Freezing of gait (FOG), an episodic gait disturbance characterized by the inability to generate effective stepping, occurs in more than half of Parkinson's disease patients. It is associated with both executive dysfunction and attention and becomes most evident during dual tasking (performing two tasks simultaneously). This study examined the effect of dual motor-cognitive virtual reality training on dual-task performance in FOG. Twenty community dwelling participants with Parkinson's disease (13 with FOG, 7 without FOG) participated in a pre-assessment, eight 20-minute intervention sessions, and a post-assessment. The intervention consisted of a virtual reality maze (DFKI, Germany) through which participants navigated by stepping-in-place on a balance board (Nintendo, Japan) under time pressure. This was combined with a cognitive task (Stroop test), which repeatedly divided participants' attention. The primary outcome measures were pre- and post-intervention differences in motor (stepping time, symmetry, rhythmicity) and cognitive (accuracy, reaction time) performance during single- and dual-tasks. Both assessments consisted of 1) a single cognitive task 2) a single motor task, and 3) a dual motor-cognitive task. Following the intervention, there was significant improvement in dual-task cognitive and motor parameters (stepping time and rhythmicity), dual-task effect for those with FOG and a noteworthy improvement in FOG episodes. These improvements were less significant for those without FOG. This is the first study to show benefit of a dual motor-cognitive approach on dual-task performance in FOG. Advances in such virtual reality interventions for home use could substantially improve the quality of life for patients who experience FOG.
With the advent of WebGL, plugin-free hardware-accelerated interactive 3D graphics has finally arrived in all major Web browsers. WebGL is an imperative solution that is tied to the functionality of rasterization APIs. Consequently, its usage requires a deeper understanding of the rasterization pipeline. In contrast to this stands a declarative approach with an abstract description of the 3D scene. We strongly believe that such approach is more suitable for the integration of 3D into HTML5 and related Web technologies, as those concepts are well-known by millions of Web developers and therefore crucial for the fast adoption of 3D on the Web. Hence, in this paper we explore the options for new declarative ways of incorporating 3D graphics directly into HTML to enable its use on any Web page. We present declarative 3D principles that guide the work of the Declarative 3D for the Web Architecture W3C Community Group and describe the current state of the fundamentals to this initiative. Finally, we draw an agenda for the next development stages of Declarative 3D for the Web.
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Figure 1: A Virtual World scene featuring several instances of the same robot character, configured to have individual poses and colors. AbstractThe Declarative 3D for the Web initiative by the W3C [W3C 2011] connects 3D content to the Web document, intertwining it with other Web technologies known to millions of Web developers. The goal is to make 3D on the Web more accessible compared to lowlevel APIs such as WebGL. However, all proposals for Declarative 3D for the Web are missing an essential feature: configurable instances of structured 3D models. While instance mechanisms do exist, they all have limited capabilities to configure instances individually.In this paper we present a new approach for configurable instances of 3D models that is integrated into XML3D. Our approach comes with a compact interface, a powerful extension mechanism to handle configurations, and an efficient data structures for efficient instancing. We demonstrate how our instance mechanism simplifies the handling of 3D models in several different application areas, including Virtual Worlds, and provide several performance results for the instancing process.
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