Background: Emergency department (ED) crowding is a major patient safety concern and has a negative impact on healthcare systems and healthcare providers. We hypothesized that it would be feasible to control crowding by employing a multifaceted approach consisting of systematically fast-tracking patients who are mostly not in need of a hospital stay as assessed by an initial nurse and treated by decision competent physicians.
Methods: Data from 120,901 patients registered in a secondary care ED from the 4t quarter of 2021 to the 1st quarter of 2024 was drawn from the electronic health record's data warehouse using the SAP Web Intelligence tool and processed in the Python programming language.
IEEE Comput Graph Appl
January 2024
This article examines the choices between sitting and standing in virtual reality (VR) experiences, addressing conflicts, challenges, and opportunities. It explores issues such as the risk of motion sickness in stationary users and virtual rotations, the formation of mental models, consistent authoring, affordances, and the integration of embodied interfaces for enhanced interactions. Furthermore, it delves into the significance of multisensory integration and the impact of postural mismatches on immersion and acceptance in VR.
View Article and Find Full Text PDFVection is typically defined as the embodied illusion of self-motion in the absence of real physical movement through space. Vection can occur in real-life situations (e.g.
View Article and Find Full Text PDFPhysical walking is often considered the gold standard for VR travel whenever feasible. However, limited free-space walking areas in the real-world do not allow exploring larger-scale virtual environments by actual walking. Therefore, users often require handheld controllers for navigation, which can reduce believability, interfere with simultaneous interaction tasks, and exacerbate adverse effects such as motion sickness and disorientation.
View Article and Find Full Text PDFPrevious research has shown the positive effects of exposure to real and virtual nature. To investigate how such benefits might generalize to ever-more-prevalent virtual workplaces, we examined the effects of the absence or presence of virtual plants in an office environment in Virtual Reality (VR) on users' cognitive performance and psychological well-being. The results of our user study with 39 participants show that in the presence of virtual plants, participants performed significantly better in both short-term memory and creativity tasks.
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