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https://www.readbyqxmd.com/read/28202429/virtual-patient-technology-engaging-primary-care-in-quality-improvement-innovations
#1
Amanda C Blok, Christine N May, Rajani S Sadasivam, Thomas K Houston
BACKGROUND: Engaging health care staff in new quality improvement programs is challenging. OBJECTIVE: We developed 2 virtual patient (VP) avatars in the context of a clinic-level quality improvement program. We sought to determine differences in preferences for VPs and the perceived influence of interacting with the VP on clinical staff engagement with the quality improvement program. METHODS: Using a participatory design approach, we developed an older male smoker VP and a younger female smoker VP...
February 15, 2017: JMIR Medical Education
https://www.readbyqxmd.com/read/28181991/optimal-asymmetry-and-other-motion-parameters-that-characterise-high-quality-female-dance
#2
Kristofor McCarty, Hannah Darwin, Piers L Cornelissen, Tamsin K Saxton, Martin J Tovée, Nick Caplan, Nick Neave
Dance is a universal human behaviour that is observed particularly in courtship contexts, and that provides information that could be useful to potential partners. Here, we use a data-driven approach to pinpoint the movements that discriminate female dance quality. Using 3D motion-capture we recorded women whilst they danced to a basic rhythm. Video clips of 39 resultant avatars were rated for dance quality, and those ratings were compared to quantitative measurements of the movement patterns using multi-level models...
February 9, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28178670/new-in-vivo-avatars-of-diffuse-intrinsic-pontine-gliomas-dipg-from-stereotactic-biopsies-performed-at-diagnosis
#3
Alexandre Plessier, Ludivine Le Dret, Pascale Varlet, Kévin Beccaria, Joëlle Lacombe, Sébastien Mériaux, Françoise Geffroy, Laurence Fiette, Patricia Flamant, Fabrice Chrétien, Thomas Blauwblomme, Stéphanie Puget, Jacques Grill, Marie-Anne Debily, David Castel
Diffuse Instrinsic Pontine Glioma is the most aggressive form of High Grade Gliomas in children. The lack of biological material and the absence of relevant models have hampered the development of new therapeutics. Their extensive infiltration of the brainstem renders any surgical resection impossible and until recently biopsies were considered not informative enough and therefore not recommended. Thus, most models were derived from autopsy material. We aimed to develop relevant in vivo DIPG models that mimic this specific disease and its molecular diversity from tumor material obtained at diagnosis...
February 2, 2017: Oncotarget
https://www.readbyqxmd.com/read/28146673/a-little-anthropomorphism-goes-a-long-way
#4
Ewart J de Visser, Samuel S Monfort, Kimberly Goodyear, Li Lu, Martin O'Hara, Mary R Lee, Raja Parasuraman, Frank Krueger
OBJECTIVE: We investigated the effects of exogenous oxytocin on trust, compliance, and team decision making with agents varying in anthropomorphism (computer, avatar, human) and reliability (100%, 50%). BACKGROUND: Authors of recent work have explored psychological similarities in how people trust humanlike automation compared with how they trust other humans. Exogenous administration of oxytocin, a neuropeptide associated with trust among humans, offers a unique opportunity to probe the anthropomorphism continuum of automation to infer when agents are trusted like another human or merely a machine...
February 2017: Human Factors
https://www.readbyqxmd.com/read/28126612/a-virtual-reality-curriculum-for-pediatric-residents-decreases-rates-of-influenza-vaccine-refusal
#5
Francis J Real, Dominick DeBlasio, Andrew F Beck, Nicholas J Ollberding, David Davis, Bradley Cruse, Zeina Samaan, Daniel McLinden, Melissa D Klein
OBJECTIVE: Influenza vaccine hesitancy is common in the primary care setting. Though physicians can affect caregivers' attitudes toward vaccination, physicians report uneasiness discussing vaccine hesitancy. Few studies have targeted physician-patient communication training as a means to decrease vaccination refusal. METHODS: An immersive virtual reality (VR) curriculum was created to teach pediatric residents communication skills when discussing influenza vaccine hesitancy...
January 23, 2017: Academic Pediatrics
https://www.readbyqxmd.com/read/28125421/engaging-people-with-aphasia-in-design-of-rehabilitation-through-participatory-design-a-way-to-learn-what-they-really-want
#6
Ulla Konnerup
Research literature on participatory design in relation to people with communicative and cognitive disabilities often focuses on the challenges of communication among the participants. This paper presents a case study involving people suffering from communication disabilities after a brain injury (aphasia) early in a design process of an avatar-mediated virtual learning environment for rehabilitation. The example demonstrates how providing time and space and supporting the communication with well-suited tools and artefact opens for firth-hand domain knowledge of living with aphasia...
2017: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/28123912/detecting-communicative-intent-in-a-computerised-test-of-joint-attention
#7
Nathan Caruana, Genevieve McArthur, Alexandra Woolgar, Jon Brock
The successful navigation of social interactions depends on a range of cognitive faculties-including the ability to achieve joint attention with others to share information and experiences. We investigated the influence that intention monitoring processes have on gaze-following response times during joint attention. We employed a virtual reality task in which 16 healthy adults engaged in a collaborative game with a virtual partner to locate a target in a visual array. In the Search task, the virtual partner was programmed to engage in non-communicative gaze shifts in search of the target, establish eye contact, and then display a communicative gaze shift to guide the participant to the target...
2017: PeerJ
https://www.readbyqxmd.com/read/28113956/six-degree-of-freedom-haptic-simulation-of-a-stringed-musical-instrument-for-triggering-sounds
#8
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/28108321/virtual-reality-conditioned-place-preference-using-monetary-reward
#9
Emma Childs, Robert S Astur, Harriet de Wit
Computerized tasks based on conditioned place preference (CPP) methodology offer the opportunity to study learning mechanisms involved in conditioned reward in humans. In this study, we examined acquisition and extinction of a CPP for virtual environments associated with monetary reward ($). Healthy men and women (N=57) completed a computerized CPP task in which they controlled an avatar within a virtual environment. On day 1, subjects completed 6 conditioning trials in which one room was paired with high $ and another with low $...
January 17, 2017: Behavioural Brain Research
https://www.readbyqxmd.com/read/28107424/anchoring-the-self-to-the-body-in-bilateral-vestibular-failure
#10
Diane Deroualle, Michel Toupet, Christian van Nechel, Ulla Duquesne, Charlotte Hautefort, Christophe Lopez
Recent findings suggest that vestibular information plays a significant role in anchoring the self to the body. Out-of-body experiences of neurological origin are frequently associated with vestibular sensations, and galvanic vestibular stimulation in healthy participants anchors the self to the body. Here, we provide the first objective measures of anchoring the self to the body in chronic bilateral vestibular failure (BVF). We compared 23 patients with idiopathic BVF to 23 healthy participants in a series of experiments addressing several aspects of visuo-spatial perspective taking and embodiment...
2017: PloS One
https://www.readbyqxmd.com/read/28106458/nonsupersymmetric-dualities-from-mirror-symmetry
#11
Shamit Kachru, Michael Mulligan, Gonzalo Torroba, Huajia Wang
We study supersymmetry breaking perturbations of the simplest dual pair of (2+1)-dimensional N=2 supersymmetric field theories-the free chiral multiplet and N=2 super QED with a single flavor. We find dual descriptions of a phase diagram containing four distinct massive phases. The equivalence of the intervening critical theories gives rise to several nonsupersymmetric avatars of mirror symmetry: we find dualities relating scalar QED to a free fermion and Wilson-Fisher theories to both scalar and fermionic QED...
January 6, 2017: Physical Review Letters
https://www.readbyqxmd.com/read/28105952/movement-visualisation-in-virtual-reality-rehabilitation-of-the-lower-limb-a-systematic-review
#12
REVIEW
Luara Ferreira Dos Santos, Oliver Christ, Kedar Mate, Henning Schmidt, Jörg Krüger, Christian Dohle
BACKGROUND: Virtual reality (VR) based applications play an increasing role in motor rehabilitation. They provide an interactive and individualized environment in addition to increased motivation during motor tasks as well as facilitating motor learning through multimodal sensory information. Several previous studies have shown positive effect of VR-based treatments for lower extremity motor rehabilitation in neurological conditions, but the characteristics of these VR applications have not been systematically investigated...
December 19, 2016: Biomedical Engineering Online
https://www.readbyqxmd.com/read/28080149/positive-preferences-the-emotional-valence-of-what-an-avatar-says-matters
#13
Jennifer Wu, Philipp Kraemer
This study examined preferences and ascriptions of human control for avatars associated with positive and negative language. An avatar is a graphical representation of an individual user in a virtual world. Users form judgments of other virtual world users based on the appearance and behavior of their avatars in the absence of physical cues. In particular, users have previously displayed sensitivity toward anthropomorphism and verbal behavior of avatars they encounter within virtual environments. Thus far, investigations of language in online and virtual spaces have been limited to specific contexts...
January 2017: Cyberpsychology, Behavior and Social Networking
https://www.readbyqxmd.com/read/28073890/pancreatic-cancer-cell-lines-as-patient-derived-avatars-genetic-characterisation-and-functional-utility
#14
Erik S Knudsen, Uthra Balaji, Brian Mannakee, Paris Vail, Cody Eslinger, Christopher Moxom, John Mansour, Agnieszka K Witkiewicz
OBJECTIVE: Pancreatic ductal adenocarcinoma (PDAC) is a therapy recalcitrant disease with the worst survival rate of common solid tumours. Preclinical models that accurately reflect the genetic and biological diversity of PDAC will be important for delineating features of tumour biology and therapeutic vulnerabilities. DESIGN: 27 primary PDAC tumours were employed for genetic analysis and development of tumour models. Tumour tissue was used for derivation of xenografts and cell lines...
January 10, 2017: Gut
https://www.readbyqxmd.com/read/28051933/toward-a-social-psychophysics-of-face-communication
#15
Rachael E Jack, Philippe G Schyns
As a highly social species, humans are equipped with a powerful tool for social communication-the face. Although seemingly simple, the human face can elicit multiple social perceptions due to the rich variations of its movements, morphology, and complexion. Consequently, identifying precisely what face information elicits different social perceptions is a complex empirical challenge that has largely remained beyond the reach of traditional methods. In the past decade, the emerging field of social psychophysics has developed new methods to address this challenge, with the potential to transfer psychophysical laws of social perception to the digital economy via avatars and social robots...
January 3, 2017: Annual Review of Psychology
https://www.readbyqxmd.com/read/28043026/venturing-into-the-uncanny-valley-of-mind-the-influence-of-mind-attribution-on-the-acceptance-of-human-like-characters-in-a-virtual-reality-setting
#16
Jan-Philipp Stein, Peter Ohler
For more than 40years, the uncanny valley model has captivated researchers from various fields of expertise. Still, explanations as to why slightly imperfect human-like characters can evoke feelings of eeriness remain the subject of controversy. Many experiments exploring the phenomenon have emphasized specific visual factors in connection to evolutionary psychological theories or an underlying categorization conflict. More recently, studies have also shifted away focus from the appearance of human-like entities, instead exploring their mental capabilities as basis for observers' discomfort...
March 2017: Cognition
https://www.readbyqxmd.com/read/28028958/the-effectiveness-of-exergames-in-patients-with-ankylosing-spondylitis-a-randomized-controlled-trial
#17
Ali Yavuz Karahan, Fatih Tok, Pelin Yildirim, Banu Ordahan, Gozde Turkoglu, Nilay Sahin
BACKGROUND: Exergames are a well-known type of game based on a virtual avatar's body movements. This hightech approach promotes an active lifestyle. OBJECTIVES: The aim of this randomized controlled trial was to evaluate the effects of exergames on pain, disease activity, functional capacity and quality of life in patients with ankylosing spondylitis (AS). MATERIAL AND METHODS: The study involved 60 patients, who were randomized into either the exergame group (EG) or the control group (CG)...
September 2016: Advances in Clinical and Experimental Medicine: Official Organ Wroclaw Medical University
https://www.readbyqxmd.com/read/28027803/rules-of-engagement-the-type-vi-secretion-system-in-vibrio-cholerae
#18
REVIEW
Avatar Joshi, Benjamin Kostiuk, Andrew Rogers, Jennifer Teschler, Stefan Pukatzki, Fitnat H Yildiz
Microbial species often exist in complex communities where they must avoid predation and compete for favorable niches. The type VI secretion system (T6SS) is a contact-dependent bacterial weapon that allows for direct killing of competitors through the translocation of proteinaceous toxins. Vibrio cholerae is a Gram-negative pathogen that can use its T6SS during antagonistic interactions with neighboring prokaryotic and eukaryotic competitors. The T6SS not only promotes V. cholerae's survival during its aquatic and host life cycles, but also influences its evolution by facilitating horizontal gene transfer...
December 24, 2016: Trends in Microbiology
https://www.readbyqxmd.com/read/28013039/gaze-leading-is-associated-with-liking
#19
Ouriel Grynszpan, Jean-Claude Martin, Philippe Fossati
Gaze plays a pivotal role in human communication, especially for coordinating attention. The ability to guide the gaze orientation of others forms the backbone of joint attention. Recent research has raised the possibility that gaze following behaviors could induce liking. The present study seeks to investigate this hypothesis. We designed two physically different human avatars that could follow the gaze of users via eye-tracking technology. In a preliminary experiment, 20 participants assessed the baseline appeal of the two avatars and confirmed that the avatars differed in this respect...
February 2017: Acta Psychologica
https://www.readbyqxmd.com/read/27990240/paired-associative-stimulation-using-brain-computer-interfaces-for-stroke-rehabilitation-a-pilot-study
#20
Woosang Cho, Nikolaus Sabathiel, Rupert Ortner, Alexander Lechner, Danut C Irimia, Brendan Z Allison, Guenter Edlinger, Christoph Guger
Conventional therapies do not provide paralyzed patients with closed-loop sensorimotor integration for motor rehabilitation. Paired associative stimulation (PAS) uses brain-computer interface (BCI) technology to monitor patients' movement imagery in real-time, and utilizes the information to control functional electrical stimulation (FES) and bar feedback for complete sensorimotor closed loop. To realize this approach, we introduce the recoveriX system, a hardware and software platform for PAS. After 10 sessions of recoveriX training, one stroke patient partially regained control of dorsiflexion in her paretic wrist...
June 13, 2016: European Journal of Translational Myology
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