70 resultados para Virtual Environment
Resumo:
The purpose of the present study was to examine the clinical validation of a Virtual Reality Environment (VRE) designed to normalize eating patterns in Eating Disorders (ED). The efficacy of VR in eliciting emotions, sense of presence and reality of the VRE were explored in 22 ED patients and 37 healthy eating individuals. The VRE (non-immersive) consisted of a kitchen room where participants had to eat a virtual pizza. In order to assess the sense of presence and reality produced by the VRE, participants answered seven questions with a Likert scale (0-10) during the experience, and then filled out the Reality Judgment and Presence Questionnaire (RJPQ) and ITC-Sense of Presence Inventory (ITC-SOPI). The results showed that the VRE induced a sense of presence and was felt as real for both groups, without differences in the experience of 'ease' with the VRE, sense of physical space, or the ecological validity assigned to the virtual kitchen and eating virtually. However, the ED patients reported paying more attention and experiencing greater emotional involvement and dysphoria after virtual eating. The results suggest that the VRE was clinically meaningful to the ED patients and might be a relevant therapy tool for normalizing their eating patterns.
Resumo:
The virtual learning environments are an option in permanent training with great possibilities for adults who look for studies that are compatible with their jobs and with their family life. So as to participate in determined learning as much in attitudes as knowledge and skills. The article is dedicated to analysing the necessary linguistic habits for moving within an environment of this type and offers didactic proposals that can facilitate the active participation in a virtual course and widen the perspectives of the control of new channels of communication with objectives that are different to learning
Resumo:
Proyecto de investigación de una estancia en el Università degli Studi de Padova, Italia, durante noviembre del 2007. El objetivo principal ha sido desarrollar entornos de realidad virtual para el tratamiento del dolor agudo mejorando las propiedades gráficas de los mundos virtuales. La participación en las diferentes líneas de Investigación en el laboratorio de tecnología humana ha permitido la aplicación de nuevas tecnologías en el estudio del dolor.
Resumo:
Les Biblioteques i Centres de Documentació han exercit sempre un paper important en el desenvolupament de l'aprenentatge, de la docència i de la investigació, però el canvi que s'ha experimentat i s'està experimentant en el camp docent en aquests últims anys, ha potenciat molt més la funció d'aquest tipus de centres, convertint-los en eixos bàsics del sistema educatiu, passant a formar part, en molts casos, del model dissenyat per exercir la funció educativa i investigadora a través d'un entorn virtual.
Resumo:
Les possibilitats ofertes per la virtualitat tenen una gran importància en l'esfera educativa i en tots els aspectes referents a ella. Evidentment, les biblioteques i els centres de documentació no són estranys a aquest nou ambient virtual facilitat pel canvi social, econòmic i, sobretot, tecnològic que ha permès que els bibliotecaris-documentalistes accedeixin a gran quantitat d'informació i de documentació, permetent que actuïn com a agents intermediaris entre aquesta nova situació i l'ús que se'n poden fer pels diversos tipus d'usuaris.
Resumo:
La present comunicació descriu els Serveis d'Informació a Mida (SIM) oferts per la Biblioteca de la Universitat Oberta de Catalunya a la seva comunitat docent i de recerca, així com el procés d'adaptació d'aquests serveis a un entorn virtual.
Resumo:
Aquest treball presenta una proposta d’investigació mitjançant la qual es pretendràanalitzar com percep l’aprenent la incidència de l’ús de les eines comunicatives de l’entornvirtual en la motivació envers l’aprenentatge d’una llengua estrangera. L’objectiu delprojecte d’investigació serà indagar com l’alumnat es relaciona amb l’ús d’eines decomunicació de l’entorn virtual com a recurs en l’aprenentatge de l’anglès i com percep elgrau en que aquestes estimulen el seu interès en adquirir la llengua.Aquesta indagació es durà a terme mitjançant una investigació bàsicament qualitativa. Elsresultats seran extrets a partir de dos grups de subjectes, que expressaran la seva pròpiapercepció del caràcter motivador de les eines de comunicació de l’entorn virtual. A partirde l’anàlisi i comparació dels resultats, s’inferirà quins estímuls resulten incitadors per al’estudiant, i si aquests estan relacionats amb les eines comunicatives de l’entorn virtual; o,al contrari, si en són independents.
Resumo:
A reinforcement learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory, we predicted that when the character approached within a personal or intimate distance to the participants, they would be inclined to move backwards out of the way. We carried out a between-groups experiment with 30 female participants, with 10 assigned arbitrarily to each of the following three groups: In the Intimate condition the character could approach within 0.38m and in the Social condition no nearer than 1.2m. In the Random condition the actions of the virtual character were chosen randomly from among the same set as in the RL method, and the virtual character could approach within 0.38m. The experiment continued in each case until the participant either reached the target or 7 minutes had elapsed. The distributions of the times taken to reach the target showed significant differences between the three groups, with 9 out of 10 in the Intimate condition reaching the target significantly faster than the 6 out of 10 who reached the target in the Social condition. Only 1 out of 10 in the Random condition reached the target. The experiment is an example of applied presence theory: we rely on the many findings that people tend to respond realistically in immersive virtual environments, and use this to get people to achieve a task of which they had been unaware. This method opens up the door for many such applications where the virtual environment adapts to the responses of the human participants with the aim of achieving particular goals.
Resumo:
When a rubber hand is placed on a table top in a plausible position as if part of a person"s body, and is stroked synchronously with the person"s corresponding hidden real hand, an illusion of ownership over the rubber hand can occur (Botvinick and Cohen 1998). A similar result has been found with respect to a virtual hand portrayed in a virtual environment, a virtual hand illusion (Slater et al. 2008). The conditions under which these illusions occur have been the subject of considerable study. Here we exploited the flexibility of virtual reality to examine four contributory factors: visuo-tactile synchrony while stroking the virtual and the real arms, body continuity, alignment between the real and virtual arms, and the distance between them. We carried out three experiments on a total of 32 participants where these factors were varied. The results show that the subjective illusion of ownership over the virtual arm and the time to evoke this illusion are highly dependent on synchronous visuo-tactile stimulation and on connectivity of the virtual arm with the rest of the virtual body. The alignment between the real and virtual arms and the distance between these were less important. It was found that proprioceptive drift was not a sensitive measure of the illusion, but was only related to the distance between the real and virtual arms.
Resumo:
Un treball final de carrera (TFC) és un dels últims passos de molts estudis, com per exemple els graus d'enginyeria. Els estudiants solen presentar els resultats del seu projecte final en una presentació pública, on un comitè avalua el seu treball. Els estudiants, en aquesta activitat, s'ocupen de competències com ara: fer presentacions orals efectives en entorns públics, en una situació estressant. Però, es pot assolir aquesta competència en un entorn virtual?A la Universitat Oberta de Catalunya (UOC), una universitat 100% virtual, es proposa una solució basada en les presentacions en vídeo que es pugen en una eina, Present@, que els permet compartir les presentacions i permet fer preguntes i escriure les respostes en un entorn obert.Present@ ofereix una eina millorada per pujar vídeos, que simplifica el procés i fa que sigui apropiada per als estudiants de qualsevol àrea de coneixement. Però treballar amb vídeos va un pas més enllà i requereix també la tecnologia adequada per donar suport a aquest tipus d'arxius. Així, s'ha afegit al Present@ un servei d'"streaming", Kaltura. Amb aquest servei els estudiants poden pujar fàcilment gairebé qualsevol format de vídeo i és possible fer comentaris en vídeo.131 estudiants han estat usant el Present@ durant 4 semestres. Per avaluar l'eina, els estudiants han contestat un qüestionari i de les respostes rebudes es conclou que aquest enfocament permet als estudiants virtuals adquirir la major part de les competències relacionades amb el TFC i, en concret, amb la dissertació virtual en entorns virtuals. Potser l'única característica a què no s'enfronten és la tensió de les preguntes.És important assenyalar que, gràcies a les millores introduïdes, el Present@ està present, actualment en més de 100 aules a UOC i s'utilitza no només per al TFC, sinó també per explicar assignatures per ajudar els estudiants
Resumo:
A reinforcement learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory, we predicted that when the character approached within a personal or intimate distance to the participants, they would be inclined to move backwards out of the way. We carried out a between-groups experiment with 30 female participants, with 10 assigned arbitrarily to each of the following three groups: In the Intimate condition the character could approach within 0.38m and in the Social condition no nearer than 1.2m. In the Random condition the actions of the virtual character were chosen randomly from among the same set as in the RL method, and the virtual character could approach within 0.38m. The experiment continued in each case until the participant either reached the target or 7 minutes had elapsed. The distributions of the times taken to reach the target showed significant differences between the three groups, with 9 out of 10 in the Intimate condition reaching the target significantly faster than the 6 out of 10 who reached the target in the Social condition. Only 1 out of 10 in the Random condition reached the target. The experiment is an example of applied presence theory: we rely on the many findings that people tend to respond realistically in immersive virtual environments, and use this to get people to achieve a task of which they had been unaware. This method opens up the door for many such applications where the virtual environment adapts to the responses of the human participants with the aim of achieving particular goals.
Resumo:
This paper describes a simple low-cost approach toadding an element of haptic interaction within a virtualenvironment. Using off-the-shelf hardware and software wedescribe a simple setup that can be used to explore physically virtual objects in space. This setup comprises of a prototype glove with a number of vibrating actuators to provide the haptic feedback, a Kinect camera for the tracking of the user's hand and a virtual reality development environment. As proof of concept and to test the efficiency of the system as well as its potential applications, we developed a simple application where we created 4 different shapes within a virtual environment in order to try toexplore them and guess their shape through touch alone.
Resumo:
What does it feel like to own, to control, and to be inside a body? The multidimensional nature of this experience together with the continuous presence of one's biological body, render both theoretical and experimental approaches problematic. Nevertheless, exploitation of immersive virtual reality has allowed a reframing of this question to whether it is possible to experience the same sensations towards a virtual body inside an immersive virtual environment as toward the biological body, and if so, to what extent. The current paper addresses these issues by referring to the Sense of Embodiment (SoE). Due to the conceptual confusion around this sense, we provide a working definition which states that SoE consists of three subcomponents: the sense of self-location, the sense of agency, and the sense of body ownership. Under this proposed structure, measures and experimental manipulations reported in the literature are reviewed and related challenges are outlined. Finally, future experimental studies are proposed to overcome those challenges, toward deepening the concept of SoE and enhancing it in virtual applications.
Resumo:
One motive for behaving as the agent of another"s aggression appears to be anchored in as yet unelucidated mechanisms of obedience to authority. In a recent partial replication of Milgram"s obedience paradigm within an immersive virtual environment, participants administered pain to a female virtual human and observed her suffering. Whether the participants" response to the latter was more akin to other-oriented empathic concern for her well-being or to a self-oriented aversive state of personal distress in response to her distress is unclear. Using the stimuli from that study, this event-related fMRI-based study analysed brain activity during observation of the victim in pain versus not in pain. This contrast revealed activation in pre-defi ned brain areas known to be involved in affective processing but not in those commonly associated with affect sharing (e.g., ACC and insula). We then examined whether different dimensions of dispositional empathy predict activity within the same pre-defi ned brain regions: While personal distress and fantasy (i.e., tendency to transpose oneself into fi ctional situations and characters) predicted brain activity, empathic concern and perspective taking predicted no change in neuronal response associated with pain observation. These exploratory fi ndings suggest that there is a distinct pattern of brain activity associated with observing the pain-related behaviour of the victim within the context of this social dilemma, that this observation evoked a self-oriented aversive state of personal distress, and that the objective"reality" of pain is of secondary importance for this response. These fi ndings provide a starting point for experimentally more rigorous investigation of obedience.
Resumo:
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.