首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 0 毫秒
1.
2.
Falls and fall-related injuries are a major problem for elderly persons. Most falls occur during walking and turning, and the risk of falling increases when attention is diverted to something besides walking. It is often difficult to standardize methods for testing balance and fall tendency in a clinically relevant setting. We describe the development of a system using a virtual environment (VE) to assess how attention demanding and unexpected events influence a person's capacity to control balance and movement. The hardware in the system consists of a head-mounted display (HMD), a magnetic tracker system, and two SGI computers. The software consists of the image generation of the VE and the management and visualization of motion tracking data. In a preliminary pilot study eight subjects (age 23-80) participated. Each subject walked on a normal floor and was visually presented a familiar outdoor environment in the HMD. They were exposed to different unexpected events, such as a virtual snowfall and tilting of the VE. Disturbances of balance and walking patterns such as changes in speed, stride length and balance reactions like slipping were observed. Two subjects experienced symptoms of cyber sickness with a SSQ score above 25 points. Walking with sensors only did not affect walking time, but in VE the subjects generally walked more slowly. Virtual tilting of the environment had an impact on balance performance during walking. This effect was not observed while the test subjects were walking in a virtual snowfall. The model needs further development but may hold a potential for clinical use.  相似文献   

3.
4.
本文追溯了日、韩两国民族主义问题之间的关系,特别聚焦于朝鲜海峡两岸地方政府的行为。日韩关系虽已迅速改善,但仍存有一些摩擦和紧张。对于两国来说,历史教科书问题和利扬库尔岩(日语为竹岛,韩语为独岛)问题被视为最大的难题。通过分析地方政府在历史教科书问题上的前后行为变化,本文阐述了地方政府在日韩关系中的重要作用。  相似文献   

5.
This qualitative study investigated online interpersonal trust formation in knowledge-sharing (KS) practice, with emphasis on the interplay between the physical and virtual social contexts. Data were collected during a 6-month period from phenomenological interviews of 49 elementary and junior high school teachers who used a Web-based knowledge management system (KMS) to share their knowledge. Interpretive analysis revealed three important facets of the interpersonal trust formation process in using Web-based KMS: (a) the social role of the teachers, (b) the rigid and tight professional community, and (c) the keys to breaking through. Results of this study can lead to a better understanding of how an individual's perception is shaped and to what extent social factors affect knowledge-sharing practice in virtual communities. In addition to the practical implications to those who intend to manage knowledge-intensive activities, our study demonstrates the relevance of phenomenology for trust in KS research and provides a new way of viewing knowledge management problems in terms of human consciousness.  相似文献   

6.
In two experiments, we investigated the stabilizing influence of vision on human upright posture in real and virtual environments. Visual stabilization was assessed by comparing eyes-open with eyes-closed conditions while subjects attempted to maintain balance in the presence of a stable visual scene. Visual stabilization in the virtual display w as reduced, as compared wit hreal-world viewing. Th is differencewas partially accountedfor by the reduced field of view in the virtual display. When the retinal flow inthe virtual display wasremoved by using dynamic random-dot stereograms with single-frame lifetimes (cyclopean stimuli), vision did notstabilize posture. There was also an overall larger stabilizing influence of vision when more unstable stances were adopted (e.g., one-foot, as compared with side-by-side, stance). Reducing the graphics latency of the virtual display by 63% did not increase visual stabilization in the virtual display. Other visual and psychological differences between real and virtual environments are discussed.  相似文献   

7.
8.
9.
This paper makes a plea for examining New Religious Movements (NRMs), including the New Age Movement, in terms of contrasting modes of social organisation. NRMs share such contrasting modes with other societies well outside the Western industrial-capitalist world, notably hunting and gathering societies. This means that theoretical discussion relating to the social forms of hunter-gatherers can enlighten the social forms of NRMs. The paper demonstrates the ethnographic similarities between NRMS and hunter-gatherers in relation to the social dimensions of egalitarianism and hierarchy. Egalitarianism as a counter-cultural strategy of opposition is then explicated according to Boehm's idea of reverse dominance. Hierarchy, among NRMs organised quite differently from ‘mainstream’ hierarchy, is meanwhile explicated in terms of distinctive space-time circumstances of social aggregation where people are constricted on limited areas of territory. In counter-cultural strategies, it is concluded, egalitarianism amounts to a ‘witnessing’ opposition, while hierarchy amounts to a ‘symbolic’ opposition.  相似文献   

10.
11.
12.
Stroke is one of the leading causes of death and disability worldwide. Its prevalence calls for innovative rehabilitation methods. The Rutgers Arm is a novel upper extremity rehabilitation system consisting of a low-friction table, three-dimensional (3D) tracker, custom forearm support, PC workstation, library of Java 3D virtual reality (VR) exercises, clinical database module, and a tele-rehabilitation extension. The system was tested on a chronic stroke subject, under local and tele-rehabilitation conditions, over 5 weeks of training. Results show improvements in arm motor control and shoulder range of motion, corresponding to improved Fugl-Meyer test scores. Exercise duration, level of difficulty, and patient motivation were maintained under tele-rehabilitaion. A 1-week retention trial showed that gains were maintained.  相似文献   

13.
eQuest is an online program that guides participants through a variety of online activities in order to help them address some specific personal issue, as well as encourage self-insight on a broader level. These activities include locating and evaluating information, joining discussion/support groups, establishing one-on-one relationships with knowledgeable people, experimenting with different types of online communication, utilizing and evaluating online psychological tests, creating a personal web page, and experimenting with freeform browsing techniques. eQuest stimulates integrated learning by encouraging people to compare and combine what they discover in these different online activities, and to bring their online and offline lifestyles together. It includes educational/therapeutic exercises to help people prepare for and benefit from these activities. Unlike traditional forms of clinical intervention, in which a professional "does" psychotherapy with a client, the eQuest consultant assists people through the program, helps them evaluate their experiences, and encourages the integration process. Underlying all these therapeutic activities is a philosophy that advocates the therapeutic value of developing an online lifestyle and integrating it into one's offline life, while also recognizing the potential pitfalls of cyberspace.  相似文献   

14.
This study examines the differences in openness, conscientiousness, and extraversion between online game players and nonplayers using a student sample. The matched sample comprised 130 pairs of students, who are paired in gender and age. The results indicate that online game players reported higher scores in openness, conscientiousness, and extraversion than did nonplayers.  相似文献   

15.
The so-called foot-in-the-door and door-in-the-face techniques have been generally considered as procedures which may consistently influence others' behavior. This study compared efficiency (in terms of compliance rates with various target requests) of both techniques using meta-analysis. It is based on the accumulated studies directly comparing foot-in-the-door (n=22, subjects= 1581) and door-in-the-face (n=22, subjects= 1611) under a similar target request. Analysis indicated no significant differences in efficiency between the paradigms.  相似文献   

16.
Scientific literature shows that anxiety is an important factor in eating disorders. The aim of this case-control study was to compare the anxiety manifestations obtained by means of the Anxiety Situations and Responses Inventory of in a clinical sample of 74 females (46, anorexia nervosa; 28, bulimia) to those obtained by a control group (130 girls without disorders). The between-group ANOVA results showed higher anxiety scores in the clinical group with a medium effect size for the anxiety trait, finding a flat profile (within-group ANOVA) for the three response systems (cognitive, physiological and motor) and the four specific anxiety traits (test, interpersonal, phobic, and daily life situations). Moreover, high scores in anxiety involved a greater risk of being diagnosed with an eating disorder in the 8 bivariate comparisons. The estimations were more precise for cognitive anxiety and for the specific interpersonal anxiety trait.  相似文献   

17.
18.
Every day, millions of users interact in real-time via avatars in online environments, such as massively-multiplayer online role-playing games (MMORPGs). These online environments could potentially be unique research platforms for the social sciences and clinical therapy, but it is crucial to first establish that social behavior and norms in virtual environments are comparable to those in the physical world. In an observational study of Second Life, a virtual community, we collected data from avatars in order to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs). Our results showed that established findings of IPD and eye gaze transfer into virtual environments: (1) male-male dyads have larger IPDs than female-female dyads, (2) male-male dyads maintain less eye contact than female-female dyads, and (3) decreases in IPD are compensated with gaze avoidance as predicted by the Equilibrium Theory. We discuss implications for users of online games as well as for social scientists who seek to conduct research in virtual environments.  相似文献   

19.
20.
This study examined the downloader cognitive structures toward Web service quality and the downloader ethical attitudes across various levels of participation in a virtual community. Using four types of free downloads as the research subjects, the researcher found that the users in different participation degrees have different perception preferences. Owners of the free downloading Web sites can use the findings of this study to develop effective Web marketing strategies.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号