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Design of a System to Implement Occupational Stress Studies Trough Wearables Devices and Assessment Tests
(MDPI AG, 2020-08-20)
[Abstract]
Introduction: Stress at work is a factor that has repercussions on both a personal and health level, as well as on productivity at work. Objective: To establish if the wearables are devices capable of determining ...
Virtual Reality Game Analysis for People with Functional Diversity: An Inclusive Perspective
(MDPI AG, 2020-08-20)
[Abstract]
Virtual reality (VR) allows us to simulate everyday life environments with realism and in an immersive environment, with the use of the appropriate hardware. People with functional diversity, either because of ...
Development of Recreational Content with Micro:Bit for Intervention with People with Cerebral Palsy
(MDPI, 2020-09-04)
[Abstract]
This paper presents a project carried out to use games in therapies for people with cerebral
palsy. A Micro:bit board is used to have a friendly interaction between the user and the game.
Through a simple ...
User experience in virtual reality from people with and without disability
(2023-07)
[Abstract] Virtual Reality (VR) is a resource for leisure and participation. Recently, VR applications have been introduced progressively into health interventions. The possibility of being immersed in virtual scenarios ...
Visiting supermarket through virtual reality: an opportunity for rehabilitation of people with disability
(2023-07)
[Abstract] The process of rehabilitation of physical or cognitive skills in people with disabilities can be long, monotonous and unmotivating. Exercises can often involve mechanical and repetitive movements, which can have ...
Application of Adaptive Virtual Environments Through Biofeedback for the Treatment of Phobias
(MDPI AG, 2020-08-25)
[Abstract]
This study proposes solutions to help people with phobias through the use of virtual environments that allow a contact between the subjects and these phobias. Using neurofeedback, the systems, depending on the ...
Analysis and Definition of Data Flows Generated by Bio Stimuli in the Design of Interactive Immersive Environments
(MDPI AG, 2020-08-20)
[Abstract]
This work focuses on interactivity as one of the essential factors for creating immersive
environments, particularly interactivity that generates involuntary responses over which the user
does not have conscious ...
Adicción al atletismo en veteranos: un estudio con variables psicológicas y hábitos de entrenamiento
(Federación Española de Asociaciones de Docentes de Educación Física (FEADEF), 2019)
[Resumen]: El objetivo principal del estudio fue, por un lado, evaluar qué variables de satisfacción intrínseca, percepción y creencias sobre las causas del
éxito en el deporte influían en tener un perfil de adicción ...
Impact of climate on a bike-sharing system. Minutes of use depending on day of the week, month and season of the year
(Universidad de Murcia, 2019)
[Abstract]: In recent years, municipal policies have proliferated aimed at promoting the shared use of bicycles in different
locations in Spain. The objectives of this article are, firstly, to determine if the impact of ...
Soccer training methodology: a coach’s visión
(OVS LLC, 2023)
[Abstract]: Background. Based on the fundamental principles of training, the methodology that each coach develops in the planning of sessions can be effective in improving the performance of their athletes.Study purpose. ...