable fixation closer to the fovea, improving visual resolution. Furthermore, the improvements we noted in color perception support previous suggestions that increasing luminance may improve photosensitivity by reducing the uptake of limited oxygen by the rod cells. We conclude that low vision should not automatically preclude users from engaging in VR research or entertainment, and that they may be able to use well-illuminated VR applications without any special modifications.


Assuntos
Degeneração Macular/terapia , Realidade Virtual , Baixa Visão/terapia , Idoso de 80 Anos ou mais , Realidade Aumentada , Feminino , Humanos
4.
Stud Health Technol Inform ; 181: 138-42, 2012.
Artigo em Inglês | MEDLINE | ID: mdl-22954844

RESUMO

A Smartphone speech-therapy application (STA) is being developed, intended for people with Parkinson's disease (PD) with reduced implicit volume cues. The STA offers visual volume feedback, addressing diminished auditory cues. Users are typically older adults, less familiar with new technology. Domain-specific implicit theories (ITs) have been shown to result in mastery or helpless behaviors. Studies manipulating participants' implicit theories of 'technology' (Study One), and 'ability to affect one's voice' (Study Two), were coordinated with iterative STA test-stages, using patients with PD with prior speech-therapist referrals. Across studies, findings suggest it is possible to manipulate patients' ITs related to engaging with a Smartphone STA. This potentially impacts initial application approach and overall effort using a technology-based therapy.


Assuntos
Telefone Celular , Doença de Parkinson/complicações , Distúrbios da Fala/etiologia , Distúrbios da Fala/reabilitação , Fonoterapia/instrumentação , Idoso , Sinais (Psicologia) , Feminino , Humanos , Entrevistas como Assunto , Masculino , Inquéritos e Questionários , Resultado do Tratamento
5.
Stud Health Technol Inform ; 154: 180-4, 2010.
Artigo em Inglês | MEDLINE | ID: mdl-20543294

RESUMO

Virtual Reality is being used increasingly for upper limb rehabilitation. The type of virtual objects used for reaching tasks varies widely, but there has been little work exploring the effect of different characteristics of objects on target acquisition time. This study investigates how target acquisition times vary for virtual objects with different visual cues. Results suggest that the visual properties of an object may have a notable effect on target acquisition times. Simple (low polygon) objects with richer depth cues are acquired more easily than a standard sphere.


Assuntos
Simulação por Computador , Análise e Desempenho de Tarefas , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino , Estimulação Luminosa , Reabilitação/métodos , Extremidade Superior , Adulto Jovem
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