scholarly journals Clinician user involvement in the real world: Designing an electronic tool to improve interprofessional communication and collaboration in a hospital setting

2018 ◽  
Vol 110 ◽  
pp. 90-97 ◽  
Author(s):  
Terence Tang ◽  
Morgan E. Lim ◽  
Elizabeth Mansfield ◽  
Alexander McLachlan ◽  
Sherman D. Quan
Diabetes ◽  
2020 ◽  
Vol 69 (Supplement 1) ◽  
pp. 384-P
Author(s):  
BHARGAVI PATHAM ◽  
SOUMYA CHIKERMANE ◽  
AISHA VADHARIYA ◽  
MICHAEL L. JOHNSON ◽  
ARCHANA R. SADHU

2014 ◽  
Vol 69 (5) ◽  
pp. 558-564 ◽  
Author(s):  
M Laporte ◽  
H H Keller ◽  
H Payette ◽  
J P Allard ◽  
D R Duerksen ◽  
...  

Author(s):  
Bianca Bruzzone ◽  
Vanessa De Pace ◽  
Patrizia Caligiuri ◽  
Valentina Ricucci ◽  
Giulia Guarona ◽  
...  

Author(s):  
Oksana Elkhova ◽  

This article provides a philosophical justification for the concept of virtuality index (VR Index). The use of the index method is the novelty of this research and allows us to consider virtual reality from a new methodological perspective. In the study, VR Index is schematized: in the author’s opinion, it acts as a certain generalized relative indicator that serves to characterize changes in such a phenomenon as virtual reality. The basic components of VR Index are distinguished: immersion, involvement, and interactivity. They can be represented in quantitative and qualitative terms. VR Index can be schematically presented in the following way: VR Index = Im·Inv·Int (where Im – immersion, Inv – involvement, Int – interactivity). For each specific case, the above pattern takes the following form: VR Index = Imm·Invn·Intp (where the coefficients m, n, p > 0). Immersion characterizes the coverage of senses of a person in an artificially created environment. Involvement indicates the rational and the emotional components of a person’s mental sphere. Interactivity, in its turn, determines the user’s interaction with the virtual environment. Each of these components affects the value of VR Index. The author distinguishes two extreme cases: virtual realities with low and high VR Index. Virtual realities with low VR Index involve two main channels of human perception, i.e. vision and hearing, are characterized by minimal user involvement and weak interactivity; the users are well aware of the fact that they are interacting with a simulation of the real world. Virtual realities with high VR Index cover a large number of channels of human perception and have a high level of user involvement and interactivity; for the user, the events of the real and virtual worlds become indistinguishable from each other.


2010 ◽  
Vol 20 (3) ◽  
pp. 100-105 ◽  
Author(s):  
Anne K. Bothe

This article presents some streamlined and intentionally oversimplified ideas about educating future communication disorders professionals to use some of the most basic principles of evidence-based practice. Working from a popular five-step approach, modifications are suggested that may make the ideas more accessible, and therefore more useful, for university faculty, other supervisors, and future professionals in speech-language pathology, audiology, and related fields.


2006 ◽  
Vol 40 (7) ◽  
pp. 47
Author(s):  
LEE SAVIO BEERS
Keyword(s):  

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