275 resultados para Virtual museum


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Participants in an immersive virtual environment interact with the scene from an egocentric point of view that is, where there bodies appear to be located rather than from outside as if looking through a window. People interact through normal body movements, such as head-turning,reaching, and bending, and within the tracking limitations move through the environment or effect changes within it in natural ways.

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To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, ranging from questionnaires, behavioral studies, and the use of physiological measures. Here, we compare the onsets of muscle activity using surface electromyography (EMG) while participants were walking under three different conditions: on a normal floor surface, on a narrow ribbon along the floor, and on a narrow platform raised off the floor. The same situation was rendered in an immersive virtual environment (IVE) Cave-like system, and 12 participants did the three types of walking in a counter-balanced within-groups design. The mean number of EMG activity onsets per unit time followed the same pattern in the virtual environment as in the physical environment-significantly higher for walking on the platform compared to walking on the floor. Even though participants knew that they were in fact really walking at floor level in the virtual environment condition, the visual illusion of walking on a raised platform was sufficient to influence their behavior in a measurable way. This opens up the door for this technique to be used in gait and posture related scenarios including rehabilitation.

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Altering the normal association between touch and its visual correlate can result in the illusory perception of a fake limb as part of our own body. Thus, when touch is seen to be applied to a rubber hand while felt synchronously on the corresponding hidden real hand, an illusion of ownership of the rubber hand usually occurs. The illusion has also been demonstrated using visuomotor correlation between the movements of the hidden real hand and the seen fake hand. This type of paradigm has been used with respect to the whole body generating out-of-the-body and body substitution illusions. However, such studies have only ever manipulated a single factor and although they used a form of virtual reality have not exploited the power of immersive virtual reality (IVR) to produce radical transformations in body ownership.

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Does realistic lighting in an immersive virtual reality application enhance presence, where participants feel that they are in the scene and behave correspondingly? Our previous study indicated that presence is more likely with real-time ray tracing compared with ray casting, but we could not separate the effects of overall quality of illumination from the dynamic effects of real-time shadows and reflections. Here we describe an experiment where 20 people experienced a scene rendered with global or local illumination. However, in both conditions there were dynamically changing shadows and reflections. We found that the quality of illumination did not impact presence, so that the earlier result must have been due to dynamic shadows and reflections. However, global illumination resulted in greater plausibility - participants were more likely to respond as if the virtual events were real. We conclude that global illumination does impact the responses of participants and is worth the effort.

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[eng] An observable study on the behaviour in the laboratory of Pharmaceutical Technology II (pharmaceutical pilot plant), with two groups of students of 3rd course (proactive aptitude and valuation of the"knowledge to do acquired") is carried out. The variable between groups is that one has realised a training (by means of self-study of an interactive application multimedia, especially designed), without tutorship on behalf the teacher in front of the other group that carried out the same training with the same material but with the guide of the teacher in the computer lab. On the one hand it is valued if there is some effect differentiator between both types of training, by means of the accounting of the correct results obtained in a previous test to the entrance in the pilot plant and by another one the valuation that the professors made responsible for the groups of practices in situ. The results demonstrate the previous hypothesis that there must not be significant differences between the groups, beyond the inherent ones to personality of the students itself (interest and personal implication by the subject). On the other hand the test for the observation in the laboratory did not facilitate the distinction of objective differences. [spa] Se lleva a cabo un estudio observacional sobre el comportamiento de los estudiantes (aptitud pro-activa y valoracin del saber hacer adquirido) en el laboratorio de Tecnologa Farmacutica II (planta piloto farmacutica) de dos grupos de estudiantes de 3er curso. La variable entre los dos grupos es que uno ha realizado una formacin no presencial (mediante el autoestudio de una aplicacin interactiva multimedia, especialmente diseada), sin tutora por parte del profesor, frente al otro grupo que llev a cabo la misma formacin con el mismo material pero con la gua del profesor en el aula de informtica. Por una parte se valora si hay algn efecto diferenciador entre ambos tipos de formacin, mediante la contabilizacin de los resultados correctos obtenidos en un test previo a la entrada en la planta piloto y por otro la valoracin que hicieron los profesores responsables de los grupos de prcticas in situ. Los resultados demuestran la hiptesis previa de que no deban existir diferencias significativas entre los grupos, ms all de las inherentes a la propia personalidad de los estudiantes (inters e implicacin personal por el tema). Por otra parte el test para la observacin en el laboratorio no facilit la distincin de diferencias objetivas.

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Lobjectiu del treball s emular virtualment lentorn de treball del robot Stubli Tx60 quehi ha al laboratori de robtica de la UdG (dins les possibilitats que ofereix el software adquirit).Aquest laboratori intenta reproduir un entorn industrial de treball en el qual es realitzalassemblatge dun conjunt de manera cent per cent automatitzada.En una primera fase, sha dissenyat en tres dimensions tot lentorn de treball que hi hadisponible al laboratori a travs del software CAD SolidWorks. Cada un dels conjuntsque conformen lestaci de treball sha dissenyat de manera independent.Posteriorment sintrodueixen tots els elements dissenyats dins el software StubliRobotics Suite 2013. Amb tot lanterior, cal remarcar que lobjectiu principal del treball consta de duesetapes. Inicialment es dissenya el model 3D de lentorn de treball a travs del software SolidWorks i sintrodueix dins el software Stubli Robotics Suite 2013. Enuna segona etapa, es realitza un manual ds del nou software de robtica

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La emergencia y dinmica del Elearning, en los actuales escenarios de educacin superior, evidencia una importante transformacin acontecida en el marco de la sociedad de la informacin: la utilizacin de las TIC en los procesos de construccin del conocimiento. Este cambio ha ido de la mano, en primer lugar, de la mejora en la calidad y la oferta formativa existente, una oferta que ha buscado ser ms inclusiva y representativa de las actuales demandas sociales. Y en segundo lugar, se trata de una modalidad que ha intentado adaptarse a las actuales caractersticas del estudiantado digital y del digitalizado (Prensky, 2006), cuyo rol en los proceso de enseanza, tiende a ser ms activo que en los modelos de formacin tradicional. El presente artculo, se focaliza en esta segunda dimensin, analizando como el Elearning intenta ser un elemento de mediacin entre las transformaciones actuales que se dan en la educacin superior y la emergencia de un nuevo estudiantado virtual, cada vez ms activo y autnomo.

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The aim of this article was to study the effect of virtual-reality exposure to situations that are emotionally significant for patients with eating disorders (ED) on the stability of body-image distortion and body-image dissatisfaction. A total of 85 ED patients and 108 non-ED students were randomly exposed to four experimental virtual environments: a kitchen with low-calorie food, a kitchen with high-calorie food, a restaurant with low-calorie food, and a restaurant with high-calorie food. In the interval between the presentation of each situation, body-image distortion and body-image dissatisfaction were assessed. Several 2x2x2 repeated measures analyses of variance (high-calorie vs. low-calorie foodxpresence vs. absence of peoplex ED group vs. control group) showed that ED participants had significantly higher levels of body-image distortion and body dissatisfaction after eating high-calorie food than after eating low-calorie food, while control participants reported a similar body image in all situations. The results suggest that body-image distortion and body-image dissatisfaction show both trait and state features. On the one hand, ED patients show a general predisposition to overestimate their body size and to feel more dissatisfied with their body image than controls. On the other hand, these body-image disturbances fluctuate when participants are exposed to virtual situations that are emotionally relevant for them.

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La comunicacin que se presenta, muestra cmo se lleva a cabo la gestin de los procesos tcnicos de los libros electrnicos en la Biblioteca Virtual (en adelante BV) de la Universitat Oberta de Catalunya (en adelante UOC). La BV est integrada en el Campus Virtual y en las aulas virtuales de la Universidad. La principal particularidad de la docencia en la UOC se encuentra en el hecho de que se realiza, en su totalidad, por medio de un Campus Virtual.La BV de la UOC pone especial nfasis en la adquisicin de libros digitales para mejorar el acceso de los usuarios a sus recursos y colecciones en una universidad con un modelo de aprendizaje caracterizada por su virtualidad (el 13 de abril de 2011, el Consejo de Gobierno acord priorizar la adquisicin de documentos en formato electrnico). La irrupcin de los libros electrnicos en la BV ha comportado una revisin de los procesos tcnicos, de manera que los circuitos de adquisicin, catalogacin y gestin de la coleccin digital trabajen de forma coordinada. En primer lugar, se describe el entorno en el que se adquieren y se utilizan los libros electrnicos, los distintos escenarios de adquisicin y modelos de compra con los que se puede encontrar la BV de la UOC. Se valora el importante papel que desempea el proveedor en la compra de libros electrnicos. La BV siempre intenta encontrar un equilibrio entre las necesidades de los usuarios, las posibilidades del mercado y los recursos disponibles. Las compras pueden o no ser consorciadas. Cuando se trata de compra consorciada de libros electrnicos se han de sopesar las ventajas e inconvenientes que esta gestin conlleva, tanto econmicas cmo de acceso a los contenidos. Cuando un libro est disponible desde distintas plataformas, hay que estudiar cul es la que se adeca mejor a las necesidades de la BV. A la hora de decidir el modelo de compra a utilizar hay que considerar diferentes elementos, como la adquisicin individual o en paquetes, la compra directa o subscripcin, etc. En segundo lugar, se describen los circuitos internos y tratamientos tcnicos que experimentan los libros electrnicos. La gestin de estos procesos la llevan a cabo, en mayor o menor medida, los responsables de los servicios de Adquisicin, Catalogacin y gestin de la Coleccin Digital, dependiendo de cmo se haya realizado la adquisicin (a perpetuidad o subscripcin). Por ltimo, se muestran las distintas opciones de acceso que tiene la BV de la UOC a los libros electrnicos, utilizando para ello un sistema de autenticacin de usuarios mediante IP (a travs de un porxy WAM). Los puntos de acceso a los libros electrnicos son: el catlogo de la BV, el quick set de libros electrnicos de Metalib, el listado A-Z de SFX, la herramienta de descubrimiento Summon y, adems, un nuevo acceso desde el nuevo Web de la BV de la UOC. El acceso a los libros electrnicos de la BV de la UOC es una cuestin que an no est totalmente resuelta. Desde la nueva Web de la BV se est trabajando para conseguir un punto de acceso nico. La principal razn por la que no siempre es posible este nico punto de acceso es la existencia o inexistencia de las funcionalidades de metabsqueda en los libros electrnicos que ofrece cada proveedor. A pesar de la complejidad del nuevo contexto del libro electrnico, la BV de la UOC sigue apostando por los nuevos formatos de lectura, que en el 2013 ha representado el 32,30% del fondo bibliogrfico y un 45% sobre el presupuesto dedicado para el 2013. Este proceso se realiza trabajando estrechamente con el profesorado, mediante los contenidos disponibles en la Biblioteca en el aula y potenciando la flexibilidad de los gestores y la construccin de nuevos flujos de trabajo que permitan optimizar y facilitar la transicin de la lectura de libros tradicionales a la consulta de monografas en formato electrnico.

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Introduction. The purpose of the present contribution is to perform a detailed anatomic and virtual reality three-dimensional stereoscopic study in order to test the effectiveness of the extended endoscopic endonasal approaches for selected anterior and posterior circulation aneurysms. Methods. The study was divided in two main steps: (1) simulation step, using a dedicated Virtual Reality System (Dextroscope, Volume Interactions); (2) dissection step, in which the feasibility to reach specific vascular territory via the nose was verified in the anatomical laboratory. Results. Good visualization and proximal and distal vascular control of the main midline anterior and posterior circulation territory were achieved during the simulation step as well as in the dissection step (anterior communicating complex, internal carotid, ophthalmic, superior hypophyseal, posterior cerebral and posterior communicating, basilar, superior cerebellar, anterior inferior cerebellar, vertebral, and posterior inferior cerebellar arteries). Conclusion. The present contribution is intended as strictly anatomic study in which we highlighted some specific anterior and posterior circulation aneurysms that can be reached via the nose. For clinical applications of these approaches, some relevant complications, mainly related to the endonasal route, such as proximal and distal vascular control, major arterial bleeding, postoperative cerebrospinal fluid leak, and olfactory disturbances must be considered

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Craving is considered the main variable associated with relapse after smoking cessation. Cue Exposure Therapy (CET) consists of controlled and repeated exposure to drug-related cues with the aim of extinguishing craving responses. Some virtual reality (VR) environments, such as virtual bars or parties, have previously shown their efficacy as tools for eliciting smoking craving. However, in order to adapt this technology to smoking cessation interventions, there is a need for more diverse environments that enhance the probability of generalization of extinction in real life. The main objective of this study was to identify frequent situations that produce smoking craving, as well as detecting specific craving cues in those contexts. Participants were 154 smokers who responded to an ad hoc self-administered inventory for assessing craving level in 12 different situations. Results showed that having a drink in a bar/pub at night, after having lunch/dinner in a restaurant and having a coffee in a cafe or after lunch/dinner at home were reported as the most craving-inducing scenarios. Some differences were found with regard to participants' gender, age, and number of cigarettes smoked per day. Females, younger people, and heavier smokers reported higher levels of craving in most situations. In general, the most widely cited specific cues across the contexts were people smoking, having a coffee, being with friends, and having finished eating. These results are discussed with a view to their consideration in the design of valid and reliable VR environments that could be used in the treatment of nicotine addicts who wish to give up smoking.

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Introduccin: Internet permite desarrollar un nuevo modelo de clase terica basado en la enseanza no presencial y asincrnica. Objetivo: Publicacin virtual de un tema de 'Fundamentos de Ciruga' y evaluacin de los resultados de uso y participacin de los 80 alumnos matriculados. Material y Mtodos: Se disearon tres partes: teora, cuestionario de autoevaluacin, y foro de preguntas. La teora consista en hipertexto y grficos, con cuatro tipos de asistentes de aprendizaje: 1) remarcadores de informacin esencial; 2) informacin no esencial adicional; 3) mnemotcnicos; 4) ampliacin conceptos complejos. El cuestionario consista en diez preguntas. La pantalla de respuesta ofreca las respuestas correctas comentadas, la puntuacin del alumno, y los centiles de cada nota. El foro de preguntas se basaba en el servidor Ez-Board. El profesor slo explic el sistema y los aspectos principales de la leccin. Los alumnos podan consultar el material indefinidamente y el foro de preguntas estuvo activo durante dos meses. Resultados: El sistema facilit la clase por parte del profesor y fue muy bien recibida por los alumnos. Se contabilizaron 239 visitas en dos meses, originadas en la Universidad en 80% de los casos. 16 alumnos usaron el asistente interactivo explicativo. El cuestionario fue respondido por 52 alumnos: 36 alumnos 1 vez y 16 alumnos 2 o ms veces. El foro recibi 337 visitas. Se hicieron 38 preguntas de alumnos y 46 respuestas del profesor y otros especialistas. Conclusiones: 1) Diseo y funcionamiento correcto; 2) Excelente acogida y participacin; 3) Probable mejora en el aprendizaje y adquisicin de conocimientos.

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Virtual Laboratories are an indispensablespace for developing practical activities in a Virtual Environment. In the field of Computer and Software Engineering different types of practical activities have tobe performed in order to obtain basic competences which are impossible to achieve by other means. This paper specifies an ontology for a general virtual laboratory.The proposed ontology provides a mechanism to select the best resources needed in a Virtual Laboratory once a specific practical activity has been defined and the maincompetences that students have to achieve in the learning process have been fixed. Furthermore, the proposed ontology can be used to develop an automatic and wizardtool that creates a Moodle Classroom using the practical activity specification and the related competences.

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We report an experiment where participants observed an attack on their virtual body as experienced in an immersive virtual reality (IVR) system. Participants sat by a table with their right hand resting upon it. In IVR, they saw a virtual table that was registered with the real one, and they had a virtual body that substituted their real body seen from a first person perspective. The virtual right hand was collocated with their real right hand. Event-related brain potentials were recorded in two conditions, one where the participant"s virtual hand was attacked with a knife and a control condition where the knife only struck the virtual table. Significantly greater P450 potentials were obtained in the attack condition confirming our expectations that participants had a strong illusion of the virtual hand being their own, which was also strongly supported by questionnaire responses. Higher levels of subjective virtual hand ownership correlated with larger P450 amplitudes. Mu-rhythm event-related desynchronization in the motor cortex and readiness potential (C3-C4) negativity were clearly observed when the virtual hand was threatened as would be expected, if the real hand was threatened and the participant tried to avoid harm. Our results support the idea that event-related potentials may provide a promising non-subjective measure of virtual embodiment. They also support previous experiments on pain observation and are placed into context of similar experiments and studies of body perception and body ownership within cognitive neuroscience.

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We report an experiment where participants observed an attack on their virtual body as experienced in an immersive virtual reality (IVR) system. Participants sat by a table with their right hand resting upon it. In IVR, they saw a virtual table that was registered with the real one, and they had a virtual body that substituted their real body seen from a first person perspective. The virtual right hand was collocated with their real right hand. Event-related brain potentials were recorded in two conditions, one where the participant"s virtual hand was attacked with a knife and a control condition where the knife only struck the virtual table. Significantly greater P450 potentials were obtained in the attack condition confirming our expectations that participants had a strong illusion of the virtual hand being their own, which was also strongly supported by questionnaire responses. Higher levels of subjective virtual hand ownership correlated with larger P450 amplitudes. Mu-rhythm event-related desynchronization in the motor cortex and readiness potential (C3-C4) negativity were clearly observed when the virtual hand was threatened as would be expected, if the real hand was threatened and the participant tried to avoid harm. Our results support the idea that event-related potentials may provide a promising non-subjective measure of virtual embodiment. They also support previous experiments on pain observation and are placed into context of similar experiments and studies of body perception and body ownership within cognitive neuroscience.