National Repository of Grey Literature 314 records found  beginprevious235 - 244nextend  jump to record: Search took 0.03 seconds. 
Visual neurorehabilitation by the incomplete spinal cord injury patients
Polák, Alois ; Pánek, David (advisor) ; Pavlů, Dagmar (referee)
The aim of the study: The aim of this work is to find out the possibilities to influence the clinical state of the patients suffering with incomplete spinal cord lesion syndrome with the help of a therapeutic video played through a virtual reality helmet. Methods: The research was conducted with 22 probands (15 males and 7 females) aged between 27 and 76 years (the average age of 55±14 years) from the client of Rehabilitation Centre Kladruby. The probands were divided into two homogenised groups with the same number of members. The control group received a standard rehabilitation programme set by the Rehabilitation Centre. The research group followed the same plan but in addition to this, they were given helmets, and a video with virtual reality was played daily on the total of 30 occasions. The clinical state before conducting the research and after was evaluated using the standard test ASIA impairment scale where the observed transformation was the total of motoric points for the lower limbs. Initial and final examination was conducted by professional and highly trained staff at Kladruby, always doctors. The variance between the initial and the final examination results and the length of stay at the centre were used to set the relative transformation of the clinical state in comparison with the...
Use of augmented reality in media and advertising
Jakubičková, Dominika ; Sládková, Hana (advisor) ; Topinková, Martina (referee)
This bachelor thesis focuses on the phenomenon of augmented reality and its use in media and advertising. The aim of this study is to provide theoretical background of the augmented reality technology, its position in context of media studies and also to gather informations about a practical use in advertising. The first part contains the definitions of augmented reality and related terms, such as virtual reality, augmented display technology, specialized software and portable or mobile computers. I will also add a summary of the historical development in this field of study. The rest of the theoretical section deals with media and advertising characteristics, especially from new media approach, which is characterized by specific attributes of interaction, participation and marketing features. I will also add the relevant data from the quantitative content analysis of advertising campaigns with use of augmented reality. The results will also serve as basis for the summary of characteristic procedures and trends in the field of advertising campaigns.
Active Wii video game system as a form of balance training - pilot study
Reichertová, Simona ; Medunová, Kateřina (advisor) ; Pospíšilová, Mariana (referee)
Introduction: The theoretical part of the thesis summarizes findings from foreign literature on virtual reality and its use in rehabilitation, as well as the possibility of the benefits of active video games as part of balance training, specifically gaming console Nintendo Wii. The practical part is a pilot study to evaluate the effect of balance training in patients with cerebral palsy using this gaming console. Methods: The study included five patients with cerebral palsy, three in the form of spastic hemiparesis, two in the form of spastic triparesis. Patients were aged 8-18 years. Therapy took place on the Nintendo Wii, selecting five games from cd/dvd Wii Fit Plus. Patients underwent a total of 8 treatments with a frequency of once a week. One therapy lasted 20-30 minutes, according to success in individual games. The effect of therapy was evaluated using the Balance Master, specifically through tests Weight / Bearing squat (weight distribution of the lower limbs), mCTSIB (modified test balance sensory interaction) Limits of Stability (CoG sway to the borders of support base), Rhytmic Weight Shift (fast active transfer of CoG), Walk Across, Tandem walk and Step/Quick Turn (walking with a turn). For statistical evaluation and comparison of the results before and after treatment was used...
Virtual reality - aesthetic consequences
Benda, Lubor ; Zuska, Vlastimil (advisor) ; Ševčík, Miloš (referee)
In the present work we study key structural points of the theory of fictional worlds, looking for the similar points in virtual reality worlds and then experimentaly overlaying both sets. Main scope of this study is clear definition of borders between fictional and virtual worlds. At the end, we will see the main differencies as well as an common grounds of fiction and virtual reality, which will be helpful for further aesthetic studies of medium of virtual reality and its contents, the virtual reality worlds.
Human spatial navigation strategies in virtual environments
Hejtmánek, Lukáš ; Vlček, Kamil (advisor) ; Špinka, Marek (referee)
This master thesis presents an overview of psychological and neurological the- ories and research of human navigation, how it works, what systems it con- sists of and what external information it requires to operate. I present several experiments administered in virtual environment which tested the process of accessing two discrete spatial reference frames: allocentric landmark-centred and object-centred. The research tries to answer whether these reference frames interface during the learning phase and whether their access is sim- ultaneous or sequential. Data from my experiment are partially concordant with previous research and imply that the two representations exist inde- pendent of each other. Subjects tend to manifest longer reaction times during the spatial task when they need to change the reference frames in order to provide a correct answer. But the data also suggest that the switch from the object-centred reference frame does not occur prior to the task itself, which is conflicting with previous studies. Possible explanations are discussed. keywords: human navigation, switching, environmental representations, object- centred reference frame, virtual reality 1
Construction of identity through self-portrait in social media era
Čermáková, Alžběta ; Láb, Filip (advisor) ; Jirků, Jan (referee)
This thesis deals with a photographic and social phenomenon of contemporary society - the selfie. The selfie is a variation of photographic self-portrait taken by mobile photocamera. The selfie is a phenomenon because it has become a part of daily life of a huge number of people and started to influence the society throughout all its spheres. It has started to influence the human existence and the way we perceive ourselves. This work tries to examine this unexplored phenomenon from all possible angles. It observes and examines the selfie from the sociological, psychological and also philosophical point of view. The thesis attempts to describe, characterize and define it by using other important terms that communicate with the selfie. The work implants the selfie to the context of social networks and tries to find out its influence on the human behaviour. The work uses qualitative and quantitative methods to provide the insight into the mind of someone who is a keen selfie photographer and by following the results find out possible motivations and consequences that the selfie could have on the human subject. The work offers wide spectrum of theories that provides different explanations of this phenomenon. Powered by TCPDF (www.tcpdf.org)
The use of computer programms in rehabilitation after head and brain injury
Plechatá, Adéla ; Kulišťák, Petr (advisor) ; Stehlík, Luděk (referee)
The theoretical part of the theses deals with options of the use of computer technologies in rehabilitation after head and brain injury. The introductory part outlines the topic of neuropsychological rehabilitation, its rudiments and major models. The following part contains a summary of benefits and disadvantages of computer-assisted rehabilitation and a short familiarization with studies considering efficiency of this approach in rehabilitation. Furthermore, this part contains a list of the most often used professional rehabilitation programms and their area of application. The third section follows up the topic of virtual reality and its advantages over simpler softwares. Moreover, there is also a summary of findings considering its efficiency. The last theoretical chapter describes principles and applications of EEG biofeedback therapy. Studies dealing with the efficiency of neurofeedback in rehabilitation after a traumatic brain injury are shortly mentioned at the end of this chapter. The practical part contains a propposed research project which deals with the effectiveness of neurofeedback in rehabilitation of deficits in attention, memory and executive functions of individuals after a traumatic brain injury. This is an experimental randomized controled study.
Evaluation of therapy cognitive and motor functions with technical equipment
Arimiyawu, Lenka ; Gerlichová, Markéta (advisor) ; Janatová, Markéta (referee)
The thesis evaluates the effect of four-week home therapy using stabilometric platform Nintendo Wii Balance Board and tablet with integrated software HomeBalance in patients with brain injury. Software HomeBalance has been developed for the treatment of balance disorders and cognitive function. Manipulating the platform and the tablet may also develop grip and handling abilities of hand, both will be evaluated in this work as well. The theoretical part describes new trends in rehabilitation of cognitive-motor interference, dual-task therapy and therapy using technological equipments. Methods: A total of 9 subjects underwent four weeks of therapy using a therapeutic set HomeBalance. The control group of 12 subjects received therapy without any technological equipment. Patients participated in the initial examination, home therapy and final examination. As an evaluation of the therapy Mini-BESTest, Timed Up and Go test, Montreal cognitive assessment, 9- hole peg test, and also two games from HomeBalance software and questionnaire assessing satisfaction with therapy have been used. Results: After treatment the whole group improved in only two tests evaluated: in Mini- BESTest and the time of diagnostic scene in HomeBalance software. The research group had statistically better results in both tests...
Balance training in seniors using force platform
Holá, Irena ; Janatová, Markéta (advisor) ; Jeníček, Jakub (referee)
Name: Irena Holá Supervisor: MUDr. Markéta Janatová Opponent: Title of bachelor thesis: Balance training in seniors using force platform. Abstract: This bachelor thesis deals with the issue of balance disorders due to ageing and the usage of the virtual reality in case of these disorders. The aim of this work is to evaluate the effect of home based balance training using the force platform and visual biofeedback. For the objective evaluation the Footscan® system is used. The thesis consists of two parts. Theoretical part summarizes the knowledge related to the balance provision, old age and ageing, involution changes which leads to balance disorders. This part also describes the virtual reality, its usage in rehabilitation and includes several studies of using gaming systems in elderly. In the end of the theoretical part the system which is used in the practical part is described. The practical part describes four weekly home balance training in the form of case reports, charts and graphs. There are analyzing data of seven respondents in the senior age. Results of the work are evaluated and compared with the conclusions of foreign studies. Key words: Virtual reality, aging, geriatric syndromes, balance, force platform, instability

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