Dissertationen zum Thema „Virtual reality in medicine“
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Achenbach, Jascha [Verfasser]. „Generation of Virtual Humans for Virtual Reality, Medicine, and Domestic Assistance / Jascha Achenbach“. Bielefeld : Universitätsbibliothek Bielefeld, 2019. http://d-nb.info/1189813068/34.
Der volle Inhalt der QuelleGlännfjord, Fredrik, und Karin Turesson. „Virtual Reality : En ny veklighet för arbetsterapin?“ Thesis, Linköpings universitet, Institutionen för samhälls- och välfärdsstudier, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63927.
Der volle Inhalt der QuelleOccupational therapy is a profession that highlights health and wellbeing through activity. Occupational therapists enable people to participate in everyday living. An activity means the ordinary and familiar things that humans do every day. Virtual reality is a simulation in which computer graphics are used to create a realistic environment. This world is not static but is one with which the user can interact. The purpose of this literature review is to describe how and why Virtual Reality can be used by occupational therapists. After a database search 14 articles were found. Through a manual search, five additional articles were added. The result shows that virtual reality can support the performance of meaningful activities and provide a safe environment to work in. Virtual reality can allow people with disabilities to participate in activities that otherwise would be inaccessible, such as different leisure activities. It also offers the opportunity for people to prepare themselves for different situations that occur in real life, such as returning home from hospital or going shopping. There is still a lack of research within occupational therapy on the commercial systems like Nintendo Wii, and more research is required to develop this field of research.
Sherman, Vadim. „Validation of a virtual reality surgical simulator“. Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101795.
Der volle Inhalt der QuelleBa, Waqash A., M. Sati, D. O. Kostin und M. Y. Tymkovych. „Hardware development of 2D force feedback device for virtual reality in medicine“. Thesis, Харків, ХНУРЕ, 2019. http://openarchive.nure.ua/handle/document/8367.
Der volle Inhalt der QuellePaul, David Lawrence. „Telemedicine : a study of virtual collaboration and trust in hypercompetitive environments /“. Digital version accessible at:, 2000. http://wwwlib.umi.com/cr/utexas/main.
Der volle Inhalt der QuelleHuang, Jing Ye. „Visual Simulation in virtual abdominal surgery“. Thesis, University of Macau, 2012. http://umaclib3.umac.mo/record=b2586278.
Der volle Inhalt der QuelleJi, Wei. „Viewing options of the virtual haptic back (VHB)“. Ohio : Ohio University, 2005. http://www.ohiolink.edu/etd/view.cgi?ohiou1125440000.
Der volle Inhalt der QuelleTickhill, Justin D. „The virtual pig head digital imaging in cephalic anatomy /“. Ohio : Ohio University, 2007. http://www.ohiolink.edu/etd/view.cgi?ohiou1187634238.
Der volle Inhalt der QuelleO'Loughlin, James H. „Can virtual reality scenarios induce acute anxiety within an experimental setting?“ Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2024. https://ro.ecu.edu.au/theses/2769.
Der volle Inhalt der QuelleGuidi, Eleonora. „Ambiente di Mixed Reality per l'insegnamento della medicina veterinaria“. Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/12203/.
Der volle Inhalt der QuelleBrown, Pamela. „Improving planning and prospective memory in a virtual reality setting : investigating the use of periodic auditory alerts in conjunction with goal management training on a complex virtual reality task in individuals with acquired brain injury“. Thesis, University of Glasgow, 2009. http://theses.gla.ac.uk/1226/.
Der volle Inhalt der QuelleChesher, Douglas William. „Exploring the use of a web-based virtual patient to support learning through reflection“. Connect to full text, 2004. http://hdl.handle.net/2123/645.
Der volle Inhalt der QuelleTitle from title screen (viewed 19 May 2008). Submitted in fulfilment of the requirements for the degree of Doctor of Philosophy to the Dept. of Pathology, Faculty of Medicine. Degree awarded 2005; thesis submitted 2004. Includes bibliographical references. Also available in print form.
Niu, Qiang. „Modeling and rendering for development of a virtual bone surgery system“. Diss., Rolla, Mo. : Missouri University of Science and Technology, 2008. http://scholarsmine.mst.edu/thesis/pdf/Niu_09007dcc8048a1fc.pdf.
Der volle Inhalt der QuelleVita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed March 28, 2008) Includes bibliographical references (p. 146-154).
Srivastava, Mayank. „Implementation and evaluation of a haptic playback system for the virtual haptic back“. Ohio : Ohio University, 2005. http://www.ohiolink.edu/etd/view.cgi?ohiou1129137157.
Der volle Inhalt der QuelleIdsoe, Tore, University of Western Sydney, of Science Technology and Environment College und School of Engineering and Industrial Design. „Teleoperated system for visual monitoring of surgery“. THESIS_CSTE_EID_Idsoe_T.xml, 2002. http://handle.uws.edu.au:8081/1959.7/396.
Der volle Inhalt der QuelleMaster of Engineering (Hons)
Chen, Pei. „Volumetric reconstruction and real-time deformation modeling of biomedical images“. Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file 6.09 Mb., p, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:3220796.
Der volle Inhalt der QuellePrincipal faculty advisors: Kenneth E. Barner, Dept. of Electrical and Computer Engineering; and Karl V. Steiner, Delaware Biotechnology Institute. Includes bibliographical references.
Källström, Reidar. „Construction, Validation and Application of a Virtual Reality Simulator for the Training of Transurethral Resection of the Prostate“. Doctoral thesis, Linköpings universitet, Kirurgi, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54466.
Der volle Inhalt der QuelleTang, Zihao. „Development and Evaluation of Virtual Reality Heart Rate Variability Biofeedback Application“. Thesis, KTH, Skolan för kemi, bioteknologi och hälsa (CBH), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-224442.
Der volle Inhalt der QuelleIdsoe, Tore. „Teleoperated system for visual monitoring of surgery“. Thesis, View thesis View thesis, 2002. http://handle.uws.edu.au:8081/1959.7/396.
Der volle Inhalt der QuelleHo, Wai-sze, und 何惠思. „An evidence-based guideline on using virtual reality analgesia for procedural pain in adult burn patients in Hong Kong“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44623471.
Der volle Inhalt der QuelleGosline, Andrew H. 1978. „Haptic synthesis of dynamically deformable materials“. Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=115667.
Der volle Inhalt der QuelleViscous terms, defined here as terms that are dependent upon velocity, are typically computed 'using a discrete time backwards difference estimation of the velocity. It is well known that differentation has the tendency to amplify high frequency noise, and as a result, the backwards difference estimation generates considerable errors when applied to the quantized position readings from a digital encoder. Prior to this work, the only feasible method to improve velocity estimation was to use a variety of observation or filtering techniques, all of which inevitably add phase delay. In this thesis, the backwards difference operation was analyzed in detail. It was found that feedback viscosity simulation is very non-robust to noise, and oscillations exist in the presence of quantization noise regardless of the physical parameters of the plant.
A typical haptic interface for surgery simulation consists of a mechanical linkage driven by electric motors. These linkages are controlled with a computer using a discrete-time force update law that generates a prescribed force given the user's position in the medical virtual environment. It is clear from the literature that a haptic interface must have some level of physical dissipation to enable a passive rendering due to the inherent instability associated with time delayed systems. However, dissipation in typical haptic interfaces is a byproduct of their design, and is neither controllable nor easily identifiable. A prototype haptic interface is presented in this thesis that uses eddy current brakes to add high bandwidth programmable dissipation to an existing motor linkage. The new hardware has been optimized experimentally to maximize damping and minimize inertia given conventional machining and available material constraints.
A new paradigm in the control of haptic interfaces is time-domain passivity control. Passive systems are desirable in haptics because a passive system is globally stable, passivity theory applies to linear and nonlinear systems alike, and a user cannot extract energy from a passive system. Passivity controllers monitor the energy flow in the device and add virtual damping to remove any energy that violates the passivity constraint. Unfortunately, the amount of virtual damping available to a given device is limited by the physical dissipation that it exhibits. If the device is directly driven and light, such as the pantograph, the available virtual damping is insufficient to maintain the passivity constraint. The eddy current brakes allow programmable physical damping to be used in place of virtual damping which has been shown with experiments to improve the stable impedance range of a haptic interface.
It is clear from the literature that most tissues in a human body exhibit viscoelastic behavior. Simulation of viscoelastic objects requires that the velocity of interaction be known. Because typical haptic interfaces use digital encoders to sample position, the estimated velocity signal is noisy, delayed or both. Eddy current brakes are viscous actuators by nature, as they generate a resistive force proportional to the velocity. To take advantage of this fact, viscoelastic decomposition algorithms were developed that can output viscous components to the eddy current brakes and elastic components to the motors. This technique reduces or eliminates the use of a velocity estimation signal in the feedback loop which improves passivity, reduces motor saturation effects, and allows for a wider stable range of mechanical impedances than conventional haptic interfaces can achieve.
Connelly, Jennifer. „The development and feasibility testing of a virtual health trainer in the promotion of physical activity in people with Type 2 diabetes living in remote and/or rural areas“. Thesis, University of Aberdeen, 2015. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?pid=230174.
Der volle Inhalt der QuelleJovanovski, Diana. „Cognitive set shifting using functional magnetic resonance imaging (fMRI) and virtual reality (VR) a comparison between a traditional and a novel ecologically-valid executive function task /“. Full text available, 2005. http://images.lib.monash.edu.au/ts/theses/jovanovski.pdf.
Der volle Inhalt der QuelleReid, Noreen. „An action research study to investigate the strategies that can be used by health care professionals, during video consultations with palliative care patients, to enhance the therapeutic alliance“. Thesis, University of Stirling, 2017. http://hdl.handle.net/1893/27690.
Der volle Inhalt der QuelleBrown, James S. „Evaluation of tactile situation awareness system as an aid for improving aircraft control during periods of impaired vision“. Thesis, Monterey, Calif. : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Jun/09Jun%5FBrown.pdf.
Der volle Inhalt der QuelleThesis Advisor(s): Becker, William. "June 2009." Description based on title screen as viewed on July 10, 2009. Author(s) subject terms: Aviation, Haptics, Human Factors, Modeling and Simulation, Situational Awareness, Telepresence, Virtual Environments, Human Computer Interface. Includes bibliographical references (p. 55-57). Also available in print.
Santos, Alysson Diniz dos. „Simulação médica baseada em realidade virtual para ensino e treinamento em ginecologia“. Universidade Federal da Paraíba, 2010. http://tede.biblioteca.ufpb.br:8080/handle/tede/6150.
Der volle Inhalt der QuelleCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
The use of Virtual Reality techniques in computational systems intends to generate immersive and interactive systems. The interactive and immersive nature of such systems motivates their use in simulations of various situations. The recent questions raised about the traditional paradigms of teaching in the medical field and the technological advances that permits the development of high fidelity simulations, encouraged the building of virtual simulators in order to provide study and training in medical procedures. The aim of this work is to discuss the use of Virtual Reality based simulators to help the teaching and training of medical procedures. As a product of this research, it is detailed the development of a Virtual Reality simulation system to gynecological examination. The objective of this system is providing of a three-dimensional and interactive environment to help the teaching and training of gynecological examination. Other important feature of the system is the assessment of the user interaction. By the end of this work, it is discussed the studies, research and development results and are proposed future works.
A utilização de técnicas de Realidade Virtual na construção de sistemas computacionais procura gerar sistemas imersivos e interativos. Estas características fazem com que estes sistemas sejam utilizados em simulações de diversas situações do cotidiano. Tais características, associadas aos crescentes questionamentos levantados sobre os paradigmas tradicionais de ensino na área médica e ao avanço tecnológico que permite a criação de simulações cada vez mais realistas, alavancaram a construção de simuladores virtuais com o intuito de prover estudo e treinamento de procedimentos médicos. O objetivo deste trabalho é discutir a utilização de simuladores computacionais baseados em Realidade Virtual para o auxílio ao ensino e treinamento de procedimentos médicos, particularmente em ginecologia. Como uma conseqüência direta deste estudo foi proposto e desenvolvido um sistema de simulação de exame ginecológico baseado em RV, o SITEG. Este simulador tem por finalidade o fornecimento de um ambiente tridimensional e interativo para o estudo e treinamento na realização do exame ginecológico, com a possibilidade do monitoramento e avaliação da interação do usuário. No final deste trabalho são discutidos os resultados dos estudos, da pesquisa e da implementação do simulador e são propostos trabalhos futuros no desenvolvimento do sistema.
Idsoe, Tore. „Teleoperated system for visual monitoring of surgery /“. View thesis View thesis, 2002. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20030506.155915/index.html.
Der volle Inhalt der QuelleThesis submitted in fulfilment of the requirements for the degree of Master of Engineering (Honours), University of Western Sydney, School of Engineering & Industrial Design, March 2002. Bibliography : p. 99-104.
Markopoulos, Panagiotis. „Mental Health Practitioners Perceptions’ of Presence in a Virtual Reality Therapy Environment for Use for Children Diagnosed with Autism Spectrum Disorder“. ScholarWorks@UNO, 2018. https://scholarworks.uno.edu/td/2472.
Der volle Inhalt der QuelleSoares, Nayron Medeiros. „Avaliação de um sistema de realidade virtual para reabilitação do membro superior de pacientes pós AVC“. Universidade Estadual da Paraíba, 2016. http://tede.bc.uepb.edu.br/tede/jspui/handle/tede/2782.
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Fundação para o Desenvolvimento Científico e Tecnológico em Saúde - FIOTEC
Stroke is a common neurological disorder, classified as the third death cause and mean cause of long-term disability worldwide. The majority of survivors has different levels of impairments. During the technological advancement, virtual reality has been widely used for care and rehabilitation on stroke. We proposed to evaluate the experience and effectiveness of a virtual reality system to promote the rehabilitation of the upper limb on post-stroke. This is a experimental, descriptive and analytical research with a quantitative and qualitative approach. This study was developed at Neuroscience and Behavior Laboratory (LaNeC), located in the Physical Therapy Department of State University of Paraíba. The sample was non-probabilistic for accessibility, composed by three post-stroke patients. Besides the game for training of participants, was used the following instruments for evaluation: Clinical Evaluation and patient experience Report, Mini-Mental State Examination, Box and blocks, Eye-Hand Coordination of Melo test and Transcranial Magnetic Stimulator. Data was expressed descriptively, on average, standard deviations and percentages. To verify the data normality was used Shapiro-Wilk test. To compare both groups was used parametric t-test. The inferential analysis was fulfilled by the statistic program GraphPad Prism version 6.0. In all analyzes was considered the significance level of 5% (p <0.05) and 95% confidence interval. This study was approved by the Ethics Committee of the State University of Paraíba with protocol nº51638015.0.0000.5187. Our study shown that the Leap Motion Controller is a new tool of high level. The therapy proposed with the game was well-received by the patients. The short-term intensive use provided a decrease of the cortical motor threshold of the studied patients (p=0,0430). However, it suggests that new studies be conducted with randomized methodological designs and controlled with bigger sample of post-stroke patients.
O Acidente Vascular Cerebral (AVC) é um distúrbio neurológico comum, classificado como a terceira causa de morte e a principal causa de incapacidade em longo prazo no mundo. A maioria dos sobreviventes possuem graus variados de sequelas. Com os avanços tecnológicos, a realidade virtual tem sido usada amplamente para cuidados e reabilitação no AVC. Nesse sentido, objetivou-se avaliar a experiência e eficácia de um sistema de realidade virtual para promover a reabilitação do membro superior no pós-AVC. Trata-se de pesquisa de caráter experimental, descritiva, analítica, com abordagem quantitativa e qualitativa. Foi realizada pelo Laboratório de Neurociência e Comportamento Aplicadas, localizado no Departamento de Fisioterapia, situado no Campus I da Universidade Estadual da Paraíba. A amostra foi do tipo não probabilística por acessibilidade, composta por 03 pacientes pós-AVC. Além do jogo para treinamento dos participantes, foram utilizados os seguintes instrumentos para avaliação: Ficha de Avaliação clínica e experiência do paciente, Mini-Exame do Estado Mental, Caixa e Blocos, Teste de Coordenação Óculo-Manual de Melo e o Estimulador Magnético Transcraniano. Os dados obtidos foram expressos, descritivamente, em média, desvio padrão da média e porcentagem. Para verificar a normalidade dos dados foi utilizado o teste de Shapiro-Wilk, os quais mostraram-se paramétricos. Para comparar os dois grupos, foi utilizado o teste “t” paramétrico. A análise inferencial foi realizada através do programa estatístico GraphPad Prism 6.0. Em todas as análises foi considerado o nível de significância de 5% (P<0,05) e intervalo de confiança de 95%. Este trabalho foi aprovado pelo Comitê de Ética em Pesquisa da Universidade Estadual da Paraíba sob nº51638015.0.0000.5187. Os resultados desse estudo mostraram que o Leap Motion Controller é uma nova ferramenta de alto nível. A terapia proposta com o jogo foi bem recebido pelos pacientes. O uso intensivo a curto prazo, proporcionou a diminuição do limiar motor cortical dos pacientes estudados (P=0,0430). No entanto, sugere-se que sejam realizados novos estudos com desenhos metodológicos randomizados e controlados com amostras maiores de pacientes pós-AVC.
Todd, Catherine Angela. „A clinically valid simulator with tactile sensing to train specialists to perform cochlear implantation“. Access electronically, 2006. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20070208.171637/index.html.
Der volle Inhalt der QuelleNiemand, Ponthus, und Aya Saladdin. „Management of ergonomic aspects in early design phases using virtual reality : Mapping of ergonomic aspects in early design phases, How would mordern technology like VR be used?“ Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37050.
Der volle Inhalt der QuelleVolvo Group is one of the Worlds leading manufacturer in the categories trucks, busses, construction equipment and engines for the marine and industrial applications. Volvo Group consist of many different brands 10 in total, these are: Volvo Trucks, UD Trucks, Renault Trucks, Mack Trucks, Group Trucks Asia & JVs, Volvo Construction Equipment, Volvo Bus, Volvo Penta, Volvo Financial Services and Governmental Sales. The initiative for the project came from Method and Process Development within Volvo Trucks Tuve Plant, department at Volvo Group Trucks Operations (GTO), which is the part of Volvo Group performing the actual production of the trucks. Volvo GTO is located worldwide in several different countries, which leads to different work processes. To standardize a method where the designer (component owner) together with the geometry architect can make a first ergonomics analysis of the concerned component. To make this possible, the project presented a manual on how the component owner should proceed to obtain as good and correct analysis of ergonomics as possible. This bachelor thesis makes suggestions for how VR would be helpful in the design phase as an evaluation tool during development of a new product/component or whether improvements should be made to an existing component. The thesis has focused mostly on how the designer and geometry architect can evaluate the ergonomics aspects with VR as a help, already in the design phase. The project has investigated two user cases. One of them is presented in this report. This applies to the installation of heat shield, the reason that this particular assembly was chosen is due to its poor ergonomics and accessibility. The project chose to do a RULA-analysis and PLIBEL-analysis. The RULA analysis gave a high total score, 7 out of 7, while PLIBEL was an analysis at the workplace. Both proved to be a good basis for continued work. The study shows that VR is a great tool for analysis of the ergonomics aspects in early design phase. It gives relevant results and has the potential for savings in resources and cost in product development process. To improve the results of the thesis, there have been visits on ESI-Group which has sponsored the thesis in the form of VR equipment and workshop. This gave the project members an insight into the possibilities of VR.
Eriksson, Magnus G. „Haptic and visual simulation of a material cutting process : a study focused on bone surgery and the use of simulators for education and training /“. Licentiate thesis, Stockholm : Department of Neuronic Engineering, KTH, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4052.
Der volle Inhalt der QuelleHullfish, Keith C. „Virtual reality monitoring : how real is virtual reality? /“. Connect to this title online (HTML format) Connect to this title online (RTF format), 1996. http://www.hitl.washington.edu/publications/hullfish/.
Der volle Inhalt der QuelleVlasenko, О. І., und L. V. Simonchuk. „Virtual reality“. Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/5016.
Der volle Inhalt der QuelleЗолотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova und A. V. Kolesova. „Virtual reality“. Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22221.
Der volle Inhalt der QuelleMykhailov. „VIRTUAL REALITY“. Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33819.
Der volle Inhalt der QuelleOlmos, Raya Elena. „Tecnologías Inmersivas y medidas psicofisiológicas para la evaluación y entrenamiento de niños con Trastorno del Espectro Autista“. Doctoral thesis, Universitat Politècnica de València, 2021. http://hdl.handle.net/10251/165871.
Der volle Inhalt der Quelle[CA] El Trastorn de l'Espectre Autista (TEA) és una afecció complexa que es troba dins dels anomenats Trastorns del Neurodesenvolupament. Està caracteritzada per la presència de disfuncions en les interaccions socials, en la capacitat comunicativa, pensament simbòlic, així com, conductes estereotipades i desregulació del caràcter sensorial. Actualment, donada la seua elevada prevalença, ha despertat l'interés científic per poder dur a terme diagnòstics més primerencs que deriven en intervencions més eficaces. Fins al moment el diagnòstic del TEA s'ha realitzat mitjançant bateries diagnòstiques estandarditzades basades en criteris qualitatius, és per això que la resposta pot ser diferent a l'obtinguda en un context real. Per tant, eines com la Realitat Virtual, amb la capacitat de reproduir entorns amb un elevat grau de realisme, poden ser un context vàlid tant per a l'avaluació com per a la intervenció terapèutica. S'han aplicat entorns virtuals no immersius, donat el rebuig de la població TEA a utilitzar visors RV, malgrat que amb resultats observacionals. Dites limitacions poden superar-se amb l'ús dels anomenats Entorns Virtuals Immersius (EVI), ja que suposen una solució tecnològica no invasiva, amb major capacitat d'immersió i per tant, de generar respostes amb major similitud a les obtingudes en un context real. Les mesures de caràcter observacional poden superar-se amb mesures fisiològiques, tals com, l'activitat electrodermal (EDA), que proporciona la resposta de l'excitació corporal en forma de sudoració enfront d'un estímul o l'eye tracking, el qual mostra el comportament ocular. Ambdues suposen respostes implícites, inconscients i quantificables, que poden ajudar a definir l'afecció. Per tot això, la present Tesi Doctoral, composta de tres estudis, té com a objectiu unir l'ús d'EVI, amb capacitat d'estimulació visual, auditiva i olfactiva amb mesures fisiològiques, focalitzades en l'avaluació i entrenament del TEA, a més d'estudiar les relacions entre les mateixes i les bateries diagnòstiques del TEA. L'Estudi nº 1 va valorar l'adaptació dels participants als dispositius i l'EVI i els nivells EDA en un context de resposta salutació. Els resultats van trobar que els subjectes TEA van mostrar una tolerància similar en l'ús d'EVI i del dispositiu EDA. Van augmentar els seus nivells d'excitació pel que fa a l'estat de repòs prEVI (Ràtio), quan va intervenir el sentit de l'olfacte, no havent-hi relacions significatives amb les bateries diagnòstiques. L'Estudi nº 2 va aprofundir en els nivells EDA en un context d'imitació total o parcial. Els resultats mostraren que els subjectes TEA mostraren una menor activació (Ràtio), davant de processos d'imitació total, amb estimulació olfactiva, no trobant relacions significatives amb les bateries diagnòstiques. L'Estudi nº 3 va estudiar l'EDA i el comportament ocular a un EVI basat en un Centre Comercial. Els resultats EDA, no van proporcionar diferències en la sessió d'avaluació, però van baixar en els subjectes TEA després d'una sessió d'entrenament. El comportament ocular en la sessió d'avaluació va discriminar entre els grups, però en l'entrenament el comportament va ser similar. Les relacions entre aquestes mesures i les bateries diagnòstiques no van mostrar relacions significatives. Com a conclusió final es pot assenyalar que, la mesura electrodermal que va comptar amb major capacitat per a identificar a la població TEA fou la mesura Ràtio. Pel quefa a l'EDA, després de l'entrenament, va ser un indicador d'una millora de l'excitació enfront de situacions d'assenyalament, resposta al nom i atenció conjunta, en el cas del comportament ocular, va ser capaç de diferenciar entre els grups únicament en la sessió d'avaluació. Finalment, l'EDA i el comportament ocular, no van ser mesures amb capacitat correlacional amb les bateries diagnòstiques.
[EN] Autism Spectrum Disorder (ASD) is a complex condition that falls under the category of so-called Neurodevelopmental Disorders. It is characterized by the presence of dysfunctions in social interactions, in the communicative capacity, symbolic thinking, as well as, stereotypical behaviours and deregulation of sensorial character. Currently, given its high prevalence, it has awakened scientific interest in order to carry out earlier diagnoses that will have an impact on more effective interventions. Until now, the diagnosis of ASD has been carried out by means of standardized diagnostic batteries based on qualitative criteria, so that the response may be far from that obtained in a real context. Therefore, tools such as Virtual Reality (VR), with the potential to reproduce highly realistic environments, can be a valid context for both assessment and therapeutic intervention. Non-immersive virtual environments have been applied, given the refusal of the ASD population to use VR viewers, although with bservational results. These limitations can be overcome with the use of so-called Immersive Virtual Environments (IVEs), since they represent a non-invasive technological solution, with a greater capacity for immersion and, therefore, for generating responses that are more similar to those obtained in a real context. Observational measurements can be overcome with physiological measurements, such as electrodermal activity (EDA), which provides the body's response in the form of sweating to a stimulus, or eye tracking, which shows the behaviour of the eye. Both involve implicit, unconscious and quantifiable responses, which can help define the condition. Consequently, the present Doctoral Thesis, composed of three studies, aims to unite the use of IVE, with the capacity of visual, auditory and olfactory stimulation with physiological measures, focused on the evaluation and training of ASD, as well as studying the relationships between them and the diagnostic batteries of ASD. The Study nº1 evaluated the adaptation of the participants to the deviIces and the IVE and the EDA levels in a context of response to the greeting. The results found that ASD subjects showed similar tolerance in the use of the IVE and EDA dEVIce. They increased their levels of arousal with respect to the prEVIous resting state (Ratio), when the sense of smell was involved, with no significant relationship with the diagnostic batteries. Study nº2 studied in depth the EDA levels in a context of total or partial imitation. The results show that the ASD subjects showed a lower activation (Ratio), when facing total imitation processes, with olfactory stimulation, finding no significant relations with the diagnostic batteries. The Study nº3 studied the EDA and the ocular behaviour in an IVE based in a Shopping Centre. The EDA results, did not provide differences in the evaluation session, but they decreased in the ASD subjects after a training session. Eye behaviour in the assessment session discriminated between the groups, but in the training the behaviour was similar. The relationships between these measures and the diagnostic batteries did not show significant relationships. As a final conclusion, it should be pointed out that the electrodermal measure that had more capacity to identify the ASD population was the Ratio measure. While the EDA, after the training, was an indicator of an improvement of the excitement in front of situations of signalling, response to the name and joint attention, in the case of the ocular behaviour, it was one able to differentiate between the groups only in the evaluation session. Finally, the EDA and the ocular behaviour, were not measured with correlational capacity with the diagnostic batteries.
Olmos Raya, E. (2021). Tecnologías Inmersivas y medidas psicofisiológicas para la evaluación y entrenamiento de niños con Trastorno del Espectro Autista [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/165871
TESIS
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Der volle Inhalt der QuelleVoronenko, A. S. „Virtual reality technology“. Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40508.
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Der volle Inhalt der QuelleBergvik, David. „Designing experiences for virtual reality, in virtual reality : A design process evaluation“. Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-138062.
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Der volle Inhalt der QuelleThis study discusses virtual reality (VR) games in relation to learning and entertainment. The digital portrayal will take place through the existing game GROW’em from the company Okay Games, where we examined how the effect on learning in a virtual reality game. The goal is to provide the player with engaging tasks in order to manage their greenhouse together with playful VR-interactions and the ability to influence their own environment. The purpose is for the player to learn about genuine flora and maybe one day replace their virtual plant with an actual plant. With this study we want to highlight games and virtual reality as a tool for learning, where the body's part in learning refers to how learning takes place through one's actions.
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Der volle Inhalt der QuelleHøgsborg, Laila, und Luta Albion. „Digital vs Virtual Reality“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20533.
Der volle Inhalt der QuelleSeibold, Andreas, Ralph Stelzer und Bernhard Saske. „Virtual Reality bei Kärcher“. Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-228177.
Der volle Inhalt der QuelleSalanitri, Davide. „Trust in virtual reality“. Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/52322/.
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