130,518 research outputs found
Unexpected interventricular septal hematoma after ventricular septal defect closure: Intraoperative echocardiographic early detection
Eur J Echocardiogr. 2007 Oct;8(5):395-7. Epub 2006 Jul 11.
Unexpected interventricular septal hematoma after ventricular septal defect closure: intraoperative echocardiographic early detection.
Padalino MA, Speggiorin S, Pittarello D, Milanesi O, Stellin G.
Source
Pediatric and Congenital Cardiac Surgery Unit, University of Padova, Medical School, Padova, Italy. [email protected]
Abstract
We report a rare case of an interventricular septal hematoma in a 4-month-old infant after patch closure of a membranous ventricular septal defect. Routine intraoperative transesophageal echocardiographic monitoring allowed immediate detection of intraventricular hematoma that was promptly treated by simple needle drainage after weaning off cardiopulmonary bypass. Patient's postoperative clinical course was uneventful.
PMID:
16839820
[PubMed - indexed for MEDLINE
Modelling Complex User Experiences in Distributed Interaction Environments
The focus of this work is that of the so-called mixed reality domain, where interaction is increasingly becoming a complex matter in which the user navigates the different locations of a 3D virtual or real world, manipulates objects and accesses content with different degrees of heterogeneity and synchronization. In order to control such complexity we specify the 3D environment by a multilevel control finite state machine using the state-charts notation and we model the interaction with the environment and the multimedia content communicated to the user through the concepts of experience process and experience pattern. A set of distributed software agents log and process data related to the user experience for controlling interaction and data presentation at run-time
Model-based Specification of Virtual Interaction Environments
This paper discusses a model-based approach to the design of complex interaction environments like virtual worlds, mixed and augmented reality. The environment a user interacts with is seen as a virtual environment populated by virtual entities, created and maintained active by a program interpreted by the computer, which can be described by specking the behavior of the population. The specification of the behavior occurs along three dimensions: I) programming languages to specify system computations; 2) user activity languages to speck user activities; 3) perceptual languages to deal with the physical characteristics of the messages from the machine to the user. These dimensions define an interaction modeling space which constitutes the frame in which the virtual environment is specified
Toward a Model-Based Approach to the Specification of Virtual Reality Environments
An approach to the specification of a Virtual Reality (VR) interactive environment is presented, which merges and generalizes two methods recently proposed in the literature: the PCL characteristic pattern approach to WIMP system design and the Interaction Locus approach to interactive navigation in 3-D virtual spaces. The merging of the two points of view allows the refinement of the model of interaction of a user with a virtual environment and leads to the definition of "real" and "virtual" characteristic pattern, which the discussion shows to be an important concept for the designer to properly undertake the design of complex virtual reality systems
Legitimate lies: The relationship between omission, commission, and cheating
Across four experiments, we show that when people can serve their self-interest, they are more likely to refrain from reporting the truth (lie of omission) than actively lie (lie of commission). We developed a novel online “Heads or Tails” task in which participants can lie to win a monetary prize. During the task, they are informed that the software is not always accurate, and it might provide incorrect feedback about their outcome. In Experiment 1, those in the omission condition received incorrect feedback informing them that they had won the game. Participants in commission condition were correctly informed that they had lost. Results indicated that when asked to report any errors in the detection of their payoff, participants in the omission condition cheated significantly more than those in the commission condition. Experiment 2 showed that this pattern of results is robust even when controlling for the perceived probability of the software error. Experiments 3 and 4 suggest that receiving incorrect feedback makes individuals feel more legitimate in withholding the truth, which, in turn, increases cheating
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