To analyze the feasibility, safety, and acceptability of immersive virtual tasks.
The authors recruited 11 young adults and 10 older adults. The participants performed three virtual reaching tasks ...while walking on a virtual path. The descriptive analysis and comparison between participants were performed using the Mann-Whitney U test and chi-square test for nonparametric and nominal variables, respectively. The authors also used analysis of variance for a between-groups comparison for normal variables.
Twenty percent of older adults and 81.8% of young adults completed all three tasks (chi-square test; p = .005). Both groups reported minor symptoms, with no significant differences. The older adults were more motivated to practice the tasks (Mann-Whitney U test; p = .015) and would be more likely to suggest them to others (chi-square test; p = .034).
All three tasks were feasible for young adults. All participants, except for one, had cybersickness. The symptoms were mostly mild and subsided once the interaction was complete.
No campo da engenharia, a crescente busca por profissionais que tenham a capacidade de trabalhar em equipe e de inovar, identificando e resolvendo problemas de forma criativa, demanda modelos ...educacionais nos quais o desenvolvimento dessas competências assuma papel relevante. Este artigo visa descrever a experiência de oferecimento da disciplina Desenvolvimento Integrado de Produtos, da Escola Politécnica da Universidade de São Paulo (POLI-USP), que se propõe a estimular processos criativos por meio do trabalho em equipes multidisciplinares no desenvolvimento de produtos, avaliando a pertinência dessa experiência. A coleta de dados envolveu a aplicação do Inventário de Práticas Docentes que Favorecem aCriatividade no Ensino Superior e o levantamento da percepção dos estudantes a respeito dainfluência da disciplina no desenvolvimento de habilidades e competências. Os resultados indicam que a prática docente é favorável ao desenvolvimento da criatividade e que a disciplina contribui para o desenvolvimento de competências transversais e para a compreensão a respeito do ciclo de concepção de produto/processo inovador. Os estudantes reconhecem o desenvolvimento das capacidades de trabalho em equipe, liderança, iniciativa e criatividade como os aspectos mais evidentes, e apontam que a disciplina despertou motivação para realização futura de atividades relacionadas à inovação e ao projeto de produtos
Integrating computational thinking into K-12 Education has been a widely explored topic in recent years. Particularly, effective assessment of computational thinking can support the understanding of ...how learners develop computational concepts and practices. Aiming to help advance research on this topic, we propose a data-driven approach to assess computational thinking concepts, based on the automatic analysis of data from learners’ computational artifacts. As a proof of concept, the approach was applied to a Massive Open Online Course (MOOC) to investigate the course’s effectiveness as well as to identify points for improvement. The data analyzed consists of over 3300 projects from the course participants, using the Scratch programming language. From that sample, we found patterns in how computational thinking manifests in projects, which can be used as evidence to guide opportunities for improving course design, as well as insights to support further research on the assessment of computational thinking.
Abstract
Background
Spatial orientation is a cognitive domain frequently compromised in patients with Alzheimer disease (AD) and may be one of its first clinical manifestations. Some studies have ...shown that allocentric integration with egocentric spatial information seems to be impaired in this pathology. There is no consensus on how best to assess spatial orientation and traditional tests lack ecological validity, but, recently, virtual reality (VR) has provided new opportunities for this assessment.
Objectives
To analyze the applicability and stability of an immersive virtual task developed to assess spatial orientation, the Spatial Orientation in Immersive Virtual Environment Maze Test (SOIVET-Maze) in older adults with and without mild cognitive impairment.
Methods
Forty-three older adults were included in the study, 24 without cognitive impairment and 19 with mild cognitive impairment. Applicability was assessed by the Witmer and Singer Sense of Presence Questionnaire and a questionnaire for adverse events of cybersickness. To assess stability, participants were assessed twice with an interval of 7 to 14 days, and the intraclass correlation coefficient was calculated between visits. The t test or the Mann-Whitney test was used to compare applicability and stability between groups.
Results
There was no significant difference between the groups regarding applicability. A strong correlation between the first and second day of testing was found in the mild cognitive impairment group.
Conclusion
The SOIVET-Maze task showed excellent applicability and good stability, favoring its clinical application for the evaluation of spatial orientation in older adults.
This is an experimental work presenting a study about usability experience of users in a cyber-archeology fully immersive 3D environment in Virtual Reality (VR). Particularly we research how users ...explore a realistic 3D environment with VR devices through archaeometry conventional techniques for archeology analysis and discoveries. Our main objective is to evaluate user’s experience with interactive archaeometry tools of a population called archeologists, not a VR expert, but expert on the context of the real experience of practicing archeology in remote site; and compare the results with another population called VR experts, in this case, not experts in archeology, but in VR technology and multimedia applications. Several standard metrics will be used to collect data about their interactions with the cyber system (efficacy, efficiency, satisfaction, level of presence and cyber-sickness). Two hypotheses will be tested with this experiment: a) it is possible to represent the virtual world as realistically as the real one, in such way that a person unfamiliar with this kind of technology, in this case the archaeologist, can develop analytical process of discoveries in the VR model; and b) if this VR model is passive of exploration, virtually it is possible to create analytical tools that will help the archaeologist to manipulate archaeometry tools. Both sample population had participated in usability tests and the results are promising.
Background
Wheelchair positioning systems can prevent postural deficits and pressure injuries. However, a more effective professional follow-up is needed to assess and monitor positioning according ...to the specificities and clinical conditions of each user.
Objective
This study aims to present the concept of an electronic system embedded in a motorized wheelchair, based on the Internet of Things (IoT), for automated positioning as part of a study on wheelchairs and telemonitoring.
Methods
We conducted a mixed methods study with a user-centered design approach, interviews with 16 wheelchair users and 66 professionals for the development of system functions, and a formative assessment of 5 participants with descriptive analysis to design system concepts.
Results
We presented a new wheelchair system with hardware and software components developed based on coparticipation with singular components in an IoT architecture. In an IoT solution, the incorporation of sensors from the inertial measurement unit was crucial. These sensors were vital for offering alternative methods to monitor and control the tilt and recline functions of a wheelchair. This monitoring and control could be achieved autonomously through a smartphone app. In addition, this capability addressed the requirements of real users.
Conclusions
The technologies presented in this system can benefit telemonitoring and favor real feedback, allowing quality provision of health services to wheelchair users. User-centered development favored development with specific functions to meet the real demands of users. We emphasize the importance of future studies on the correlation between diagnoses and the use of the system in a real environment to help professionals in treatment.
Human-Computer Interface Controlled by the Lip Archajo Jose, Marcelo; de Deus Lopes, Roseli
IEEE journal of biomedical and health informatics,
2015-Jan., 2015-01-00, 2015-1-00, 20150101, Letnik:
19, Številka:
1
Journal Article
Recenzirano
Odprti dostop
Lip control system is an innovative human-computer interface specially designed for people with tetraplegia. This paper presents an evaluation of the lower lip potential to control an input device, ...according to Fitts' law (ISO/TS 9241-411:2012 standard). The results show that the lower lip throughput is comparable with the thumb throughput using the same input device under the same conditions. These results establish the baseline for future research studies about the lower lip capacity to operate a computer input device.
Introdução à programação quântica José, Marcelo Archanjo; Piqueira, José Roberto Castilho; Lopes, Roseli de Deus
Revista brasileira de ensino de física,
03/2013, Letnik:
35, Številka:
1
Journal Article
Odprti dostop
Este trabalho apresenta uma visão geral sobre a programação quântica, de maneira acessível a alunos de graduação em Física. Inicia-se com um breve histórico sobre a computação quântica. São tratados ...os modelos que servem de base para a programação quântica, seguidos de descritivo resumido sobre as principais linguagens de programação quântica. Completando a apresentação, o funcionamento de um programa quântico é discutido, contextualizando-se a importância da programação, no âmbito da computação quântica.
This work presents a general view about quantum programming, in an accessible way to undergraduate Physics students. It starts with a historical briefing about quantum computing. The basic mo deIs for quantum programming are treated, followed by the descriptions of the main quantum programming languages. Completing the presentation, it is discussed how a quantum program works, contextualizing how programming is important, concerning to quantum computation.