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https://www.readbyqxmd.com/read/27922659/eye-movement-analysis-and-cognitive-assessment-the-use-of-comparative-visual-search-tasks-in-a-non-immersive-vr-application
#1
Pedro J Rosa, Pedro Gamito, Jorge Oliveira, Diogo Morais, Matthew Pavlovic, Olivia Smyth, Inês Maia, Tiago Gomes
BACKGROUND: An adequate behavioral response depends on attentional and mnesic processes. When these basic cognitive functions are impaired, the use of non-immersive Virtual Reality Applications (VRAs) can be a reliable technique for assessing the level of impairment. However, most non-immersive VRAs use indirect measures to make inferences about visual attention and mnesic processes (e.g., time to task completion, error rate). OBJECTIVES: To examine whether the eye movement analysis through eye tracking (ET) can be a reliable method to probe more effectively where and how attention is deployed and how it is linked with visual working memory during comparative visual search tasks (CVSTs) in non-immersive VRAs...
December 6, 2016: Methods of Information in Medicine
https://www.readbyqxmd.com/read/27920978/network-interactions-underlying-mirror-feedback-in-stroke-a-dynamic-causal-modeling-study
#2
Soha Saleh, Mathew Yarossi, Thushini Manuweera, Sergei Adamovich, Eugene Tunik
Mirror visual feedback (MVF) is potentially a powerful tool to facilitate recovery of disordered movement and stimulate activation of under-active brain areas due to stroke. The neural mechanisms underlying MVF have therefore been a focus of recent inquiry. Although it is known that sensorimotor areas can be activated via mirror feedback, the network interactions driving this effect remain unknown. The aim of the current study was to fill this gap by using dynamic causal modeling to test the interactions between regions in the frontal and parietal lobes that may be important for modulating the activation of the ipsilesional motor cortex during mirror visual feedback of unaffected hand movement in stroke patients...
2017: NeuroImage: Clinical
https://www.readbyqxmd.com/read/27916234/phantom-motor-execution-facilitated-by-machine-learning-and-augmented-reality-as-treatment-for-phantom-limb-pain-a-single-group-clinical-trial-in-patients-with-chronic-intractable-phantom-limb-pain
#3
Max Ortiz-Catalan, Rannveig A Guðmundsdóttir, Morten B Kristoffersen, Alejandra Zepeda-Echavarria, Kerstin Caine-Winterberger, Katarzyna Kulbacka-Ortiz, Cathrine Widehammar, Karin Eriksson, Anita Stockselius, Christina Ragnö, Zdenka Pihlar, Helena Burger, Liselotte Hermansson
BACKGROUND: Phantom limb pain is a debilitating condition for which no effective treatment has been found. We hypothesised that re-engagement of central and peripheral circuitry involved in motor execution could reduce phantom limb pain via competitive plasticity and reversal of cortical reorganisation. METHODS: Patients with upper limb amputation and known chronic intractable phantom limb pain were recruited at three clinics in Sweden and one in Slovenia. Patients received 12 sessions of phantom motor execution using machine learning, augmented and virtual reality, and serious gaming...
December 1, 2016: Lancet
https://www.readbyqxmd.com/read/27915367/the-virtual-reality-head-mounted-display-oculus-rift-induces-motion-sickness-and-is-sexist-in-its-effects
#4
Justin Munafo, Meg Diedrick, Thomas A Stoffregen
Anecdotal reports suggest that motion sickness may occur among users of contemporary, consumer-oriented head-mounted display systems and that women may be at greater risk. We evaluated the nauseogenic properties of one such system, the Oculus Rift. The head-mounted unit included motion sensors that were sensitive to users' head movements, such that head movements could be used as control inputs to the device. In two experiments, seated participants played one of two virtual reality games for up to 15 min. In Experiment 1, 22% of participants reported motion sickness, and the difference in incidence between men and women was not significant...
December 3, 2016: Experimental Brain Research. Experimentelle Hirnforschung. Expérimentation Cérébrale
https://www.readbyqxmd.com/read/27915225/development-of-a-novel-virtual-reality-gait-intervention
#5
Anna E Boone, Matthew H Foreman, Jack R Engsberg
INTRODUCTION: Improving gait speed and kinematics can be a time consuming and tiresome process. We hypothesize that incorporating virtual reality videogame play into variable improvement goals will improve levels of enjoyment and motivation and lead to improved gait performance. PURPOSE: To develop a feasible, engaging, VR gait intervention for improving gait variables. METHODS: Completing this investigation involved four steps: 1) identify gait variables that could be manipulated to improve gait speed and kinematics using the Microsoft Kinect and free software, 2) identify free internet videogames that could successfully manipulate the chosen gait variables, 3) experimentally evaluate the ability of the videogames and software to manipulate the gait variables, and 4) evaluate the enjoyment and motivation from a small sample of persons without disability...
November 14, 2016: Gait & Posture
https://www.readbyqxmd.com/read/27913628/kinect-system-in-home-based-cardiovascular-rehabilitation
#6
Ágata Vieira, Joaquim Gabriel, Cristina Melo, Jorge Machado
Cardiovascular diseases lead to a high consumption of financial resources. An important part of the recovery process is the cardiovascular rehabilitation. This study aimed to present a new cardiovascular rehabilitation system to 11 outpatients with coronary artery disease from a Hospital in Porto, Portugal, later collecting their opinions. This system is based on a virtual reality game system, using the Kinect sensor while performing an exercise protocol which is integrated in a home-based cardiovascular rehabilitation programme, with a duration of 6 months and at the maintenance phase...
December 1, 2016: Proceedings of the Institution of Mechanical Engineers. Part H, Journal of Engineering in Medicine
https://www.readbyqxmd.com/read/27911347/smartphone-applications-for-immersive-virtual-reality-therapy-for-internet-addiction-and-internet-gaming-disorder
#7
Melvyn W B Zhang, Roger C M Ho
There have been rapid advances in technologies over the past decade and virtual reality technology is an area which is increasingly utilized as a healthcare intervention in many disciplines including that of Medicine, Surgery and Psychiatry. In Psychiatry, most of the current interventions involving the usage of virtual reality technology is limited to its application for anxiety disorders. With the advances in technology, Internet addiction and Internet gaming disorders are increasingly prevalent. To date, these disorders are still being treated using conventional psychotherapy methods such as cognitive behavioural therapy...
November 25, 2016: Technology and Health Care: Official Journal of the European Society for Engineering and Medicine
https://www.readbyqxmd.com/read/27909424/virtual-reality-as-an-embodied-tool-to-enhance-episodic-memory-in-elderly
#8
Claudia Repetto, Silvia Serino, Manuela Macedonia, Giuseppe Riva
No abstract text is available yet for this article.
2016: Frontiers in Psychology
https://www.readbyqxmd.com/read/27906757/effect-of-an-immersive-preoperative-virtual-reality-experience-on-patient-reported-outcomes-a-randomized-controlled-trial
#9
Kimon Bekelis, Daniel Calnan, Nathan Simmons, Todd A MacKenzie, George Kakoulides
OBJECTIVE: To investigate the effect of exposure to a virtual reality (VR) environment preoperatively on patient-reported outcomes for surgical operations. BACKGROUND: There is a scarcity of well-developed quality improvement initiatives targeting patient satisfaction. METHODS: We performed a randomized controlled trial of patients undergoing cranial and spinal operations in a tertiary referral center. Patients underwent a 1:1 randomization to an immersive preoperative VR experience or standard preoperative experience stratified on type of operation...
November 30, 2016: Annals of Surgery
https://www.readbyqxmd.com/read/27904638/virtual-reality-and-anxiety-in-primiparous-women-during-episiotomy-repair
#10
Nahid Jahani Shourab, Samira Ebrahimzadeh Zagami, Nahid Golmakhani, Seyed Reza Mazlom, Ali Nahvi, Ferial Pabarja, Mahdi Talebi, Sohaiela Mohamadi Rizi
BACKGROUND: In recent studies, using virtual reality (VR) has been proposed as a nonpharmacological method for anxiety reduction, but until this time, its effects have not been assessed on anxiety during episiotomy repair. This study aimed to determine the effect of audiovisual distraction (VR) on anxiety in primiparous women during episiotomy repair. MATERIALS AND METHODS: This clinical trial was conducted on 30 primigravida from May to July 2012 in the maternity unit of the Omolbanin Hospital, Mashhad city, Iran...
September 2016: Iranian Journal of Nursing and Midwifery Research
https://www.readbyqxmd.com/read/27898369/training-the-elderly-in-pedestrian-safety-transfer-effect-between-two-virtual-reality-simulation-devices
#11
Pauline Maillot, Aurélie Dommes, Nguyen-Thong Dang, Fabrice Vienne
OBJECTIVES: A virtual-reality training program has been developed to help older pedestrians make safer street-crossing decisions in two-way traffic situations. The aim was to develop a small-scale affordable and transportable simulation device that allowed transferring effects to a full-scale device involving actual walking. METHODS: 20 younger adults and 40 older participants first participated in a pre-test phase to assess their street crossings using both full-scale and small-scale simulation devices...
November 26, 2016: Accident; Analysis and Prevention
https://www.readbyqxmd.com/read/27895550/closed-loop-task-difficulty-adaptation-during-virtual-reality-reach-to-grasp-training-assisted-with-an-exoskeleton-for-stroke-rehabilitation
#12
Florian Grimm, Georgios Naros, Alireza Gharabaghi
Stroke patients with severe motor deficits of the upper extremity may practice rehabilitation exercises with the assistance of a multi-joint exoskeleton. Although this technology enables intensive task-oriented training, it may also lead to slacking when the assistance is too supportive. Preserving the engagement of the patients while providing "assistance-as-needed" during the exercises, therefore remains an ongoing challenge. We applied a commercially available seven degree-of-freedom arm exoskeleton to provide passive gravity compensation during task-oriented training in a virtual environment...
2016: Frontiers in Neuroscience
https://www.readbyqxmd.com/read/27893572/pain-management-in-pediatric-burn-patients-review-of-recent-literature-and-future-directions
#13
Omar Pardesi, Gennadiy Fuzaylov
Childhood burns are a profoundly traumatic and painful experience. Despite recognition of the prevalence of burn injuries in children and the severity of the associated pain, burn pain remains undertreated. At the same time, more evidence is emerging to suggest that undertreated pain has serious long-term medical and psychiatric consequences, many of which can be ameliorated with improved pain control. Pain in burn patients is, however, notoriously difficult to treat, perhaps because there is a chronic pain aspect underlying the acute pain that accompanies wound care and procedures...
November 17, 2016: Journal of Burn Care & Research: Official Publication of the American Burn Association
https://www.readbyqxmd.com/read/27893367/interactive-crowd-behavior-learning-for-surveillance-and-training
#14
Aniket Bera, Sujeong Kim, Dinesh Manocha
The proposed interactive crowd-behavior learning algorithms can be used to analyze crowd videos for surveillance and training applications. The authors' formulation combines online tracking algorithms from computer vision, nonlinear pedestrian motion models from computer graphics, and machine learning techniques to automatically compute trajectory-level pedestrian behaviors for each agent in the video. These learned behaviors are used to automatically detect anomalous behaviors, perform motion segmentation, and generate realistic behaviors for virtual reality training applications...
November 2016: IEEE Computer Graphics and Applications
https://www.readbyqxmd.com/read/27891101/spatio-temporal-structure-path-characteristics-and-perceptual-grouping-in-immediate-serial-spatial-recall
#15
Carlo De Lillo, Melissa Kirby, Daniel Poole
Immediate serial spatial recall measures the ability to retain sequences of locations in short-term memory and is considered the spatial equivalent of digit span. It is tested by requiring participants to reproduce sequences of movements performed by an experimenter or displayed on a monitor. Different organizational factors dramatically affect serial spatial recall but they are often confounded or underspecified. Untangling them is crucial for the characterization of working-memory models and for establishing the contribution of structure and memory capacity to spatial span...
2016: Frontiers in Psychology
https://www.readbyqxmd.com/read/27890159/evaluation-of-a-walk-through-ladder-top-design-during-ladder-roof-transitioning-tasks
#16
P Simeonov, H Hsiao, J Powers, D Ammons, T Kau, D Cantis, J Zwiener, D Weaver
This study evaluated the effect of an extension ladder "walk-through" top design on kinetic and kinematic behaviors and the outward destabilizing forces induced on the ladder during transitioning at elevation. Thirty-two male participants performed stepping tasks between a ladder top and a roof at simulated elevation in a surround-screen virtual-reality system. The experimental conditions included a "walk-through" and a standard ladder top section supported on flat and sloped roof surfaces. Three force platforms were placed under the ladder section and in the roof to measure propulsion forces during transitions...
March 2017: Applied Ergonomics
https://www.readbyqxmd.com/read/27887781/high-psychosis-liability-is-associated-with-altered-autonomic-balance-during-exposure-to-virtual-reality-social-stressors
#17
Jacqueline Counotte, Roos Pot-Kolder, Arie M van Roon, Olivier Hoskam, Mark van der Gaag, Wim Veling
BACKGROUND: Social stressors are associated with an increased risk of psychosis. Stress sensitisation is thought to be an underlying mechanism and may be reflected in an altered autonomic stress response. Using an experimental Virtual Reality design, the autonomic stress response to social stressors was examined in participants with different liability to psychosis. METHOD: Fifty-five patients with recent onset psychotic disorder, 20 patients at ultra-high risk for psychosis, 42 siblings of patients with psychosis and 53 controls were exposed to social stressors (crowdedness, ethnic minority status and hostility) in a Virtual Reality environment...
November 22, 2016: Schizophrenia Research
https://www.readbyqxmd.com/read/27885161/a-rehabilitation-internet-of-things-in-the-home-to-augment-motor-skills-and-exercise-training
#18
Bruce H Dobkin
Although motor learning theory has led to evidence-based practices, few trials have revealed the superiority of one theory-based therapy over another after stroke. Nor have improvements in skills been as clinically robust as one might hope. We review some possible explanations, then potential technology-enabled solutions. Over the Internet, the type, quantity, and quality of practice and exercise in the home and community can be monitored remotely and feedback provided to optimize training frequency, intensity, and progression at home...
November 23, 2016: Neurorehabilitation and Neural Repair
https://www.readbyqxmd.com/read/27884677/mastery-based-virtual-reality-robotic-simulation-curriculum-the-first-step-toward-operative-robotic-proficiency
#19
Melissa E Hogg, Vernissia Tam, Mazen Zenati, Stephanie Novak, Jennifer Miller, Amer H Zureikat, Herbert J Zeh
OBJECTIVE: Hepatobiliary surgery is a highly complex, low-volume specialty with long learning curves necessary to achieve optimal outcomes. This creates significant challenges in both training and measuring surgical proficiency. We hypothesize that a virtual reality curriculum with mastery-based simulation is a valid tool to train fellows toward operative proficiency. This study evaluates the content and predictive validity of robotic simulation curriculum as a first step toward developing a comprehensive, proficiency-based pathway...
November 21, 2016: Journal of Surgical Education
https://www.readbyqxmd.com/read/27883988/real-time-feedback-to-improve-gait-in-children-with-cerebral-palsy
#20
Linda van Gelder, Adam T C Booth, Ingrid van de Port, Annemieke I Buizer, Jaap Harlaar, Marjolein M van der Krogt
Real-time feedback may be useful for enhancing information gained from clinical gait analysis of children with cerebral palsy (CP). It may also be effective in functional gait training, however, it is not known if children with CP can adapt gait in response to real-time feedback of kinematic parameters. Sixteen children with cerebral palsy (age 6-16; GMFCS I-III), walking with a flexed-knee gait pattern, walked on an instrumented treadmill with virtual reality in three conditions: regular walking without feedback (NF), feedback on hip angle (FH) and feedback on knee angle (FK)...
November 11, 2016: Gait & Posture
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