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https://www.readbyqxmd.com/read/28819155/context-conditioning-in-humans-using-commercially-available-immersive-virtual-reality
#1
Marijn C W Kroes, Joseph E Dunsmoor, Wayne E Mackey, Mason McClay, Elizabeth A Phelps
Despite a wealth of knowledge on how humans and nonhuman animals learn to associate meaningful events with cues in the environment, far less is known about how humans learn to associate these events with the environment itself. Progress on understanding spatiotemporal contextual processes in humans has been slow in large measure by the methodological constraint of generating and manipulating immersive spatial environments in well-controlled laboratory settings. Fortunately, immersive Virtual Reality (iVR) technology has improved appreciably and affords a relatively straightforward methodology to investigate the role of context on learning, memory, and emotion while maintaining experimental control...
August 17, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28817828/fall-prone-older-people-s-attitudes-towards-the-use-of-virtual-reality-technology-for-fall-prevention
#2
Kim Dockx, Lisa Alcock, Esther Bekkers, Pieter Ginis, Miriam Reelick, Elisa Pelosin, Giovanna Lagravinese, Jeffrey M Hausdorff, Anat Mirelman, Lynn Rochester, Alice Nieuwboer
BACKGROUND: Virtual reality (VR) technology is a relatively new rehabilitation tool that can deliver a combination of cognitive and motor training for fall prevention. The attitudes of older people to such training are currently unclear. OBJECTIVE: This study aimed to investigate: (1) the attitudes of fall-prone older people towards fall prevention exercise with and without VR; (2) attitudinal changes after intervention with and without VR; and (3) user satisfaction following fall prevention exercise with and without VR...
August 18, 2017: Gerontology
https://www.readbyqxmd.com/read/28816558/effect-of-feedback-from-a-socially-interactive-humanoid-robot-on-reaching-kinematics-in-children-with-and-without-cerebral-palsy-a-pilot-study
#3
Yuping Chen, Sergio Garcia-Vergara, Ayanna M Howard
PURPOSE: To examine whether children with or without cerebral palsy (CP) would follow a humanoid robot's (i.e., Darwin) feedback to move their arm faster when playing virtual reality (VR) games. METHODS: Seven children with mild CP and 10 able-bodied children participated. Real-time reaching was evaluated by playing the Super Pop VR(TM) system, including 2-game baseline, 3-game acquisition, and another 2-game extinction. During acquisition, Darwin provided verbal feedback to direct the child to reach a kinematically defined target goal (i...
August 17, 2017: Developmental Neurorehabilitation
https://www.readbyqxmd.com/read/28816511/virtual-reality-and-active-videogame-based-practice-learning-needs-and-preferences-a-cross-canada-survey-of-physical-therapists-and-occupational-therapists
#4
Danielle Levac, Stephanie Glegg, Heather Colquhoun, Patricia Miller, Farzad Noubary
OBJECTIVE: Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs. DESIGN: Cross-sectional survey. MATERIALS AND METHODS: Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument...
August 2017: Games for Health
https://www.readbyqxmd.com/read/28816101/measurement-of-total-hemoglobin-reduces-red-cell-transfusion-in-hospitalized-patients-undergoing-cardiac-surgery-a-retrospective-database-analysis
#5
Christopher Craver, Kathy W Belk, Gerard J Myers
INTRODUCTION: Historically, perioperative hemoglobin monitoring has relied on calculated saturation, using blood gas devices that measure plasma hematocrit (Hct). Co-oximetry, which measures total hemoglobin (tHb), yields a more comprehensive assessment of hemodilution. The purpose of this study was to examine the association of tHb measurement by co-oximetry and Hct, using conductivity with red blood cell (RBC) transfusion, length of stay (LOS) and inpatient costs in patients having major cardiac surgery...
August 1, 2017: Perfusion
https://www.readbyqxmd.com/read/28815295/loss-of-kirrel-family-members-alters-glomerular-structure-and-synapse-numbers-in-the-accessory-olfactory-bulb
#6
Alexandra C Brignall, Reesha Raja, Alina Phen, Janet E A Prince, Emilie Dumontier, Jean-François Cloutier
The accessory olfactory system controls social and sexual behaviours in mice, both of which are critical for their survival. Vomeronasal sensory neuron (VSN) axons form synapses with mitral cell dendrites in glomeruli of the accessory olfactory bulb (AOB). Axons of VSNs expressing the same vomeronasal receptor (VR) converge into multiple glomeruli within spatially conserved regions of the AOB. Here, we have examined the role of the cell adhesion molecule Kirrel2 in the formation of glomeruli within the AOB...
August 16, 2017: Brain Structure & Function
https://www.readbyqxmd.com/read/28813871/clinical-effectiveness-of-combined-virtual-reality-and-robot-assisted-fine-hand-motion-rehabilitation-in-subacute-stroke-patients
#7
Xianwei Huang, Fazel Naghdy, Golshah Naghdy, Haiping Du
Robot-assisted therapy is regarded as an effective and reliable method for the delivery of highly repetitive rehabilitation training in restoring motor skills after a stroke. This study focuses on the rehabilitation of fine hand motion skills due to their vital role in performing delicate activities of daily living (ADL) tasks. The proposed rehabilitation system combines an adaptive assist-as-needed (AAN) control algorithm and a Virtual Reality (VR) based rehabilitation gaming system (RGS). The developed system is described and its effectiveness is validated through clinical trials on a group of eight subacute stroke patients for a period of six weeks...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28812161/a-proficiency-based-virtual-reality-endoscopy-curriculum-improves-performance-on-the-fundamentals-of-endoscopic-surgery-examination
#8
Daniel A Hashimoto, Emil Petrusa, Roy Phitayakorn, Christina Valle, Brenna Casey, Denise Gee
INTRODUCTION: The fundamentals of endoscopic surgery (FES) examination is a national test of knowledge and skill in flexible gastrointestinal endoscopy. The skill portion of the examination involves five tasks that assesses the following skills: scope navigation, loop reduction, mucosal inspection, retroflexion, and targeting. This project aimed to assess the efficacy of a proficiency-based virtual reality (VR) curriculum in preparing residents for the FES skills exam. METHODS: Experienced (>100 career colonoscopies) and inexperienced endoscopists (<50 career colonoscopies) were recruited to participate...
August 15, 2017: Surgical Endoscopy
https://www.readbyqxmd.com/read/28809700/cognitive-cost-of-using-augmented-reality-displays
#9
James Baumeister, Seung Youb Ssin, Neven A M ElSayed, Jillian Dorrian, David P Webb, James A Walsh, Timothy M Simon, Andrew Irlitti, Ross T Smith, Mark Kohler, Bruce H Thomas
This paper presents the results of two cognitive load studies comparing three augmented reality display technologies: spatial augmented reality, the optical see-through Microsoft HoloLens, and the video see-through Samsung Gear VR. In particular, the two experiments focused on isolating the cognitive load cost of receiving instructions for a button-pressing procedural task. The studies employed a self-assessment cognitive load methodology, as well as an additional dual-task cognitive load methodology. The results showed that spatial augmented reality led to increased performance and reduced cognitive load...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28809699/ar-feels-softer-than-vr-haptic-perception-of-stiffness-in-augmented-versus-virtual-reality
#10
Yoren Gaffary, Benoit Le Gouis, Maud Marchal, Ferran Argelaguet, Bruno Arnaldi, Anatole Lecuyer
Does it feel the same when you touch an object in Augmented Reality (AR) or in Virtual Reality (VR)? In this paper we study and compare the haptic perception of stiffness of a virtual object in two situations: (1) a purely virtual environment versus (2) a real and augmented environment. We have designed an experimental setup based on a Microsoft HoloLens and a haptic force-feedback device, enabling to press a virtual piston, and compare its stiffness successively in either Augmented Reality (the virtual piston is surrounded by several real objects all located inside a cardboard box) or in Virtual Reality (the same virtual piston is displayed in a fully virtual scene composed of the same other objects)...
August 10, 2017: IEEE Transactions on Visualization and Computer Graphics
https://www.readbyqxmd.com/read/28807798/clinically-undetected-retinal-breaks-causing-retinal-detachment-options-for-management
#11
REVIEW
Deepak Gupta, Jared Ching, Paul E Tornambe
The successful detection of retinal breaks is a critical step in rhegmatogenous retinal detachment (RRD) surgery in order to prevent persistent/recurrent RRDs. Not all retinal breaks causing retinal detachments are obvious. Retinal breaks may be obscured due to opacities that are either anterior-segment related, lens related or posterior-segment related. Rules to identify breaks based on sub-retinal fluid (SRF) configuration are more difficult to apply in pseudophakic, aphakic, encircled eyes, and eyes with repeat detachments and those with proliferative vitreoretinopathy (PVR)...
August 11, 2017: Survey of Ophthalmology
https://www.readbyqxmd.com/read/28803457/development-of-a-proficiency-based-virtual-reality-simulation-training-curriculum-for-laparoscopic-appendicectomy
#12
Pramudith Sirimanna, Marc A Gladman
BACKGROUND: Proficiency-based virtual reality (VR) training curricula improve intraoperative performance, but have not been developed for laparoscopic appendicectomy (LA). This study aimed to develop an evidence-based training curriculum for LA. METHODS: A total of 10 experienced (>50 LAs), eight intermediate (10-30 LAs) and 20 inexperienced (<10 LAs) operators performed guided and unguided LA tasks on a high-fidelity VR simulator using internationally relevant techniques...
August 13, 2017: ANZ Journal of Surgery
https://www.readbyqxmd.com/read/28801958/virtual-reality-jogging-as-a-novel-exposure-paradigm-for-the-acute-urge-to-be-physically-active-in-patients-with-eating-disorders-implications-for-treatment
#13
Georgios Paslakis, Vanessa Fauck, Kathrin Röder, Elisabeth Rauh, Manfred Rauh, Yesim Erim
The acute urge to be physically active is a relevant clinical phenomenon in patients suffering from eating disorders. In this study with n = 20 female patients with anorexia nervosa and n = 10 female patients with bulimia nervosa, a virtual reality (VR) jogging paradigm was applied as a novel highly immersive 3-D exposure paradigm. Patients were asked to rate their acute urge to be physically active during the exposure procedure. A 10-item self-report questionnaire (smQ) was developed to capture the cognitive, emotional, and behavioral aspects of the acute urge to move...
August 11, 2017: International Journal of Eating Disorders
https://www.readbyqxmd.com/read/28798682/a-novel-virtual-reality-based-training-protocol-for-the-enhancement-of-the-mental-frame-syncing-in-individuals-with-alzheimer-s-disease-a-development-of-concept-trial
#14
Silvia Serino, Elisa Pedroli, Cosimo Tuena, Gianluca De Leo, Marco Stramba-Badiale, Karine Goulene, Noemi G Mariotti, Giuseppe Riva
A growing body of evidence suggests that people with Alzheimer's Disease (AD) show compromised spatial abilities. In addition, there exists from the earliest stages of AD a specific impairment in "mental frame syncing," which is the ability to synchronize an allocentric viewpoint-independent representation (including object-to-object information) with an egocentric one by computing the bearing of each relevant "object" in the environment in relation to the stored heading in space (i.e., information about our viewpoint contained in the allocentric viewpoint-dependent representation)...
2017: Frontiers in Aging Neuroscience
https://www.readbyqxmd.com/read/28794840/virtual-reality-distraction-decreases-routine-intravenous-sedation-and-procedure-related-pain-during-preoperative-adductor-canal-catheter-insertion-a-retrospective-study
#15
Pooja G Pandya, T Edward Kim, Steven K Howard, Erica Stary, Jody C Leng, Oluwatobi O Hunter, Edward R Mariano
BACKGROUND: Virtual reality (VR) distraction is a nonpharmacological method to prevent acute pain that has not yet been thoroughly explored for anesthesiology. We present our experience using VR distraction to decrease routine intravenous sedation for patients undergoing preoperative perineural catheter insertion. METHODS: This 1-month quality improvement project involved all elective unilateral primary total knee arthroplasty patients who received a preoperative adductor canal catheter...
August 2017: Korean Journal of Anesthesiology
https://www.readbyqxmd.com/read/28794664/initial-construct-validity-evidence-of-a-virtual-human-application-for-competency-assessment-in-breaking-bad-news-to-a-cancer-patient
#16
Timothy C Guetterman, Frederick W Kron, Toby C Campbell, Mark W Scerbo, Amy B Zelenski, James F Cleary, Michael D Fetters
BACKGROUND: Despite interest in using virtual humans (VHs) for assessing health care communication, evidence of validity is limited. We evaluated the validity of a VH application, MPathic-VR, for assessing performance-based competence in breaking bad news (BBN) to a VH patient. METHODS: We used a two-group quasi-experimental design, with residents participating in a 3-hour seminar on BBN. Group A (n=15) completed the VH simulation before and after the seminar, and Group B (n=12) completed the VH simulation only after the BBN seminar to avoid the possibility that testing alone affected performance...
2017: Advances in Medical Education and Practice
https://www.readbyqxmd.com/read/28794065/vasa-recta-pericyte-density-is-negatively-associated-with-vascular-congestion-in-the-renal-medulla-following-ischemia-reperfusion-in-rats
#17
G Ryan Crislip, Paul M O'Connor, Qingqing Wei, Jennifer C Sullivan
Recent evidence suggests that a greater density of pericytes in renal cadaveric allografts is associated with better recovery following transplant. The physiological mechanism(s) through which pericyte density may be beneficial is not well understood. The goal of this study was to test the hypothesis that lower medullary pericyte density is associated with greater renal injury following ischemia reperfusion (IR) in a rat model, providing a basis for future studies to better understand pericytes in a pathological environment...
August 9, 2017: American Journal of Physiology. Renal Physiology
https://www.readbyqxmd.com/read/28793916/a-manual-based-vocational-rehabilitation-program-for-patients-with-an-acquired-brain-injury-study-protocol-of-a-pragmatic-randomized-controlled-trial-rct
#18
Louise K Hoeffding, Maria Haahr Nielsen, Morten A Rasmussen, Anne Norup, Juan Carlos Arango-Lasprilla, Ulrikka K Kjær, Kristoffer Sølvsten Burgdorf, Trine Schow
BACKGROUND: An acquired brain injury (ABI) is a complex injury often followed by a broad range of cognitive, physical, emotional, and behavioral disabilities. Because of these disabilities, vocational rehabilitation (VR) is a challenging task, however, of great importance, since approximately 75% of the patients with ABI are of working age. Thus, standardized clinically effective and cost-effective methodologies regarding VR for patients with ABI are highly needed. Therefore, the aim of this study is to evaluate the effect of an individually targeted manual-based VR for patient with ABI compared to conventional VR (usual care)...
August 10, 2017: Trials
https://www.readbyqxmd.com/read/28789526/predicting-the-fluid-phase-behaviour-of-aqueous-solutions-of-elp-vpgvg-sequences-using-saft-vr
#19
Binwu Zhao, Tom Lindeboom, Steven W Benner, George Jackson, Amparo Galindo, Carol K Hall
The statistical associating fluid theory for potentials of variable range (SAFT-VR) is used in this paper to predict the fluid phase behaviour of elastin-like polypeptides (ELPs) sequences in aqueous solution.with special focus on the loci of lower critical solution temperature (LCST) points. A SAFT-VR model for these solutions is obtained following a coarse-graining approach combining information from atomistic simulations and from previous SAFT models for relevant systems available in the literature. Constant-pressure temperature-composition phase diagrams for (VPGVG)n sequences + water are calculated for n =1 to 300...
August 8, 2017: Langmuir: the ACS Journal of Surfaces and Colloids
https://www.readbyqxmd.com/read/28771379/the-effect-of-a-virtual-reality-game-intervention-on-balance-for-patients-with-stroke-a-randomized-controlled-trial
#20
Hsin-Chieh Lee, Chia-Lin Huang, Sui-Hua Ho, Wen-Hsu Sung
OBJECTIVE: The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox® games on patients with chronic stroke. MATERIALS AND METHODS: Fifty patients with mild to moderate motor deficits were recruited and randomly assigned to two groups: VR plus standard treatment group and standard treatment (ST) group. In total, 12 training sessions (90 minutes a session, twice a week) were conducted in both groups, and performance was assessed at three time points (pretest, post-test, and follow-up) by a blinded assessor...
August 3, 2017: Games for Health
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