Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 3 de 3
Filtrar
Mais filtros

Base de dados
Ano de publicação
Tipo de documento
Intervalo de ano de publicação
1.
Sensors (Basel) ; 23(12)2023 Jun 14.
Artigo em Inglês | MEDLINE | ID: mdl-37420738

RESUMO

This study addresses the challenges faced by individuals with upper limb disadvantages in operating power wheelchair joysticks by utilizing the extended Function-Behavior-Structure (FBS) model to identify design requirements for an alternative wheelchair control system. A gaze-controlled wheelchair system is proposed based on design requirements from the extended FBS model and prioritized using the MosCow method. This innovative system relies on the user's natural gaze and comprises three levels: perception, decision making, and execution. The perception layer senses and acquires information from the environment, including user eye movements and driving context. The decision-making layer processes this information to determine the user's intended direction, while the execution layer controls the wheelchair's movement accordingly. The system's effectiveness was validated through indoor field testing, with an average driving drift of less than 20 cm for participates. Additionally, the user experience scale revealed overall positive user experiences and perceptions of the system's usability, ease of use, and satisfaction.


Assuntos
Cadeiras de Rodas , Humanos , Movimentos Oculares , Extremidade Superior , Sensação , Desenho de Equipamento
2.
Front Psychol ; 13: 986838, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36643702

RESUMO

Since digital technology has had a significant impact on the fashion industry, digital fashion has become a hot topic in today's society. Currently, research on digital fashion is focused on the transformation of enterprise marketing strategies and the discussion of digital technology. Despite this, the current study does not include an analysis of the audience's emotional and cognitive responses to digital fashion on social networking platforms. A comprehensive analysis and discussion of 52,891 posts about digital fashion and virtual fashion published on social networking sites was conducted using k-means clustering analysis, Latent Dirichlet Allocation (LDA) topic modeling, and sentiment analysis in this study. The study examines the public's perception and hot topics about digital fashion, as well as the industry's development situation and trends. According to the findings, both positive and neutral emotions accompany the public's attitude toward digital fashion. There is a wide range of topics covered in the discussion. Innovations in digital technology have impacted the creation of jobs, talent demand, marketing strategies, profit forms, and industrial chain innovation of fashion-related businesses. Researchers in related fields will find this study useful not only as a reference for research methods and directions, but also as a source of references for research methodology. A case study and data reference will also be provided to industry practitioners.

3.
Artigo em Inglês | MEDLINE | ID: mdl-35409674

RESUMO

Background: Youths with lower limb dysfunction display low levels of sports participation, which limits their growth and self-development, both physically and mentally. Recently, VR technology has proven its profound value in the psychological evaluation and treatment, rehabilitation, and immersive training of people in need. We have proposed, designed, and developed a VR rock-climbing game for youths with lower-limb dysfunction that allows them to engage in enjoyable and purposeful in-game tasks that simultaneously bring about intensive real-world exercise. Methods: Pilot studies were conducted on college students whose lower limbs were fixed to chairs. Heart rate monitoring, a flow questionnaire, interviews, and observation were conducted for each participant to evaluate the impact of the VR rock-climbing game. The collected data were trimmed on the basis of Cronbach's alpha and corrected item−total correlation (CITC) to guarantee the data's reliability. Results: The average value of each flow experience dimension was greater than 4 (0.76 < SD < 0.91). According to the flow-based analysis and the whole-process feeling distribution (WPFD), the evaluated study brought about the participants' happiness and a sense of mastery and achievement. Conclusions: By bringing about a deep and enjoyable immersion in VR, it remarkably promotes the participants' intention to participate in exercises.


Assuntos
Realidade Virtual , Adolescente , Exercício Físico/psicologia , Terapia por Exercício/métodos , Humanos , Extremidade Inferior , Reprodutibilidade dos Testes
SELEÇÃO DE REFERÊNCIAS
Detalhe da pesquisa