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Journal Article

Efectos secundarios tras el uso de realidad virtual inmersiva en un videojuego

01 Jan 2013-International journal of psychology and psychological therapy (Universidad de Almería)-Vol. 13, Iss: 2, pp 163-178

AbstractSide-effects of a videogame with Inmersive Virtual Reality. The progresses of virtual reality development are so fast that it is necessary to study also his possible side-effects. This study tries to analyze the effects on the balance, attention, visuomotor coordination, discomfort and anxiety after the use of a videogame with virtual reality. Four groups have been used with measurements pre-post, a control-group and three experimental groups with different intensity using virtual reality. The sample of 120 participants was randomized, pre-assigned by sex and studies, 30 for each condition. A Smart Visor VFX full stereoscopic immersive type with detector of position was used. The videogame was Unreal Tournament. As results, 13% of the participants had to retire due to uncomfortable side-effects. The side-effects were major in the group of high intensity use, less in those of daily use where there was an adjustment of these side-effects, and even less in the group with only an hour. It is concluded with some recommendations for people using too much time virtual reality.

Topics: Virtual reality (52%)

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DissertationDOI
12 Jan 2016
Abstract: En este articulo se presentan los resultados de un proceso de revision bibliografica sobre rehabilitacion de miembro superior basada en ambientes virtuales. El estudio parte de los siguientes interrogantes sobre el estado actual del conocimiento en el area mencionada: ?como inciden los entornos virtuales frente a la rehabilitacion tradicional?, ?que metricas de desempeno se han aplicado en la rehabilitacion virtual de miembro superior? y ?que dispositivos hardware se utilizan en rehabilitacion virtual?. Para responder las anteriores preguntas se realizo una busqueda de articulos cientificos en el motor de busqueda Google Scholar y en las bases de datos PubMed, HINARI, ProQuest y Science Direct. De la revision realizada se concluyo que pese a la existencia de decenas de indices de desempeno para cuantificar la habilidad motriz, no existen criterios para seleccionar el indice que mejor se adapta a los objetivos de un determinado proceso de rehabilitacion

9 citations


Cites background from "Efectos secundarios tras el uso de ..."

  • ...Estos trastornos pueden aparecer si se aumenta considerablemente el tiempo de exposición al dispositivo de realidad virtual y las características y circunstancias personales durante la experiencia; y en algunos casos las personas pueden sufrir de un efecto adaptativo a la experiencia con realidad virtual que muestra una disminución de la aparición de efectos secundarios (80)....

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Journal ArticleDOI
25 Sep 2017-Apertura
Abstract: Los sistemas de realidad virtual inmersivos tienen una creciente relevancia en el ambito educativo como herramientas didacticas que motivan el aprendizaje a traves de dos conceptos clave: la inmersion y la interaccion. En este documento describimos el uso de sistemas de realidad virtual en la educacion y tomamos como caso de estudio un sistema de realidad virtual inmersivo 3D con interaccion natural de usuario desarrollado con el proposito de facilitar la inspeccion de aerogeneradores con fines didacticos. El sistema sugerido busca la convergencia tecnologica de equipos de visualizacion, adquisicion de informacion y software de graficos. Para lograrlo, seguimos la metodologia de desarrollo de software basado en componentes de Pressman. Los resultados cualitativos de una primera evaluacion al sistema indican que la propuesta permite experimentar la realidad virtual inmersiva y ofrece una gran similitud al entorno real, con la posibilidad de interactuar por medio de gestos y movimientos corporales. Esto contribuye a motivar el aprendizaje y fomentar el interes de los usuarios en practicar con esta tecnologia. Ademas, la convergencia tecnologica entre los equipos de visualizacion, interaccion y software grafico permite dar un paso adelante en el desarrollo de este tipo de herramientas didacticas.

8 citations


Journal ArticleDOI
01 Jan 2019
Abstract: espanolLa realidad virtual se erige como discurso mas alla de lo tecnologico con creciente visibilidad en todos los ambitos sociales, conformandose como uno de los protagonistas de la cibercultura. La publicidad no es ajena a este auge del relato inmersivo y empieza a ser habitual que campanas con enfoque transmedia empleen este recurso frente a otras narrativas y canales de difusion. De entre los publicos existentes, los menores de edad son especialmente sensibles a los mensajes a los que son expuestos y por ello han de estar tutelados. Existen multitud de estudios cuyo eje central es ocupado por este sector social, aunque son escasos aquellos que lo interrelacionan con la publicidad digital. En este articulo, se expone conceptualmente la realidad virtual y su presencia en YouTube, analizando su uso publicitario enfocado hacia los menores de edad. La presente investigacion trata de dilucidar si la publicidad inmersiva cumple con los estrictos parametros de control de la convencional en su trato con los menores, y analiza la conveniencia de consumo de estas campanas para este publico, asi como en que condiciones es recomendable su aplicacion. EnglishVirtual reality stands as a discourse beyond technology, with increasing visibility in all social areas, and becoming one of the protagonists of cyberculture. Advertising is no stranger to this boom of immersive storytelling, and it is becoming usual that campaigns with a transmedia approach use this resource in the face of other narratives and channels of dissemination. Among the existing publics, minors are especially sensitive to the messages to which they are exposed, and therefore must be protected. There is a multitude of studies whose central axis is occupied by this social sector, although there are few studies that interrelate it with digital advertising. In this paper, virtual reality and its presence on YouTube are conceptually exposed, analyzing its advertising use focused on minors. The present investigation tries to elucidate if the immersive advertising complies with the strict control parameters of conventional advertising in its dealings with the minors, and analyzes the convenience of consumption of these campaigns for this public, as well as in what conditions its application is recommended. portuguesA realidade virtual se coloca como um discurso alem do tecnologico, com crescente visibilidade em todas as areas sociais, tornando-se um dos protagonistas da cibercultura. A publicidade nao e estranha a esse boom de historias imersivas e esta se tornando comum que campanhas com uma abordagem transmidia usem esse recurso contra outras narrativas e canais de disseminacao. Entre o publico existente, os menores sao especialmente sensiveis as mensagens a que estao expostos e, portanto, devem ser protegidos. Ha muitos estudos cujo eixo central e ocupado por esse setor social, embora existam poucos que se inter-relacionem com a publicidade digital. Neste artigo, a realidade virtual e sua presenca no YouTube sao expostas conceitualmente, analisando seu uso publicitario focado em menores. A presente investigacao procura elucidar se a publicidade imersiva atende aos rigorosos parâmetros de controle da convencional no seu tratamento com os menores, e analisa a conveniencia de consumo dessas campanhas para este publico, bem como em que condicoes sua aplicacao e recomendada.

3 citations


Journal ArticleDOI
Abstract: espanolLa Realidad Virtual ha supuesto una revolucion en varios sectores y a pesar de que ofrece diversas posibilidades vinculadas a la educacion, esta tecnologia no esta integrada en la Educacion Secundaria Postobligatoria. Los nativos digitales que se encuentran en las aulas requieren una educacion dirigida a alcanzar los objetivos educativos y a la adquisicion de competencias recogidas en el curriculo educativo de Bachillerato, pero al mismo tiempo necesitan que la educacion que reciben les capacite para afrontar los retos que les presenta la sociedad del siglo XXI y poder asi participar de una manera activa en su transformacion. Este articulo recoge los resultados de una encuesta, completada por 390 estudiantes que cursan el Bachillerato en la modalidad de Artes, dirigida a conocer la percepcion de la utilidad pedagogica de la Realidad Virtual Inmersiva. Los resultados muestran que los estudiantes han utilizado esta tecnologia, pero no como herramienta educativa en el aula. No obstante, consideran que su uso puede tener un efecto positivo en el proceso de ensenanza-aprendizaje y la califican como una herramienta idonea para complementar su aprendizaje incluso fuera de las instituciones de ensenanza formales. La aplicacion de la Realidad Virtual Inmersiva como herramienta estimuladora del aprendizaje plantea importantes retos a las instituciones educativas a corto plazo EnglishVirtual Reality has been a revolution in several sectors and while various possibilities have been linked to education, this technology is not integrated in post-compulsory secondary education. The digital natives who are in classrooms require an education aimed at achieving the educational objectives and the acquisition of skills collected in the curriculum of the post-compulsory education, but at the same time they claim an education that enables them to face the challenges that presents the society in the 21st century and thus be able to participate in an active way in its transformation. This article contains the results of a survey, completed by 390 students enrolled in the Bachelor of Arts, conducted to learn about the perceptions of the pedagogical usefulness of Immersive Virtual Reality. The results show that students have used this technology, but not as an educational tool in the classroom. However, they consider that its use can have a positive effect on their teaching-learning process and qualify it as an ideal tool to complement their learning even outside formal educational institutions. The application of Immersive Virtual Reality as a stimulating tool for learning poses significant challenges to educational institutions in the short term

2 citations


01 Jan 2020
Abstract: espanolSe presenta el caso clinico de un adolescente de 13 anos, estudiante de secundaria, con una fobia especifica de tipo animal, a las avispas (DSM-5). Se realizo un diseno de caso unico A-B con seguimiento y se realizo un tratamiento de exposicion progresiva. La evaluacion incluyo los cuestionarios FSSC-R, STAI-E/R, FSQ-avispas y EI y un test de evitacion conductual multimedia en el que se tomaron medidas de ansiedad subjetiva y de tasa cardiaca ante los diversos estimulos presentados. La intervencion duro seis sesiones con cuatro fases de exposicion multimedia: fotografias, videos, avispas simuladas y avispas reales. Se observo un descenso en las puntuaciones de los cuestionarios especificos de ansiedad y de las valoraciones subjetivas de ansiedad a lo largo de las sesiones. No hubo cambios en la tasa cardiaca. El seguimiento a los 9 y a los 16 meses mostro que se mantenian los resultados obtenidos con la terapia. El tratamiento resulto con exito y al terminar el adolescente podia estar sin paralizarse y sin sentir ansiedad frente a las avispas reales. EnglishThe clinical case of a 13-year-old high school student with wasp phobia is presented; its characteristics would correspond to a diagnosis of specific phobia of animal type (DSM-5). An A-B single case design with follow-up was performed, and a progressive exposure treatment was performed in different phases. A prepost assessment was also performed with the specific questionnaires (FSS-R, STAIE/R, FSQ-wasp, and EI) and a multimedia behavioural avoidance test in which measures of subjective anxiety and heart rate were taken during the stimuli presentations. The intervention was designed to run for six sessions in four phases of multimedia exposition: photographs, videos, simulated and real wasps. The results showed a decrease in the scores of specific anxiety questionnaires, also the subjective assessment of anxiety progressively decreased throughout the sessions. There was no change in heart rate. A follow-up was also carried out at 9 and 16 months, where the results obtained with the therapy were maintained. The treatment was successful and at the end the adolescent could be confronted with real wasps without being paralysed or anxious.

2 citations


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TL;DR: In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized.
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