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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
TL;DR: In this paper, the effects on the balance, attention, visuomotor coordination, discomfort and anxiety after the use of a videogame with virtual reality have been analyzed and recommended for people using too much time virtual reality.
Abstract: Side-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.

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21 Sep 2016
TL;DR: Anhelo as discussed by the authors is a proyecto intenta mejorar la salud emocional de los adultos mayores, intenting to incrementa the memoria colectiva of una region en particular.
Abstract: En muchas ocasiones hemos escuchado a nuestros abuelos contar anecdotas de sus vidas y podemos apreciar como el recordar esos momentos los llena de felicidad. Nuestra propuesta toma esas anecdotas y las guarda para que sean compartidas en el futuro, incrementando de esta manera la memoria colectiva de una region en particular. “Anhelo” lleva a los adultos mayores y a las personas de otras edades en un viaje emotivo de forma que puedan experimentar otra vez eventos de su ninez, sus aventuras escolares, todos esos momentos importantes en sus vidas. Con la ayuda de la tecnologia el usuario puede viajar en el tiempo y dejar que sus recuerdos sean compartidos. Este proyecto intenta mejorar la salud emocional de los adultos mayores.

1 citations

01 Jan 2014
TL;DR: In this article, the impact of TIC on teenagers, technology dependencies, and other studies which have a psychological approach where habits are analyzed and perception towards technology has been analyzed in the so-called generations X, Y and Z.
Abstract: The actual information and communication society is producing new technologies that have become important elements in the lives of human beings, leading to the presence of a variety of behavioral traits and unexpected psychological disorders in so-called generations “X, Y and Z “, being in the latter which has focused the attention of the present study. The “Z” generation or Net generation shows many changes in human interaction and psychological, such as communication systems and psychological disorders, respectively. Has completed an analytical review of scientific work where theoretical concepts are compared, theory and reality are linked, highlighting the impact of TIC on teenagers, technology dependencies, and other studies which have a psychological approach where habits are analyzed and perception towards technology

1 citations

01 Jan 2015
TL;DR: In this paper, a conjunto de nuevas tecnologias,focalizamos en cuatro que son centrales en la relacion corporal del sujeto conel acto de trabajo.
Abstract: Resumen.En la presenteponencia trabajamos centralmente sobre el problema de la progresivaredefinicion antropologica del trabajo humano producto del desarrollo detecnologias que actuan de manera directa en la relacion cuerpo y real atransformar mediante el proceso de trabajo. Asimismo, presentamos algunasimplicancias subjetivas y objetivas producto de dicha reconfiguracion. Estas nuevas realidades tecnologicas suponenposibilidades ineditas a la efectuacion del acto de trabajo, considerado esteen una compleja interfaz entre cuerpo y tecnologia, colectivos de trabajo,fenomeno organizacional, ordenamiento social y entorno sociopolitico regional yglobal. Del conjunto de nuevas tecnologias,focalizamos en cuatro que son centrales en la relacion corporal del sujeto conel acto de trabajo. Ellas son: a) realidad aumentada aplicada a sistemas deinmersion 3D para el aprendizaje de habilidades; b) Cuevas de InmersionVirtual: llamadas ?CAVE? (de Cave Automatic Virtual Environment), donde elcuerpo fisico es utilizado como joystick para computadoras que copian en tiemporeal todos los movimientos y los traducen en distintas ordenes en espacios desimulacion virtual; c) exoesqueletos que posibilitan la expansion motora de losmovimientos corporales; y d) captacion digital de movimientos corporales parasu reproduccion virtual, lo que implica a su vez, la posibilidad dereproduccion sin fin de actos identicos mediante sistemas roboticos. Todas ellas suponen profundos impactospotenciales en pleno proceso de expansion y pueden sentar las bases de unatransformacion radical en diversos ordenes, proceso ya iniciado aunque demanera todavia marginal: cambios en los sistemas de intercambio, en lasposibilidades de los actos humanos, en la propiedad del acto de trabajo, en laestratificacion social, en la apropiacion diferencial de estas tecnologias.Todo ello supone problematicas sociopoliticas y socioeconomicas sustanciales. En esta ponencia, no obstante pretendemosfocalizarnos en el nudo antropologico de la transformacion de la relacion delsujeto con su propia corporalidad en el acto de trabajo. Las tecnologiasdigitales han ampliado la virtualidad propia del ser humano producto dellenguaje como sistema mediatizador de su vinculo con lo real, y estaamplificacion ha supuesto la posibilidad de que la corporalidad se desprendadel cuerpo fisico que la soporta, extendiendola en multiples espacios virtualesy fisicos de actuacion. Este fenomeno excede al objeto social trabajo, noobstante es en el mismo donde el anclaje transformador manifiesta su mayorpotencia transformadora, abriendo interrogantes acerca del signo de dichatransformacion y un ejercicio prospectivo de las transformaciones queacaeceran.

1 citations


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

  • ...…desarrollos han provenido del estudio del nivel individual de análisis, estudiando las posibilidades biológicas del cuerpo humano para interactuar con máquinas, ampliando su campo de acción a los factores psicológicos de esta interfaz en momentos posteriores (Gerrero Cuevas & Valero Aguayo, 2013)....

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TL;DR: In this article , a usability analysis is conducted to a virtual reality system which will be used as an aid in the physical therapy treatment of patients who live with postural instability caused by their age.
Abstract: In this work, a usability analysis will be conducted to a virtual reality system which will be used as an aid in the physical therapy treatment of patients who live with postural instability caused by their age. The system must present some design features to allow for easy interaction and understanding of the activities to increase the likelihood of reaching the physical therapy objectives. During the evaluation, 37 heuristics focused on virtual immersion environments will be used, and some playability tests paired with post-test interviews will be conducted. The goal is to design a system that will help reduce the possible negative effects that are normally associated with the use of virtual reality since they can cause physical discomfort or reduce the efficacy of the treatment that patients must follow. In this document, the case study, the testing method, and the design of the tools used for the tests are presented.
Journal ArticleDOI
TL;DR: A qualitative study was developed to show if through the videogame, learning is promoted in the student regarding the transit between the semiotic registries considered, finding positive results and growth opportunities of the proposal.
Abstract: We present the results of a research whose objective was to promote visualization skills in engineering students of the Technological Institute of Cd. Guzman, in the appropriation of the concept of quadratic surfaces. For which, it is proposed the implementation of a serious videogame called "Quadratic Identity" where the student related two records of semiotic representation of said concept, designed in an immersive virtual reality environment and based on the user-centered methodology for its design, considering both the concepts of gamification, those proposed by serious video games. The user must have access, before playing, the theoretical part of the mathematical concepts treated and then play to evaluate this theory. A qualitative study was developed to show if through the videogame, learning is promoted in the student regarding the transit between the semiotic registries considered, finding positive results and growth opportunities of the proposal.
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TL;DR: The aetiology of the effects is sufficiently different to that for simulators or transport systems to justify a new term, virtual reality-induced symptoms and effects (VRISE).
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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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