658 resultados para Realitat
Resumo:
MyPharmacyApp és una aplicació web capaç de consultar la informació de les farmàcies més properes a la teva localització o a una població, proporcionant informació de cada una de les farmàcies.
Resumo:
Pregunta de revisión: ¿El tratamiento de doble tarea con la incorporación del sistema de realidad virtual BioTrack favorece el equilibrio en los pacientes que han sufrido un traumatismo craneoencefálico? Objetivo: Determinar si el trabajo de doble tarea cognitivo-motor con la incorporación de realidad virtual favorece el equilibrio de los pacientes con traumatismo craneoencefálico. Metodología: se realizará un diseño de tipo experimental, aleatorio controlado y prospectivo. Se planteará un proyecto de 36 sesiones dividido en seis meses basado en trabajo de doble tarea cognitivo-motor con realidad virtual. Consta de un tratamiento combinado de ejercicios para el equilibrio con el soporte de realidad virtual BioTrack. Al mismo tiempo se trabajará la memoria y la atención para el trabajo cognitivo. Se compara con el grupo control que solo realiza ejercicios con BioTrack. La medida principal es el equilibrio medido con la berg balance scale y la influencia del trabajo cognitivo.
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A sign of presence in virtual environments is that people respond to situations and events as if they were real, where response may be considered at many different levels, ranging from unconscious physiological responses through to overt behavior,emotions, and thoughts. In this paper we consider two responses that gave different indications of the onset of presence in a gradually forming environment. Two aspects of the response of people to an immersive virtual environment were recorded: their eye scanpath, and their skin conductance response (SCR). The scenario was formed over a period of 2 min, by introducing an increasing number of its polygons in random order in a head-tracked head-mounted display. For one group of experimental participants (n 8) the environment formed into one in which they found themselves standing on top of a 3 m high column. For a second group of participants (n 6) the environment was otherwise the same except that the column was only 1 cm high, so that they would be standing at normal ground level. For a third group of participants (n 14) the polygons never formed into a meaningful environment. The participants who stood on top of the tall column exhibited a significant decrease in entropy of the eye scanpath and an increase in the number of SCR by 99 s into the scenario, at a time when only 65% of the polygons had been displayed. The ground level participants exhibited a similar decrease in scanpath entropy, but not the increase in SCR. The random scenario grouping did not exhibit this decrease in eye scanpath entropy. A drop in scanpath entropy indicates that the environment had cohered into a meaningful perception. An increase in the rate of SCR indicates the perception of an aversive stimulus. These results suggest that on these two dimensions (scanpath entropy and rate of SCR) participants were responding realistically to the scenario shown in the virtual environment. In addition, the response occurred well before the entire scenario had been displayed, suggesting that once a set of minimal cues exists within a scenario,it is enough to form a meaningful perception. Moreover, at the level of the sympathetic nervous system, the participants who were standing on top of the column exhibited arousal as if their experience might be real. This is an important practical aspect of the concept of presence.
Treball de recerca aplicada a la intervenció social entorn els joves d'Andorra i el seu temps lliure
Resumo:
Aquest document, es fonamenta d'acord amb diferents teories i pensaments sobre la importància del temps lliure en els adolescents i joves, com també a partir de les experiències de Catalunya, entorn aquest tema. Concretament és una observació del temps lliure dels adolescents i joves, des d’una aproximació a la seva realitat i també analitzant els diferents agents que intervenen en aquest àmbit concret, com del context global d’Andorra. La intenció és identificar i reflexionar entorn les principals característiques de l’oci i el lleure del col·lectiu com també de la participació juvenil per poder prioritzar actuacions socioeducatives encaminades a l’educació en el lleure. És per aquest motiu, que paral·lelament amb aquesta investigació aplicada a la intervenció socioeducativa, també s’ha realitzat un diagnòstic d’Andorra i unes propostes de millora relacionats amb els resultats obtinguts.
Resumo:
Les empreses en tant que formen part de la comunitat, tenen una responsabilitat vers la mateixa i la realitat social que la forma. Les accions que es realitzen no són neutres, generant comportaments que cal saber preveure en benefici comú de totes les parts implicades directament o indirectament. Parlar de Responsabilitat Social Corporativa (RSC) ja és en si un fet positiu que dibuixa nous horitzons cap a societats més responsables i justes. L'incorporació de la RSC en el debat econòmic, social, ambiental, cultural i polític, fa preveure un recorregut llarg en el temps on cada vegada més empreses, entitats i organitzacions sumen esforços al seu voltant. El Treball Social com a professió coneixedora de la realitat social i les dificultats existents ha de poder jugar un paper proactiu en la RSC conjuntament amb d´altres actors. Des d'un treball col·laboratiu que afavoreixi espais de sinergia, on es sumin esforços per assolir una societat més humana, justa, solidària i responsable. En definitiva amb un missatge adreçat a treballar, des de diferents àmbits professionals, per garantir uns mínims de qualitat de vida per a totes les persones que formem part de la societat.
Disseny i desenvolupament d’un sistema de monitorització en continu de la qualitat de l’aigua de riu
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Disseny i muntatge d’un sistema de monitorització a temps real de la qualitat fisico-química de l’aigua en rius mediterranis, que sigui autònom telegestionat i de baix manteniment. Aquest sistema permet realitzar un seguiment de la dinàmica de la qualitat de l’aigua de riu, essent possible detectar episodis d’empitjorament sobtat de la qualitat. El desenvolupament de sensors per mesurar la qualitat de l’aigua en continu ha estat una realitat en la darrera dècada, millorant-ne la robustesa i baixant-ne els costos. Cada instrument cobreix diferents aplicacions dins el cicle de l’aigua, des d’aigües superficials de riu, aigües residuals o aigües potables. Actualment la dificultat no està en la sensorística, sinó en el desenvolupament d’estacions de monitorització autònomes i de baix manteniment
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Anàlisi sobre l’activitat enoturística dels cellers adscrits a la Denominació d’Origen Empordà. Es pretén saber quina és la realitat dels cellers de l’Empordà que pertanyen a aquesta denominació d’origen, en quant al seu nivell i model de desenvolupament en matèria turística
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This paper presents the quantitative and qualitative findings from an experiment designed to evaluate a developing model of affective postures for full-body virtual characters in immersive virtual environments (IVEs). Forty-nine participants were each requested to explore a virtual environment by asking two virtual characters for instructions. The participants used a CAVE-like system to explore the environment. Participant responses and their impression of the virtual characters were evaluated through a wide variety of both quantitative and qualitative methods. Combining a controlled experimental approach with various data-collection methods provided a number of advantages such as providing a reason to the quantitative results. The quantitative results indicate that posture plays an important role in the communication of affect by virtual characters. The qualitative findings indicated that participants attribute a variety of psychological states to the behavioral cues displayed by virtual characters. In addition, participants tended to interpret the social context portrayed by the virtual characters in a holistic manner. This suggests that one aspect of the virtual scene colors the perception of the whole social context portrayed by the virtual characters. We conclude by discussing the importance of designing holistically congruent virtual characters especially in immersive settings.
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Si un fenomen expressa rotundament la tensió mostrada per la citació de capçalera aquest és, sens dubte, el cas de l"educació. I segurament encara més la seva reflexió acadèmica: la pedagogia. La crisi de la pedagogia, si n"hi ha, és una crisi de creixement, d"expansió, com la del capitalisme. La dificultat per escatir, amb una certa fiabilitat, allò que és recomanable d"allò refusable, prové sens dubte del pecat original de la pedagogia: no és fàcil alhora dir missa i tocar la campana. La clara identificació, per confusió, entre l"objecte i el subjecte de la pedagogia fa complexa aquesta tasca. En altres paraules, ens intuïm capaços alhora d"explicar i de disposar, de descriure i de prescriure; creiem que podem combinar una funció explicativa, d"anàlisi de la realitat, amb una funció normativa, de caràcter ordenador. I no ens adonem que la descripció ja és valoració en si mateixa. Només descrivim allò a què donem un «cert» valor.
Resumo:
El concepte de ciutadania constitueix un d"aquells exemples en els quals l"evolució del significat del terme es vincula a processos d"interacció que han modificat l"essència de les relacions socials, tot i que de vegades no se sap ben bé si són els discursos els que s"adapten a la realitat o si és la realitat la que està construïda a partir de canvis en el discurs. De fet, en el context de la Grècia clàssica o de la Roma imperial, el concepte de ciutadania, portava aparellat una situació de privilegi, ja fos per diferenciar-se d"altres grups amb menor quota de poder social -el cas dels esclaus- ja fos per establir diferències en funció del lloc de naixement -els nascuts a Roma- que descrivia situacions diferenciades a les d"altres períodes històrics
Resumo:
Our body schema gives the subjective impression of being highly stable. However, a number of easily-evoked illusions illustrate its remarkable malleability. In the rubber-hand illusion, illusory ownership of a rubber-hand is evoked by synchronous visual and tactile stimulation on a visible rubber arm and on the hidden real arm. Ownership is concurrent with a proprioceptive illusion of displacement of the arm position towards the fake arm. We have previously shown that this illusion of ownership plus the proprioceptive displacement also occurs towards a virtual 3D projection of an arm when the appropriate synchronous visuotactile stimulation is provided. Our objective here was to explore whether these illusions (ownership and proprioceptive displacement) can be induced by only synchronous visuomotor stimulation, in the absence of tactile stimulation.
Resumo:
It has been shown that it is possible to generate perceptual illusions of ownership in immersive virtual reality (IVR) over a virtual body seen from first person perspective, in other words over a body that visually substitutes the person's real body. This can occur even when the virtual body is quite different in appearance from the person's real body. However, investigation of the psychological, behavioral and attitudinal consequences of such body transformations remains an interesting problem with much to be discovered. Thirty six Caucasian people participated in a between-groups experiment where they played a West-African Djembe hand drum while immersed in IVR and with a virtual body that substituted their own. The virtual hand drum was registered with a physical drum. They were alongside a virtual character that played a drum in a supporting, accompanying role. In a baseline condition participants were represented only by plainly shaded white hands, so that they were able merely to play. In the experimental condition they were represented either by a casually dressed dark-skinned virtual body (Casual Dark-Skinned - CD) or by a formal suited light-skinned body (Formal Light-Skinned - FL). Although participants of both groups experienced a strong body ownership illusion towards the virtual body, only those with the CD representation showed significant increases in their movement patterns for drumming compared to the baseline condition and compared with those embodied in the FL body. Moreover, the stronger the illusion of body ownership in the CD condition, the greater this behavioral change. A path analysis showed that the observed behavioral changes were a function of the strength of the illusion of body ownership towards the virtual body and its perceived appropriateness for the drumming task. These results demonstrate that full body ownership illusions can lead to substantial behavioral and possibly cognitive changes depending on the appearance of the virtual body. This could be important for many applications such as learning, education, training, psychotherapy and rehabilitation using IVR.
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A través de la manipulació de les emocions és relativament senzill alterar la percepció que hom té de la realitat
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Recent studies have shown that a fake body part can be incorporated into human body representation through synchronous multisensory stimulation on the fake and corresponding real body part- the most famous example being the Rubber Hand Illusion. However, the extent to which gross asymmetries in the fake body can be assimilated remains unknown. Participants experienced, through a head-tracked stereo head-mounted display a virtual body coincident with their real body. There were 5 conditions in a between-groups experiment, with 10 participants per condition. In all conditions there was visuo-motor congruence between the real and virtual dominant arm. In an Incongruent condition (I), where the virtual arm length was equal to the real length, there was visuo-tactile incongruence. In four Congruent conditions there was visuo-tactile congruence, but the virtual arm lengths were either equal to (C1), double (C2), triple (C3) or quadruple (C4) the real ones. Questionnaire scores and defensive withdrawal movements in response to a threat showed that the overall level of ownership was high in both C1 and I, and there was no significant difference between these conditions. Additionally, participants experienced ownership over the virtual arm up to three times the length of the real one, and less strongly at four times the length. The illusion did decline, however, with the length of the virtual arm. In the C2-C4 conditions although a measure of proprioceptive drift positively correlated with virtual arm length, there was no correlation between the drift and ownership of the virtual arm, suggesting different underlying mechanisms between ownership and drift. Overall, these findings extend and enrich previous results that multisensory and sensorimotor information can reconstruct our perception of the body shape, size and symmetry even when this is not consistent with normal body proportions.
Resumo:
We discuss three experiments that investigate how virtual limbs and bodies can come to feel like real limbs and bodies. The fi rst experiment shows that an illusion of ownership of a virtual arm appearing to project out of a person"s shoulder can be produced by tactile stimulation on a person"s hidden real hand and synchronous stimulation on the seen virtual hand. The second shows that the illusion can be produced by synchronous movement of the person"s hidden real hand and a virtual hand. The third shows that a weaker form of the illusion can be produced when a brain-computer interface is employed to move the virtual hand by means of motor imagery without any tactile stimulation. We discuss related studies that indicate that the ownership illusion may be generated for an entire body. This has important implications for the scientific understanding of body ownership and several practical applications.