1,660 research outputs found
Ni–W diffusion barrier: Its influence on the oxidation behaviour of a β-(Ni,Pt)Al coated fourth generation nickel-base superalloy
A Ni–W base diffusion barrier (DB) has been developed to limit interdiffusion between a fourth generation Ni-base superalloy (MCNG) and a Pt-modified nickel aluminide bondcoat. After long term oxidation, the DB layer permits to reduce the Al depletion in the coating and to delay the phase transformations in the coating. But despite this result, the oxidation behaviour of the system with DB is slightly worse than without the DB. This difference may be caused by the addition of S and/orWin the coating of the system with the DB. The DB layer also delays the Secondary Reaction Zone (SRZ) formation. Nevertheless, the propagation of the SRZ is similar in systems with and without a DB, with growth kinetics which are driven by interdiffusion
Transient receptor potential vanilloid type 1 (TRPV1) and neuropeptides in the dorsal root ganglia and spinal cord in a rat model of Bortezomib-induced neuropathy
Virtual Reality as A Time-Dissolving Machine in Distressing Medical Treatments. Current Perspectives and Future Directions
Time is key in medical treatments requiring the patients to undergo unpleasant sensations. This paper examines how virtual reality (VR) could be used to manipulate treatment time, with specific regard to chemotherapy. After reviewing the relevant literature, the paper focusses on «flow» as the optimal temporal condition to be created in distressing medical treatments. Based on the Dynamic Occupation in Time model, it argues that VR applications may induce flow when expressing appropriately high levels of novelty; complexity; skill demand; user engagement; and focus on activity. Lastly, the paper discusses VR applications meeting these requirements and suitable for implementation in chemotherapy
Rendere l'interazione accessibile: realtà virtuale e aumentata per il contatto visivo nell'autismo
People with Autism Spectrum Disorder frequently struggle with eye contact, i.e. the ability to reciprocate another person’s direct look. This restricts their access to social interaction and thus constitutes a considerable barrier to social inclusion. This paper explores the possibility to employ virtual and augmented reality to devise training programs aimed at improving eye contact skills in the population at stake.
The paper starts with a critique of the use of virtual reality, highlighting some of its limitations: most importantly, the discomfort generated by most headsets. Hence, the paper proposes a shift towards augmented reality. By comparing the two technologies, it argues that augmented reality can be perceptually less challenging and less distressing, thus creating more favourable training conditions. Augmented reality, the paper concludes, may become an important component of future interventions targeting social inclusion for people with Autism Spectrum Disorder
Towards an Experience-Based Aesthetics of Virtual Reality: A Case Study on Fear
When developing an aesthetics of VR, it is essential that it remains anchored to concrete objects and actual users’ inclinations and practices. This article provides an example of an “experience-based” aesthetics of VR, presenting the results of a pilot empirical study on fear in VR and discussing it in aesthetic terms. More in particular, the article ventures into two important debates in the field: that around the “paradox of fiction”, and that concerning aesthetic distance. By doing so, the article highlights the fruitfulness of investigating a difficult object like VR, which eludes standard conceptualizations from image and media theory. At the same time, it illustrates how developing a specific aesthetics of VR can contribute in turn to indicate new pathways into long-standing issues in aesthetics as a whole. When developing an aesthetics of VR, it is essential that it remains anchored to concrete objects and actual users’ inclinations and practices. This article provides an example of an “experience-based” aesthetics of VR, presenting the results of a pilot empirical study on fear in VR and discussing it in aesthetic terms. More in particular, the article ventures into two important debates in the field: that around the “paradox of fiction”, and that concerning aesthetic distance. By doing so, the article highlights the fruitfulness of investigating a difficult object like VR, which eludes standard conceptualizations from image and media theory. At the same time, it illustrates how developing a specific aesthetics of VR can contribute in turn to indicate new pathways into long-standing issues in aesthetics as a whole
Between the mind and the senses: Jean Mitry’s approach to cinematic consciousness: Toward an idea of the virtual image in the cinema (I)
Representing altered states of consciousness, even through the most phantasmal of technical images, is an inherent contradiction; once we attribute a physical body, i.e. objectivity, to mental images, we deny what Husserl considers their very essence. Jean Mitry draws from this assumption when discussing filmic access to mental states from a phenomenological perspective. The following essay reconsiders Mitry’s contribution with specific reference to the role of projection, technically and metaphorically speaking, in the cinematic technique and imagination; this, with the intention of suggesting some crucial questions for the comparison between the filmic forms of the visible and those inaugurated by the technology of the virtual
Screening the human mind: A Deleuzian approach to altered states of consciousness in cinema history: Toward an idea of the virtual image in the cinema (II)
From its very origins, cinema has demonstrated a particular interest in the representation of altered states of consciousness: memories, visions, nightmares and dreams are a common feature of narrative films and usually interrupt a flow of events by inserting different temporalities in the present of the story. Following the arguments explored by Gilles Deleuze in his groundbreaking works on cinema, this essay will address the issue of how narrative cinema has represented altered states of consciousness. If in early cinema of attractions altered states were represented as physical realities intertwined with the world, classical Hollywood films progressively exorcised the disruptive potential of such images by defining a visual grammar in order to normalize them within the narrative. It will be modern cinema which will focus on this issue in depth, given its new interest in the link between the moving image and the mechanisms of thought. In this regard, the essay will in conclusion address the hallucinations experienced by Isak Borg in Bergman’s Wild Strawberries, a complex and highly illuminating case of various forms of altered mental states
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