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1.
J Proteome Res ; 23(2): 532-549, 2024 02 02.
Artigo em Inglês | MEDLINE | ID: mdl-38232391

RESUMO

Since 2010, the Human Proteome Project (HPP), the flagship initiative of the Human Proteome Organization (HUPO), has pursued two goals: (1) to credibly identify the protein parts list and (2) to make proteomics an integral part of multiomics studies of human health and disease. The HPP relies on international collaboration, data sharing, standardized reanalysis of MS data sets by PeptideAtlas and MassIVE-KB using HPP Guidelines for quality assurance, integration and curation of MS and non-MS protein data by neXtProt, plus extensive use of antibody profiling carried out by the Human Protein Atlas. According to the neXtProt release 2023-04-18, protein expression has now been credibly detected (PE1) for 18,397 of the 19,778 neXtProt predicted proteins coded in the human genome (93%). Of these PE1 proteins, 17,453 were detected with mass spectrometry (MS) in accordance with HPP Guidelines and 944 by a variety of non-MS methods. The number of neXtProt PE2, PE3, and PE4 missing proteins now stands at 1381. Achieving the unambiguous identification of 93% of predicted proteins encoded from across all chromosomes represents remarkable experimental progress on the Human Proteome parts list. Meanwhile, there are several categories of predicted proteins that have proved resistant to detection regardless of protein-based methods used. Additionally there are some PE1-4 proteins that probably should be reclassified to PE5, specifically 21 LINC entries and ∼30 HERV entries; these are being addressed in the present year. Applying proteomics in a wide array of biological and clinical studies ensures integration with other omics platforms as reported by the Biology and Disease-driven HPP teams and the antibody and pathology resource pillars. Current progress has positioned the HPP to transition to its Grand Challenge Project focused on determining the primary function(s) of every protein itself and in networks and pathways within the context of human health and disease.


Assuntos
Anticorpos , Proteoma , Humanos , Proteoma/genética , Proteoma/análise , Bases de Dados de Proteínas , Espectrometria de Massas/métodos , Proteômica/métodos
2.
Exp Brain Res ; 242(6): 1277-1289, 2024 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-38548892

RESUMO

Older adults demonstrate impairments in navigation that cannot be explained by general cognitive and motor declines. Previous work has shown that older adults may combine sensory cues during navigation differently than younger adults, though this work has largely been done in dark environments where sensory integration may differ from full-cue environments. Here, we test whether aging adults optimally combine cues from two sensory systems critical for navigation: vision (landmarks) and body-based self-motion cues. Participants completed a homing (triangle completion) task using immersive virtual reality to offer the ability to navigate in a well-lit environment including visibility of the ground plane. An optimal model, based on principles of maximum-likelihood estimation, predicts that precision in homing should increase with multisensory information in a manner consistent with each individual sensory cue's perceived reliability (measured by variability). We found that well-aging adults (with normal or corrected-to-normal sensory acuity and active lifestyles) were more variable and less accurate than younger adults during navigation. Both older and younger adults relied more on their visual systems than a maximum likelihood estimation model would suggest. Overall, younger adults' visual weighting matched the model's predictions whereas older adults showed sub-optimal sensory weighting. In addition, high inter-individual differences were seen in both younger and older adults. These results suggest that older adults do not optimally weight each sensory system when combined during navigation, and that older adults may benefit from interventions that help them recalibrate the combination of visual and self-motion cues for navigation.


Assuntos
Envelhecimento , Sinais (Psicologia) , Navegação Espacial , Humanos , Idoso , Masculino , Feminino , Envelhecimento/fisiologia , Adulto Jovem , Adulto , Navegação Espacial/fisiologia , Pessoa de Meia-Idade , Percepção Visual/fisiologia , Realidade Virtual , Percepção de Movimento/fisiologia , Idoso de 80 Anos ou mais , Adolescente
3.
Conscious Cogn ; 118: 103635, 2024 02.
Artigo em Inglês | MEDLINE | ID: mdl-38219402

RESUMO

William James's use of "time in passing" and "stream of thoughts" may be two sides of the same coin that emerge from the brain segmenting the continuous flow of information into discrete events. Herein, we investigated how the density of events affects two temporal experiences: the felt duration and speed of time. Using a temporal bisection task, participants classified seconds-long videos of naturalistic scenes as short or long (duration), or slow or fast (passage of time). Videos contained a varying number and type of events. We found that a large number of events lengthened subjective duration and accelerated the felt passage of time. Surprisingly, participants were also faster at estimating their felt passage of time compared to duration. The perception of duration scaled with duration and event density, whereas the felt passage of time scaled with the rate of change. Altogether, our results suggest that distinct mechanisms underlie these two experiential times.


Assuntos
Percepção do Tempo , Humanos , Tempo , Encéfalo , Emoções
4.
J Med Internet Res ; 26: e57351, 2024 Aug 22.
Artigo em Inglês | MEDLINE | ID: mdl-38924481

RESUMO

BACKGROUND: Sexual minority men with HIV are at an increased risk of cardiovascular disease (CVD) and have been underrepresented in behavioral research and clinical trials. OBJECTIVE: This study aims to explore perceptions of HIV-related comorbidities and assess the interest in and usability of a virtual environment for CVD prevention education in Black and Latinx sexual minority men with HIV. METHODS: This is a 3-phase pilot behavioral randomized controlled trial. We report on formative phases 1 and 2 that informed virtual environment content and features using qualitative interviews, usability testing, and beta testing with a total of 25 individuals. In phase 1, a total of 15 participants completed interviews exploring HIV-related illnesses of concern that would be used to tailor the virtual environment. In phase 2, usability testing and beta testing were conducted with 10 participants to assess interest, features, and content. RESULTS: In phase 1, we found that CVD risk factors included high blood pressure, myocardial infarction, stroke, and diabetes. Cancer (prostate, colon, and others) was a common concern, as were mental health conditions. In phase 2, all participants completed the 12-item usability checklist with favorable feedback within 30 to 60 minutes. Beta-testing interviews suggested (1) mixed perceptions of health and HIV, (2) high risk for comorbid conditions, (3) virtual environment features were promising, and (4) the need for diverse avatar representations. CONCLUSIONS: We identified several comorbid conditions of concern, and findings carry significant implications for mitigating barriers to preventive health screenings, given the shared risk factors between HIV and related comorbidities. Highly rated aspects of the virtual environment were anonymity; meeting others with HIV who identify as gay or bisexual; validating lesbian, gay, bisexual, transgender, queer, and others (LGBTQ+) images and content; and accessibility to CVD prevention education. Critical end-user feedback from beta testing suggested more options for avatar customization in skin, hair, and body representation. Our next phase will test the virtual environment as a new approach to advancing cardiovascular health equity in ethnic and racial sexual minority men with HIV. TRIAL REGISTRATION: ClinicalTrials.gov NCT04061915; https://clinicaltrials.gov/study/NCT05242952. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.2196/38348.


Assuntos
Doenças Cardiovasculares , Infecções por HIV , Minorias Sexuais e de Gênero , Humanos , Masculino , Doenças Cardiovasculares/prevenção & controle , Infecções por HIV/prevenção & controle , Infecções por HIV/psicologia , Projetos Piloto , Minorias Sexuais e de Gênero/psicologia , Minorias Sexuais e de Gênero/estatística & dados numéricos , Adulto , Pessoa de Meia-Idade , Comorbidade , Realidade Virtual , Interface Usuário-Computador
5.
J Stroke Cerebrovasc Dis ; 33(2): 107515, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-38064972

RESUMO

OBJECTIVES: To evaluate the feasibility and usability of stroke survivor participation in an 8-week virtual environment intervention that provides opportunities for social support exchanges, social network interactions, and recovery education. MATERIALS AND METHODS: A single-group, pre- and post-test measure design was used. Descriptive statistics were used to examine enrollment and retention rates, proportion of questionnaires completed, and virtual environment process data (e.g., number of log-ins) and usability scores. Changes in pre- and post-intervention questionnaire (e.g., usability, social support, depression, anxiety, loneliness, and self-efficacy) scores were explored using Wilcoxon signed-rank tests and paired t-test. RESULTS: Fifteen (65 %) of the eligible stroke survivors enrolled (60 % white, 27 % black), 12 (80 %) had an ischemic stroke, ages ranged from 33 to 74 years (mean 44 years), and mean months since stroke was 33 ± 23. Retention and questionnaire completion rates were both 93 % (n = 14). Survivors logged into the virtual environment a total of 122 times, logged an average of 49 min/log-in, and 12 (80 %) attended support groups and social activities. Median usability score indicated lower than average usability. Improvement trends in social support, loneliness, and depressive symptoms were found, but significant changes in mean questionnaire scores were not found. CONCLUSIONS: Overall, the results suggest that using a virtual environment to foster social support exchanges, social network interactions, and recovery education after stroke is feasible. Similar to other chronic disease populations, stroke survivor adoption of a virtual environment likely requires ongoing technical assistance, repetition of instructions, and opportunities for practice to reinforce engagement. TRIAL REGISTRATION: NCT05487144.


Assuntos
Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Humanos , Adulto , Pessoa de Meia-Idade , Idoso , Projetos Piloto , Reabilitação do Acidente Vascular Cerebral/métodos , Estudos de Viabilidade , Acidente Vascular Cerebral/diagnóstico , Acidente Vascular Cerebral/terapia , Inquéritos e Questionários
6.
Arch Psychiatr Nurs ; 49: 73-82, 2024 04.
Artigo em Inglês | MEDLINE | ID: mdl-38734458

RESUMO

PURPOSE: Self-management and lifestyle interventions are a key factor in treatment outcomes for persons with bipolar disorder (BD). A virtual environment (VE), due to it's ability to provide flexibility of involvement in its platform, may be an alternative to face-to-face treatment to provide support for self-management. The purpose of this study is to explore how a VE, developed for chronic illness self-management, may be modified to promote self-management and lifestyle changes in those with BD. METHOD: This study used a qualitative description design with focus groups. Data were collected via minimally structured interviews and analyzed using thematic content analysis. A total of seven focus groups were conducted, and the sample consisted of 30 adults with BD. Age range was 21-77 years with 21 females, seven males, and two non-binary individuals. RESULTS: Five themes emerged from the findings: Self-management and lifestyle interventions with regards to (1) mental health; (2) holistic health; (3) role of peers; (4) involvement of the family; (5) technological aspects of the VE. CONCLUSIONS: Focus group participants suggested that the VE may be an efficacious way to enhance self-management and promote lifestyle interventions in those with BD. Research is needed to adapt such platforms to the need of the patients and examine its' effect on health outcomes.


Assuntos
Transtorno Bipolar , Grupos Focais , Estilo de Vida , Pesquisa Qualitativa , Autogestão , Humanos , Transtorno Bipolar/terapia , Transtorno Bipolar/psicologia , Feminino , Masculino , Autogestão/psicologia , Adulto , Pessoa de Meia-Idade , Idoso , Realidade Virtual
7.
Ergonomics ; : 1-14, 2024 Oct 24.
Artigo em Inglês | MEDLINE | ID: mdl-39445389

RESUMO

Focusing on the design of a public space, we propose a methodological contribution to integrate possible future users to studies in prospective ergonomics. Our objective is to establish a rigorous protocol for comparing two methods of projecting potential usage. First, a projection interview based on a virtual environment movie and second, a Guided Imaginary Projection interview. We sought to determine to what extent these two methods provide participants with the ability to live a 'quasi-experience' of the space. This 'quasi-experience' is measured by a questionnaire inspired by the concepts of presence and absorption and by the analysis of the embodiment level of the discourse produced during the interviews, from embodied to general discourse. The results show that while the two methods produce similar results in terms of the level of projection experience, the virtual environment movie projection produces significantly more general discourse.


The aim of this study is to compare, on similar samples, the ability of a non-immersive virtual environment movie and an imagined visit to project the probable future users of a space. The comparison is based on a questionnaire inspired by the concept of presence and an analysis of the rate of embodied speech produced.

8.
J Proteome Res ; 22(4): 1024-1042, 2023 04 07.
Artigo em Inglês | MEDLINE | ID: mdl-36318223

RESUMO

The 2022 Metrics of the Human Proteome from the HUPO Human Proteome Project (HPP) show that protein expression has now been credibly detected (neXtProt PE1 level) for 18 407 (93.2%) of the 19 750 predicted proteins coded in the human genome, a net gain of 50 since 2021 from data sets generated around the world and reanalyzed by the HPP. Conversely, the number of neXtProt PE2, PE3, and PE4 missing proteins has been reduced by 78 from 1421 to 1343. This represents continuing experimental progress on the human proteome parts list across all the chromosomes, as well as significant reclassifications. Meanwhile, applying proteomics in a vast array of biological and clinical studies continues to yield significant findings and growing integration with other omics platforms. We present highlights from the Chromosome-Centric HPP, Biology and Disease-driven HPP, and HPP Resource Pillars, compare features of mass spectrometry and Olink and Somalogic platforms, note the emergence of translation products from ribosome profiling of small open reading frames, and discuss the launch of the initial HPP Grand Challenge Project, "A Function for Each Protein".


Assuntos
Proteoma , Proteômica , Humanos , Proteoma/genética , Proteoma/análise , Bases de Dados de Proteínas , Espectrometria de Massas/métodos , Fases de Leitura Aberta , Proteômica/métodos
9.
Hippocampus ; 33(5): 573-585, 2023 05.
Artigo em Inglês | MEDLINE | ID: mdl-37002559

RESUMO

Cells selectively activated by a particular view of an environment have been found in the primate hippocampus (HPC). Whether view cells are present in other brain areas, and how view selectivity interacts with other variables such as object features and place remain unclear. Here, we explore these issues by recording the responses of neurons in the HPC and the lateral prefrontal cortex (LPFC) of rhesus macaques performing a task in which they learn new context-object associations while navigating a virtual environment using a joystick. We measured neuronal responses at different locations in a virtual maze where animals freely directed gaze to different regions of the visual scenes. We show that specific views containing task relevant objects selectively activated a proportion of HPC units, and an even higher proportion of LPFC units. Place selectivity was scarce and generally dependent on view. Many view cells were not affected by changing the object color or the context cue, two task relevant features. However, a small proportion of view cells showed selectivity for these two features. Our results show that during navigation in a virtual environment with complex and dynamic visual stimuli, view cells are found in both the HPC and the LPFC. View cells may have developed as a multiarea specialization in diurnal primates to encode the complexities and layouts of the environment through gaze exploration which ultimately enables building cognitive maps of space that guide navigation.


Assuntos
Hipocampo , Neurônios , Animais , Macaca mulatta , Neurônios/fisiologia , Hipocampo/fisiologia , Córtex Pré-Frontal/fisiologia , Aprendizagem
10.
Mem Cognit ; 51(2): 404-421, 2023 02.
Artigo em Inglês | MEDLINE | ID: mdl-36251160

RESUMO

Given the complexities of episodic memory and necessarily social nature of in-person face-to-face interviews, theoretical and evidence-based techniques for collecting episodic information from witnesses, victims, and survivors champion rapport-building. Rapport is believed to reduce some of the social demands of recalling an experienced event in an interview context, potentially increasing cognitive capacity for remembering. Cognitive and social benefits have also emerged in remote interview contexts with reduced anxiety and social pressure contributing to improved performance. Here, we investigated episodic memory in mock-eyewitness interviews conducted in virtual environments (VE) and in-person face-to-face (FtF), where rapport-building behaviours were either present or absent. Main effects revealed when rapport was present and where interviews were conducted in a VE participants recalled more correct event information, made fewer errors and were more accurate. Moreover, participants in the VE plus rapport-building present condition outperformed participants in all other conditions. Feedback indicated both rapport and environment were important for reducing the social demands of a recall interview, towards supporting effortful remembering. Our results add to the emerging literature on the utility of virtual environments as interview spaces and lend further support to the importance of prosocial behaviours in applied contexts.


Assuntos
Memória Episódica , Rememoração Mental , Humanos , Relações Interpessoais , Ansiedade
11.
Soc Psychiatry Psychiatr Epidemiol ; 58(7): 989-1007, 2023 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-36658261

RESUMO

PURPOSE: Vulnerability to stress is linked to poor mental health. Stress management interventions for people with mental health conditions are numerous but they are difficult to implement and have limited effectiveness in this population. Virtual reality (VR) relaxation is an innovative intervention that aims to reduce stress. This review aimed to synthesize evidence of VR relaxation for people with mental health conditions (PROSPERO 269405). METHODS: Embase, Medline, PsycInfo, and Web of Science were searched until 17th September 2021. The review was carried out according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses. The Effective Public Health Practice Project (EPHPP) tool assessed methodological quality of studies. RESULTS: Searching identified 4550 studies. Eighteen studies (N = 848) were included in the review. Studies were published between 2008 and 2021. Eleven were conducted in Europe. Thirteen studies were controlled trials. Participants were mostly working-age adult outpatients experiencing anxiety or stress-related conditions. Other conditions included eating disorders, depression, bipolar disorder, and psychosis. Five studies tested inpatients. All studies used a range of nature-based virtual environments, such as forests, islands, mountains, lakes, waterfalls, and most commonly, beaches to promote relaxation. Studies provided evidence of the feasibility, acceptability, and short-term effectiveness of VR relaxation to increase relaxation and reduce stress. EPHPP ratings were 'strong' (N = 11), 'moderate' (N = 4), and 'weak' (N = 3). CONCLUSIONS: VR relaxation has potential as a low-intensity intervention to promote relaxation and reduce stress for adults with mental health conditions, especially anxiety and stress-related problems. Further research is warranted on this promising intervention.


Assuntos
Transtornos Mentais , Realidade Virtual , Adulto , Humanos , Saúde Mental , Ansiedade , Psicoterapia
12.
Sensors (Basel) ; 23(24)2023 Dec 14.
Artigo em Inglês | MEDLINE | ID: mdl-38139675

RESUMO

The use of the Internet of Things (IoT) technologies and principles in industrial environments is known as the Industrial Internet of Things (IIoT). The IIoT concept aims to integrate various industrial devices, sensors, and actuators for collection, storage, monitoring, and process automation. Due to the complexity of IIoT environments, there is no one-size-fits-all solution. The main challenges in developing an IIoT solution are represented by the diversity of sensors and devices, connectivity, edge/fog computing, and security. This paper proposes a distributed and customized IioT (Industrial Internet of Things) framework for the interaction of things from the industrial environment. This framework is distributed on the fog nodes of the IIoT architecture proposed, and it will have the possibility to interconnect local things (with low latency) or global things (with a latency generated by the Internet network). To demonstrate the functionality of the proposed framework, it is included in the fog nodes presented in other paper. These fog nodes allow the integration of CANOpen networks into an IioT architecture. The most important advantages of the proposed architecture are its customizability and the fact that it allows decision operations to be carried out at the edge of the network to eliminate latency due to the Internet.

13.
Sensors (Basel) ; 23(11)2023 May 26.
Artigo em Inglês | MEDLINE | ID: mdl-37299821

RESUMO

The current approach to connected and autonomous driving function development and evaluation uses model-in-the-loop simulation, hardware-in-the-loop simulation and limited proving ground use, followed by public road deployment of the beta version of software and technology. The rest of the road users are involuntarily forced into taking part in the development and evaluation of these connected and autonomous driving functions in this approach. This is an unsafe, costly and inefficient method. Motivated by these shortcomings, this paper introduces the Vehicle-in-Virtual-Environment (VVE) method of safe, efficient and low-cost connected and autonomous driving function development, evaluation and demonstration. The VVE method is compared to the existing state-of-the-art. Its basic implementation for a path-following task is used to explain the method where the actual autonomous vehicle operates in a large empty area with its sensor feeds being replaced by realistic sensor feeds corresponding to its location and pose in the virtual environment. It is possible to easily change the development virtual environment and inject rare and difficult events which can be tested very safely. Vehicle-to-Pedestrian (V2P) communication-based pedestrian safety is chosen as the application use case for the VVE in this paper, and corresponding experimental results are presented and discussed. A no-line-of-sight pedestrian and vehicle moving towards each other on intersecting paths with different speeds are used in the experiments. Their time-to-collision risk zone values are compared for determining severity levels. The severity levels are used to slow down or brake the vehicle. The results show that V2P communication of pedestrian location and heading can be used successfully to avoid possible collisions. It is noted that actual pedestrians and other vulnerable road users can be used very safely in this approach.


Assuntos
Condução de Veículo , Pedestres , Humanos , Acidentes de Trânsito/prevenção & controle , Simulação por Computador , Software , Comunicação
14.
Hum Factors ; : 187208231212259, 2023 Nov 18.
Artigo em Inglês | MEDLINE | ID: mdl-37978866

RESUMO

OBJECTIVE: Using eye tracking technology, this study sought to determine if differences in hazard statement (HS) compliance based on design elements are attributable to attention maintenance (AM). BACKGROUND: Recent empirical work has demonstrated counter-intuitive findings for HS designs embedded in procedures. Specifically, prevalent HS designs in procedures were associated with lower compliance. METHOD: The current study utilized eye tracking technology to determine whether participants are attending to HSs differently based on the inclusion or absence of visually distinct HS design elements typically used for consumer products. We used two different designs that previously yielded the largest gap in HS compliance. In a fully-crossed design, 33 participants completed four rounds of tasks using four procedures with embedded HSs. To assess AM, eye tracking was used to measure gaze and fixation duration. RESULTS: The results indicated there are differences in AM between the two designs. The HSs that included elements traditionally considered effective in the consumer products literature elicited lower fixation duration times, and were associated with lower compliance. However, AM did not mediate the design effect on compliance. CONCLUSIONS: The study results suggest the design of HSs are impacting individuals as early as the AM stage of the C-HIP model. The absence of HS design-AM-compliance mediation suggests other C-HIP elements more directly explain the HS design-compliance effects. APPLICATION: These results provide more evidence that the communication of Health, Environment, and Safety information in procedures may need to be different from those on consumer products, suggesting design efficacy may be task dependent.

15.
Hum Factors ; 65(7): 1361-1380, 2023 11.
Artigo em Inglês | MEDLINE | ID: mdl-34875886

RESUMO

OBJECTIVE: The objective of these studies was to identify hazard statement (HS) design elements in procedures that affected whether both workers and lab participants performed the associated hazard mitigation. BACKGROUND: Many of the incidents in high-risk industries are the result of issues with procedures (e.g., standard operating procedures; SOPs) workers use to support their performance. HSs in these procedures are meant to communicate potential work hazards and methods of mitigating those hazards. However, there is little empirical research regarding whether current hazard design guidelines for consumer products translate to procedures. METHOD: Two experimental studies-(1) a laboratory study and (2) a high-fidelity simulation-manipulated the HS design elements present in procedures participants used while performing tasks. Participants' adherence to the mitigation of the hazard was compared for the HS designs. RESULTS: The guidelines for HSs from consumer products did not translate to procedures. Specifically, the presence of an alert icon, a box around the statement, and highlighting the statement did not improve adherence to HSs. Indeed, the only consistent finding was for the Icon, with its presence reliably predicting nonadherence in both studies. Additionally, the total number of design elements did not have a positive effect on adherence. CONCLUSION: These findings indicate that more fundamental procedure HSs research is needed to identify effective designs as well as to understand the potential attentional mechanisms associated with these findings. APPLICATION: The findings from these studies indicate that current regulations and guidelines should be revisited regarding hazard presentation in procedures.


Assuntos
Indústrias , Saúde Ocupacional , Gestão da Segurança , Humanos
16.
Hum Factors ; 65(1): 125-136, 2023 02.
Artigo em Inglês | MEDLINE | ID: mdl-33874773

RESUMO

OBJECTIVE: This study investigated the influence of game features and practice type on human kinematic and muscular performance in a virtual reality exercise (VRE). Participants demonstrated changes in shoulder flexion angle and muscle activation under different virtual scenarios. BACKGROUND: Conventional VRE studies often compared the outcomes between an experimental group that underwent exercise in VR and a real-world exercise control group, whereas comparisons between VRE programs are lacking. Besides, the attributes of VREs received little attention. METHOD: Thirteen able-bodied participants performed upper extremity exercise movements in immersive VR using a head-mounted display. Participants performed task-oriented and imitation-oriented movements with different game features. Shoulder muscle activity (the deltoid, supraspinatus, and infraspinatus) and shoulder motion were collected. RESULTS: Practice type (task-oriented, imitation-oriented) significantly influenced the flexion angle of the shoulder complex (F(1,11) = 9.53, p = .01), and the muscle activity of the supraspinatus (F(1,9) = 12.61, p = .006) and the infraspinatus (F(1,9) = 12.71, p = .006). Game features did not have a statistically significant effect on shoulder flexion angle or shoulder muscles' activations. CONCLUSIONS: Compared to imitation-oriented practice, task-oriented practice elicited more intensive shoulder movements and muscular efforts but also induced greater movement variations. Substantial differences across game features levels should be further investigated to have significant effects. APPLICATIONS: This research may help guide the design of future VREs. For strength training or rehabilitation where intensive practice is required, task-oriented practice should be considered; for movement learning where movement consistency is required, imitation oriented practice should be adopted.


Assuntos
Jogos Eletrônicos de Movimento , Comportamento Imitativo , Humanos , Ombro/fisiologia , Extremidade Superior/fisiologia , Movimento/fisiologia , Eletromiografia
17.
Ergonomics ; 66(10): 1608-1621, 2023 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-36620999

RESUMO

Virtual training systems provide highly realistic training environments for police. This study assesses whether a pain stimulus can enhance the training responses and sense of the presence of these systems. Police officers (n = 219) were trained either with or without a pain stimulus in a 2D simulator (VirTra V-300) and a 3D virtual reality (VR) system. Two (training simulator) × 2 (pain stimulus) ANOVAs revealed a significant interaction effect for perceived stress (p = .010, ηp2 = .039). Post-hoc pairwise comparisons showed that VR provokes significantly higher levels of perceived stress compared to VirTra when no pain stimulus is used (p = .009). With a pain stimulus, VirTra training provokes significantly higher levels of perceived stress compared to VirTra training without a pain stimulus (p < .001). Sense of presence was unaffected by the pain stimulus in both training systems. Our results indicate that VR training appears sufficiently realistic without adding a pain stimulus. Practitioner summary: Virtual police training benefits from highly realistic training environments. This study found that adding a pain stimulus heightened perceived stress in a 2D simulator, whereas it influenced neither training responses nor sense of presence in a VR system. VR training appears sufficiently realistic without adding a pain stimulus.


Assuntos
Treinamento por Simulação , Realidade Virtual , Humanos , Polícia , Dor , Treinamento por Simulação/métodos , Interface Usuário-Computador
18.
Virtual Real ; 27(2): 1173-1185, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36533193

RESUMO

Quantitative methods have thus far been the predominant methodological stance of virtual presence research, leaving much to be desired in terms of qualitative understanding. Yet, virtual experiences are a highly personal engagement, unique to each individual, and their presence in virtual reality can be viewed in terms of its experiential individuality. This aspect of the virtual experience is overlooked by conventional quantitative methods, which clusters ratings or scores to form group deductions. Therefore, to address the qualitative gap in the literature and provide an appropriate examination of virtual experiences from the perspective of the individual, an Interpretative Phenomenological Approach was undertaken. This alternate methodology sought to reveal which aspects of virtual experiences users identify as enabling feelings of presence. Examination of common themes among accounts of individuals were performed, to investigate the generation of feelings of presence in virtual reality. Online recruitment provided six interviewees who participated in online semi-structured interviews, prior to Interpretive Phenomenological Analysis. Three superordinate themes were identified: visual satisfaction, freedom of interaction and suspension of real life. Expectance, realism and prevention of disbelief are among the sub-themes identified that contributed to the interviewee's highly present experiences. The identified themes demonstrated the greatest influences of enabling a deeper sense of presence, in turn enhancing their experiences within virtual reality. In acknowledging these mitigating influences, it is hoped this may enable future virtual systems to build upon the research provided and produce consistently high-presence experiences. Consequently, this can aid educational, therapeutic and entertainment applications of virtual reality.

19.
Environ Res ; 209: 112894, 2022 06.
Artigo em Inglês | MEDLINE | ID: mdl-35149112

RESUMO

Chemical household products are a common cause of accidents in the domestic sphere. Despite such products being associated with certain risks in the event of swallowing or contact with the skin or eyes, they are used in nearly every household worldwide for hygiene purposes. In most European countries, chemical household products feature warnings of the Globally Harmonized System (GHS) as well as other warnings. In this eye-tracking study (N = 147), which was conducted in a virtual environment, we examined (i) whether consumers use such warnings when choosing a laundry detergent, (ii) whether they consider information irrelevant to risk assessment and (iii) whether they make use of this information for their final product choice. For this, the participants were split randomly into three experimental groups (a risk priming group, an effectiveness priming group, and a control group) that each received different tasks while purchasing a laundry detergent. The results indicate that the warnings found on laundry detergents are effective when they are used, although the majority of consumers do not look at the warnings. Therefore, we suggest that the alternative placement of warnings or the use of simplified warnings should be considered to improve consumers' awareness of potential risks.


Assuntos
Detergentes , Produtos Domésticos , Comportamento do Consumidor , Humanos , Medição de Risco , Fatores de Risco
20.
J Exp Child Psychol ; 219: 105412, 2022 07.
Artigo em Inglês | MEDLINE | ID: mdl-35272067

RESUMO

Cross-sectional studies have suggested that the ability to form cognitive maps increases throughout childhood and reaches adult levels during early adolescence. However, adults show large individual differences in their ability to relate local routes to form a global map. Children also vary, but when does variation stabilize? We asked participants from a previously published cross-sectional study [Journal of Experimental Child Psychology (2018), Vol. 170, pp. 86-106] to return for a second session of testing 3 years later to examine whether longitudinal stability is more evident at older ages. The subsample of 50 of the original 105 participants available for retesting did not differ from the original sample on male-female ratio or Session 1 task performance. We reassessed performance on the Virtual Silcton navigation paradigm, the Spatial Orientation Test (SOT), and the Mental Rotation Test (MRT) and added parents' scores on the SOT and MRT at Timepoint 2. Our initial analyses of normative development aligned with prior cross-sectional findings; overall navigation performance reached adult levels of proficiency around 12 years of age. In addition, variation in route integration abilities, as measured by between-route pointing, stabilized around 12 years of age; that is, longitudinal stability was higher in the older cohort than in the younger cohort. The same pattern appeared for the MRT.


Assuntos
Navegação Espacial , Adolescente , Adulto , Criança , Cognição , Estudos Transversais , Feminino , Humanos , Individualidade , Masculino , Percepção Espacial
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