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Development and Validation of an Assessment Model for Open Surgical ProceduresRittenhouse, Neil 13 January 2011 (has links)
In surgical education, two of the current primary assessment tools for technical skills are the OSATS checklist and electromagnetic (EM) hand tracking. There are few bench models available for open procedures. The first two chapters of this thesis introduce these concepts further and provide detailed background knowledge. Chapter 3 explores interference that may from the concurrent use of EM tracking and cautery, finding that monopolar cautery interferes, while bipolar cautery does not. Chapter 4 discusses the validation of an assessment tool for open cholecystectomies (OCs) consisting of a porcine bench model and a Wii remote based infrared (IR) hand tracking system. The assessment tool is found to have construct validity and the face validity of the OC model is established. Chapter 5 concludes the thesis and presents several avenues of future research for the improvement of both the OC model and Wii remote based hand tracking system.
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The Effects of Playing Exergames on Energy ExpenditureKirkwood, Demetrice 01 December 2011 (has links)
The purpose of this study was to assess the performance, ratings of perceived exertion, metabolic responses, and energy expenditure as individuals participated in interactive video game play. There were 14 participants that participated in the study, whose age was 20.1 ± 1.64 years of age. Participants completed a maximal aerobic test to exhaustion (VO2max test), and then 30 minute testing session on both the Kinect Adventures (K) and Wii Fit Plus game. Data were analyzed using a dependent t-test and one-way ANOVA. Significance was accepted at P ≤ 0.05. Energy expenditure and RPE were significant in both exergames interactive game play P=0.044 and P < 0.05, respectively. In addition, heart rate (P=0.001) and performance during exergame play P=0.00015 were of significance in the Xbox Kinect and Wii Fit Plus. In conclusion, we found that individuals participating on the exergame Xbox Kinect expends more calories and work at a higher intensity than the Wii Fit Plus, thus justifying an alternative way to participate in physical activity via exergames. As an alternative way to exercise, individuals can meet the daily requirements of energy expenditure of moderate intensity, which is 150-400 kcals.
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The effects of safety flooring on sit-to-stand and quiet stance balance reactions in retirement home-dwellersMa, Christine January 2012 (has links)
Fall-related injuries in adults over the age of 65 pose an important public health issue especially with an increasing number of older adults living in retirement homes and nursing homes. Safety floors have been developed as an intervention to reduce the risk of these injuries. However, their effects on balance control reactions had never been tested during certain activities of daily living in retirement home dwellers. This research investigated how balance reactions are affected by the mechanical properties of safety flooring in older adults. The safety flooring showed minimal impact on the balance reactions while retaining force attenuation properties.
There were two studies as part of this thesis. The purpose of the first study was to determine whether the Nintendo Wii Balance Board (WBB) can be used as an appropriate substitution for a force plate when measuring balance reactions during common tests used to assess balance in older adults. Specifically, I characterized the technical specifications of the WBB and compared them to those of the force plate, showing that the two devices yielded similar responses during balance measures of quiet stance. The second study investigated the effect of two traditional floors and three safety flooring systems on balance control mechanisms (based on changes in underfoot centre of pressure) during sit-to-stand and quiet stance tasks in retirement home-dwellers. The results of this study provided evidence supporting the potential for safety floors to reduce fall-related injury risk without impairing balance and mobility of users. Additional research may want to assess WBB performance during dynamic tasks involving shear forces. The results from this study supports prospective clinical investigations of pilot installations of safety flooring in retirement and nursing home settings to evaluate their real life effects on fall related injuries.
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The effects of safety flooring on sit-to-stand and quiet stance balance reactions in retirement home-dwellersMa, Christine January 2012 (has links)
Fall-related injuries in adults over the age of 65 pose an important public health issue especially with an increasing number of older adults living in retirement homes and nursing homes. Safety floors have been developed as an intervention to reduce the risk of these injuries. However, their effects on balance control reactions had never been tested during certain activities of daily living in retirement home dwellers. This research investigated how balance reactions are affected by the mechanical properties of safety flooring in older adults. The safety flooring showed minimal impact on the balance reactions while retaining force attenuation properties.
There were two studies as part of this thesis. The purpose of the first study was to determine whether the Nintendo Wii Balance Board (WBB) can be used as an appropriate substitution for a force plate when measuring balance reactions during common tests used to assess balance in older adults. Specifically, I characterized the technical specifications of the WBB and compared them to those of the force plate, showing that the two devices yielded similar responses during balance measures of quiet stance. The second study investigated the effect of two traditional floors and three safety flooring systems on balance control mechanisms (based on changes in underfoot centre of pressure) during sit-to-stand and quiet stance tasks in retirement home-dwellers. The results of this study provided evidence supporting the potential for safety floors to reduce fall-related injury risk without impairing balance and mobility of users. Additional research may want to assess WBB performance during dynamic tasks involving shear forces. The results from this study supports prospective clinical investigations of pilot installations of safety flooring in retirement and nursing home settings to evaluate their real life effects on fall related injuries.
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O efeito da intervenção com realidade virtual em indivíduos com dificuldades de coordenação motora /Fischer, Franz. January 2013 (has links)
Orientador: Cynthia Yukiko Hiraga / Banca: José Ângelo Barela / Banca: Luiz Eduardo Pinto Bastos Tourinho Dantas / Resumo: Dificuldades na coordenação motora com causa desconhecida são indicativos do Transtorno do Desenvolvimento da Coordenação (TDC). Indivíduos com TDC apresentam déficits na percepção visual e integração visomotora. No presente estudo buscou-se investigar o efeito de um programa de intervenção baseado em tecnologia de Realidade Virtual (RV), com a utilização do console Nintendo Wii em crianças com TDC e de Desenvolvimento Típico (DT). Foi utilizada a bateria de testes MABC-2 para avaliação motora e a bateria de testes Beery VMI para avaliação da coordenação viso-motora. Participaram deste estudo 34 crianças com idades entre 7 e 11 anos de idade (M = 8,47; DP = 1,96), divididas em dois grupos (pTDC e DT) de igual tamanho pareadas por gênero e idade. Foram aplicadas 24 sessões de intervenção utilizando jogos do Nintendo Wii divididas em 8 semanas. Os resultados mostram melhora significativa de ambos os grupos no desempenho dos jogos, melhora no desempenho do teste MABC-2 e componente de integração visomotora do Beery VMI por parte do grupo com pTDC e melhora no componente de percepção visual do Beery VMI por parte do grupo DT. Estes resultados sugerem que um programa de intervenção baseado em RV é opção viável em termos de aplicação e benefícios para crianças e adolescente com pTDC / Abstract: Difficulties in coordination with unknown cause are indicative of Developmental Coordination Disorder (DCD). Individuals with DCD have deficits in visual perception and visual-motor integration. The present study aimed to investigate the effect of an intervention program based on Virtual Reality technology (VR), using the Nintendo Wii console for children with DCD and Typical Development (TD). We used a battery of tests MABC-2 for motor assessment and Beery VMI test battery to assess visual-motor coordination. The study included 34 children aged between 7 and 11 years of age (M = 8.47, SD = 1.96), divided into two groups (pTDC and DT) of equal size matched for gender and age. 24 sessions were applied intervention using the Nintendo Wii games divided in 8 weeks. The results show a significant improvement in both groups in game performance, improved test performance and MABC-2 component of the visual-motor integration Beery VMI from the group Ptdc component and improvement in visual perception by VMI Beery DT group. These results suggest that an intervention program based on RV is viable option in terms of application and benefits for children and adolescents with pTDC / Mestre
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O efeito da intervenção com realidade virtual em indivíduos com dificuldades de coordenação motoraFischer, Franz [UNESP] 26 April 2013 (has links) (PDF)
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fischer_f_me_rcla.pdf: 1057756 bytes, checksum: 108715e1715a8e73f01d81d3c4e12cf8 (MD5) / Dificuldades na coordenação motora com causa desconhecida são indicativos do Transtorno do Desenvolvimento da Coordenação (TDC). Indivíduos com TDC apresentam déficits na percepção visual e integração visomotora. No presente estudo buscou-se investigar o efeito de um programa de intervenção baseado em tecnologia de Realidade Virtual (RV), com a utilização do console Nintendo Wii em crianças com TDC e de Desenvolvimento Típico (DT). Foi utilizada a bateria de testes MABC-2 para avaliação motora e a bateria de testes Beery VMI para avaliação da coordenação viso-motora. Participaram deste estudo 34 crianças com idades entre 7 e 11 anos de idade (M = 8,47; DP = 1,96), divididas em dois grupos (pTDC e DT) de igual tamanho pareadas por gênero e idade. Foram aplicadas 24 sessões de intervenção utilizando jogos do Nintendo Wii divididas em 8 semanas. Os resultados mostram melhora significativa de ambos os grupos no desempenho dos jogos, melhora no desempenho do teste MABC-2 e componente de integração visomotora do Beery VMI por parte do grupo com pTDC e melhora no componente de percepção visual do Beery VMI por parte do grupo DT. Estes resultados sugerem que um programa de intervenção baseado em RV é opção viável em termos de aplicação e benefícios para crianças e adolescente com pTDC / Difficulties in coordination with unknown cause are indicative of Developmental Coordination Disorder (DCD). Individuals with DCD have deficits in visual perception and visual-motor integration. The present study aimed to investigate the effect of an intervention program based on Virtual Reality technology (VR), using the Nintendo Wii console for children with DCD and Typical Development (TD). We used a battery of tests MABC-2 for motor assessment and Beery VMI test battery to assess visual-motor coordination. The study included 34 children aged between 7 and 11 years of age (M = 8.47, SD = 1.96), divided into two groups (pTDC and DT) of equal size matched for gender and age. 24 sessions were applied intervention using the Nintendo Wii games divided in 8 weeks. The results show a significant improvement in both groups in game performance, improved test performance and MABC-2 component of the visual-motor integration Beery VMI from the group Ptdc component and improvement in visual perception by VMI Beery DT group. These results suggest that an intervention program based on RV is viable option in terms of application and benefits for children and adolescents with pTDC
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Utvärdering av 3D-positionsmätning baserad på IR-kamera tracking med Wii RemoteOlsson, Fredrik, Borg, Johannes January 2009 (has links)
Under det senaste halvåret har Nintendos Wii Remote uppmärksammats av forskare välden över. Det som är intressant är att den går att använda på en vanlig dator med Bluetooth och med hjälp av Wiimotens IR-kamera går det att skapa en motsvarighet till tryckkänsliga skärmar och dynamiskt genererade 3D-projektioner. För att göra detta krävs det metoder för triangulering av 3D-positioner. Detta examensarbete går ut på att ut-värdera Wiimotens tekniska prestanda för att se om den är tillräcklig för sådana applikationer. Till detta ingår även att ta fram metoder för triangulering och mätning av 3D-positioner. Resultaten tyder på att Wiimotens prestanda är tillräcklig för att göra 3D-positionsmätning i samband med tracking. Dock begränsas dess användningsområde till mindre ytor.
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Wii Remote Interaction for Industrial UseNielsen, Marcus, Stenbacka, Michael January 2009 (has links)
By focusing on the potential of the Wii Remote, we have implemented a broad spectrum of concept ideas into the same package, in an effort to give a good overview of the Wii Remote’s properties such as mobility, direct manipulation and generally high affordance. The purpose of this work was to find a concept on how a Wii Remote can be used as a tool for the industry, outside the domains of gaming and entertainment. The environment for our investigation was ABB’s Robot Studio which is a simulation tool for industrial robots. Creating a concept with today’s products enabled us to discuss a present solution and also a possible future in form of a redesign rationale that we exemplified with a set of scenarios.
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Videojuego para la construcción de un modelo mental de un sistema de referencias para personas ciegasEspinoza Vivanco, Matías Daniel January 2013 (has links)
Magíster en Ciencias, Mención Computación / Una persona con visión normal puede notar a diario, que existen variadas actividades que requieren como sentido principal la visión, para poder ser realizadas de manera satisfactoria. En este sentido, la adopción de un modelo mental que les permite orientarse a través de puntos de referencias ocurre de forma natural, fomentada por la asociación y familiarización visual con el entorno que se genera desde que nacen. Por otra parte, las personas ciegas están desprovistas de esta posibilidad, desventaja que aumenta con el hecho de que el mundo en general ha sido diseñado y construido para gente que puede ver.
En la literatura existen diversas investigaciones que han abordado la adopción de modelos de referencia para el problema de orientación y movilidad en personas ciegas, imponiendo sus propios esquemas y sistemas de referencia. En consecuencia esto lleva al usuario a aprender distintas formas de orientación, que consisten en derivaciones o simplificaciones del sistema de coordenadas en un plano de dos dimensiones, que es justamente el problema que ha permanecido en segundo plano. Es interesante investigar el hecho que si se apoya la construcción de un modelo mental que permita a personas ciegas contar con una estructura de puntos de referencia, cualquier metodología o herramienta derivada en cualquier ámbito eventualmente podría ser más fácil de trabajar, entender e interpretar.
El propósito de esta investigación es diseñar y desarrollar una herramienta que permita a personas ciegas construir gradualmente un modelo mental basado en referencias entre puntos. Esta herramienta consiste en un videojuego que metafóricamente permite a aprendices ciegos interpretar y asociar puntos en un gráfico de forma lúdica.
Se desarrollaron iterativamente prototipos que fueron sometidos a evaluaciones de usabilidad por parte de usuarios finales y expertos. Esto permitió ajustar, mejorar y validar aspectos de las interfaces diseñadas e implementadas. Además, una vez obtenido el prototipo final, se evaluó el impacto cognitivo basado en el uso del videojuego en aprendices ciegos.
Finalmente, los resultados obtenidos dieron cuenta del cumplimiento satisfactorio de los objetivos planteados.
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Interferência contextual na aprendizagem de jogos de videogame ativo no envelhecimento /Ferreira, Marina. January 2019 (has links)
Orientador: Cynthia Yukiko Hiraga / Banca: José Angelo Barela / Banca: Umberto Cesar Corrêa / Resumo: O presente estudo teve como principal objetivo comparar o efeito do tipo da prática (i.e., aleatória vs. bloco) na aquisição de habilidades e retenção em idosos. A amostra consistiu de 24 (vinte e quatro) participantes, com idades entre 60 e 70 anos, de ambos os sexos. Os participantes foram alocados por sorteio ou no Grupo de Prática em Bloco (GPB) ou no Grupo de Prática Aleatória (GPA). O videogame ativo utilizado foi o Nintendo Wii, incluindo os seguintes jogos: Tênis de mesa, Tiro com Arco e Pinguim. Após três sessões de prática em dias consecutivos, um teste de retenção foi realizado dois dias depois. Testes de tempo de reação (TR) simples e de escolha foram realizados antes e após as sessões de prática. Ainda, a escala de afeto positivo e negativo (PANAS) foi aplicada em cada sessão de prática para examinar o estado emocional dos participantes após praticar os jogos. Os resultados da ANOVA demonstraram que o GPA apresentou desempenhos significativamente superiores ao longo da prática, assim como na retenção para o jogo do Tênis de Mesa em comparação ao GPB. Os resultados do Tiro com Arco e Pinguim apontaram que ambos os grupos melhoraram significativamente seus desempenhos ao longo da prática e mantiveram tais desempenhos na fase de retenção. Os resultados do TR de escolha, mas não do TR simples, diminuíram significativamente após as sessões práticas para ambos os grupos. Os resultados do PANAS mostraram uma diminuição significativa do afeto negativo para ambos os grupo... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The main objective of the present study is to compare the effect of the type of practice (i.e., random vs. block) on the skill acquisition and retention for the elderly. The sample consisted of 24 (twenty-four) participants, aged between 60 and 70 years, of both genders. Participants were randomly allocated into either Block Practice Group (BPG) or Random Practice Group (RPG). The active video game used was the Nintendo Wii, including the following games: Table Tennis, Archery and Penguin. After three practice sessions on consecutive days, a retention test was performed two days later. The simple and choice reaction time (RT) tests were performed before and after the practice sessions. In addition, the positive and negative affect scale (PANAS) was applied in each practice session to examine the emotional state after practicing the games. The ANOVA results for the Table Tennis showed that the RPG showed significant superior performances throughout the practice as well as in the retention in comparison for the BPG. The results of Archery and Penguin games indicated that both groups improved their performances throughout the practice and maintained such performances in the retention phase. The results of the choice RT, but not for the simple RT, decreased significantly after the practice sessions for both groups. The PANAS results showed a significant decrease in the negative effect for both groups, with larger effect for the RPG. Overall, the results suggest a low-level effect... (Complete abstract click electronic access below) / Mestre
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