Virtual reality for neurorehabilitation

Author(s):  
Mathias Bannwart ◽  
Robert Riener

Virtual reality (VR) is a powerful tool to motivate its participants to active participation, while providing augmented feedback to instruct the subject and improve task performance. This chapter presents the technical prerequisites of different recording, display, and rendering technologies. VR does not replace the real environment, but is a tool for setting up automatic training schedules. VR can be a good solution to train dangerous or difficult tasks. VR is being applied in physiotherapy, occupational therapy to recover limb functionality after disease or accident, and to enhance cognitive learning. VR technologies can also be applied to provide feedback as assistance during activities of daily living—this is then typically called augmented reality (AR). Despite the many technological achievements and positive results in many therapeutic and assistive applications, the field of VR rehabilitation is still in an early phase. VR technologies will continue to grow, gain further mainstream acceptance and, eventually, have a significant positive effect on therapeutic outcome.

Author(s):  
Robert Riener

Virtual reality (VR) is a powerful tool to motivate its participants to active participation, while providing augmented feedback to instruct the subject and improve task performance. This chapter presents the technical prerequisites of different recording, display, and rendering technologies. VR does not replace the real environment, but is a tool for setting up automatic training schedules. VR can be a good solution to train dangerous or difficult tasks. VR is being applied in physiotherapy, occupational therapy to recover limb functionality after disease or accident, and to enhance cognitive learning. VR technologies can also be applied to provide feedback as assistance during activities of daily living. Despite the many technological achievements and positive results in many therapeutic and assistive applications, the field of VR rehabilitation is still in an early phase. VR technologies will continue to grow, gain further mainstream acceptance and, eventually, have a significant positive effect on therapeutic outcome.


2021 ◽  
Vol 6 (1) ◽  
pp. 56
Author(s):  
Alireza Miremadi ◽  
Javad Kenarroudi ◽  
Omidreza Ghanadiof

The subject titled evaluation on role of Electronic Word of Mouth (EWOM) in feelings and behavior of customers in E-shops was expressed in Digi-Kala Company. Then, research hypotheses and objectives were proposed and methodology, statistical population and needed sample of analysis technique were introduced to achieve goals and results of hypotheses. The findings suggest significant positive effect of (EWOM) on attitude of consumers and their positive emotions. Similarly, social positive and normal emotions may also have significant impact on attitude of consumers. At the same time, negative emotions of consumers have positively affected consumers’ attitudes as well. Finally social norms and attitudes of consumer may have significant positive effect on behavior of consumers.


2021 ◽  
Author(s):  
Maud Ceuterick

While cinema boasts of a long history that has placed the representation and aesthetics of memory at its center, virtual reality (VR) and augmented reality (AR) are only starting to shape their own aesthetic and narrative engagement with memory. Through the analysis of Chez Moi (Caitlin Fisher and Tony Vieira, 2014), Queerskins: Ark (Illja Szilak, 2020), and Homestay (Paisley Smith, 2018), this essay shows how cinematic AR and VR involve the viewers’ movement to produce and transform collective memory and spatial habitation. Feminist digital geographies, film and media theory, and the concept of orientation developed by Sara Ahmed in Queer Phenomenology give sense to how sound, images and viewers’ movement participate in rewriting collective memory and cultural symbols. As these artworks present personal memories of struggles to find a home within present spaces, they queer hegemonic orientations of the subject, and invite viewers to realign body and space within ever-changing virtual and digital spaces.


Author(s):  
Fernando Elemar Vicente dos Anjos ◽  
Luiz Alberto Oliveira Rocha ◽  
Débora Oliveira da Silva ◽  
Rodrigo Pacheco ◽  
Divina Márcia Borges Pinheiro

Cognitive approaches to teaching generate learning through the interaction between the subject and object of study. One of the strategies to create this interaction is related to the application of virtual and augmented reality in the teaching-learning processes. Through a systematic literature review, this work aims to describe the approaches used to measure the impacts on student learning who used virtual reality (VR) and augmented reality (AR) in the teaching-learning processes of engineering courses, the impacts on learning, and student satisfaction. The surveys showed that 70% of research analyzed, students who used virtual reality or augmented reality learned more, and 90% of the research described that students who used virtual or augmented reality were more satisfied with the new approach than the traditional teaching approach. The conclusion is that there are positive impacts, in the vast majority of cases, on learning and the satisfaction of students who use virtual or augmented reality in the teaching-learning processes applied in engineering courses.


2020 ◽  
Vol 68 (1) ◽  
pp. 47-67
Author(s):  
Matúš Formanek ◽  
Vladimír Filip ◽  
Adam Hnat

AbstractThis paper maps out the possibilities of using virtual and augmented reality in the context of virtual museums and galleries. In addition to the many advantages that virtual reality offers in new knowledge acquisition and presentation of cultural heritage objects, we also describe some possible disadvantages or problems directly related to this technology. Next, we try to find the answer to whether the presentation of selected objects of cultural heritage through virtual reality brings better results compared to the presentation in a traditional, museal form in the research part of the article. In conclusion, we summarise and present the results of the conducted research based on the statements of 138 students who participated in our testing.


2020 ◽  
Author(s):  
Mark Alipio

Radiologic Physics is one of the most challenging professional subjects in the Radiologic Technology (RT) field. It encompasses a wide range of physics concept, calculations, and real-life imaging practices. As observed, most of the students failed in this subject, leading to students dropping out early in the course. To circumvent this daunting issue, a framework for predicting the subject’s achievement should be developed using various tenets of learning strategies and management. This study aims to explore a framework that can predict Radiologic Physics achievement among RT students. Subjects were 954 Radiologic Physics students (480 males and 474 females) randomly selected from 12 Radiologic Technology schools in the Philippines. Their ages ranged from 18 to 22 years (mean age 19.5, SD 2.4). Seven instruments were used to collect data for the study: Physics Learning Strategies Scale, Inventory of Students Attitude Towards Radiologic Physics; Class Involvement Scale; Teacher-Directed Activities Scale; Parental Influence towards Academic Success Scale, and Radiologic Physics Achievement Test. Path analysis was utilized to identify the best fitting framework. The best fitting framework explained 92% of Radiologic Physics achievement variance. Cognitive and metacognitive learning strategies, attitudes towards Radiologic Physics, class involvement, teacher-directed activities, and parental influence exerted a positive effect on Radiologic Physics achievement. Teacher-directed activities, parental influence, and attitudes towards the subject had a positive impact towards cognitive learning strategies. Moreover, teacher-directed activities and parental influence exerted a positive effect on class involvement while parental influence had a positive impact on metacognitive learning strategies. Teacher-direct activities, attitudes towards the subject, and parental influence contributed indirectly to achievement via cognitive learning strategies. Teacher-directed activities contributed indirectly to achievement via class involvement. Finally, parental influence contributed indirectly to achievement via metacognitive learning strategies and class involvement. A framework for predicting Radiologic Physics achievement among RT students could be used to understand the performance of students and innovate learning strategies in the RT education.


Author(s):  
Raajan N. R. ◽  
Nandhini Kesavan

Augmented Reality (AR) plays a vital role in the field of visual computing. AR is actually different but often confused to be the same is Virtual Reality (VR). While VR creates a whole new world, AR aims at designing an environment in real time with virtual components that are overlaid on the real components. Due to this reason, AR comes under the category of 'mixed reality'. AR could be viewed on any smart electronic gadgets like mobile, laptop, projector, tablet etc., AR could be broadly classified as Marker-based and Markerless. If it is marker-based, a pattern is used whereas in markerless system there is no need of it. In case of marker, if we show the pattern to a webcam it will get details about it and impose the object on the marker. We are incorporating a new efficient solution for integrating a virtual object on to a real world which can be very much handful for tourism and advertisement for showcasing objects or things. The ultimate goal is to augmenting the 3D video onto a real world on which it will increase the person's conceptual understanding of the subject.


2020 ◽  
Vol 16 (1) ◽  
pp. 33-43
Author(s):  
Ida Ayu Putu Widani Sugianingrat ◽  
Ida I Dewa Ayu Yayati Wilyadewi ◽  
I Wayan Gde Sarmawa

Abstract: This study aims to study the effect of entrepreneurship education, work environment, and self-efficacy on student interest in entrepreneurship. This research was conducted on students of the Faculty of Economics, Hindu University of Indonesia in 2016 who were taking entrepreneurship courses totaling 270 students. The number of samples is determined based on the Slovin formula with an error of 10%. Based on these calculations, a total sample of 79 students was obtained. Determining students who become samples is done randomly. Data collection is done by conducting interviews directly with respondents, based on a pre-arranged questionnaire. The collected data is then tabulated, then processed using the SmartPLS 3.0 program. The results of the hypothesis testing show that entrepreneurship education and family environments have a significant positive effect on students' interest in entrepreneurship. Meanwhile, self-efficacy shows positive results but does not significantly influence the interests of students to become entrepreneurs.Keywords: entrepreneurship education, family environment, self-efficacy, entrepreneurial interest  Pengaruh Pendidikan Kewirausahaan, Lingkungan Kerja, dan Efikasi Diri terhadap Minat Mahasiswa Berwirausaha Abstrak: Penelitian ini bertujuan untuk melakukan kajian pengaruh pendidikan kewirausahaan, lingkungan kerja, dan efikasi diri terhadap minat mahasiswa untuk berwirausaha. Penelitian ini dilakukan pada mahasiswa Fakultas Ekonomi Universitas Hindu Indonesia angkatan tahun 2016 yang sedang mengambil mata kuliah kewirausahaan berjumlah 270 mahasiswa. Jumlah sampel penelitian ditentukan berdasarkan rumus Slovin dengan error 10%. Berdasarkan perhitungan tersebut diperoleh jumlah sampel sebanyak 79 mahasiswa. Penentuan mahasiswa yang menjadi sampel penelitian dilakukan secara acak. Pengumpulan data dilakukan dengan melakukan wawancara langsung kepada responden, berdasar pada kuesioner yang telah dipersiapkan. Data yang telah terkumpul selanjutnya dilakukan tabulasi, kemudian diolah dengan mempergunakan program SmartPLS 3.0. Hasil pengujian hipotesis menunjukkan pendidikan kewirausahaan dan lingkungan keluarga berpengaruh secara positif signifikan terhadap minat mahasiswa untuk berwirausaha. Sedangkan, efikasi diri menunjukkan hasil yang positif, tetapi tidak signifikan berpengaruh terhadap minat mahasiswa untuk berwirausaha. Kata Kunci: Pendidikan kewirausahaan, Lingkungan keluarga, Efikasi diri, Minat berwirausaha


2019 ◽  
Vol 33 (3) ◽  
pp. 53-69
Author(s):  
Anna Szymczak

Summary A contemporary consumer is a challenge for marketing specialists. The analysis of the conducted research shows that only a well-constructed marketing message, using new technologies will be a key element of effective marketing communication. There is a growing interest in the use of virtual and augmented reality on the market. The aim of the work is to analyze the possibilities of using innovative tools, based on virtual and augmented reality in marketing communication. The source basis of the study is available literature on the subject, secondary sources, own analyzes and research and studies carried out by foreign research institutes. The paper presents the results of authorial research carried out in 2018 using the CAPI method, as well as self-audit of marketing activities using VR and AR based on the SERVQUAL model. The results of the study indicate limited use of VR and AR. It should also be emphasized that these results are not representative, but point to a relationship that is worth exploring on a larger research group.


Author(s):  
Maud Ceuterick

While cinema boasts of a long history that has placed the representation and aesthetics of memory at its centre, virtual reality (VR) and augmented reality (AR) are only starting to shape their own aesthetic and narrative engagement with memory. Through the analysis of Chez Moi (Caitlin Fisher and Tony Vieira, 2014), Queerskins: Ark (Illja Szilak, 2020), and Homestay (Paisley Smith, 2018), this essay shows how cinematic AR and VR involve the viewers’ movement to produce and transform collective memory and spatial habitation. Feminist digital geographies, film and media theory, and the concept of orientation developed by Sara Ahmed in Queer Phenomenology (2006) give sense to how sound, images and viewers’ movement participate to rewrite collective memory and cultural symbols. As these artworks present personal memories of struggles to find a home within present spaces, they queer hegemonic orientations of the subject, and invite viewers to re-align body and space within ever-changing virtual and digital spaces.


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