Related Concept Videos

Stereoacuity Improvement using Random-Dot Video Games06:25

Stereoacuity Improvement using Random-Dot Video Games

Presented here is a protocol to improve stereoacuity using gamified perceptual learning software based on random-dot stimuli. Patients are stereo-deficient subjects without strabismus. The protocol combines optometry center visits with home exercises using software. Compliance and stereoacuity evolution are stored in the...
15.0K
Developing a Virtual Reality Video Game to Simulate Rip Currents08:37

Developing a Virtual Reality Video Game to Simulate Rip Currents

Rip currents are among the deadliest meteorological hazards in the United States. In order to demonstrate the proper actions to take when caught in a rip current in a memorable and engaging way, a virtual reality video game is...
6.0K
An Educational Video Demonstration of How to Prone a Critically Ill Intubated Patient07:16

An Educational Video Demonstration of How to Prone a Critically Ill Intubated Patient

Proning a critically ill patient with severe acute respiratory distress syndrome (ARDS) is a complex but beneficial procedure. Excellent communication skills, team work, and multidisciplinary collaboration are critical for patient and staff safety. A standard procedure should be utilized when proning ventilated patients with tubes, drains, and vascular access...
4.6K
Calculating Heart Rate Variability from ECG Data from Youth with Cerebral Palsy During Active Video Game Sessions08:12

Calculating Heart Rate Variability from ECG Data from Youth with Cerebral Palsy During Active Video Game Sessions

This protocol describes a method for calculating Heart Rate Variability (HRV) from electrocardiogram (ECG) waveforms. Waveforms from continuous heart rate (HR) recordings during active video game (AVG) sessions were used to measure the aerobic performance of youth with cerebral palsy...
20.4K
Cognitive Function and Upper Limb Rehabilitation Training Post-Stroke Using a Digital Occupational Training System07:35

Cognitive Function and Upper Limb Rehabilitation Training Post-Stroke Using a Digital Occupational Training System

The current protocol outlines how the VR-based digital occupational training system enhances the rehabilitation of patients with cognitive impairment and upper limb dysfunction following a...
1.9K
Measuring Engagement of Spectators of Social Digital Games14:02

Measuring Engagement of Spectators of Social Digital Games

We propose a methodology that enables measuring engagement of spectators in a social digital game combining physiological and self-reported data. As this digital game involves a group of freely moving people, the experience is filmed using a synchronizing technique that links physiological data with events in the...
3.9K