Brooke A. Finley, PhD, DNP, PMHNP-BC, RN, CARN-AP is a psychoanalytic psychotherapist and doctorally-prepared, dual board-certified psychiatric mental health and addiction nurse practitioner who specializes in helping people live fully without psychiatric medication. Currently, she has a private practice in New York State where she conducts in-person individual and group psychotherapy while providing high-quality virtual mental health care to patients across the United States. Dr. Finley truly enjoys deeply understanding clients and helping them live meaningful, deep, rich, and satisfying lives.
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Figure 1. VR hardware and in-game views. (A) HTC Vive headset, hand controllers, and sensors. (B) A third-person outside view and first-person inside view of Wordplay VR. An individual donned the wireless headset and held a controller in each hand. HTC Vive trackers were worn on the feet and the lower back. Participants' movement was tracked in real time and presented in VR using an avatar. (C) In-game views of the avatar, virtual obstacles, and solution letters during gameplay.
The specifications in the design brief aimed to (1) address specific functional limitations of people with PD, (2) integrate gameplay features that provide a low barrier to use, (3) motivate the patient, (4) stimulate a desire for replaying, and (5) incorporate principles of motor skill learning. In the second stage, we selected, created, and combined key hardware and software assets to produce a unique system with a corresponding set of mobility training tasks. This system allows people with PD to practice tasks such as walking, reaching, turning, obstacle negotiation, and problem-solving in a fully immersive, 3D virtual environment.
VR hardware and in-game views. (A) HTC Vive headset, hand controllers, and sensors. (B) A third-person outside view and first-person inside view of Wordplay VR. An individual donned the wireless headset and held a controller in each hand. HTC Vive trackers were worn on the feet and the lower back. Participants' movement was tracked in real time and presented in VR using an avatar. (C) In-game views of the avatar, virtual obstacles, and solution letters during gameplay.
Abstract:Safety-focused training is essential for the operation and maintenance concentrated on the reliability of critical infrastructures, such as power grids. This paper introduces and evaluates a system for power substation operational training by exploring and interacting with realistic models in virtual worlds using serious games. The virtual reality (VR) simulator used building information modelling (BIM) from a 115 kV substation to develop a scenario with high technical detail suitable for professional training. This system created interactive models that could be explored using a first-person-perspective serious game in a cave automatic virtual environment (CAVE). Different operational missions could be carried out in the serious game, allowing several skills to be coached. The suitability for vocational training carried out by utility companies was evaluated in terms of usability and engagement. The evaluation used a System Usability Scale (SUS) and a Game Engagement Questionnaire (GEQ) filled by 16 power substation operators demonstrating marginally acceptable usability, with improvement opportunities and high acceptance (by utility technicians) of this system for operation training focused on safety in such hazardous tasks.Keywords: electric power substation; training; immersive virtual reality; building information modelling (BIM); usability test
Methane stored in seabed reservoirs such as methane hydrates can reach the atmosphere in the form of bubbles or dissolved in water. Hydrates could destabilize with rising temperature further increasing greenhouse gas emissions in a warming climate. To assess the impact of oceanic emissions from the area west of Svalbard, where methane hydrates are abundant, we used measurements collected with a research aircraft (FAAM) and a ship (Helmer Hansen) during the Summer 2014, and for Zeppelin Observatory for the full year. We present a model-supported analysis of the atmospheric CH4 mixing ratios measured by the different platforms. To address uncertainty about where CH4 emissions actually occur, we explored three scenarios: areas with known seeps, a hydrate stability model and an ocean depth criterion. We then used a budget analysis and a Lagrangian particle dispersion model to compare measurements taken upwind and downwind of the potential CH4 emission areas. We found small differences between the CH4 mixing ratios measured upwind and downwind of the potential emission areas during the campaign. By taking into account measurement and sampling uncertainties and by determining the sensitivity of the measured mixing ratios to potential oceanic emissions, we provide upper limits for the CH4 fluxes. The CH4 flux during the campaign was small, with an upper limit of 2.5 nmol / m s in the stability model scenario. The Zeppelin Observatory data for 2014 suggests CH4 fluxes from the Svalbard continental platform below 0.2 Tg/yr . All estimates are in the lower range of values previously reported. 2ff7e9595c
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