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1.
Ann N Y Acad Sci ; 1527(1): 14-19, 2023 09.
Artigo em Inglês | MEDLINE | ID: mdl-37429830

RESUMO

Chuquichambi and colleagues recently questioned the prevailing belief that a universal human visual preference exists for curved shapes and lines. Their comprehensive meta-analysis demonstrated that while curvature preference is widespread, it is not universally constant or invariant. By revisiting their dataset, we made an intriguing discovery: a negative relationship between curvature preference and an object's "affordances." Taking an embodiment perspective into account, we propose an explanation for this phenomenon, suggesting that the diminished curvature preference in objects with abundant affordances can be understood through the lens of embodied cognition.


Assuntos
Cognição , Percepção Espacial , Humanos
2.
Innov Aging ; 7(4): igad031, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37213325

RESUMO

Background and Objectives: Virtual reality (VR) applications are increasingly being targeted toward older adults as a means to maintain physical and cognitive skills and to connect with others, especially during the coronavirus disease 2019 era. Our knowledge about how older adults interact with VR is limited, however, since this is an emerging area and the related research literature is still rather slim. The current study focused specifically on older adults' reactions to a social-VR environment, examining participant's views about the possibility of meaningful interactions in this format, the impacts of social-VR immersion on mood and attitude, and features of the VR environment that affected these outcomes. Research Design and Methods: The researchers designed a novel social-VR environment with features intended to prompt conversation and collaborative problem-solving among older adults. Participants were recruited from 3 diverse geographic locations (Tallahassee, FL; Ithaca, NY; and New York City, NY), and were randomly assigned to a partner from one of the other sites for social-VR interaction. The sample consisted of 36 individuals aged 60 and older. Results: Reactions to the social VR were quite positive. Older adults reported high levels of engagement in the environment and perceived the social VR to be enjoyable and usable. Perceived spatial presence was found to be a central driver of positive outcomes. A majority of the participants indicated a willingness to reconnect with their VR partner in the future. The data also identified important areas for improvement that were of concern to older adults, such as the use of more realistic avatars, larger controllers more suited to aging hands, and more time for training/familiarization. Discussion and Implications: Overall, these findings suggest that VR can be an effective format for social engagement among older adults.

3.
Innov Aging ; 6(3): igac015, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35592668

RESUMO

Background and Objectives: Exposure to nature and nature-based imagery has been shown to improve mood states and stave off cognitive decline in older adults. Even "micro-doses" of natural scenery can provide beneficial effects in situations where more extensive interactions with nature are not feasible. In the current study, we evaluated the use of virtual reality (VR) for delivering interactive nature-based content with the goal of prompting active engagement and improving mood states in older adults. Research Design and Methods: The researchers developed a novel VR environment that combined 360-degree videos of natural areas and botanical gardens with interactive digital features that allowed users to engage with aspects of the environment. We recruited 50 older adults to try out this VR environment and measured changes in mood states and attitudes toward VR from before versus after the sessions. We controlled for variables such as age, education level, and exposure to nature in everyday life, and we looked for differences in responses to the VR among participants with cognitive impairments (CIs) versus without, and participants with physical disabilities versus without. Results: The findings indicated significant improvements in "good" mood and "calm" mood dimensions after exposure to the VR, as well as improvements in attitudes toward the technology. These positive outcomes were significantly greater for participants with physical disabilities compared to those without disabilities. No differences were found in the responses of participants with CIs versus those without. Exit interviews provided a variety of helpful suggestions about ways to improve the VR equipment design and content to meet the needs of an older adult population. Discussion and Implications: The study demonstrates that VR can provide a cost-effective, noninvasive, and nonpharmaceutical approach for improving the lives of older adults in both clinical and recreational settings, particularly when real-world access to nature is limited.

4.
Brain Sci ; 12(2)2022 Feb 15.
Artigo em Inglês | MEDLINE | ID: mdl-35204033

RESUMO

The presence of external observers has been shown to affect performance on cognitive tasks, but the parameters of this impact for different types of tasks and the underlying neural dynamics are less understood. The current study examined the behavioral and brain activity effects of perceived observation on participants' visual working memory (VWM) in a virtual reality (VR) classroom setting, using the task format as a moderating variable. Participants (n = 21) were equipped with a 57-channel EEG cap, and neural data were collected as they completed two VWM tasks under two observation conditions (observed and not observed) in a within-subjects experimental design. The "observation" condition was operationalized through the addition of a static human avatar in the VR classroom. The avatar's presence was associated with a significant effect on extending the task response time, but no effect was found on task accuracy. This outcome may have been due to a ceiling effect, as the mean participant task scores were quite high. EEG data analysis supported the behavioral findings by showing consistent differences between the no-observation and observation conditions for one of the VWM tasks only. These neural differences were identified in the dorsolateral prefrontal cortex (dlPFC) and the occipital cortex (OC) regions, with higher theta-band activity occurring in the dlPFC during stimulus encoding and in the OC during response selection when the "observing" avatar was present. These findings provide evidence that perceived observation can inhibit performance during visual tasks by altering attentional focus, even in virtual contexts.

5.
Sci Rep ; 11(1): 10227, 2021 05 13.
Artigo em Inglês | MEDLINE | ID: mdl-33986337

RESUMO

Immersive virtual environments (VEs) are increasingly used to evaluate human responses to design variables. VEs provide a tremendous capacity to isolate and readily adjust specific features of an architectural or product design. They also allow researchers to safely and effectively measure performance factors and physiological responses. However, the success of this form of design-testing depends on the generalizability of response measurements between VEs and real-world contexts. At the current time, there is very limited research evaluating the consistency of human response data across identical real and virtual environments. Rendering tools were used to precisely replicate a real-world classroom in virtual space. Participants were recruited and asked to complete a series of cognitive tests in the real classroom and in the virtual classroom. Physiological data were collected during these tests, including electroencephalography (EEG), electrocardiography (ECG), electrooculography (EOG), galvanic skin response (GSR), and head acceleration. Participants' accuracy on the cognitive tests did not significantly differ between the real classroom and the identical VE. However, the participants answered the tests more rapidly in the VE. No significant differences were found in eye blink rate and heart rate between the real and VR settings. Head acceleration and GSR variance were lower in the VE setting. Overall, EEG frequency band-power was not significantly altered between the real-world classroom and the VE. Analysis of EEG event-related potentials likewise indicated strong similarity between the real-world classroom and the VE, with a single exception related to executive functioning in a color-mismatch task.


Assuntos
Desempenho Acadêmico/psicologia , Cognição/fisiologia , Realidade Virtual , Adolescente , Adulto , Eletroencefalografia , Eletroculografia , Meio Ambiente , Potenciais Evocados , Feminino , Resposta Galvânica da Pele , Humanos , Masculino , Pessoa de Meia-Idade , Testes Neuropsicológicos , Interface Usuário-Computador
6.
Front Hum Neurosci ; 14: 584385, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33362491

RESUMO

The process of urban landmark-based navigation has proven to be difficult to study in a rigorous fashion, primarily due to confounding variables and the problem of obtaining reliable data in real-world contexts. The development of high-resolution, immersive virtual reality technologies has opened exciting new possibilities for gathering data on human wayfinding that could not otherwise be readily obtained. We developed a research platform using a virtual environment and electroencephalography (EEG) to better understand the neural processes associated with landmark usage and recognition during urban navigation tasks. By adjusting the architectural parameters of different buildings in this virtual environment, we isolated and tested specific design features to determine whether or not they served as a target for landmarking. EEG theta band (4-7 Hz) event-related synchronization/desynchronization over posterior scalp areas was evaluated at the time when participants observed each target building along a predetermined self-paced route. A multi-level linear model was used to investigate the effects of salient architectural features on posterior scalp areas. Our results support the conclusion that highly salient architectural features-those that contrast sharply with the surrounding environment-are more likely to attract visual attention, remain in short-term memory, and activate brain regions associated with wayfinding compared with non-salient buildings. After establishing this main aggregate effect, we evaluated specific salient architectural features and neural correlates of navigation processing. The buildings that most strongly associated extended gaze time, location recall accuracy, and changes in theta-band neural patterns with landmarking in our study were those that incorporated rotational twist designs and natural elements such as trees and gardens. Other building features, such as unusual façade patterns or building heights, were to a lesser extent also associated with landmarking.

7.
Annu Int Conf IEEE Eng Med Biol Soc ; 2020: 4294-4297, 2020 07.
Artigo em Inglês | MEDLINE | ID: mdl-33018945

RESUMO

Sleep disturbance and deprivation are major factors in delayed recovery, which can affect both the physical and emotional well-being of patients. Patients hospitalized in the Intensive Care Unit (ICU) are especially vulnerable to sleep deprivation due to light-induced disturbances. A desirable lighting intervention in the ICU would minimize light-induced disturbances while simultaneously providing feedback for the staff on when to perform patient care activities that require high intensity lighting. To this end, we performed a first phase testing for a biometrics-integrated lighting system that serves a dual function of sleep initiation and maintenance to improve the patient's quality of sleep. Preliminary findings are presented as a case study to assess the feasibility of scaling up the experimental model. While findings point to additional testing being necessary to determine whether the lighting system will be effective, the experiment detailed in this report establishes a starting paradigm upon which to base further investigation.Clinical Relevance- A biometrics-integrated lighting system that can improve sleep quality of the patient will not only reduce cost of care for the patients, but also increase the level of satisfaction for both patients and the hospital staff.


Assuntos
Iluminação , Transtornos do Sono-Vigília , Eletroencefalografia , Humanos , Unidades de Terapia Intensiva , Sono
8.
HERD ; 10(4): 121-135, 2017 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-28125896

RESUMO

OBJECTIVES: This study was a post-occupancy evaluation (POE) to examine the effectiveness of three specific design innovations in a mental healthcare facility. In addition to collecting data about the impact of these specific designs, the study provides a model for the broader implementation of POE approaches in the mental healthcare context. BACKGROUND: POEs in general healthcare settings have been shown to lead to better work environments and better outcomes for patients. Despite growing evidence of the value provided by POE studies, the industry has been somewhat slow to adopt their regular use, in part due to unfamiliarity with the POE process. This is particularly true in mental healthcare contexts, where POE studies remain virtually nonexistent. METHOD: In-depth interviews and a widely distributed, anonymous survey were used to collect hospital staff perceptions and feedback regarding the impact of specific design features. RESULTS: The hospital staff were quite enthusiastic about two of the design innovations studied here (a new wayfinding strategy and the use of vibrant colors in specific areas of the facility). The third innovation, open-style communication centers, elicited more mixed evaluations. The results include extensive hypothesis testing about the effects of each innovation as well as narrative discussions of their pros and cons. CONCLUSIONS: The study generated new knowledge about three specific mental healthcare design innovations and provides a model for the practical implementation of a POE approach in mental healthcare contexts. The results are particularly relevant for designers who are considering innovative strategies in future mental healthcare facilities.


Assuntos
Atitude do Pessoal de Saúde , Arquitetura Hospitalar , Hospitais Psiquiátricos , Decoração de Interiores e Mobiliário , Recursos Humanos em Hospital/psicologia , Adolescente , Adulto , Idoso , Cor , Feminino , Humanos , Entrevistas como Assunto , Masculino , Pessoa de Meia-Idade , Inovação Organizacional , Percepção , Inquéritos e Questionários , Adulto Jovem
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