Abstract
With the computer technology slowly infiltrated into various industries, sports teaching also began to use the computer virtual reality technology for sports training. Cognition of sports ...teams to virtual reality training system with the computer software developers and investigate the cooperation between sports teams, and computer virtual reality technology is also being used in training such as diving or trampolining, the application is able to help athletes improve the motion precision, reduce the risk in daily training.
Palabras-clave: Aprendizaje activo, metodología educativa, realidad virtual, RV, tecnología virtual Abstract: This paper seeks to explore the possibilities offered by virtual reality devices to ...support the motor skills of children from four to six years of age, based on previous works that report interesting findings regarding the use of technology. The result of the designed environment has been very interesting and the results in practice are expected to be encouraging. Desde su anuncio en agosto de 2012, los head mounted display Oculus Rift han contribuido a la democratización de la Realidad Virtual, debido a su accesible precio de 300 dólares americanos y a que su entorno de desarrollo de software es Open Source, por lo tanto, quien lo desee puede realizar programas para el mencionado dispositivo 3. Otro de los trabajos de realidad virtual es Immersive Virtual System Based on Games for Children's Fine Motor Rehabilitation, en el cual los autores combinan el uso de un entorno de tres dimensiones, con cascos de realidad virtual Oculus Rift y un Leap Motion Controller, consiguiendo que los usuarios se familiaricen en un ambiente seguro y además se motiven a usarlo.
This article explores how experiences of the virtual are metaphorically articulated in people's narratives of these experiences. It analyses a database of 171 responses by UK adults of all ages and ...backgrounds to establish how they used metaphor to frame their experiences online, at a time when the internet was increasingly becoming a platform for living everyday life. The article finds that respondents used a multiplicity of metaphoric frames simultaneously, some of them well established and conventionalised in discourse, and some newer. Although there is evidence of a new way of metaphorically framing the virtual as a way of experiencing the everyday, this had not yet replaced conventionalised metaphors in the data, but co-existed with them. The article argues that a slow shift in discourse patterns may be taking place alongside a shift in experience, whereby the role of technology in mediating the everyday is gradually becoming invisible.
Proximal humerus fractures (PHFs) are common. With the development of locking plates, open reduction and internal fixation (ORIF) of the proximal humerus can provide excellent clinical outcomes. The ...quality of fracture reduction is crucial in the locking plate fixation of proximal humeral fractures. The purpose of this study was to determine the impact of 3-dimensional (3D) printing technology and computer virtual technology assisted preoperative simulation on the reduction quality and clinical outcomes of 3-part and 4-part proximal humeral fractures.
A retrospective comparative analysis of 3-part and 4-part PHFs undergoing open reduction internal fixation was performed. Patients were divided into 2 groups according to whether computer virtual technology and 3D printed technology were used for preoperative simulation: the simulation group and the conventional group. Operative time, intraoperative bleeding, hospital stay, quality of fracture reduction, Constant scores, American Society for Shoulder and Elbow Surgery (ASES) scores, shoulder range of motion, complications, and revision surgeries were assessed.
This study included 67 patients (58.3%) in the conventional group and 48 patients (41.7%) in the simulation group. The patient demographics and fracture characteristics were comparable in these groups. Compared with the conventional group, the simulation group had shorter operation time and less intraoperative bleeding (P < 0.001, both). Immediate postoperative assessment of fracture reduction showed a higher incidence of greater tuberosity cranialization of < 5 mm, neck-shaft angle of 120° to 150°, and head shaft displacement of < 5 mm in the simulation group. The incidence of good reduction was 2.6 times higher in the simulation group than in the conventional group (95% CI, 1.2-5.8). At the final follow-up, the chance of forward flexion > 120° (OR 5.8, 95% CI 1.8-18.0) and mean constant score of > 65 (OR 3.4, 95% CI 1.5-7.4) was higher in the simulation group than the conventional group, as well as a lower incidence of complications in the simulation group was obtained (OR 0.2, 95% CI 0.1-0.6).
This study identified that preoperative simulation assisted by computer virtual technology and 3D printed technology can improve reduction quality and clinical outcomes in treatment of 3-part and 4-part PHFs.
Breaking bad news is a key component of the physicians’ work. Traditionally, breaking bad news has been encouraged to be performed in person whenever possible (Monden et al. Proc (Bayl Univ Med Cent) ...29(1):101–102,
2016
; Nickson
2019
). The common practice prior to the pandemic can be summarized by “The first rule of breaking bad news is: do not do it over the phone.” It is important to be present with the family and provide support through compassion and empathy. Until recently, virtual communication technology for serious medical discussions was rare and primarily used when compelled by circumstances such as distance. The COVID-19 pandemic has transformed our ability to deliver news in person and has required the medical community to increase the utilization of telephone and video conferencing to communicate with patients and their family members. Breaking bad news through virtual media is a new skill in need of further guidance and education regarding how to set up the conversation, provide empathy, and lend support (Wolf et al., Oncologist 25(6):e879–e880,
2020
). Therefore, we have created a teaching toolbox to help educate healthcare providers on how to deliver bad news by phone or video.
Traditional Thai house, called “Ruean Thai”, is a local wisdom in Thai architecture which is unique style in Thailand and it is very important and valuable knowledge to be passed from generation to ...generation. However, with the massive changes of latest technology, children or young people pay less attention to Thai wisdom and culture. Therefore, this research aims to preserve the Thai wisdom and cultural learning in Thai house by using gamification techniques and Thai house models in three dimensions to solve the above problems. This Thai house game application is a game based learning program to assemble Thai house models in three dimensions for entertainment and learning about the components of Thai houses of each region. In our project, students interact with a Thai house game application based gamification technique and able to learn and take challenges through gaming to expand and test their knowledge. The result shown that using Thai house game application enhances a more comprehensive understanding and engage student to raise their time learning and enjoyment during the experimental process.
Abstract
At present, China does not pay enough attention to the cognition of a person’s specific psychological behavior feelings for green buildings in China, and it fails to introduce the ...psychological behavior feelings of specific people into the overall design and construction process of green buildings in China. In view of these problems, this paper puts forward the research of green building landscape space environment optimization design based on VR virtual technology. According to the current situation of green building landscape space environment design in China, this paper proposes the construction of objective function, and calculates the optimization satisfaction value of square and pedestrian street, and obtains the average satisfaction of two kinds of landscape space are 0.6 and 0.46 respectively. The results show that the facilities and green area are well planned, with high satisfaction. Through the comparative analysis of the effect, interactive experience and viewing effect between traditional architectural design and VR architectural landscape design, it is concluded that VR architectural landscape design is obviously superior to traditional design. VR virtual technology provides technical support for the optimization design of green building landscape space environment.
In order to improve the utilization effect of the resources of the book and document center and ensure the security of its resource sharing, the resource sharing methods of the book and document ...center under the multimedia background are studied. The resource layer of this method is based on multimedia technology and combined with virtual technology to build a multimedia document cloud resource pool; At the same time, the adaptive clustering algorithm of empirical mode feature decomposition is used to obtain the number of document resources clustering and resource category labels, complete the resource clustering of the book and document center, and store it in the constructed resource pool; Users log in directly through the document resource sharing service of the service layer, and enter the resource center after authentication by the management layer. The service layer uses the regional document information resource co-construction and sharing mechanism based on blockchain to encrypt, co-identify and decrypt the clustered resources in the resource pool and then share the resources of the book and document center. The test results show that the clustering purity and contour coefficient of the method is above 0.970, and the clustering quality is good; The security of resource sharing is good, and the sensitivity result is 10.11% when the resource sharing ratio is 100%; It can effectively complete the resource sharing in the book and document center, and meet the sharing needs of book and document resources.
Research suggests that patient sex, provider sex, and providers' sexist attitudes interact to influence pain care; however, few empirical studies have examined these influences. We investigated sex ...(patient and provider) differences in pain treatment and the extent to which providers' sexist attitudes were associated with these differences. Ninety-eight health care providers (52% female) completed the Ambivalent Sexism Inventory and made treatment ratings for 16 computer-simulated patients with low back pain. Patient sex was balanced across vignettes. Results indicated that female patients received significantly higher antidepressant (F1, 96 = 4.51, P < .05, ηp(2) = .05) and mental health referral (F1, 96 = 3.89, P = .05, ηp(2) = .04) ratings than male patients, which is consistent with our hypotheses; however, these differences were significant only among female providers. Controlling for providers' sexism scores did not substantially alter these results, which is counter to our hypotheses. These results suggest that female providers are more likely to recommend psychosocial treatments for female than for male pain patients, and providers' sexist attitudes do not account for these differences. Research is needed to elucidate the contributors to sex/gender differences in treatment in order to reduce pain disparities.
The results of this study suggest that patient and provider sex, but not providers' sexist attitudes, influence pain care. These findings may inform efforts to raise awareness of sex/gender differences in pain care and reduce disparities.
Previous literature indicates that biases exist in pain ratings. Healthcare professionals have been found to use patient demographic cues such as sex, race, and age when making decisions about pain ...treatment. However, there has been little research comparing healthcare professionals’ (i.e., physicians and nurses) pain decision policies based on patient demographic cues.
The current study used virtual human technology to examine the impact of patients’ sex, race, and age on healthcare professionals’ pain ratings. One hundred and ninety-three healthcare professionals (nurses and physicians) participated in this online study.
Healthcare professionals assessed virtual human patients who were male and African American to be experiencing greater pain intensity and were more willing to administer opioid analgesics to them than to their demographic counterparts. Similarly, nurses were more willing to administer opioids make treatment decisions than physicians. There was also a significant virtual human-sex by healthcare professional interaction for pain assessment and treatment decisions. The sex difference (male>female) was greater for nurses than physicians.
Results replicated findings of previous studies using virtual human patients to assess the effect of sex, race, and age in pain decision-making. In addition, healthcare professionals’ pain ratings differed depending on healthcare profession. Nurses were more likely to rate pain higher and be more willing to administer opioid analgesics than were physicians. Healthcare professionals rated male and African American virtual human patients as having higher pain in most pain assessment and treatment domains compared to their demographic counterparts. Similarly the virtual human-sex difference ratings were more pronounced for nurses than physicians. Given the large number of patients seen throughout the healthcare professionals’ careers, these pain practice biases have important public health implications. This study suggests attention to the influence of patient demographic cues in pain management education is needed.