1,721,000 research outputs found

    Virtual Reality as A Time-Dissolving Machine in Distressing Medical Treatments. Current Perspectives and Future Directions

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    Time is key in medical treatments requiring the patients to undergo unpleasant sensations. This paper examines how virtual reality (VR) could be used to manipulate treatment time, with specific regard to chemotherapy. After reviewing the relevant literature, the paper focusses on «flow» as the optimal temporal condition to be created in distressing medical treatments. Based on the Dynamic Occupation in Time model, it argues that VR applications may induce flow when expressing appropriately high levels of novelty; complexity; skill demand; user engagement; and focus on activity. Lastly, the paper discusses VR applications meeting these requirements and suitable for implementation in chemotherapy

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    Take a deep breath : Virtual reality and real anxiety

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    The fear of technology works as a sort of Leitmotiv in dystopian narratives, with many examples not only in movies, comics, and science fiction novels, but also in literature and philosophy. Among the technologies that feed dystopian visions of the future, a special role is played by virtual reality (VR), which we broadly identify with any set of devices providing immersive, multisensory, and multimodal experiences, by separating the user from “real reality” and absorbing her/him inside the representation. Is it possible, however, to conceive an alternative scenario, in which a different connection can be configured between VR and negative emotions? Leaving aside the imagery and narratives of the new medium, how does the “real” virtual reality concretely works nowadays? Our main goal in this chapter will be to overturn the anxiety of new technologies by taking into account the use of VR devices precisely in the medical treatment of anxiety. In this regard, two main paradigms of intervention will be outlined and discussed: the first one is grounded in the principle of exposure, it exploits the reproductive capacity of VR, and functions in a transitive way; the second one is grounded in the principle of isolation, it exploits the generative capacity of VR, and functions in an intransitive way

    Sperimentazione di strumenti di preparazione innovativi per ambienti virtuali immersivi. Un caso di studio nella didattica dell’Arte

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    In recent years, the usage of immersive media and Virtual Reality (VR) has become widespread in the education field. VR has been claimed to offer significant benefits in terms of motivation, engagement, and learning outcomes in various disciplines. In this research, we aim to assess the potential of VR in improving the way university students engage with VR art in the classroom. More specifically, we focus on how this technology can be used to provide preliminary knowledge and training for experiencing immersive art, and how this impacts the students’ level of satisfaction, immersion, and engagement. Our results contribute to advancing the scientific debate on the usage of VR in the education field; additionally, they may be useful to artists and curators, by suggesting an innovative way of introducing users to immersive artworks

    Immersioni quotidiane : Vita ordinaria, cultura visuale e nuovi media

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    Il volume esplora elementi della vita ordinaria contemporanea divenuti ai nostri occhi insieme problematici e sorprendenti – identità, corpi, sensi, luoghi, oggetti, immagini – giacché trasformati senza sosta dalle innovazioni della cultura tecno-estetica e visuale dei nuovi media e dalle applicazioni della realtà virtuale e aumentata al mondo in cui siamo immersi. Approfondendo le tante piccole esperienze e pratiche creative, ma anche critiche, oggi possibili nel nostro quotidiano ipermediato, i curatori del volume privilegiano prospettive e strumenti di lettura apertamente inter-, multi- e trans-disciplinari: dall’estetica all’Everyday Aesthetics, dalle teorie all’archeologia dei media, dai Film ai Game Studies

    Going Virtual – But How? Mapping Virtualities in Contemporary Technoculture

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    The increased availability and usage of immersive devices, together with futuristic narratives promoted by technology and media “gurus” and entrepreneurs, has encouraged a strong revival of the notion of virtuality. At first sight, this notion appears straightforward, and its application clearly connected to specific objects and phenomena of our time. On closer inspection, however, confusion starts to arise. The concept of vir-tuality is still in need of in-depth critical examination. The challenge is not much solv-ing highly specific thematic or terminological matters; but rather addressing them while considering their wider frame and background, so that the richness of the virtual is not neglected or depleted. This issue of Aisthesis aims at providing the ground precisely for such an attempt, by gathering contributions with multifarious angles and scope, yet uni-fied by the awareness of the intricacies of “going virtual” today

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
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