keyword
MENU ▼
Read by QxMD icon Read
search

AVATAR

keyword
https://www.readbyqxmd.com/read/27915132/dissociating-processes-underlying-level-1-visual-perspective-taking-in-adults
#1
Andrew R Todd, C Daryl Cameron, Austin J Simpson
Although reasoning about other people's mental states has typically been thought to require effortful deliberation, evidence from indirect measures suggests that people may implicitly track others' perspectives, spontaneously calculating what they see and know. We used a process-dissociation approach to investigate the unique contributions of automatic and controlled processes to level-1 visual perspective taking in adults. In Experiment 1, imposing time pressure reduced the ability to exert control over one's responses, but it left automatic processing of a target's perspective unchanged...
December 1, 2016: Cognition
https://www.readbyqxmd.com/read/27901311/video-gaming-as-practical-accomplishment-ethnomethodology-conversation-analysis-and-play
#2
Stuart Reeves, Christian Greiffenhagen, Eric Laurier
Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical "work" of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a "tactical zoom." We start very much "outside" the game, beginning with a wide view of how massive-multiplayer online games are played within dedicated gaming spaces; here, we find multiple players, machines, and many different sorts of activities going on (besides playing the game)...
November 30, 2016: Topics in Cognitive Science
https://www.readbyqxmd.com/read/27893269/submentalizing-or-mentalizing-in-a-level-1-perspective-taking-task-a-cloak-and-goggles-test
#3
Jane R Conway, Danna Lee, Mobin Ojaghi, Caroline Catmur, Geoffrey Bird
It has been proposed that humans possess an automatic system to represent mental states ('implicit mentalizing'). The existence of an implicit mentalizing system has generated considerable debate however, centered on the ability of various experimental paradigms to demonstrate unambiguously such mentalizing. Evidence for implicit mentalizing has previously been provided by the 'dot perspective task,' where participants are slower to verify the number of dots they can see when an avatar can see a different number of dots...
November 28, 2016: Journal of Experimental Psychology. Human Perception and Performance
https://www.readbyqxmd.com/read/27891098/deceptive-manipulation-of-competitive-starting-strategies-influences-subsequent-pacing-physiological-status-and-perceptual-responses-during-cycling-time-trials
#4
Emily L Williams, Hollie S Jones, S Andy Sparks, David C Marchant, Adrian W Midgley, Craig A Bridge, Lars R McNaughton
Little is currently known regarding competitor influence on pacing at the start of an event and in particular the subsequent effect on the remaining distance. The purpose of the present study was to investigate the influence of starting pace on the physiological and psychological responses during cycling time trials (TT) utilizing an innovative approach allowing pace to be accurately and dynamically replicated, as well as deceptively manipulated. Ten competitive male cyclists completed five 16.1 km TT, two baseline trials performed alone (BLs), and three with a simulated, dynamic avatar of which they were to match the pace of for the initial 4 km...
2016: Frontiers in Physiology
https://www.readbyqxmd.com/read/27875230/six-degree-of-freedom-haptic-simulation-of-a-stringed-musical-instrument-for-triggering-sounds
#5
Dangxiao Wang, Xiaohan Zhao, Youjiao Shi, Yuru Zhang, Jing Xiao
Six degree-of-freedom (DoF) haptic rendering of multi-region contacts between a moving hand avatar and varied-shaped components of a music instrument is fundamental to realizing interactive simulation of music playing. There are two aspects of computational challenges: first, some components have significantly small sizes in some dimensions, such as the strings on a seven-string plucked instrument (e.g. Guqin), which makes it challenging to avoid pop-through during multi-region contact scenarios. Second, deformable strings may produce high-frequency vibration, which requires simulating diversified and subtle force sensations when a hand interacts with strings in different ways...
November 14, 2016: IEEE Transactions on Haptics
https://www.readbyqxmd.com/read/27857172/virtual-nursing-avatars-nurse-roles-and-evolving-concepts-of-care
#6
Miriam Bowers Abbott, Peggy Shaw
Advances in computer software have provided interactive tools that perform many of the duties once in the domain of the nursing profession. Sometimes referred to as 'virtual nursing avatars,' the duties delegated to this technology include facilitating check-ins for patients and coaching patients as they make lifestyle changes. Researchers continue to develop computer applications for virtual nurse avatars. As computers and smartphones take on tasks once in the domain of humans, the roles of nurses will evolve...
August 15, 2016: Online Journal of Issues in Nursing
https://www.readbyqxmd.com/read/27844249/investigating-event-memory-in-children-with-autism-spectrum-disorder-effects-of-a-computer-mediated-interview
#7
Che-Wei Hsu, Yee-San Teoh
The present study aimed to examine the effects of a novel avatar interviewing aid during memory interviews with children with autism spectrum disorder (ASD). Thirty children were recruited for our study (Age: M = 7.60, SD = 0.68), half with ASD (13 boys; 2 girls) and the other half being neurotypical (13 boys; 2 girls). Children participated in a target event and were subsequently interviewed a week later by either an avatar interviewer or a human. The participants were also asked six misleading questions aimed to examine their suggestibility...
November 14, 2016: Journal of Autism and Developmental Disorders
https://www.readbyqxmd.com/read/27820864/parkinson-patients-initial-trust-in-avatars-theory-and-evidence
#8
Andrija Javor, Gerhard Ransmayr, Walter Struhal, René Riedl
Parkinson's disease (PD) is a neurodegenerative disease that affects the motor system and cognitive and behavioral functions. Due to these impairments, PD patients also have problems in using the computer. However, using computers and the Internet could help these patients to overcome social isolation and enhance information search. Specifically, avatars (defined as virtual representations of humans) are increasingly used in online environments to enhance human-computer interaction by simulating face-to-face interaction...
2016: PloS One
https://www.readbyqxmd.com/read/27807413/corrigendum-virtual-avatar-for-emotion-recognition-in-patients-with-schizophrenia-a-pilot-study
#9
Samuel Marcos-Pablos, Emilio González-Pablos, Carlos Martín-Lorenzo, Luis A Flores, Jaime Gómez-García-Bermejo, Eduardo Zalama
[This corrects the article on p. 421 in vol. 10, PMID: 27616987.].
2016: Frontiers in Human Neuroscience
https://www.readbyqxmd.com/read/27780828/lurbinectedin-induces-depletion-of-tumor-associated-macrophages-tam-an-essential-component-of-its-in-vivo-synergism-with-gemcitabine
#10
María Virtudes Céspedes, María José Guillén, Pedro Pablo López-Casas, Francesca Sarno, Alberto Gallardo, Patricia Álamo, Carmen Cuevas, Manuel Hidalgo, Carlos María Galmarini, Paola Allavena, Pablo Avilés, Ramón Mangues
We explored whether the combination of lurbinectedin (PM01183) with the antimetabolite gemcitabine may result in synergistic antitumor effect in pancreatic adenocarcinoma (PDA) models. We also studied the contribution of lurbinectedin to this synergism. This drug presents a dual pharmacological effect that contributes to its in vivo antitumor activity: (i) specific binding to DNA minor groove inhibiting active transcription and DNA repair; and (ii) specific depletion of tumor-associated macrophages (TAMs).We evaluated the in vivo antitumor activity of lurbinectedin, gemcitabine (as single agents) and its combination in SW-1990 and MIA PaCa-2 cell-line xenografts and in patient-derived PDA models (AVATAR)...
October 20, 2016: Disease Models & Mechanisms
https://www.readbyqxmd.com/read/27765773/comparing-young-people-s-experience-of-technology-delivered-v-face-to-face-mindfulness-and-relaxation-two-armed-qualitative-focus-group-study
#11
Conall Tunney, Patricia Cooney, David Coyle, Gary O'Reilly
BACKGROUND: The current popularity of mindfulness-based practices has coincided with the increase in access to mobile technology. This has led to many mindfulness apps and programs becoming available, some specifically for children. However, little is known about the experience of engaging with mindfulness through these mediums. AIMS: To explore children's experience of mindfulness delivered both face-to-face and through a computer game to highlight any differences or similarities...
October 20, 2016: British Journal of Psychiatry: the Journal of Mental Science
https://www.readbyqxmd.com/read/27755311/effectiveness-of-using-avatar-based-technology-in-patient-education-for-the-improvement-of-chronic-disease-knowledge-and-self-care-behavior-a-systematic-review-protocol
#12
Parichat Wonggom, Jintana Tongpeth, Peter Newman, HuiYun Du, Robyn Clark
The objective of this review is to investigate the effectiveness of using avatar-based technology in patient education for the improvement of knowledge and self-care behaviors for chronic disease.
September 2016: JBI Database of Systematic Reviews and Implementation Reports
https://www.readbyqxmd.com/read/27739460/testing-the-relationship-between-mimicry-trust-and-rapport-in-virtual-reality-conversations
#13
Joanna Hale, Antonia F De C Hamilton
People mimic each other's actions and postures during everyday interactions. It is widely believed this mimicry acts as a social glue, leading to increased rapport. We present two studies using virtual reality to rigorously test this hypothesis. In Study 1, 50 participants interacted with two avatars who either mimicked their head and torso movements at a 1 or 3 second time delay or did not mimic, and rated feelings of rapport and trust toward the avatars. Rapport was higher towards mimicking avatars, with no effect of timing...
October 14, 2016: Scientific Reports
https://www.readbyqxmd.com/read/27733479/a-phase-i-clinical-trial-and-independent-patient-derived-xenograft-study-of-combined-targeted-treatment-with-dacomitinib-and-figitumumab-in-advanced-solid-tumors
#14
Emiliano Calvo, Jean-Charles Soria, Wen Wee Ma, Tao Wang, Rastilav Bahleda, Anthony Tolcher, Diana Gernhardt, Joseph O'Connell, Robert Millham, Nagdeep Giri, Michael J Wick, Alex A Adjei, Manuel Hidalgo
PURPOSE: This phase I, open-label, single-arm trial assessed the safety and tolerability of dacomitinib-figitumumab combination therapy in patients with advanced solid tumors. EXPERIMENTAL DESIGN: A standard 3+3 dose escalation/de-escalation design was utilized. Starting doses were figitumumab 20 mg/kg administered intravenously once every 3 weeks (q3w) and dacomitinib 30 mg administered orally once daily. We also performed an independent study of the combination in patient-derived xenograft (avatar mouse) models of adenoid cystic carcinoma (ACC)...
October 12, 2016: Clinical Cancer Research: An Official Journal of the American Association for Cancer Research
https://www.readbyqxmd.com/read/27725393/development-of-the-virtual-physical-assessment-learning-material-that-allows-the-learners-to-check-drug-efficacy-and-early-detection-of-adverse-effects-through-virtual-experience
#15
Jin Tokunaga, Norito Takamura, Yasuyuki Kourogi, Misato Imada, Ayaka Kozasa, Kanako Komori, Chisa Ono, Akie Nishimura, Kenji Ogata, Nao Setoguchi, Toshikazu Matsuoka, Mitsuhiro Kai, Keizo Sato, Kazuhiko Arimori
 We utilized the information and communication technology to develop the physical assessment (PA) learning materials in the virtual experience type. This learning material consists of two parts which include case learning and basic learning. We created example scenarios about various conditions that a pharmacist may experience in medical scenes such as in a hospital ward, community pharmacy, home, and drugstore. Illustrations of a virtual patient's avatar before and after taking the medicines were incorporated in the learning materials...
2016: Yakugaku Zasshi: Journal of the Pharmaceutical Society of Japan
https://www.readbyqxmd.com/read/27721526/educated-guesses-and-other-ways-to-address-the-pharmacological-uncertainty-of-designer-drugs-an-exploratory-study-of-experimentation-through-an-online-drug-forum
#16
Moritz Berning, Anita Hardon
This study examines how experimentation with designer drugs is mediated by the Internet. We selected a popular drug forum that presents reports on self-experimentation with little or even completely unexplored designer drugs to examine: (1) how participants report their "trying out" of new compounds and (2) how participants reduce the pharmacological uncertainty associated with using these substances. Our methods included passive observation online, engaging more actively with the online community using an avatar, and off-line interviews with key interlocutors to validate our online findings...
September 2016: Contemporary Drug Problems
https://www.readbyqxmd.com/read/27713701/improvements-in-cycling-time-trial-performance-are-not-sustained-following-the-acute-provision-of-challenging-and-deceptive-feedback
#17
Hollie S Jones, Emily L Williams, David Marchant, S Andy Sparks, Craig A Bridge, Adrian W Midgley, Lars R Mc Naughton
The provision of performance-related feedback during exercise is acknowledged as an influential external cue used to inform pacing decisions. The provision of this feedback in a challenging or deceptive context allows research to explore how feedback can be used to improve performance and influence perceptual responses. However, the effects of deception on both acute and residual responses have yet to be explored, despite potential application for performance enhancement. Therefore, this study investigated the effects of challenging and deceptive feedback on perceptual responses and performance in self-paced cycling time trials (TT) and explored whether changes in performance are sustained in a subsequent TT following the disclosure of the deception...
2016: Frontiers in Physiology
https://www.readbyqxmd.com/read/27709978/an-internet-based-virtual-reality-intervention-for-enhancing-self-esteem-in-women-with-disabilities-results-of-a-feasibility-study
#18
Margaret A Nosek, Susan Robinson-Whelen, Rosemary B Hughes, Thomas M Nosek
Purpose: To examine the feasibility of an online self-esteem enhancement group program for women with disabilities. Method: A sample of 19 racially and ethnically diverse, community-living women with physical disabilities, 22 to 61 years old, participated in a 7-session interactive group intervention (extending Hughes et al., 2004) in the 3-D, immersive, virtual environment of SecondLife.com, using avatars with voice and text communication. Baseline and postintervention questionnaires were administered online...
October 6, 2016: Rehabilitation Psychology
https://www.readbyqxmd.com/read/27707829/gamification-for-health-promotion-systematic-review-of-behaviour-change-techniques-in-smartphone-apps
#19
E A Edwards, J Lumsden, C Rivas, L Steed, L A Edwards, A Thiyagarajan, R Sohanpal, H Caton, C J Griffiths, M R Munafò, S Taylor, R T Walton
OBJECTIVE: Smartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques. METHODS: Two trained researchers independently coded apps for behaviour change techniques using a standard taxonomy. We explored associations with user ratings and price. DATA SOURCES: We screened the National Health Service (NHS) Health Apps Library and all top-rated medical, health and wellness and health and fitness apps (defined by Apple and Google Play stores based on revenue and downloads)...
October 4, 2016: BMJ Open
https://www.readbyqxmd.com/read/27696183/reduced-mimicry-to-virtual-reality-avatars-in-autism-spectrum-disorder
#20
Paul A G Forbes, Xueni Pan, Antonia F de C Hamilton
Mimicry involves unconsciously copying the actions of others. Increasing evidence suggests that autistic people can copy the goal of an observed action but show differences in their mimicry. We investigated mimicry in autism spectrum disorder (ASD) within a two-dimensional virtual reality environment. Participants played an imitation game with a socially engaged avatar and socially disengaged avatar. Despite being told only to copy the goal of the observed action, autistic participants and matched neurotypical participants mimicked the kinematics of the avatars' movements...
December 2016: Journal of Autism and Developmental Disorders
keyword
keyword
110607
1
2
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read
×

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"