scholarly journals Building Embodied Spaces for Spatial Memory Neurorehabilitation with Virtual Reality in Normal and Pathological Aging

2021 ◽  
Vol 11 (8) ◽  
pp. 1067
Author(s):  
Cosimo Tuena ◽  
Silvia Serino ◽  
Elisa Pedroli ◽  
Marco Stramba-Badiale ◽  
Giuseppe Riva ◽  
...  

Along with deficits in spatial cognition, a decline in body-related information is observed in aging and is thought to contribute to impairments in navigation, memory, and space perception. According to the embodied cognition theories, bodily and environmental information play a crucial role in defining cognitive representations. Thanks to the possibility to involve body-related information, manipulate environmental stimuli, and add multisensory cues, virtual reality is one of the best candidates for spatial memory rehabilitation in aging for its embodied potential. However, current virtual neurorehabilitation solutions for aging and neurodegenerative diseases are in their infancy. Here, we discuss three concepts that could be used to improve embodied representations of the space with virtual reality. The virtual bodily representation is the combination of idiothetic information involved during virtual navigation thanks to input/output devices; the spatial affordances are environmental or symbolic elements used by the individual to act in the virtual environment; finally, the virtual enactment effect is the enhancement on spatial memory provided by actively (cognitively and/or bodily) interacting with the virtual space and its elements. Theoretical and empirical findings will be presented to propose innovative rehabilitative solutions in aging for spatial memory and navigation.

Author(s):  
Olha Petrivna Kotovska

The article reveals the study of the contemporary meaning of identity and values in local and national dimensions, as well as their analysis in the context of the virtual reality, constructed during the last decades. On the basis of theoretical background, historical analogies and practical examples, the author shows the influence of values on the identity formation, focuses on the problem of the erosion of traditional and the formation of new identities. If to compare conditions of Ukrainian national identity constructing with those western European peoples, which were formed as nations at their own state borders, Ukrainian national identity was shaped in imagined by Ukrainians space. Institutional differences in the creation of the first Ukrainian political organizations in Lviv and Kyiv clearly represent a very important component — divided by the border between two empires Ukrainians were constantly connected by the idea of their unity. The historical context and the unfinished cycle of independent formation of Ukrainian national and socio-political identitys strengthen the need to create a socio-cultural identity on the basis of an archetypal approach. The article also represents contemporary challenges, which Ukrainian state faces in conditions of hybrid warfare and which are provoked by the manipulation of information and stereotypes. Incorporating concrete examples, the author shows how stereotypes influence on one’s own behavior and estimation of any phenomenon; determine the limits of personal choices. At the same time virtual space changes image of oneself, self-identity and the community which a person identifies “the Self” with. From one point of view, virtual reality opens huge amount of possibilities for personal self-realization, from another, it can be a source for manipulations of information in the individual, state or international levels.


2020 ◽  
Vol 1 (190) ◽  
pp. 23-29
Author(s):  
Yaroslav Haleta ◽  
◽  
Alina Semak ◽  

Finding out specific of socialization of a person under the conditions of virtualization of social processes is considered to be very actual nowadays. The problem of social virtual reality is becoming the subject of scientific research, but the social abilities of a given reality has been analyzed by scientists not enough yet. In the article much attention is paid to revealing the essence of the virtual reality on the one hand, but one should think it in a wide sense, connecting this only with computerizing the society, with Internet using, but on the other hand it different spheres of society related to it. The main constructive fact is the essence explanation of the virtual reality via the distribution in the society the so-called simulating processes and phenomena which may be connected with computerizing or may be out of it. The formation of the mass information culture of the mass man demonstrated the transition of society to a qualitatively different degree, associated with the emergence of a new type of personality, which is endowed with specific properties and characteristics, stereotypes of behavior and social functions. In other words, a person becomes a part of virtual reality, in which the phenomena and events of real and virtual space merge into a single whole. Virtuality is a phenomenon that can be interpreted not only as a result of human immersion in the information field, but also as an artifact of culture, created under the influence of information and reflecting the formation of a new type of communication. In modern socio-humanitarian knowledge, there are two approaches to defining the concept of «virtual reality». According to the first position, virtualization does not necessarily mean the replacement of reality by its image (simulation) with the help of computer technology. Thus, the virtualization of society and the formation of a network culture, on the one hand, complicate, and on the other - enrich the process of forming a personal identity. Virtual reality creates new opportunities for constructing identity, expanding the number of «others» with whom a person interacts. Network or virtual identity cannot be considered as independent entities, as subjects of behavior and activity, as alternatives to «real» personal identity. This is just one aspect of identity, the result of self-presentation of the individual in cyberspace.


2019 ◽  
Author(s):  
Francesco Brigo ◽  
Simona Lattanzi ◽  
Giorgia Giussani ◽  
Laura Tassi ◽  
Nicola Pietrafusa ◽  
...  

BACKGROUND The Internet has become one of the most important sources of health information, accessed daily by an ever-growing number of both patients and physicians, seeking medical advice and clinical guidance. A deeper insight into the current use of the Web as source of information on epilepsy would help in clarifying the individual attitude towards this medium by Internet users. OBJECTIVE We investigated views towards the Internet in a sample of Italian healthcare specialists involved in epilepsy field, to explore factors which explained the influence of information found on the internet. METHODS This study was a self-administered survey conducted in a group of members of the Italian Chapter of the International League Against Epilepsy (ILAE) in January 2018. RESULTS 184 questionnaires were analyzed. 97.8% of responders reported to seek online information on epilepsy. The Internet was most frequently searched to obtain new information (69.9%) or to confirm a diagnostic or therapeutic decision (37.3%). The influence of consulting the Internet on clinical practice was associated with registration to social network(s) (OR: 2.94; 95%CI: 1.28-6.76; p=0.011), higher frequency of Internet use (OR: 3.66; 95%CI: 1.56-9.21; p=0.006) and higher confidence in reliability of online information (OR: 2.61; 95%CI: 1.09-6.26; p=0.031). No association was found with age, sex, years in epilepsy practice or easiness to find online information. CONCLUSIONS Internet is frequently used among healthcare professionals involved in the epilepsy to obtain information about this disease. The attitude of being influenced by the Internet for diagnostic and/or therapeutic decisions in epilepsy is independent on age and years of experience in epilepsy, and probably reflects an individual approach towards the Web.


2021 ◽  
Vol 11 (7) ◽  
pp. 3090
Author(s):  
Sangwook Yoo ◽  
Cheongho Lee ◽  
Seongah Chin

To experience a real soap bubble show, materials and tools are required, as are skilled performers who produce the show. However, in a virtual space where spatial and temporal constraints do not exist, bubble art can be performed without real materials and tools to give a sense of immersion. For this, the realistic expression of soap bubbles is an interesting topic for virtual reality (VR). However, the current performance of VR soap bubbles is not satisfying the high expectations of users. Therefore, in this study, we propose a physically based approach for reproducing the shape of the bubble by calculating the measured parameters required for bubble modeling and the physical motion of bubbles. In addition, we applied the change in the flow of the surface of the soap bubble measured in practice to the VR rendering. To improve users’ VR experience, we propose that they should experience a bubble show in a VR HMD (Head Mounted Display) environment.


2021 ◽  
pp. 104687812110082
Author(s):  
Omamah Almousa ◽  
Ruby Zhang ◽  
Meghan Dimma ◽  
Jieming Yao ◽  
Arden Allen ◽  
...  

Objective. Although simulation-based medical education is fundamental for acquisition and maintenance of knowledge and skills; simulators are often located in urban centers and they are not easily accessible due to cost, time, and geographic constraints. Our objective is to develop a proof-of-concept innovative prototype using virtual reality (VR) technology for clinical tele simulation training to facilitate access and global academic collaborations. Methodology. Our project is a VR-based system using Oculus Quest as a standalone, portable, and wireless head-mounted device, along with a digital platform to deliver immersive clinical simulation sessions. Instructor’s control panel (ICP) application is designed to create VR-clinical scenarios remotely, live-stream sessions, communicate with learners and control VR-clinical training in real-time. Results. The Virtual Clinical Simulation (VCS) system offers realistic clinical training in virtual space that mimics hospital environments. Those VR clinical scenarios are customizable to suit the need, with high-fidelity lifelike characters designed to deliver interactive and immersive learning experience. The real-time connection and live-stream between ICP and VR-training system enables interactive academic learning and facilitates access to tele simulation training. Conclusions. VCS system provides innovative solutions to major challenges associated with conventional simulation training such as access, cost, personnel, and curriculum. VCS facilitates the delivery of academic and interactive clinical training that is similar to real-life settings. Tele-clinical simulation systems like VCS facilitate necessary academic-community partnerships, as well as global education network between resource-rich and low-income countries.


2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


Leonardo ◽  
2017 ◽  
Vol 50 (1) ◽  
pp. 94-95 ◽  
Author(s):  
Jung Nam ◽  
Daniel F. Keefe

Spatial Correlation is an interactive digital artwork that provides a new window into the process of creating freeform handcrafted virtual sculptures while standing in an immersive Cave virtual reality (VR) environment. The piece originates in the lab, where the artist’s full-body, dance-like sculpting process is recorded using a combination of spatial tracking devices and an array of nine synchronized video cameras. Later, in the gallery, these raw data are reinterpreted as part of an interactive visualization that relates the three spaces in which the sculpture exists: 1) the physical lab/studio space in which the sculpture was created, 2) the digital virtual space in which the sculpture is mathematically defined and stored, and 3) the physical gallery space in which viewers now interact with the sculpture.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


2021 ◽  
pp. 170-195
Author(s):  
Elena I. Rasskazova ◽  
Galina V. Soldatova ◽  
Yulia Y. Neyaskina ◽  
Olga S. Shiriaeva

Relevance. The modern society creates the image of a successful person as actively interacting with different information flows, including an impressive stream of news content. This paper assumes that there is a personal need for tracking and spreading news that develops in the interaction between person and digital world. The individual level of this need could explain the interaction with information (its critical and uncritical dissemination) and the subjective experience of its redundancy and inaccuracy, including those experiences and actions in a pandemic situation. The aim of the study was to reveal the relationship of the subjective need for news with personal values, beliefs about technologies (“technophilia”) and the dissemination of news about the pandemic. Method. 270 people (aged 18 to 61) filled out The short (Schwartz) Portrait Values Questionnaire (PVQ), Beliefs about New Technologies Questionnaire, Monitoring of Information about Coronavirus Scale as well as items on the subjective need for receiving and disseminating news, readiness for critical and non-critical dissemination of news about pandemics, subjective experiences of redundancy and distrust of pandemic-related information. Results. According to the results, the Need for News Scale allows assessing the subjective importance of receiving news and discussing them with other people and is characterized by sufficient consistency and factor validity. The need for regular news is more pronounced among men, older people, people with higher education, married people, people who have children, while the need to discuss news is not related to sociodemographic factors. For people, who are more prone to technophilia, it is more important to regularly receive and discuss news information with others, which, in turn, mediates the relationship between technophilia and monitoring news about coronavirus. The need for news dissemination mediates the relationship between technophilia and readiness for critical and non-critical dissemination of information about the pandemic.


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