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Träfflista för sökning "WFRF:(Riva Giuseppe) srt2:(2010-2014)"

Sökning: WFRF:(Riva Giuseppe) > (2010-2014)

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1.
  • Asciutto, Giuseppe, et al. (författare)
  • Long-term progression of contralateral carotid artery disease after endarterectomy: is there a need for Duplex surveillance?
  • 2012
  • Ingår i: International Angiology. - 1827-1839. ; 31:4, s. 361-367
  • Tidskriftsartikel (refereegranskat)abstract
    • AIM: The aim of this paper was to define the incidence of disease progression of the contralateral internal carotid artery (CICA) in patients undergoing carotid endarterectomy (CEA) and to identify factors influencing disease progression. METHODS: Patients from our primary catchment area that had undergone CEA between 2002 and 2005 were included. The study cohort was divided in four groups based on the preoperative stenosis grade (normal ICA <40%, N.=56; mild 40-60%, N.=41; moderate 61-80%, N.=12; severe 81-99%, N.=7). Patients initially planned or already submitted to contralateral CEA or with contralateral occlusion were excluded. RESULTS: One hundred and seventeen patients were analysed. Disease progression occurred in 13 (11%) patients after a mean of 47.6 months (SD 1.6 months). A moderate preoperative CICA stenosis was associated with disease progression (P=0.017). Late neurologic events referable to the CICA independently of progression occurred in 13 (11%) patients. There were 4 (30.7%) events in the 13 carotids with progression and only 9 (7%) in the 117 without progression (P=0.060). .Moderate and severe preoperative CICA stenosis and renal insufficiency were associated with postoperative ipsilateral neurological symptoms (P=0.001 and 0.009, respectively). CONCLUSION: Disease progression of the CICA after CEA is not uncommon. The preoperative degree of CICA stenosis is related to subsequent disease progression and to the occurrence of symptoms. More studies are needed to identify risk factors influencing the progression of ICA disease.
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  • Gaudio, Santino, et al. (författare)
  • Nonvisual Multisensory Impairment of Body Perception in Anorexia Nervosa : A Systematic Review of Neuropsychological Studies
  • 2014
  • Ingår i: PLOS ONE. - : Public Library of Science (PLoS). - 1932-6203. ; 9:10, s. e110087-
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Body image distortion is a central symptom of Anorexia Nervosa (AN). Even if corporeal awareness is multisensory majority of AN studies mainly investigated visual misperception. We systematically reviewed AN studies that have investigated different nonvisual sensory inputs using an integrative multisensory approach to body perception. We also discussed the findings in the light of AN neuroimaging evidence. Methods: Pub Med and PsycINFO were searched until March, 2014. To be included in the review, studies were mainly required to: investigate a sample of patients with current or past AN and a control group and use tasks that directly elicited one or more nonvisual sensory domains. Results:Thirteen studies were included. They studied a total of 223 people with current or past AN and 273 control subjects. Overall, results show impairment in tactile and proprioceptive domains of body perception in AN patients. lnteroception and multisensory integration have been poorly explored directly in AN patients. A limitation of this review is the relatively small amount of literature available. Conclusions: Our results showed that AN patients had a multisensory impairment of body perception that goes beyond visual misperception and involves tactile and proprioceptive sensory components. Furthermore, impairment of tactile and proprioceptive components may be associated with parietal cortex alterations in AN patients. Interoception and multisensory integration have been weakly explored directly. Further research, using multisensory approaches as well as neuroimaging techniques, is needed to better define the complexity of body image distortion in AN. Key Findings: The review suggests an altered capacity of AN patients in processing and integration of bodily signals: body parts are experienced as dissociated from their holistic and perceptive dimensions. Specifically, it is likely that not only perception but memory, and in particular sensorimotor/proprioceptive memory, probably shapes bodily experience in patients with AN.
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4.
  • Riva, Giuseppe, et al. (författare)
  • Being Present in a Virtual World
  • 2013
  • Ingår i: The Oxford handbook of virtuality. - Oxford : Oxford University Press. - 9780199826162 ; , s. 205-221
  • Bokkapitel (refereegranskat)abstract
    • This chapter examines the concept of presence in a virtual world. It discusses recent findings of cognitive sciences research to offer a broader definition of presence. It suggests that presence is not the same as consciousness and discusses the three critical features of presence that cannot be explained by other cognitive processes. These include the ability of presence to allow the evolution of the self through the incorporation of tools and the role of presence in providing feedback to the self about the status of its activity. This chapter also explains that presence is an intuitive process.
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  • Riva, Giuseppe, et al. (författare)
  • From intention to action : the role of presence
  • 2011
  • Ingår i: New ideas in psychology. - Oxford : Elsevier. - 0732-118X .- 1873-3522. ; 29:1, s. 24-37
  • Tidskriftsartikel (refereegranskat)abstract
    • Recent research in neuroscience has tried to understand human action from two different but converging perspectives: the cognitive and the volitional. On one side, cognitive studies analyze how action is planned and controlled in response to environmental conditions. On the other side, volitional studies analyze how action is planned and controlled by a subject's needs, motives and goals. In this paper we suggest that the notion of presence may be the missing link between these two approaches, explaining how can we differentiate between perception, action and concepts.In particular, a consideration of presence can explain how can we distinguish between a perceived action, a planned or an executed one. We argue that the evolutionary role of presence is the control of agency through the unconscious separation of “internal” and “external” and the enaction/reenaction of intentions.The model makes sense in terms of evolutionary psychology and is beginning to be supported by evidence of the neural and other physical correlates of action, imitation and self-monitoring. Another strength of this model is that it provides testable predictions about how to improve the experience of presence in media: maximal presence in a mediated experience arises from an optimal combination of form and content, able to support the intentions of the user.
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  • Riva, Giuseppe, et al. (författare)
  • Interacting with Presence : HCI and the sense of presence in computer-mediated environments
  • 2014. - 1
  • Bok (refereegranskat)abstract
    • Our experience of using and interacting with the newest computer information technologies is profoundly affected by the extent to which we feel ourselves to be really ‘present’ in the computer-mediated world that the technology makes available to us. This feeling, which is described as 'Presence’, is the “feeling of being inside the mediated world”. It is a crucial and increasingly necessary element in both design and usage of many recent and developing interactive technologies. In the same way that ‘feeling present’, or consciously ‘being there’, in the physical world around us is based upon perception, physical action and activity in that world, so the feeling of presence in a technologically-mediated environment is a function of the possibilities for interaction. Unlike the physical world, the extent to which presence is experienced in an interactive context can be manipulated by design. For example, by linking the display of appropriate information directly to movements of the body of the interacting person, the illusion of flying, or swimming underwater, or walking in a wide variety or seemingly-real places – all actually generated by the technology. Interacting with Presence provides an introduction and overview of the increasingly important topic of mediated presence or tele-presence – which is the compelling illusion of being physically located in a computer-generated or augmented world. This timely edited volume presents a range of theoretic perspectives and empirical evidence casting new light on understanding and designing for presence in interaction. Because of its experiential impact on the user, presence is emerging as a key concept for understanding and predicting developments in diverse areas such as interactive entertainment, gaming, psychotherapy, education, scientific visualization, sports training and rehabilitation, and many more.
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7.
  • Riva, Giuseppe, et al. (författare)
  • Introduction : editor's introduction to interacting with presence
  • 2014
  • Ingår i: Interacting with presence. - Warsaw : Walter de Gruyter. - 9783110409697 ; , s. 1-8
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • This volume arose from a longstanding conviction that our subjective experienceof information technology is profoundly affected by the extent to which we feelourselves to be really present in the mediated worlds that the technology makesavailable to us. ‘Presence’ is just this “feeling of being inside the mediated world”.It is a crucial and increasingly necessary element in both design and usage ofmany recent and developing interactive technologies. In the same way that ‘feelingpresent’, or consciously ‘being there’, in the physical world around us is based uponperception, physical action and activity in that world, so the feeling of presencein a technologically-mediated environment is a function of the possibilities forinteraction.
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  • Sjölie, Daniel, 1977- (författare)
  • Human brains and virtual realities : Computer-generated presence in theory and practice
  • 2013
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • A combined view of the human brain and computer-generated virtual realities is motivated by recent developments in cognitive neuroscience and human-computer interaction (HCI). The emergence of new theories of human brain function, together with an increasing use of realistic human-computer interaction, give reason to believe that a better understanding of the relationship between human brains and virtual realities is both possible and valuable. The concept of “presence”, described as the subjective feeling of being in a place that feels real, can serve as a cornerstone concept in the development of such an understanding, as computer-generated presence is tightly related to how human brains work in virtual realities.In this thesis, presence is related both to theoretical discussions rooted in theories of human brain function, and to measurements of brain activity during realistic interaction. The practical implications of such results are further developed by considering potential applications. This includes the development and evaluation of a prototype application, motivated by presented principles.The theoretical conception of presence in this thesis relies on general principles of brain function, and describes presence as a general cognitive function, not specifically related to virtual realities. Virtual reality (VR) is an excellent technology for investigating and taking advantage of all aspects of presence, but a more general interpretation allows the same principles to be applied to a wide range of applications.Functional magnetic resonance imaging (fMRI) was used to study the working human brain in VR. Such data can inform and constrain further discussion about presence. Using two different experimental designs we have investigated both the effect of basic aspects of VR interaction, as well as the neural correlates of disrupted presence in a naturalistic environment.Reality-based brain-computer interaction (RBBCI) is suggested as a concept for summarizing the motivations for, and the context of, applications building on an understanding of human brains in virtual realities. The RBBCI prototype application we developed did not achieve the set goals, but much remains to be investigated and lessons from our evaluation point to possible ways forward. A developed use of methods and techniques from computer gaming is of particular interest.
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