ERIC Educational Resources Information Center
Dickey, Michele D.
2005-01-01
Three-dimensional virtual worlds are an emerging medium currently being used in both traditional classrooms and for distance education. Three-dimensional (3D) virtual worlds are a combination of desk-top interactive Virtual Reality within a chat environment. This analysis provides an overview of Active Worlds Educational Universe and Adobe…
Full Immersive Virtual Environment Cave[TM] in Chemistry Education
ERIC Educational Resources Information Center
Limniou, M.; Roberts, D.; Papadopoulos, N.
2008-01-01
By comparing two-dimensional (2D) chemical animations designed for computer's desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVE[TM] we studied how virtual reality environments could raise student's interest and motivation for learning. By using the 3ds max[TM], we can visualize…
ERIC Educational Resources Information Center
Bouras, Christos; Triglianos, Vasileios; Tsiatsos, Thrasyvoulos
2014-01-01
Three dimensional Collaborative Virtual Environments are a powerful form of collaborative telecommunication applications, enabling the users to share a common three-dimensional space and interact with each other as well as with the environment surrounding them, in order to collaboratively solve problems or aid learning processes. Such an…
Exploring the User Experience of Three-Dimensional Virtual Learning Environments
ERIC Educational Resources Information Center
Shin, Dong-Hee; Biocca, Frank; Choo, Hyunseung
2013-01-01
This study examines the users' experiences with three-dimensional (3D) virtual environments to investigate the areas of development as a learning application. For the investigation, the modified technology acceptance model (TAM) is used with constructs from expectation-confirmation theory (ECT). Users' responses to questions about cognitive…
ERIC Educational Resources Information Center
Chen, Chwen Jen; Fauzy Wan Ismail, Wan Mohd
2008-01-01
The real-time interactive nature of three-dimensional virtual environments (VEs) makes this technology very appropriate for exploratory learning purposes. However, many studies have shown that the exploration process may cause cognitive overload that affects the learning of domain knowledge. This article reports a quasi-experimental study that…
ERIC Educational Resources Information Center
Jacob, Laura Beth
2012-01-01
Virtual world environments have evolved from object-oriented, text-based online games to complex three-dimensional immersive social spaces where the lines between reality and computer-generated begin to blur. Educators use virtual worlds to create engaging three-dimensional learning spaces for students, but the impact of virtual worlds in…
Simulating Geriatric Home Safety Assessments in a Three-Dimensional Virtual World
ERIC Educational Resources Information Center
Andrade, Allen D.; Cifuentes, Pedro; Mintzer, Michael J.; Roos, Bernard A.; Anam, Ramanakumar; Ruiz, Jorge G.
2012-01-01
Virtual worlds could offer inexpensive and safe three-dimensional environments in which medical trainees can learn to identify home safety hazards. Our aim was to evaluate the feasibility, usability, and acceptability of virtual worlds for geriatric home safety assessments and to correlate performance efficiency in hazard identification with…
Virtual Education: Guidelines for Using Games Technology
ERIC Educational Resources Information Center
Schofield, Damian
2014-01-01
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…
Social Presence and Motivation in a Three-Dimensional Virtual World: An Explanatory Study
ERIC Educational Resources Information Center
Yilmaz, Rabia M.; Topu, F. Burcu; Goktas, Yuksel; Coban, Murat
2013-01-01
Three-dimensional (3-D) virtual worlds differ from other learning environments in their similarity to real life, providing opportunities for more effective communication and interaction. With these features, 3-D virtual worlds possess considerable potential to enhance learning opportunities. For effective learning, the users' motivation levels and…
A Virtual Education: Guidelines for Using Games Technology
ERIC Educational Resources Information Center
Schofield, Damian
2014-01-01
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Computer Vision Assisted Virtual Reality Calibration
NASA Technical Reports Server (NTRS)
Kim, W.
1999-01-01
A computer vision assisted semi-automatic virtual reality (VR) calibration technology has been developed that can accurately match a virtual environment of graphically simulated three-dimensional (3-D) models to the video images of the real task environment.
Simulation fidelity of a virtual environment display
NASA Technical Reports Server (NTRS)
Nemire, Kenneth; Jacoby, Richard H.; Ellis, Stephen R.
1994-01-01
We assessed the degree to which a virtual environment system produced a faithful simulation of three-dimensional space by investigating the influence of a pitched optic array on the perception of gravity-referenced eye level (GREL). We compared the results with those obtained in a physical environment. In a within-subjects factorial design, 12 subjects indicated GREL while viewing virtual three-dimensional arrays at different static orientations. A physical array biased GREL more than did a geometrically identical virtual pitched array. However, addition of two sets of orthogonal parallel lines (a grid) to the virtual pitched array resulted in as large a bias as that obtained with the physical pitched array. The increased bias was caused by longitudinal, but not the transverse, components of the grid. We discuss implications of our results for spatial orientation models and for designs of virtual displays.
Hu, Jian; Xu, Xiang-yang; Song, En-min; Tan, Hong-bao; Wang, Yi-ning
2009-09-01
To establish a new visual educational system of virtual reality for clinical dentistry based on world wide web (WWW) webpage in order to provide more three-dimensional multimedia resources to dental students and an online three-dimensional consulting system for patients. Based on computer graphics and three-dimensional webpage technologies, the software of 3Dsmax and Webmax were adopted in the system development. In the Windows environment, the architecture of whole system was established step by step, including three-dimensional model construction, three-dimensional scene setup, transplanting three-dimensional scene into webpage, reediting the virtual scene, realization of interactions within the webpage, initial test, and necessary adjustment. Five cases of three-dimensional interactive webpage for clinical dentistry were completed. The three-dimensional interactive webpage could be accessible through web browser on personal computer, and users could interact with the webpage through rotating, panning and zooming the virtual scene. It is technically feasible to implement the visual educational system of virtual reality for clinical dentistry based on WWW webpage. Information related to clinical dentistry can be transmitted properly, visually and interactively through three-dimensional webpage.
ERIC Educational Resources Information Center
Jiman, Juhanita
This paper discusses the use of Virtual Reality (VR) in e-learning environments where an intelligent three-dimensional (3D) virtual person plays the role of an instructor. With the existence of this virtual instructor, it is hoped that the teaching and learning in the e-environment will be more effective and productive. This virtual 3D animated…
Investigating Various Application Areas of Three-Dimensional Virtual Worlds for Higher Education
ERIC Educational Resources Information Center
Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein
2018-01-01
Three-dimensional virtual world (3DVW) have been adopted extensively in the education sector worldwide, and there has been remarkable growth in the application of these environments for distance learning. A wide variety of universities and educational organizations across the world have utilized this technology for their regular learning and…
The Virtual Pelvic Floor, a tele-immersive educational environment.
Pearl, R. K.; Evenhouse, R.; Rasmussen, M.; Dech, F.; Silverstein, J. C.; Prokasy, S.; Panko, W. B.
1999-01-01
This paper describes the development of the Virtual Pelvic Floor, a new method of teaching the complex anatomy of the pelvic region utilizing virtual reality and advanced networking technology. Virtual reality technology allows improved visualization of three-dimensional structures over conventional media because it supports stereo vision, viewer-centered perspective, large angles of view, and interactivity. Two or more ImmersaDesk systems, drafting table format virtual reality displays, are networked together providing an environment where teacher and students share a high quality three-dimensional anatomical model, and are able to converse, see each other, and to point in three dimensions to indicate areas of interest. This project was realized by the teamwork of surgeons, medical artists and sculptors, computer scientists, and computer visualization experts. It demonstrates the future of virtual reality for surgical education and applications for the Next Generation Internet. Images Figure 1 Figure 2 Figure 3 PMID:10566378
Virtual Environments in Biology Teaching
ERIC Educational Resources Information Center
Mikropoulos, Tassos A.; Katsikis, Apostolos; Nikolou, Eugenia; Tsakalis, Panayiotis
2003-01-01
This article reports on the design, development and evaluation of an educational virtual environment for biology teaching. In particular it proposes a highly interactive three-dimensional synthetic environment involving certain learning tasks for the support of teaching plant cell biology and the process of photosynthesis. The environment has been…
ERIC Educational Resources Information Center
Bakas, Christos; Mikropoulos, Tassos A.
2003-01-01
Explains the design and development of an educational virtual environment to support the teaching of planetary phenomena, particularly the movements of Earth and the sun, day and night cycle, and change of seasons. Uses an interactive, three-dimensional (3D) virtual environment. Initial results show that the majority of students enthused about…
ERIC Educational Resources Information Center
Nussli, Natalie; Oh, Kevin; McCandless, Kevin
2014-01-01
The purpose of this mixed methods study was to help pre-service teachers experience and evaluate the potential of Second Life, a three-dimensional immersive virtual environment, for potential integration into their future teaching. By completing collaborative assignments in Second Life, nineteen pre-service general education teachers explored an…
ERIC Educational Resources Information Center
Liu, Chang; Zhong, Ying; Ozercan, Sertac; Zhu, Qing
2013-01-01
This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). "iVirtualWorld," a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW…
ERIC Educational Resources Information Center
Liu, Chang; Franklin, Teresa; Shelor, Roger; Ozercan, Sertac; Reuter, Jarrod; Ye, En; Moriarty, Scott
2011-01-01
Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in…
Three dimensional tracking with misalignment between display and control axes
NASA Technical Reports Server (NTRS)
Ellis, Stephen R.; Tyler, Mitchell; Kim, Won S.; Stark, Lawrence
1992-01-01
Human operators confronted with misaligned display and control frames of reference performed three dimensional, pursuit tracking in virtual environment and virtual space simulations. Analysis of the components of the tracking errors in the perspective displays presenting virtual space showed that components of the error due to visual motor misalignment may be linearly separated from those associated with the mismatch between display and control coordinate systems. Tracking performance improved with several hours practice despite previous reports that such improvement did not take place.
ERIC Educational Resources Information Center
Sadler, Randall
2012-01-01
This book focuses on one area in the field of Computer-Mediated Communication that has recently exploded in popularity--Virtual Worlds. Virtual Worlds are online multiplayer three-dimensional environments where avatars represent their real world counterparts. In particular, this text explores the potential for these environments to be used for…
ERIC Educational Resources Information Center
Lawless-Reljic, Sabine Karine
2010-01-01
Growing interest of educational institutions in desktop 3D graphic virtual environments for hybrid and distance education prompts questions on the efficacy of such tools. Virtual worlds, such as Second Life[R], enable computer-mediated immersion and interactions encompassing multimodal communication channels including audio, video, and text-.…
NASA Technical Reports Server (NTRS)
Ross, M. D.; Montgomery, K.; Linton, S.; Cheng, R.; Smith, J.
1998-01-01
This report describes the three-dimensional imaging and virtual environment technologies developed in NASA's Biocomputation Center for scientific purposes that have now led to applications in the field of medicine. A major goal is to develop a virtual environment surgery workbench for planning complex craniofacial and breast reconstructive surgery, and for training surgeons.
Socialisation for Learning at a Distance in a 3-D Multi-User Virtual Environment
ERIC Educational Resources Information Center
Edirisingha, Palitha; Nie, Ming; Pluciennik, Mark; Young, Ruth
2009-01-01
This paper reports findings of a pilot study that examined the pedagogical potential of "Second Life" (SL), a popular three-dimensional multi-user virtual environment (3-D MUVE) developed by the Linden Lab. The study is part of a 1-year research and development project titled "Modelling of Secondlife Environments"…
Techtalk: "Second Life" and Developmental Education
ERIC Educational Resources Information Center
Burgess, Melissa L.; Caverly, David C.
2009-01-01
In our previous two columns, we discussed the potential for using blogs and wikis with developmental education (DE) students. Another Web 2.0 technology, virtual environments like "Second Life", provides a virtual world where residents create avatars (three-dimensional [3-D] self-representations) and navigate around an online environment (Caverly,…
Information Virtulization in Virtual Environments
NASA Technical Reports Server (NTRS)
Bryson, Steve; Kwak, Dochan (Technical Monitor)
2001-01-01
Virtual Environments provide a natural setting for a wide range of information visualization applications, particularly wlieit the information to be visualized is defined on a three-dimensional domain (Bryson, 1996). This chapter provides an overview of the issues that arise when designing and implementing an information visualization application in a virtual environment. Many design issues that arise, such as, e.g., issues of display, user tracking are common to any application of virtual environments. In this chapter we focus on those issues that are special to information visualization applications, as issues of wider concern are addressed elsewhere in this book.
The assessment of virtual reality for human anatomy instruction
NASA Technical Reports Server (NTRS)
Benn, Karen P.
1994-01-01
This research project seeks to meet the objective of science training by developing, assessing, and validating virtual reality as a human anatomy training medium. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment the traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three dimensional, unlike the one dimensional depiction found in textbooks and the two dimensional depiction found on the computer. Virtual reality is a breakthrough technology that allows one to step through the computer screen into a three dimensional world. This technology offers many opportunities to enhance science education. Therefore, a virtual testing environment of the abdominopelvic region of a human cadaver was created to study the placement of body parts within the nine anatomical divisions of the abdominopelvic region and the four abdominal quadrants.
The Use of 3D Virtual Learning Environments in Training Foreign Language Pre-Service Teachers
ERIC Educational Resources Information Center
Can, Tuncer; Simsek, Irfan
2015-01-01
The recent developments in computer and Internet technologies and in three dimensional modelling necessitates the new approaches and methods in the education field and brings new opportunities to the higher education. The Internet and virtual learning environments have changed the learning opportunities by diversifying the learning options not…
SIMPAVE : evaluation of virtual environments for pavement construction simulations
DOT National Transportation Integrated Search
2007-05-01
In the last couple of years, the authors have been developing virtual simulations for modeling the construction of asphalt pavements. The simulations are graphically rich, interactive, three-dimensional, with realistic physics, and allow multiple peo...
The Impact of Virtual Reality Programs in Career and Technical Education
ERIC Educational Resources Information Center
Catterson, Anna J.
2013-01-01
Instructional technology has evolved from blackboards with chalk to in some cases three-dimensional virtual reality environments in which students are interacting and engaging with other students worldwide. The use of this new instructional methodology, known as "virtual reality," has experienced substantial growth in higher education…
Lorenzo Álvarez, R; Pavía Molina, J; Sendra Portero, F
2018-03-20
Three-dimensional virtual environments enable very realistic ludic, social, cultural, and educational activities to be carried out online. Second Life ® is one of the most well-known virtual environments, in which numerous training activities have been developed for healthcare professionals, although none about radiology. The aim of this article is to present the technical resources and educational activities that Second Life ® offers for training in radiology based on our experience since 2011 with diverse training activities for undergraduate and postgraduate students. Second Life ® is useful for carrying out radiology training activities online through remote access in an attractive scenario, especially for current generations of students and residents. More than 800 participants have reported in individual satisfaction surveys that their experiences with this approach have been interesting and useful for their training in radiology. Copyright © 2018 SERAM. Publicado por Elsevier España, S.L.U. All rights reserved.
Crowd behaviour during high-stress evacuations in an immersive virtual environment
Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W.; Gross, Markus; Helbing, Dirk; Hölscher, Christoph
2016-01-01
Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects. PMID:27605166
Crowd behaviour during high-stress evacuations in an immersive virtual environment.
Moussaïd, Mehdi; Kapadia, Mubbasir; Thrash, Tyler; Sumner, Robert W; Gross, Markus; Helbing, Dirk; Hölscher, Christoph
2016-09-01
Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects. © 2016 The Authors.
NASA Technical Reports Server (NTRS)
Lindsey, Patricia F.
1993-01-01
In its search for higher level computer interfaces and more realistic electronic simulations for measurement and spatial analysis in human factors design, NASA at MSFC is evaluating the functionality of virtual reality (VR) technology. Virtual reality simulation generates a three dimensional environment in which the participant appears to be enveloped. It is a type of interactive simulation in which humans are not only involved, but included. Virtual reality technology is still in the experimental phase, but it appears to be the next logical step after computer aided three-dimensional animation in transferring the viewer from a passive to an active role in experiencing and evaluating an environment. There is great potential for using this new technology when designing environments for more successful interaction, both with the environment and with another participant in a remote location. At the University of North Carolina, a VR simulation of a the planned Sitterson Hall, revealed a flaw in the building's design that had not been observed during examination of the more traditional building plan simulation methods on paper and on computer aided design (CAD) work station. The virtual environment enables multiple participants in remote locations to come together and interact with one another and with the environment. Each participant is capable of seeing herself and the other participants and of interacting with them within the simulated environment.
Simulating geriatric home safety assessments in a three-dimensional virtual world.
Andrade, Allen D; Cifuentes, Pedro; Mintzer, Michael J; Roos, Bernard A; Anam, Ramanakumar; Ruiz, Jorge G
2012-01-01
Virtual worlds could offer inexpensive and safe three-dimensional environments in which medical trainees can learn to identify home safety hazards. Our aim was to evaluate the feasibility, usability, and acceptability of virtual worlds for geriatric home safety assessments and to correlate performance efficiency in hazard identification with spatial ability, self-efficacy, cognitive load, and presence. In this study, 30 medical trainees found the home safety simulation easy to use, and their self-efficacy was improved. Men performed better than women in hazard identification. Presence and spatial ability were correlated significantly with performance. Educators should consider spatial ability and gender differences when implementing virtual world training for geriatric home safety assessments.
Ames Lab 101: C6: Virtual Engineering
McCorkle, Doug
2018-01-01
Ames Laboratory scientist Doug McCorkle explains the importance of virtual engineering and talks about the C6. The C6 is a three-dimensional, fully-immersive synthetic environment residing in the center atrium of Iowa State University's Howe Hall.
Focus, locus, and sensus: the three dimensions of virtual experience.
Waterworth, E L; Waterworth, J A
2001-04-01
A model of virtual/physical experience is presented, which provides a three dimensional conceptual space for virtual and augmented reality (VR and AR) comprising the dimensions of focus, locus, and sensus. Focus is most closely related to what is generally termed presence in the VR literature. When in a virtual environment, presence is typically shared between the VR and the physical world. "Breaks in presence" are actually shifts of presence away from the VR and toward the external environment. But we can also have "breaks in presence" when attention moves toward absence--when an observer is not attending to stimuli present in the virtual environment, nor to stimuli present in the surrounding physical environment--when the observer is present in neither the virtual nor the physical world. We thus have two dimensions of presence: focus of attention (between presence and absence) and the locus of attention (the virtual vs. the physical world). A third dimension is the sensus of attention--the level of arousal determining whether the observer is highly conscious or relatively unconscious while interacting with the environment. After expanding on each of these three dimensions of experience in relation to VR, we present a couple of educational examples as illustrations, and also relate our model to a suggested spectrum of evaluation methods for virtual environments.
ERIC Educational Resources Information Center
Wang, Shwu-huey
2012-01-01
In order to understand (1) what kind of students can be facilitated through the help of three-dimensional virtual learning environment (3D VLE), and (2) the relationship between a conventional test (ie, paper and pencil test) and the 3D VLE used in this study, the study designs a 3D virtual supermarket (3DVS) to help students transform their role…
ERIC Educational Resources Information Center
Hartwick, Peggy
2018-01-01
This article investigates research approaches used in traditional classroom-based interaction studies for identifying a suitable research method for studies in three-dimensional virtual learning environments (3DVLEs). As opportunities for language learning and teaching in virtual worlds emerge, so too do new research questions. An understanding of…
An Investigation into Cooperative Learning in a Virtual World Using Problem-Based Learning
ERIC Educational Resources Information Center
Parson, Vanessa; Bignell, Simon
2017-01-01
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…
The Optokinetic Cervical Reflex (OKCR) in Pilots of High-Performance Aircraft.
1997-04-01
Coupled System virtual reality - the attempt to create a realistic, three-dimensional environment or synthetic immersive environment in which the user ...factors interface between the pilot and the flight environment. The final section is a case study of head- and helmet-mounted displays (HMD) and the impact...themselves as actually moving (flying) through a virtual environment. However, in the studies of Held, et al. (1975) and Young, et al. (1975) the
The ALIVE Project: Astronomy Learning in Immersive Virtual Environments
NASA Astrophysics Data System (ADS)
Yu, K. C.; Sahami, K.; Denn, G.
2008-06-01
The Astronomy Learning in Immersive Virtual Environments (ALIVE) project seeks to discover learning modes and optimal teaching strategies using immersive virtual environments (VEs). VEs are computer-generated, three-dimensional environments that can be navigated to provide multiple perspectives. Immersive VEs provide the additional benefit of surrounding a viewer with the simulated reality. ALIVE evaluates the incorporation of an interactive, real-time ``virtual universe'' into formal college astronomy education. In the experiment, pre-course, post-course, and curriculum tests will be used to determine the efficacy of immersive visualizations presented in a digital planetarium versus the same visual simulations in the non-immersive setting of a normal classroom, as well as a control case using traditional classroom multimedia. To normalize for inter-instructor variability, each ALIVE instructor will teach at least one of each class in each of the three test groups.
ERIC Educational Resources Information Center
Lin, Ming-Chao; Tutwiler, M. Shane; Chang, Chun-Yen
2011-01-01
This study investigated the relationship between the use of a three-dimensional Virtual Reality Learning Environment for Field Trip (3DVLE[subscript (ft)]) system and the achievement levels of senior high school earth science students. The 3DVLE[subscript (ft)] system was presented in two separate formats: Teacher Demonstrated Based and Student…
Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World
ERIC Educational Resources Information Center
Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis
2016-01-01
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…
L2 Immersion in 3D Virtual Worlds: The Next Thing to Being There?
ERIC Educational Resources Information Center
Paillat, Edith
2014-01-01
Second Life is one of the many three-dimensional virtual environments accessible through a computer and a fast broadband connection. Thousands of participants connect to this platform to interact virtually with the world, join international communities of practice and, for some, role play groups. Unlike online role play games however, Second Life…
Virtual Worlds: A New Opportunity for People with Lifelong Disability?
ERIC Educational Resources Information Center
Stendal, Karen; Balandin, Susan; Molka-Danielsen, Judith
2011-01-01
Virtual worlds, such as Second Life[R], are the latest star in the online communication sky. Created by Linden Lab, Second Life is a three-dimensional environment that provides a context for avatars to communicate and socialise with other avatars in a variety of settings (Bell, 2009). Virtual worlds have been used to train people with intellectual…
Kim, Jong Bae; Brienza, David M
2006-01-01
A Remote Accessibility Assessment System (RAAS) that uses three-dimensional (3-D) reconstruction technology is being developed; it enables clinicians to assess the wheelchair accessibility of users' built environments from a remote location. The RAAS uses commercial software to construct 3-D virtualized environments from photographs. We developed custom screening algorithms and instruments for analyzing accessibility. Characteristics of the camera and 3-D reconstruction software chosen for the system significantly affect its overall reliability. In this study, we performed an accuracy assessment to verify that commercial hardware and software can construct accurate 3-D models by analyzing the accuracy of dimensional measurements in a virtual environment and a comparison of dimensional measurements from 3-D models created with four cameras/settings. Based on these two analyses, we were able to specify a consumer-grade digital camera and PhotoModeler (EOS Systems, Inc, Vancouver, Canada) software for this system. Finally, we performed a feasibility analysis of the system in an actual environment to evaluate its ability to assess the accessibility of a wheelchair user's typical built environment. The field test resulted in an accurate accessibility assessment and thus validated our system.
A collaborative molecular modeling environment using a virtual tunneling service.
Lee, Jun; Kim, Jee-In; Kang, Lin-Woo
2012-01-01
Collaborative researches of three-dimensional molecular modeling can be limited by different time zones and locations. A networked virtual environment can be utilized to overcome the problem caused by the temporal and spatial differences. However, traditional approaches did not sufficiently consider integration of different computing environments, which were characterized by types of applications, roles of users, and so on. We propose a collaborative molecular modeling environment to integrate different molecule modeling systems using a virtual tunneling service. We integrated Co-Coot, which is a collaborative crystallographic object-oriented toolkit, with VRMMS, which is a virtual reality molecular modeling system, through a collaborative tunneling system. The proposed system showed reliable quantitative and qualitative results through pilot experiments.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2009-09-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2010-11-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
Direct Manipulation in Virtual Reality
NASA Technical Reports Server (NTRS)
Bryson, Steve
2003-01-01
Virtual Reality interfaces offer several advantages for scientific visualization such as the ability to perceive three-dimensional data structures in a natural way. The focus of this chapter is direct manipulation, the ability for a user in virtual reality to control objects in the virtual environment in a direct and natural way, much as objects are manipulated in the real world. Direct manipulation provides many advantages for the exploration of complex, multi-dimensional data sets, by allowing the investigator the ability to intuitively explore the data environment. Because direct manipulation is essentially a control interface, it is better suited for the exploration and analysis of a data set than for the publishing or communication of features found in that data set. Thus direct manipulation is most relevant to the analysis of complex data that fills a volume of three-dimensional space, such as a fluid flow data set. Direct manipulation allows the intuitive exploration of that data, which facilitates the discovery of data features that would be difficult to find using more conventional visualization methods. Using a direct manipulation interface in virtual reality, an investigator can, for example, move a data probe about in space, watching the results and getting a sense of how the data varies within its spatial volume.
Levy
1996-08-01
New interactive computer technologies are having a significant influence on medical education, training, and practice. The newest innovation in computer technology, virtual reality, allows an individual to be immersed in a dynamic computer-generated, three-dimensional environment and can provide realistic simulations of surgical procedures. A new virtual reality hysteroscope passes through a sensing device that synchronizes movements with a three-dimensional model of a uterus. Force feedback is incorporated into this model, so the user actually experiences the collision of an instrument against the uterine wall or the sensation of the resistance or drag of a resectoscope as it cuts through a myoma in a virtual environment. A variety of intrauterine pathologies and procedures are simulated, including hyperplasia, cancer, resection of a uterine septum, polyp, or myoma, and endometrial ablation. This technology will be incorporated into comprehensive training programs that will objectively assess hand-eye coordination and procedural skills. It is possible that by incorporating virtual reality into hysteroscopic training programs, a decrease in the learning curve and the number of complications presently associated with the procedures may be realized. Prospective studies are required to assess these potential benefits.
A Three-Dimensional Virtual Simulator for Aircraft Flyover Presentation
NASA Technical Reports Server (NTRS)
Rizzi, Stephen A.; Sullivan, Brenda M.; Sandridge, Christopher A.
2003-01-01
This paper presents a system developed at NASA Langley Research Center to render aircraft flyovers in a virtual reality environment. The present system uses monaural recordings of actual aircraft flyover noise and presents these binaurally using head tracking information. The three-dimensional audio is simultaneously rendered with a visual presentation using a head-mounted display (HMD). The final system will use flyover noise synthesized using data from various analytical and empirical modeling systems. This will permit presentation of flyover noise from candidate low-noise flight operations to subjects for psychoacoustical evaluation.
Virtual Collaborative Simulation Environment for Integrated Product and Process Development
NASA Technical Reports Server (NTRS)
Gulli, Michael A.
1997-01-01
Deneb Robotics is a leader in the development of commercially available, leading edge three- dimensional simulation software tools for virtual prototyping,, simulation-based design, manufacturing process simulation, and factory floor simulation and training applications. Deneb has developed and commercially released a preliminary Virtual Collaborative Engineering (VCE) capability for Integrated Product and Process Development (IPPD). This capability allows distributed, real-time visualization and evaluation of design concepts, manufacturing processes, and total factory and enterprises in one seamless simulation environment.
ERIC Educational Resources Information Center
Simsek, Irfan
2016-01-01
With this research, in Second Life environment which is a three dimensional online virtual world, it is aimed to reveal the effects of student attitudes toward mathematics courses and design activities which will enable the third grade students of secondary school (primary education seventh grade) to see the 3D objects in mathematics courses in a…
The Arts 3D VLE Metaverse as a Network of Imagination
ERIC Educational Resources Information Center
Rauch, Ulrich; Cohodas, Marvin; Wang, Tim
2009-01-01
Ulrich Rauch, Marvin Cohodas, and Tim Wang describe the Arts Metaverse, a Croquet-based virtual learning environment under development at the University of British Columbia. The Arts Metaverse allows three-dimensional virtual reconstruction of important artifacts and sites of classical, ancient, and indigenous American art, thereby allowing…
A Collaborative Molecular Modeling Environment Using a Virtual Tunneling Service
Lee, Jun; Kim, Jee-In; Kang, Lin-Woo
2012-01-01
Collaborative researches of three-dimensional molecular modeling can be limited by different time zones and locations. A networked virtual environment can be utilized to overcome the problem caused by the temporal and spatial differences. However, traditional approaches did not sufficiently consider integration of different computing environments, which were characterized by types of applications, roles of users, and so on. We propose a collaborative molecular modeling environment to integrate different molecule modeling systems using a virtual tunneling service. We integrated Co-Coot, which is a collaborative crystallographic object-oriented toolkit, with VRMMS, which is a virtual reality molecular modeling system, through a collaborative tunneling system. The proposed system showed reliable quantitative and qualitative results through pilot experiments. PMID:22927721
Web-Based Learning in the Computer-Aided Design Curriculum.
ERIC Educational Resources Information Center
Sung, Wen-Tsai; Ou, S. C.
2002-01-01
Applies principles of constructivism and virtual reality (VR) to computer-aided design (CAD) curriculum, particularly engineering, by integrating network, VR and CAD technologies into a Web-based learning environment that expands traditional two-dimensional computer graphics into a three-dimensional real-time simulation that enhances user…
A Virtual Walk through London: Culture Learning through a Cultural Immersion Experience
ERIC Educational Resources Information Center
Shih, Ya-Chun
2015-01-01
Integrating Google Street View into a three-dimensional virtual environment in which users control personal avatars provides these said users with access to an innovative, interactive, and real-world context for communication and culture learning. We have selected London, a city famous for its rich historical, architectural, and artistic heritage,…
ERIC Educational Resources Information Center
Brown, Abbie; Sugar, William
2009-01-01
Second Life is a three-dimensional, multi-user virtual environment that has attracted particular attention for its instructional potential in professional development and higher education settings. This article describes Second Life in general and explores the benefits and challenges of using it for teaching and learning.
Education Student Perceptions of Virtual Reality as a Learning Tool
ERIC Educational Resources Information Center
Domingo, Jelia R.; Bradley, Elizabeth Gates
2018-01-01
The purpose of this study was to ascertain student perceptions of the use and value of three-dimensional virtual environments. A grounded theory approach was used to gather and examine data. Just over half of student participants reported positive experiences. However, most experienced technical difficulties. Despite the technical challenges of…
Meeting and Serving Users in Their New Work (and Play) Spaces
ERIC Educational Resources Information Center
Peters, Tom
2008-01-01
This article examines the public services component of digital and virtual libraries, focusing on the end-user experience. As the number and types of "places" where library users access library collections and services continue to expand (now including cell phones, iPods, and three-dimensional virtual reality environments populated by avatars),…
The Design, Development and Evaluation of a Virtual Reality Based Learning Environment
ERIC Educational Resources Information Center
Chen, Chwen Jen
2006-01-01
Many researchers and instructional designers increasingly recognise the benefits of utilising three dimensional virtual reality (VR) technology in instruction. In general, there are two types of VR system, the immersive system and the non-immersive system. This article focuses on the latter system that merely uses the conventional personal…
2007-01-01
educating and training (O’Keefe IV & McIntyre III, 2006). Topics vary widely from standard educational topics such as teaching kids physics, mechanics...Winn, W., & Yu, R. (1997). The Impact of Three Dimensional Immersive Virtual Environments on Modern Pedagogy : Global Change, VR and Learning
DOE Office of Scientific and Technical Information (OSTI.GOV)
Imura, K; Fujibuchi, T; Hirata, H
Purpose: Patient set-up skills in radiotherapy treatment room have a great influence on treatment effect for image guided radiotherapy. In this study, we have developed the training system for improving practical set-up skills considering rotational correction in the virtual environment away from the pressure of actual treatment room by using three-dimensional computer graphic (3DCG) engine. Methods: The treatment room for external beam radiotherapy was reproduced in the virtual environment by using 3DCG engine (Unity). The viewpoints to perform patient set-up in the virtual treatment room were arranged in both sides of the virtual operable treatment couch to assume actual performancemore » by two clinical staffs. The position errors to mechanical isocenter considering alignment between skin marker and laser on the virtual patient model were displayed by utilizing numerical values expressed in SI units and the directions of arrow marks. The rotational errors calculated with a point on the virtual body axis as the center of each rotation axis for the virtual environment were corrected by adjusting rotational position of the body phantom wound the belt with gyroscope preparing on table in a real space. These rotational errors were evaluated by describing vector outer product operations and trigonometric functions in the script for patient set-up technique. Results: The viewpoints in the virtual environment allowed individual user to visually recognize the position discrepancy to mechanical isocenter until eliminating the positional errors of several millimeters. The rotational errors between the two points calculated with the center point could be efficiently corrected to display the minimum technique mathematically by utilizing the script. Conclusion: By utilizing the script to correct the rotational errors as well as accurate positional recognition for patient set-up technique, the training system developed for improving patient set-up skills enabled individual user to indicate efficient positional correction methods easily.« less
Stanton, D; Foreman, N; Wilson, P N
1998-01-01
In this chapter we review some of the ways in which the skills learned in virtual environments (VEs) transfer to real situations, and in particular how information about the spatial layouts of virtual buildings acquired from the exploration of three-dimensional computer-simulations transfers to their real equivalents. Four experiments are briefly described which examined VR use by disabled children. We conclude that spatial information of the kind required for navigation transfers effectively from virtual to real situations. Spatial skills in disabled children showed progressive improvement with repeated exploration of virtual environments. The results are discussed in relation to the potential future benefits of VR in special needs education and training.
Agarwal, Nitin; Schmitt, Paul J; Sukul, Vishad; Prestigiacomo, Charles J
2012-08-01
Virtual reality training for complex tasks has been shown to be of benefit in fields involving highly technical and demanding skill sets. The use of a stereoscopic three-dimensional (3D) virtual reality environment to teach a patient-specific analysis of the microsurgical treatment modalities of a complex basilar aneurysm is presented. Three different surgical approaches were evaluated in a virtual environment and then compared to elucidate the best surgical approach. These approaches were assessed with regard to the line-of-sight, skull base anatomy and visualisation of the relevant anatomy at the level of the basilar artery and surrounding structures. Overall, the stereoscopic 3D virtual reality environment with fusion of multimodality imaging affords an excellent teaching tool for residents and medical students to learn surgical approaches to vascular lesions. Future studies will assess the educational benefits of this modality and develop a series of metrics for student assessments.
Object Creation and Human Factors Evaluation for Virtual Environments
NASA Technical Reports Server (NTRS)
Lindsey, Patricia F.
1998-01-01
The main objective of this project is to provide test objects for simulated environments utilized by the recently established Army/NASA Virtual Innovations Lab (ANVIL) at Marshall Space Flight Center, Huntsville, Al. The objective of the ANVIL lab is to provide virtual reality (VR) models and environments and to provide visualization and manipulation methods for the purpose of training and testing. Visualization equipment used in the ANVIL lab includes head-mounted and boom-mounted immersive virtual reality display devices. Objects in the environment are manipulated using data glove, hand controller, or mouse. These simulated objects are solid or surfaced three dimensional models. They may be viewed or manipulated from any location within the environment and may be viewed on-screen or via immersive VR. The objects are created using various CAD modeling packages and are converted into the virtual environment using dVise. This enables the object or environment to be viewed from any angle or distance for training or testing purposes.
Eye movements, visual search and scene memory, in an immersive virtual environment.
Kit, Dmitry; Katz, Leor; Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary
2014-01-01
Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.
ERIC Educational Resources Information Center
Zacharis, Georgios S.; Mikropoulos, Tassos A.; Priovolou, Chryssi
2013-01-01
Previous studies report the involvement of specific brain activation in stereoscopic vision and the perception of depth information. This work presents the first comparative results of adult women on the effects of stereoscopic perception in three different static environments; a real, a two dimensional (2D) and a stereoscopic three dimensional…
Perceptual Fidelity vs. Engineering Compromises In Virtual Acoustic Displays
NASA Technical Reports Server (NTRS)
Wenzel, Elizabeth M.; Ahumada, Albert (Technical Monitor)
1997-01-01
Immersive, three-dimensional displays are increasingly becoming a goal of advanced human-machine interfaces. While the technology for achieving truly useful multisensory environments is still being developed, techniques for generating three-dimensional sound are now both sophisticated and practical enough to be applied to acoustic displays. The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. Of course, such complexity, freedom of movement and interactively is not always possible in a "true" virtual environment, much less in lower-fidelity multimedia systems. However, many of the perceptual and engineering constraints (and frustrations) that researchers, engineers and listeners have experienced in virtual audio are relevant to multimedia. In fact, some of the problems that have been studied will be even more of an issue for lower fidelity systems that are attempting to address the requirements of a huge, diverse and ultimately unknown audience. Examples include individual differences in head-related transfer functions, a lack of real interactively (head-tracking) in many multimedia displays, and perceptual degradation due to low sampling rates and/or low-bit compression. This paper discusses some of the engineering Constraints faced during implementation of virtual acoustic environments and the perceptual consequences of these constraints. Specific examples are given for NASA applications such as telerobotic control, aeronautical displays, and shuttle launch communications. An attempt will also be made to relate these issues to low-fidelity implementations such as the internet.
Perceptual Fidelity Versus Engineering Compromises in Virtual Acoustic Displays
NASA Technical Reports Server (NTRS)
Wenzel, Elizabeth M.; Ellis, Stephen R. (Technical Monitor); Frey, Mary Anne (Technical Monitor); Schneider, Victor S. (Technical Monitor)
1997-01-01
Immersive, three-dimensional displays are increasingly becoming a goal of advanced human-machine interfaces. While the technology for achieving truly useful multisensory environments is still being developed, techniques for generating three-dimensional sound are now both sophisticated and practical enough to be applied to acoustic displays. The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. Of course, such complexity, freedom of movement and interactivity is not always possible in a 'true' virtual environment, much less in lower-fidelity multimedia systems. However, many of the perceptual and engineering constraints (and frustrations) that researchers, engineers and listeners have experienced in virtual audio are relevant to multimedia. In fact, some of the problems that have been studied will be even more of an issue for lower fidelity systems that are attempting to address the requirements of a huge, diverse and ultimately unknown audience. Examples include individual differences in head-related transfer functions, A lack of real interactively (head-tracking) in many multimedia displays, and perceptual degradation due to low sampling rates and/or low-bit compression. This paper discusses some of the engineering constraints faced during implementation of virtual acoustic environments and the perceptual consequences of these constraints. Specific examples are given for NASA applications such as telerobotic control, aeronautical displays, and shuttle launch communications. An attempt will also be made to relate these issues to low-fidelity implementations such as the internet.
Chalil Madathil, Kapil; Greenstein, Joel S
2017-11-01
Collaborative virtual reality-based systems have integrated high fidelity voice-based communication, immersive audio and screen-sharing tools into virtual environments. Such three-dimensional collaborative virtual environments can mirror the collaboration among usability test participants and facilitators when they are physically collocated, potentially enabling moderated usability tests to be conducted effectively when the facilitator and participant are located in different places. We developed a virtual collaborative three-dimensional remote moderated usability testing laboratory and employed it in a controlled study to evaluate the effectiveness of moderated usability testing in a collaborative virtual reality-based environment with two other moderated usability testing methods: the traditional lab approach and Cisco WebEx, a web-based conferencing and screen sharing approach. Using a mixed methods experimental design, 36 test participants and 12 test facilitators were asked to complete representative tasks on a simulated online shopping website. The dependent variables included the time taken to complete the tasks; the usability defects identified and their severity; and the subjective ratings on the workload index, presence and satisfaction questionnaires. Remote moderated usability testing methodology using a collaborative virtual reality system performed similarly in terms of the total number of defects identified, the number of high severity defects identified and the time taken to complete the tasks with the other two methodologies. The overall workload experienced by the test participants and facilitators was the least with the traditional lab condition. No significant differences were identified for the workload experienced with the virtual reality and the WebEx conditions. However, test participants experienced greater involvement and a more immersive experience in the virtual environment than in the WebEx condition. The ratings for the virtual environment condition were not significantly different from those for the traditional lab condition. The results of this study suggest that participants were productive and enjoyed the virtual lab condition, indicating the potential of a virtual world based approach as an alternative to conventional approaches for synchronous usability testing. Copyright © 2017 Elsevier Ltd. All rights reserved.
Immersive virtual reality for visualization of abdominal CT
NASA Astrophysics Data System (ADS)
Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A.; Bodenheimer, Robert E.
2013-03-01
Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.
Immersive Virtual Reality for Visualization of Abdominal CT.
Lin, Qiufeng; Xu, Zhoubing; Li, Bo; Baucom, Rebeccah; Poulose, Benjamin; Landman, Bennett A; Bodenheimer, Robert E
2013-03-28
Immersive virtual environments use a stereoscopic head-mounted display and data glove to create high fidelity virtual experiences in which users can interact with three-dimensional models and perceive relationships at their true scale. This stands in stark contrast to traditional PACS-based infrastructure in which images are viewed as stacks of two-dimensional slices, or, at best, disembodied renderings. Although there has substantial innovation in immersive virtual environments for entertainment and consumer media, these technologies have not been widely applied in clinical applications. Here, we consider potential applications of immersive virtual environments for ventral hernia patients with abdominal computed tomography imaging data. Nearly a half million ventral hernias occur in the United States each year, and hernia repair is the most commonly performed general surgery operation worldwide. A significant problem in these conditions is communicating the urgency, degree of severity, and impact of a hernia (and potential repair) on patient quality of life. Hernias are defined by ruptures in the abdominal wall (i.e., the absence of healthy tissues) rather than a growth (e.g., cancer); therefore, understanding a hernia necessitates understanding the entire abdomen. Our environment allows surgeons and patients to view body scans at scale and interact with these virtual models using a data glove. This visualization and interaction allows users to perceive the relationship between physical structures and medical imaging data. The system provides close integration of PACS-based CT data with immersive virtual environments and creates opportunities to study and optimize interfaces for patient communication, operative planning, and medical education.
A Head in Virtual Reality: Development of A Dynamic Head and Neck Model
ERIC Educational Resources Information Center
Nguyen, Ngan; Wilson, Timothy D.
2009-01-01
Advances in computer and interface technologies have made it possible to create three-dimensional (3D) computerized models of anatomical structures for visualization, manipulation, and interaction in a virtual 3D environment. In the past few decades, a multitude of digital models have been developed to facilitate complex spatial learning of the…
Hsu, Su-Yi; Fang, Te-Yung; Yeh, Shih-Ching; Su, Mu-Chun; Wang, Pa-Chun; Wang, Victoria Y
2017-08-01
The purpose of this study was to evaluate a three-dimensional, virtual reality system for vestibular rehabilitation in patients with intractable Ménière's disease and chronic vestibular dysfunction. We included 70 patients (36 for study, 34 as control) with a chronic imbalance problem caused by uncompensated Ménière's disease. The virtual reality vestibular rehabilitation comprised four training tasks (modified Cawthorne-Cooksey exercises: eye, head, extension, and coordination exercises) performed in six training sessions (in 4 weeks). Measurements of the task scores and balance parameters obtained at the baseline and after final training sessions were compared. A significant improvement was observed in extension and coordination scores. Patients in the early stages of Ménière's disease had a significantly greater improvement in the center of gravity sway and trajectory excursion in the mediolateral direction than did patients in the late stages of Ménière's disease. Mild functional disability attributable to Ménière's disease was a predictor of improvement in the statokinesigram and maximum trajectory excursion in the anteroposterior direction after rehabilitation. The control group showed no significant improvement in almost all parameters. Virtual reality vestibular rehabilitation may be useful in patients with Ménière's disease, particular those in the early stages or having mild functional disability. Implication for rehabilitation Chronic imbalance caused by uncompensated Ménière's disease is an indication for vestibular rehabilitation. The interactive virtual reality video game, when integrated into vestibular rehabilitation exercise protocol, may assist patients who have mild disability Ménière's disease and who cannot benefit from treatment with drugs or surgery. The initial data from this study support the applicability of three-dimensional virtual reality technology in vestibular rehabilitation programs. The technology gives professionals a new tool to guide patients for vestibular rehabilitation exercises through three-dimensional virtual reality video game playing. The virtual reality vestibular exercise game can provide patients a step-wise, interactive, dynamic, three-dimensional, and interesting rehabilitation environment.
A microbased shared virtual world prototype
NASA Technical Reports Server (NTRS)
Pitts, Gerald; Robinson, Mark; Strange, Steve
1993-01-01
Virtual reality (VR) allows sensory immersion and interaction with a computer-generated environment. The user adopts a physical interface with the computer, through Input/Output devices such as a head-mounted display, data glove, mouse, keyboard, or monitor, to experience an alternate universe. What this means is that the computer generates an environment which, in its ultimate extension, becomes indistinguishable from the real world. 'Imagine a wraparound television with three-dimensional programs, including three-dimensional sound, and solid objects that you can pick up and manipulate, even feel with your fingers and hands.... 'Imagine that you are the creator as well as the consumer of your artificial experience, with the power to use a gesture or word to remold the world you see and hear and feel. That part is not fiction... three-dimensional computer graphics, input/output devices, computer models that constitute a VR system make it possible, today, to immerse yourself in an artificial world and to reach in and reshape it.' Our research's goal was to propose a feasibility experiment in the construction of a networked virtual reality system, making use of current personal computer (PC) technology. The prototype was built using Borland C compiler, running on an IBM 486 33 MHz and a 386 33 MHz. Each game currently is represented as an IPX client on a non-dedicated Novell server. We initially posed the two questions: (1) Is there a need for networked virtual reality? (2) In what ways can the technology be made available to the most people possible?
Woodbury, M A; Woodbury, M F
1998-01-01
Our 3-D Body Representation constructed during development by our Central Nervous System under the direction of our DNA, consists of a holographic representation arising from sensory input in the cerebellum and projected extraneurally in the brain ventricular fluid which has the chemical structure of liquid crystal. The structure of 3-D holographic Body Representation is then extrapolated by such cognitive instruments as boundarization, geometrization and gestalt organization upon the external environment which is perceived consequently as three dimensional. When the Body Representation collapses as in psychotic panic states. patients become terrified as they suddenly lose the perception of themselves and the world around them as three dimensional, solid in a reliably solid environment but feel suddenly that they are no longer a person but a disorganized blob. In our clinical practice we found serendipitously that the structure of three dimensionality can be restored even without medication by techniques involving stimulation of the body sensory system in the presence of a benevolent psychotherapist. Implications for Virtual Reality will be discussed.
Rapid prototyping 3D virtual world interfaces within a virtual factory environment
NASA Technical Reports Server (NTRS)
Kosta, Charles Paul; Krolak, Patrick D.
1993-01-01
On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.
A training system of orientation and mobility for blind people using acoustic virtual reality.
Seki, Yoshikazu; Sato, Tetsuji
2011-02-01
A new auditory orientation training system was developed for blind people using acoustic virtual reality (VR) based on a head-related transfer function (HRTF) simulation. The present training system can reproduce a virtual training environment for orientation and mobility (O&M) instruction, and the trainee can walk through the virtual training environment safely by listening to sounds such as vehicles, stores, ambient noise, etc., three-dimensionally through headphones. The system can reproduce not only sound sources but also sound reflection and insulation, so that the trainee can learn both sound location and obstacle perception skills. The virtual training environment is described in extensible markup language (XML), and the O&M instructor can edit it easily according to the training curriculum. Evaluation experiments were conducted to test the efficiency of some features of the system. Thirty subjects who had not acquired O&M skills attended the experiments. The subjects were separated into three groups: a no-training group, a virtual-training group using the present system, and a real-training group in real environments. The results suggested that virtual-training can reduce "veering" more than real-training and also can reduce stress as much as real training. The subjective technical and anxiety scores also improved.
Import and visualization of clinical medical imagery into multiuser VR environments
NASA Astrophysics Data System (ADS)
Mehrle, Andreas H.; Freysinger, Wolfgang; Kikinis, Ron; Gunkel, Andreas; Kral, Florian
2005-03-01
The graphical representation of three-dimensional data obtained from tomographic imaging has been the central problem since this technology is available. Neither the representation as a set of two-dimensional slices nor the 2D projection of three-dimensional models yields satisfactory results. In this paper a way is outlined which permits the investigation of volumetric clinical data obtained from standard CT, MR, PET, SPECT or experimental very high resolution CT-scanners in a three dimensional environment within a few worksteps. Volumetric datasets are converted into surface data (segmentation process) using the 3D-Slicer software tool and saved as .vtk files and exported as a collection of primitives in any common file format (.iv, .pfb). Subsequently this files can be displayed and manipulated in the CAVE virtual reality center. The CAVE is a multiuser walkable virtual room consisting of several walls on which stereoscopic images are projected by rear panel beamers. Adequate tracking of the head position and separate image calculation for each eye yields a vivid impression for one or several users. With the use of a seperately tracked 6D joystick manipulations such as rotation, translation, zooming, decomposition or highlighting can be done intuitively. The usage of the CAVE technology opens new possibilities especially in surgical training ("hands-on-effect") and as an educational tool (availability of pathological data). Unlike concurring technologies the CAVE permits a walk-through into the virtual scene but preserves enough physical perception to allow interaction between multiple users, e.g. gestures and movements. By training in a virtual environment on one hand the learning process of students in complex anatomic findings may be improved considerably and on the other hand unaccustomed views such as the one through a microscope or endoscope can be trained in advance. The availability of low-cost PC based CAVE-like systems and the rapidly decreasing price of high-performance video beamers makes the CAVE an affordable alternative to conventional surgical training techniques and without limitations in handling cadavers.
Virtual reality simulation: using three-dimensional technology to teach nursing students.
Jenson, Carole E; Forsyth, Diane McNally
2012-06-01
The use of computerized technology is rapidly growing in the classroom and in healthcare. An emerging computer technology strategy for nursing education is the use of virtual reality simulation. This computer-based three-dimensional educational tool simulates real-life patient experiences in a risk-free environment, allows for repeated practice sessions, requires clinical decision making, exposes students to diverse patient conditions, provides immediate feedback, and is portable. The purpose of this article was to review the importance of virtual reality simulation as a computerized teaching strategy. In addition, a project to explore readiness of nursing faculty at one major Midwestern university for the use of virtual reality simulation as a computerized teaching strategy is described where faculty thought virtual reality simulation would increase students' knowledge of an intravenous line insertion procedure. Faculty who practiced intravenous catheter insertion via virtual reality simulation expressed a wide range of learning experiences from using virtual reality simulation that is congruent with the literature regarding the barriers to student learning. Innovative teaching strategies, such as virtual reality simulation, address barriers of increasing patient acuity, high student-to-faculty ratio, patient safety concerns from faculty, and student anxiety and can offer rapid feedback to students.
Virtual Reality and Learning: Where Is the Pedagogy?
ERIC Educational Resources Information Center
Fowler, Chris
2015-01-01
The aim of this paper was to build upon Dalgarno and Lee's model or framework of learning in three-dimensional (3-D) virtual learning environments (VLEs) and to extend their road map for further research in this area. The enhanced model shares the common goal with Dalgarno and Lee of identifying the learning benefits from using 3-D VLEs. The…
EMERGENCY RESPONSE TEAMS TRAINING IN PUBLIC HEALTH CRISIS - THE SERIOUSNESS OF SERIOUS GAMES.
Stanojevic, Vojislav; Stanojevic, Cedomirka
2016-07-01
The rapid development of multimedia technologies in the last twenty years has lead to the emergence of new ways of learning academic and professional skills, which implies the application of multimedia technology in the form of a software -" serious computer games". Three-Dimensional Virtual Worlds. The basis of this game-platform is made of the platform of three-dimensional virtual worlds that can be described as communication systems in which participants share the same three-dimensional virtual space within which they can move, manipulate objects and communicate through their graphical representatives- avatars. Medical Education and Training. Arguments in favor of these computer tools in the learning process are accessibility, repeatability, low cost, the use of attractive graphics and a high degree of adaptation to the user. Specifically designed avatars allow students to get adapted to their roles in certain situations, especially to those which are considered rare, dangerous or unethical in real life. Drilling of major incidents, which includes the need to create environments for training, cannot be done in the real world due to high costs'and necessity to utilize the extensive resources. In addition, it is impossible to engage all the necessary health personnel at the same time. New technologies intended for conducting training, which are also called "virtual worlds", make the following possible: training at all times depending on user's commitments; simultaneous simulations on multiple levels, in several areas, in different circumstances, including dozens of unique victims; repeated scenarios and learning from mistakes; rapid feedback and the development of non-technical skills which are critical for reducing errors in dynamic, high-risk environments. Virtual worlds, which should be the subject of further research and improvements, in the field of hospital emergency response training for mass casualty incidents, certainly have a promising future.
Eye Movements, Visual Search and Scene Memory, in an Immersive Virtual Environment
Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary
2014-01-01
Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency. PMID:24759905
Mayo, Johnathan; Baur, Kilian; Wittmann, Frieder; Riener, Robert; Wolf, Peter
2018-01-01
Background Goal-directed reaching for real-world objects by humans is enabled through visual depth cues. In virtual environments, the number and quality of available visual depth cues is limited, which may affect reaching performance and quality of reaching movements. Methods We assessed three-dimensional reaching movements in five experimental groups each with ten healthy volunteers. Three groups used a two-dimensional computer screen and two groups used a head-mounted display. The first screen group received the typically recreated visual depth cues, such as aerial and linear perspective, occlusion, shadows, and texture gradients. The second screen group received an abstract minimal rendering lacking those. The third screen group received the cues of the first screen group and absolute depth cues enabled by retinal image size of a known object, which realized with visual renderings of the handheld device and a ghost handheld at the target location. The two head-mounted display groups received the same virtually recreated visual depth cues as the second or the third screen group respectively. Additionally, they could rely on stereopsis and motion parallax due to head-movements. Results and conclusion All groups using the screen performed significantly worse than both groups using the head-mounted display in terms of completion time normalized by the straight-line distance to the target. Both groups using the head-mounted display achieved the optimal minimum in number of speed peaks and in hand path ratio, indicating that our subjects performed natural movements when using a head-mounted display. Virtually recreated visual depth cues had a minor impact on reaching performance. Only the screen group with rendered handhelds could outperform the other screen groups. Thus, if reaching performance in virtual environments is in the main scope of a study, we suggest applying a head-mounted display. Otherwise, when two-dimensional screens are used, achievable performance is likely limited by the reduced depth perception and not just by subjects’ motor skills. PMID:29293512
de Boer, I R; Wesselink, P R; Vervoorn, J M
2013-11-01
To describe the development and opportunities for implementation of virtual teeth with and without pathology for use in a virtual learning environment in dental education. The creation of virtual teeth begins by scanning a tooth with a cone beam CT. The resulting scan consists of multiple two-dimensional grey-scale images. The specially designed software program ColorMapEditor connects these two-dimensional images to create a three-dimensional tooth. With this software, any aspect of the tooth can be modified, including its colour, volume, shape and density, resulting in the creation of virtual teeth of any type. This article provides examples of realistic virtual teeth with and without pathology that can be used for dental education. ColorMapEditor offers infinite possibilities to adjust and add options for the optimisation of virtual teeth. Virtual teeth have unlimited availability for dental students, allowing them to practise as often as required. Virtual teeth can be made and adjusted to any shape with any type of pathology. Further developments in software and hardware technology are necessary to refine the ability to colour and shape the interior of the pulp chamber and surface of the tooth to enable not only treatment but also diagnostics and thus create a greater degree of realism. The creation and use of virtual teeth in dental education appears to be feasible but is still in development; it offers many opportunities for the creation of teeth with various pathologies, although an evaluation of its use in dental education is still required. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Bias to experience approaching motion in a three-dimensional virtual environment.
Lewis, Clifford F; McBeath, Michael K
2004-01-01
We used two-frame apparent motion in a three-dimensional virtual environment to test whether observers had biases to experience approaching or receding motion in depth. Observers viewed a tunnel of tiles receding in depth, that moved ambiguously either toward or away from them. We found that observers exhibited biases to experience approaching motion. The strengths of the biases were decreased when stimuli pointed away, but size of the display screen had no effect. Tests with diamond-shaped tiles that varied in the degree of pointing asymmetry resulted in a linear trend in which the bias was strongest for stimuli pointing toward the viewer, and weakest for stimuli pointing away. We show that the overall bias to experience approaching motion is consistent with a computational strategy of matching corresponding features between adjacent foreshortened stimuli in consecutive visual frames. We conclude that there are both adaptational and geometric reasons to favor the experience of approaching motion.
Physiological Feedback Method and System
NASA Technical Reports Server (NTRS)
Pope, Alan T. (Inventor); Severance, Kurt E. (Inventor)
2002-01-01
A method and system provide physiological feedback for a patient and/or physician. At least one physiological effect experienced by a body part of a patient is measured noninvasively. A three-dimensional graphics model serving as an analogous representation of the body part is altered in accordance with the measurements. A binocular image signal representative of the three-dimensional graphics model so-altered is displayed for the patient and/or physician in a virtual reality environment.
Mentally simulated movements in virtual reality: does Fitts's law hold in motor imagery?
Decety, J; Jeannerod, M
1995-12-14
This study was designed to investigate mentally simulated actions in a virtual reality environment. Naive human subjects (n = 15) were instructed to imagine themselves walking in a three-dimensional virtual environment toward gates of different apparent widths placed at three different apparent distances. Each subject performed nine blocks of six trials in a randomised order. The response time (reaction time and mental walking time) was measured as the duration between an acoustic go signal and a motor signal produced by the subject. There was a combined effect on response time of both gate width and distance. Response time increased for decreasing apparent gate widths when the gate was placed at different distances. These results support the notion that mentally simulated actions are governed by central motor rules.
Vision in our three-dimensional world
2016-01-01
Many aspects of our perceptual experience are dominated by the fact that our two eyes point forward. Whilst the location of our eyes leaves the environment behind our head inaccessible to vision, co-ordinated use of our two eyes gives us direct access to the three-dimensional structure of the scene in front of us, through the mechanism of stereoscopic vision. Scientific understanding of the different brain regions involved in stereoscopic vision and three-dimensional spatial cognition is changing rapidly, with consequent influences on fields as diverse as clinical practice in ophthalmology and the technology of virtual reality devices. This article is part of the themed issue ‘Vision in our three-dimensional world’. PMID:27269595
Recovering stereo vision by squashing virtual bugs in a virtual reality environment.
Vedamurthy, Indu; Knill, David C; Huang, Samuel J; Yung, Amanda; Ding, Jian; Kwon, Oh-Sang; Bavelier, Daphne; Levi, Dennis M
2016-06-19
Stereopsis is the rich impression of three-dimensionality, based on binocular disparity-the differences between the two retinal images of the same world. However, a substantial proportion of the population is stereo-deficient, and relies mostly on monocular cues to judge the relative depth or distance of objects in the environment. Here we trained adults who were stereo blind or stereo-deficient owing to strabismus and/or amblyopia in a natural visuomotor task-a 'bug squashing' game-in a virtual reality environment. The subjects' task was to squash a virtual dichoptic bug on a slanted surface, by hitting it with a physical cylinder they held in their hand. The perceived surface slant was determined by monocular texture and stereoscopic cues, with these cues being either consistent or in conflict, allowing us to track the relative weighting of monocular versus stereoscopic cues as training in the task progressed. Following training most participants showed greater reliance on stereoscopic cues, reduced suppression and improved stereoacuity. Importantly, the training-induced changes in relative stereo weights were significant predictors of the improvements in stereoacuity. We conclude that some adults deprived of normal binocular vision and insensitive to the disparity information can, with appropriate experience, recover access to more reliable stereoscopic information.This article is part of the themed issue 'Vision in our three-dimensional world'. © 2016 The Author(s).
Recovering stereo vision by squashing virtual bugs in a virtual reality environment
Vedamurthy, Indu; Knill, David C.; Huang, Samuel J.; Yung, Amanda; Ding, Jian; Kwon, Oh-Sang; Bavelier, Daphne
2016-01-01
Stereopsis is the rich impression of three-dimensionality, based on binocular disparity—the differences between the two retinal images of the same world. However, a substantial proportion of the population is stereo-deficient, and relies mostly on monocular cues to judge the relative depth or distance of objects in the environment. Here we trained adults who were stereo blind or stereo-deficient owing to strabismus and/or amblyopia in a natural visuomotor task—a ‘bug squashing’ game—in a virtual reality environment. The subjects' task was to squash a virtual dichoptic bug on a slanted surface, by hitting it with a physical cylinder they held in their hand. The perceived surface slant was determined by monocular texture and stereoscopic cues, with these cues being either consistent or in conflict, allowing us to track the relative weighting of monocular versus stereoscopic cues as training in the task progressed. Following training most participants showed greater reliance on stereoscopic cues, reduced suppression and improved stereoacuity. Importantly, the training-induced changes in relative stereo weights were significant predictors of the improvements in stereoacuity. We conclude that some adults deprived of normal binocular vision and insensitive to the disparity information can, with appropriate experience, recover access to more reliable stereoscopic information. This article is part of the themed issue ‘Vision in our three-dimensional world’. PMID:27269607
Second Life: Creating Worlds of Wonder for Language Learners
ERIC Educational Resources Information Center
Ocasio, Michelle A.
2016-01-01
This article describes Second Life, a three-dimensional virtual environment in which a user creates an avatar for the purpose of socializing, learning, developing skills, and exploring a variety of academic and social areas. Since its inception in 2003, Second Life has been used by educators to build and foster innovative learning environments and…
Design Virtual Reality Scene Roam for Tour Animations Base on VRML and Java
NASA Astrophysics Data System (ADS)
Cao, Zaihui; hu, Zhongyan
Virtual reality has been involved in a wide range of academic and commercial applications. It can give users a natural feeling of the environment by creating realistic virtual worlds. Implementing a virtual tour through a model of a tourist area on the web has become fashionable. In this paper, we present a web-based application that allows a user to, walk through, see, and interact with a fully three-dimensional model of the tourist area. Issues regarding navigation and disorientation areaddressed and we suggest a combination of the metro map and an intuitive navigation system. Finally we present a prototype which implements our ideas. The application of VR techniques integrates the visualization and animation of the three dimensional modelling to landscape analysis. The use of the VRML format produces the possibility to obtain some views of the 3D model and to explore it in real time. It is an important goal for the spatial information sciences.
Fully Three-Dimensional Virtual-Reality System
NASA Technical Reports Server (NTRS)
Beckman, Brian C.
1994-01-01
Proposed virtual-reality system presents visual displays to simulate free flight in three-dimensional space. System, virtual space pod, is testbed for control and navigation schemes. Unlike most virtual-reality systems, virtual space pod would not depend for orientation on ground plane, which hinders free flight in three dimensions. Space pod provides comfortable seating, convenient controls, and dynamic virtual-space images for virtual traveler. Controls include buttons plus joysticks with six degrees of freedom.
ERIC Educational Resources Information Center
Omale, Nicholas M.
2010-01-01
This exploratory case study examines how three media attributes in 3-D MUVEs--avatars, 3-D spaces and bubble dialogue boxes--affect interaction in an online problem-based learning (PBL) activity. The study participants were eleven undergraduate students enrolled in a 200-level, three-credit-hour technology integration course at a Midwestern…
Real-time recording and classification of eye movements in an immersive virtual environment.
Diaz, Gabriel; Cooper, Joseph; Kit, Dmitry; Hayhoe, Mary
2013-10-10
Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at http://sourceforge.net/p/utdvrlibraries/. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements.
Real-time recording and classification of eye movements in an immersive virtual environment
Diaz, Gabriel; Cooper, Joseph; Kit, Dmitry; Hayhoe, Mary
2013-01-01
Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at http://sourceforge.net/p/utdvrlibraries/. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements. PMID:24113087
Virtual Diagnostic Interface: Aerospace Experimentation in the Synthetic Environment
NASA Technical Reports Server (NTRS)
Schwartz, Richard J.; McCrea, Andrew C.
2009-01-01
The Virtual Diagnostics Interface (ViDI) methodology combines two-dimensional image processing and three-dimensional computer modeling to provide comprehensive in-situ visualizations commonly utilized for in-depth planning of wind tunnel and flight testing, real time data visualization of experimental data, and unique merging of experimental and computational data sets in both real-time and post-test analysis. The preparation of such visualizations encompasses the realm of interactive three-dimensional environments, traditional and state of the art image processing techniques, database management and development of toolsets with user friendly graphical user interfaces. ViDI has been under development at the NASA Langley Research Center for over 15 years, and has a long track record of providing unique and insightful solutions to a wide variety of experimental testing techniques and validation of computational simulations. This report will address the various aspects of ViDI and how it has been applied to test programs as varied as NASCAR race car testing in NASA wind tunnels to real-time operations concerning Space Shuttle aerodynamic flight testing. In addition, future trends and applications will be outlined in the paper.
Virtual Diagnostic Interface: Aerospace Experimentation in the Synthetic Environment
NASA Technical Reports Server (NTRS)
Schwartz, Richard J.; McCrea, Andrew C.
2010-01-01
The Virtual Diagnostics Interface (ViDI) methodology combines two-dimensional image processing and three-dimensional computer modeling to provide comprehensive in-situ visualizations commonly utilized for in-depth planning of wind tunnel and flight testing, real time data visualization of experimental data, and unique merging of experimental and computational data sets in both real-time and post-test analysis. The preparation of such visualizations encompasses the realm of interactive three-dimensional environments, traditional and state of the art image processing techniques, database management and development of toolsets with user friendly graphical user interfaces. ViDI has been under development at the NASA Langley Research Center for over 15 years, and has a long track record of providing unique and insightful solutions to a wide variety of experimental testing techniques and validation of computational simulations. This report will address the various aspects of ViDI and how it has been applied to test programs as varied as NASCAR race car testing in NASA wind tunnels to real-time operations concerning Space Shuttle aerodynamic flight testing. In addition, future trends and applications will be outlined in the paper.
ERIC Educational Resources Information Center
Alvarez, Nahum; Sanchez-Ruiz, Antonio; Cavazza, Marc; Shigematsu, Mika; Prendinger, Helmut
2015-01-01
The use of three-dimensional virtual environments in training applications supports the simulation of complex scenarios and realistic object behaviour. While these environments have the potential to provide an advanced training experience to students, it is difficult to design and manage a training session in real time due to the number of…
Evaluating the Usability of Pinchigator, a system for Navigating Virtual Worlds using Pinch Gloves
NASA Technical Reports Server (NTRS)
Hamilton, George S.; Brookman, Stephen; Dumas, Joseph D. II; Tilghman, Neal
2003-01-01
Appropriate design of two dimensional user interfaces (2D U/I) utilizing the well known WIMP (Window, Icon, Menu, Pointing device) environment for computer software is well studied and guidance can be found in several standards. Three-dimensional U/I design is not nearly so mature as 2D U/I, and standards bodies have not reached consensus on what makes a usable interface. This is especially true when the tools for interacting with the virtual environment may include stereo viewing, real time trackers and pinch gloves instead of just a mouse & keyboard. Over the last several years the authors have created a 3D U/I system dubbed Pinchigator for navigating virtual worlds based on the dVise dV/Mockup visualization software, Fakespace Pinch Gloves and Pohlemus trackers. The current work is to test the usability of the system on several virtual worlds, suggest improvements to increase Pinchigator s usability, and then to generalize about what was learned and how those lessons might be applied to improve other 3D U/I systems.
ERIC Educational Resources Information Center
Roth, Jeremy A.; Wilson, Timothy D.; Sandig, Martin
2015-01-01
Histology is a core subject in the anatomical sciences where learners are challenged to interpret two-dimensional (2D) information (gained from histological sections) to extrapolate and understand the three-dimensional (3D) morphology of cells, tissues, and organs. In gross anatomical education 3D models and learning tools have been associated…
ERIC Educational Resources Information Center
Ip, Horace H. S.; Lai, Candy Hoi-Yan; Wong, Simpson W. L.; Tsui, Jenny K. Y.; Li, Richard Chen; Lau, Kate Shuk-Ying; Chan, Dorothy F. Y.
2017-01-01
Previous research has illustrated the unique benefits of three-dimensional (3-D) Virtual Reality (VR) technology in Autism Spectrum Disorder (ASD) children. This study examined the use of 3-D VR technology as an assessment tool in ASD children, and further compared its use to two-dimensional (2-D) tasks. Additionally, we aimed to examine…
A heterogeneous computing environment for simulating astrophysical fluid flows
NASA Technical Reports Server (NTRS)
Cazes, J.
1994-01-01
In the Concurrent Computing Laboratory in the Department of Physics and Astronomy at Louisiana State University we have constructed a heterogeneous computing environment that permits us to routinely simulate complicated three-dimensional fluid flows and to readily visualize the results of each simulation via three-dimensional animation sequences. An 8192-node MasPar MP-1 computer with 0.5 GBytes of RAM provides 250 MFlops of execution speed for our fluid flow simulations. Utilizing the parallel virtual machine (PVM) language, at periodic intervals data is automatically transferred from the MP-1 to a cluster of workstations where individual three-dimensional images are rendered for inclusion in a single animation sequence. Work is underway to replace executions on the MP-1 with simulations performed on the 512-node CM-5 at NCSA and to simultaneously gain access to more potent volume rendering workstations.
Language-driven anticipatory eye movements in virtual reality.
Eichert, Nicole; Peeters, David; Hagoort, Peter
2018-06-01
Predictive language processing is often studied by measuring eye movements as participants look at objects on a computer screen while they listen to spoken sentences. This variant of the visual-world paradigm has revealed that information encountered by a listener at a spoken verb can give rise to anticipatory eye movements to a target object, which is taken to indicate that people predict upcoming words. The ecological validity of such findings remains questionable, however, because these computer experiments used two-dimensional stimuli that were mere abstractions of real-world objects. Here we present a visual-world paradigm study in a three-dimensional (3-D) immersive virtual reality environment. Despite significant changes in the stimulus materials and the different mode of stimulus presentation, language-mediated anticipatory eye movements were still observed. These findings thus indicate that people do predict upcoming words during language comprehension in a more naturalistic setting where natural depth cues are preserved. Moreover, the results confirm the feasibility of using eyetracking in rich and multimodal 3-D virtual environments.
HPPD: ligand- and target-based virtual screening on a herbicide target.
López-Ramos, Miriam; Perruccio, Francesca
2010-05-24
Hydroxyphenylpyruvate dioxygenase (HPPD) has proven to be a very successful target for the development of herbicides with bleaching properties, and today HPPD inhibitors are well established in the agrochemical market. Syngenta has a long history of HPPD-inhibitor research, and HPPD was chosen as a case study for the validation of diverse ligand- and target-based virtual screening approaches to identify compounds with inhibitory properties. Two-dimensional extended connectivity fingerprints, three-dimensional shape-based tools (ROCS, EON, and Phase-shape) and a pharmacophore approach (Phase) were used as ligand-based methods; Glide and Gold were used as target-based. Both the virtual screening utility and the scaffold-hopping ability of the screening tools were assessed. Particular emphasis was put on the specific pitfalls to take into account for the design of a virtual screening campaign in an agrochemical context, as compared to a pharmaceutical environment.
Making Web3D Less Scary: Toward Easy-to-Use Web3D e-Learning Content Development Tools for Educators
ERIC Educational Resources Information Center
de Byl, Penny
2009-01-01
Penny de Byl argues that one of the biggest challenges facing educators today is the integration of rich and immersive three-dimensional environments with existing teaching and learning materials. To empower educators with the ability to embrace emerging Web3D technologies, the Advanced Learning and Immersive Virtual Environment (ALIVE) research…
Virtual Environment for Surgical Room of the Future.
1995-10-01
Design; 1. wire frame Dynamic Interaction 2. surface B. Acoustic Three-Dimensional Modeling; 3. solid based on radiosity modeling B. Dynamic...infection control of people and E. Rendering and Shadowing equipment 1. ray tracing D. Fluid Flow 2. radiosity F. Animation OBJECT RECOGNITION COMMUNICATION
Evaluation of three-dimensional virtual perception of garments
NASA Astrophysics Data System (ADS)
Aydoğdu, G.; Yeşilpinar, S.; Erdem, D.
2017-10-01
In recent years, three-dimensional design, dressing and simulation programs came into prominence in the textile industry. By these programs, the need to produce clothing samples for every design in design process has been eliminated. Clothing fit, design, pattern, fabric and accessory details and fabric drape features can be evaluated easily. Also, body size of virtual mannequin can be adjusted so more realistic simulations can be created. Moreover, three-dimensional virtual garment images created by these programs can be used while presenting the product to end-user instead of two-dimensional photograph images. In this study, a survey was carried out to investigate the visual perception of consumers. The survey was conducted for three different garment types, separately. Questions about gender, profession etc. was asked to the participants and expected them to compare real samples and artworks or three-dimensional virtual images of garments. When survey results were analyzed statistically, it is seen that demographic situation of participants does not affect visual perception and three-dimensional virtual garment images reflect the real sample characteristics better than artworks for each garment type. Also, it is reported that there is no perception difference depending on garment type between t-shirt, sweatshirt and tracksuit bottom.
Virtual Environments Supporting Learning and Communication in Special Needs Education
ERIC Educational Resources Information Center
Cobb, Sue V. G.
2007-01-01
Virtual reality (VR) describes a set of technologies that allow users to explore and experience 3-dimensional computer-generated "worlds" or "environments." These virtual environments can contain representations of real or imaginary objects on a small or large scale (from modeling of molecular structures to buildings, streets, and scenery of a…
2014-01-01
Virtual worlds (VWs), in which participants navigate as avatars through three-dimensional, computer-generated, realistic-looking environments, are emerging as important new technologies for distance health education. However, there is relatively little documented experience using VWs for international healthcare training. The Geneva Foundation for Medical Education and Research (GFMER) conducted a VW training for healthcare professionals enrolled in a GFMER training course. This paper describes the development, delivery, and results of a pilot project undertaken to explore the potential of VWs as an environment for distance healthcare education for an international audience that has generally limited access to conventionally delivered education. PMID:24555833
Visualizing the process of interaction in a 3D environment
NASA Astrophysics Data System (ADS)
Vaidya, Vivek; Suryanarayanan, Srikanth; Krishnan, Kajoli; Mullick, Rakesh
2007-03-01
As the imaging modalities used in medicine transition to increasingly three-dimensional data the question of how best to interact with and analyze this data becomes ever more pressing. Immersive virtual reality systems seem to hold promise in tackling this, but how individuals learn and interact in these environments is not fully understood. Here we will attempt to show some methods in which user interaction in a virtual reality environment can be visualized and how this can allow us to gain greater insight into the process of interaction/learning in these systems. Also explored is the possibility of using this method to improve understanding and management of ergonomic issues within an interface.
Interaction Design and Usability of Learning Spaces in 3D Multi-user Virtual Worlds
NASA Astrophysics Data System (ADS)
Minocha, Shailey; Reeves, Ahmad John
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web, which users can 'inhabit' and interact via their own graphical, self-representations known as 'avatars'. 3D virtual worlds are being used in many applications: education/training, gaming, social networking, marketing and commerce. Second Life is the most widely used 3D virtual world in education. However, problems associated with usability, navigation and way finding in 3D virtual worlds may impact on student learning and engagement. Based on empirical investigations of learning spaces in Second Life, this paper presents design guidelines to improve the usability and ease of navigation in 3D spaces. Methods of data collection include semi-structured interviews with Second Life students, educators and designers. The findings have revealed that design principles from the fields of urban planning, Human- Computer Interaction, Web usability, geography and psychology can influence the design of spaces in 3D multi-user virtual environments.
Manually locating physical and virtual reality objects.
Chen, Karen B; Kimmel, Ryan A; Bartholomew, Aaron; Ponto, Kevin; Gleicher, Michael L; Radwin, Robert G
2014-09-01
In this study, we compared how users locate physical and equivalent three-dimensional images of virtual objects in a cave automatic virtual environment (CAVE) using the hand to examine how human performance (accuracy, time, and approach) is affected by object size, location, and distance. Virtual reality (VR) offers the promise to flexibly simulate arbitrary environments for studying human performance. Previously, VR researchers primarily considered differences between virtual and physical distance estimation rather than reaching for close-up objects. Fourteen participants completed manual targeting tasks that involved reaching for corners on equivalent physical and virtual boxes of three different sizes. Predicted errors were calculated from a geometric model based on user interpupillary distance, eye location, distance from the eyes to the projector screen, and object. Users were 1.64 times less accurate (p < .001) and spent 1.49 times more time (p = .01) targeting virtual versus physical box corners using the hands. Predicted virtual targeting errors were on average 1.53 times (p < .05) greater than the observed errors for farther virtual targets but not significantly different for close-up virtual targets. Target size, location, and distance, in addition to binocular disparity, affected virtual object targeting inaccuracy. Observed virtual box inaccuracy was less than predicted for farther locations, suggesting possible influence of cues other than binocular vision. Human physical interaction with objects in VR for simulation, training, and prototyping involving reaching and manually handling virtual objects in a CAVE are more accurate than predicted when locating farther objects.
Development of virtual environment for treating acrophobia.
Ku, J; Jang, D; Shin, M; Jo, H; Ahn, H; Lee, J; Cho, B; Kim, S I
2001-01-01
Virtual Reality (VR) is a new technology that makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. Virtual Reality Therapy (VRT), based on this sophisticated technology, has been recently used in the treatment of subjects diagnosed with acrophobia, a disorder that is characterized by marked anxiety upon exposure to heights, avoidance of heights, and a resulting interference in functioning. Conventional virtual reality system for the treatment of acrophobia has a limitation in scope that it is based on over-costly devices or somewhat unrealistic graphic scene. The goal of this study was to develop a inexpensive and more realistic virtual environment for the exposure therapy of acrophobia. We constructed two types virtual environment. One is constituted a bungee-jump tower in the middle of a city. It includes the open lift surrounded by props beside tower that allowed the patient to feel sense of heights. Another is composed of diving boards which have various heights. It provides a view of a lower diving board and people swimming in the pool to serve the patient stimuli upon exposure to heights.
NASA Astrophysics Data System (ADS)
Chen, Shuzhe; Huang, Liwen
the river of Yangtze River in Chongqing area is continuous curved. Hydrology and channel situation is complex, and the transportation is busy. With the increasing of shipments of hazardous chemicals year by year, oil spill accident risk is rising. So establishment of three-dimensional virtual simulation of oil spill and its application in decision-making has become an urgent task. This paper detailed the process of three-dimensional virtual simulation of oil spill and established a system of three-dimensional virtual Simulation of oil spill of Yangtze River in Chongqing area by establishing an oil spill model of the Chongqing area based on oil particles model, and the system has been used in emergency decision to provide assistance for the oil spill response.
ERIC Educational Resources Information Center
Nussli, Natalie; Oh, Kevin
2016-01-01
This case study describes how a systematic 7-Step Virtual Worlds Teacher Training Workshop guided the enculturation of 18 special education teachers into three-dimensional virtual worlds. The main purpose was to enable these teachers to make informed decisions about the usability of virtual worlds for students with social skills challenges, such…
Rosa, Pedro J; Morais, Diogo; Gamito, Pedro; Oliveira, Jorge; Saraiva, Tomaz
2016-03-01
Immersive virtual reality is thought to be advantageous by leading to higher levels of presence. However, and despite users getting actively involved in immersive three-dimensional virtual environments that incorporate sound and motion, there are individual factors, such as age, video game knowledge, and the predisposition to immersion, that may be associated with the quality of virtual reality experience. Moreover, one particular concern for users engaged in immersive virtual reality environments (VREs) is the possibility of side effects, such as cybersickness. The literature suggests that at least 60% of virtual reality users report having felt symptoms of cybersickness, which reduces the quality of the virtual reality experience. The aim of this study was thus to profile the right user to be involved in a VRE through head-mounted display. To examine which user characteristics are associated with the most effective virtual reality experience (lower cybersickness), a multiple correspondence analysis combined with cluster analysis technique was performed. Results revealed three distinct profiles, showing that the PC gamer profile is more associated with higher levels of virtual reality effectiveness, that is, higher predisposition to be immersed and reduced cybersickness symptoms in the VRE than console gamer and nongamer. These findings can be a useful orientation in clinical practice and future research as they help identify which users are more predisposed to benefit from immersive VREs.
Virtually-augmented interfaces for tactical aircraft.
Haas, M W
1995-05-01
The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and non-virtual concepts and devices across the visual, auditory and haptic sensory modalities. A fusion interface is a multi-sensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion-interface concepts. One of the virtual concepts to be investigated in the Fusion Interfaces for Tactical Environments facility (FITE) is the application of EEG and other physiological measures for virtual control of functions within the flight environment. FITE is a specialized flight simulator which allows efficient concept development through the use of rapid prototyping followed by direct experience of new fusion concepts. The FITE facility also supports evaluation of fusion concepts by operational fighter pilots in a high fidelity simulated air combat environment. The facility was utilized by a multi-disciplinary team composed of operational pilots, human-factors engineers, electronics engineers, computer scientists, and experimental psychologists to prototype and evaluate the first multi-sensory, virtually-augmented cockpit. The cockpit employed LCD-based head-down displays, a helmet-mounted display, three-dimensionally localized audio displays, and a haptic display. This paper will endeavor to describe the FITE facility architecture, some of the characteristics of the FITE virtual display and control devices, and the potential application of EEG and other physiological measures within the FITE facility.
Explore the virtual side of earth science
,
1998-01-01
Scientists have always struggled to find an appropriate technology that could represent three-dimensional (3-D) data, facilitate dynamic analysis, and encourage on-the-fly interactivity. In the recent past, scientific visualization has increased the scientist's ability to visualize information, but it has not provided the interactive environment necessary for rapidly changing the model or for viewing the model in ways not predetermined by the visualization specialist. Virtual Reality Modeling Language (VRML 2.0) is a new environment for visualizing 3-D information spaces and is accessible through the Internet with current browser technologies. Researchers from the U.S. Geological Survey (USGS) are using VRML as a scientific visualization tool to help convey complex scientific concepts to various audiences. Kevin W. Laurent, computer scientist, and Maura J. Hogan, technical information specialist, have created a collection of VRML models available through the Internet at Virtual Earth Science (virtual.er.usgs.gov).
Kraeima, Joep; Schepers, Rutger H; van Ooijen, Peter M A; Steenbakkers, Roel J H M; Roodenburg, Jan L N; Witjes, Max J H
2015-10-01
Three-dimensional (3D) virtual planning of reconstructive surgery, after resection, is a frequently used method for improving accuracy and predictability. However, when applied to malignant cases, the planning of the oncologic resection margins is difficult due to visualisation of tumours in the current 3D planning. Embedding tumour delineation on a magnetic resonance image, similar to the routinely performed radiotherapeutic contouring of tumours, is expected to provide better margin planning. A new software pathway was developed for embedding tumour delineation on magnetic resonance imaging (MRI) within the 3D virtual surgical planning. The software pathway was validated by the use of five bovine cadavers implanted with phantom tumour objects. MRI and computed tomography (CT) images were fused and the tumour was delineated using radiation oncology software. This data was converted to the 3D virtual planning software by means of a conversion algorithm. Tumour volumes and localization were determined in both software stages for comparison analysis. The approach was applied to three clinical cases. A conversion algorithm was developed to translate the tumour delineation data to the 3D virtual plan environment. The average difference in volume of the tumours was 1.7%. This study reports a validated software pathway, providing multi-modality image fusion for 3D virtual surgical planning. Copyright © 2015 European Association for Cranio-Maxillo-Facial Surgery. Published by Elsevier Ltd. All rights reserved.
Implementing virtual reality interfaces for the geosciences
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bethel, W.; Jacobsen, J.; Austin, A.
1996-06-01
For the past few years, a multidisciplinary team of computer and earth scientists at Lawrence Berkeley National Laboratory has been exploring the use of advanced user interfaces, commonly called {open_quotes}Virtual Reality{close_quotes} (VR), coupled with visualization and scientific computing software. Working closely with industry, these efforts have resulted in an environment in which VR technology is coupled with existing visualization and computational tools. VR technology may be thought of as a user interface. It is useful to think of a spectrum, ranging the gamut from command-line interfaces to completely immersive environments. In the former, one uses the keyboard to enter threemore » or six-dimensional parameters. In the latter, three or six-dimensional information is provided by trackers contained either in hand-held devices or attached to the user in some fashion, e.g. attached to a head-mounted display. Rich, extensible and often complex languages are a vehicle whereby the user controls parameters to manipulate object position and location in a virtual world, but the keyboard is the obstacle in that typing is cumbersome, error-prone and typically slow. In the latter, the user can interact with these parameters by means of motor skills which are highly developed. Two specific geoscience application areas will be highlighted. In the first, we have used VR technology to manipulate three-dimensional input parameters, such as the spatial location of injection or production wells in a reservoir simulator. In the second, we demonstrate how VR technology has been used to manipulate visualization tools, such as a tool for computing streamlines via manipulation of a {open_quotes}rake.{close_quotes} The rake is presented to the user in the form of a {open_quotes}virtual well{close_quotes} icon, and provides parameters used by the streamlines algorithm.« less
Use of three-dimensional computer graphic animation to illustrate cleft lip and palate surgery.
Cutting, C; Oliker, A; Haring, J; Dayan, J; Smith, D
2002-01-01
Three-dimensional (3D) computer animation is not commonly used to illustrate surgical techniques. This article describes the surgery-specific processes that were required to produce animations to teach cleft lip and palate surgery. Three-dimensional models were created using CT scans of two Chinese children with unrepaired clefts (one unilateral and one bilateral). We programmed several custom software tools, including an incision tool, a forceps tool, and a fat tool. Three-dimensional animation was found to be particularly useful for illustrating surgical concepts. Positioning the virtual "camera" made it possible to view the anatomy from angles that are impossible to obtain with a real camera. Transparency allows the underlying anatomy to be seen during surgical repair while maintaining a view of the overlaying tissue relationships. Finally, the representation of motion allows modeling of anatomical mechanics that cannot be done with static illustrations. The animations presented in this article can be viewed on-line at http://www.smiletrain.org/programs/virtual_surgery2.htm. Sophisticated surgical procedures are clarified with the use of 3D animation software and customized software tools. The next step in the development of this technology is the creation of interactive simulators that recreate the experience of surgery in a safe, digital environment. Copyright 2003 Wiley-Liss, Inc.
The effectiveness of virtual reality distraction for pain reduction: a systematic review.
Malloy, Kevin M; Milling, Leonard S
2010-12-01
Virtual reality technology enables people to become immersed in a computer-simulated, three-dimensional environment. This article provides a comprehensive review of controlled research on the effectiveness of virtual reality (VR) distraction for reducing pain. To be included in the review, studies were required to use a between-subjects or mixed model design in which VR distraction was compared with a control condition or an alternative intervention in relieving pain. An exhaustive search identified 11 studies satisfying these criteria. VR distraction was shown to be effective for reducing experimental pain, as well as the discomfort associated with burn injury care. Studies of needle-related pain provided less consistent findings. Use of more sophisticated virtual reality technology capable of fully immersing the individual in a virtual environment was associated with greater relief. Overall, controlled research suggests that VR distraction may be a useful tool for clinicians who work with a variety of pain problems. Copyright © 2010 Elsevier Ltd. All rights reserved.
Visualization of spatial-temporal data based on 3D virtual scene
NASA Astrophysics Data System (ADS)
Wang, Xianghong; Liu, Jiping; Wang, Yong; Bi, Junfang
2009-10-01
The main purpose of this paper is to realize the expression of the three-dimensional dynamic visualization of spatialtemporal data based on three-dimensional virtual scene, using three-dimensional visualization technology, and combining with GIS so that the people's abilities of cognizing time and space are enhanced and improved by designing dynamic symbol and interactive expression. Using particle systems, three-dimensional simulation, virtual reality and other visual means, we can simulate the situations produced by changing the spatial location and property information of geographical entities over time, then explore and analyze its movement and transformation rules by changing the interactive manner, and also replay history and forecast of future. In this paper, the main research object is the vehicle track and the typhoon path and spatial-temporal data, through three-dimensional dynamic simulation of its track, and realize its timely monitoring its trends and historical track replaying; according to visualization techniques of spatialtemporal data in Three-dimensional virtual scene, providing us with excellent spatial-temporal information cognitive instrument not only can add clarity to show spatial-temporal information of the changes and developments in the situation, but also be used for future development and changes in the prediction and deduction.
NASA Technical Reports Server (NTRS)
Ishii, Masahiro; Sukanya, P.; Sato, Makoto
1994-01-01
This paper describes the construction of a virtual work space for tasks performed by two handed manipulation. We intend to provide a virtual environment that encourages users to accomplish tasks as they usually act in a real environment. Our approach uses a three dimensional spatial interface device that allows the user to handle virtual objects by hand and be able to feel some physical properties such as contact, weight, etc. We investigated suitable conditions for constructing our virtual work space by simulating some basic assembly work, a face and fit task. We then selected the conditions under which the subjects felt most comfortable in performing this task and set up our virtual work space. Finally, we verified the possibility of performing more complex tasks in this virtual work space by providing simple virtual models and then let the subjects create new models by assembling these components. The subjects can naturally perform assembly operations and accomplish the task. Our evaluation shows that this virtual work space has the potential to be used for performing tasks that require two-handed manipulation or cooperation between both hands in a natural manner.
Pfaff, Miles J; Steinbacher, Derek M
2016-03-01
Three-dimensional analysis and planning is a powerful tool in plastic and reconstructive surgery, enabling improved diagnosis, patient education and communication, and intraoperative transfer to achieve the best possible results. Three-dimensional planning can increase efficiency and accuracy, and entails five core components: (1) analysis, (2) planning, (3) virtual surgery, (4) three-dimensional printing, and (5) comparison of planned to actual results. The purpose of this article is to provide an overview of three-dimensional virtual planning and to provide a framework for applying these systems to clinical practice. Therapeutic, V.
Motivational interviewing workshop in a virtual world: learning as avatars.
Shershneva, Marianna; Kim, Ji-Hye; Kear, Cynthia; Heyden, Robin; Heyden, Neil; Lee, Jay; Mitchell, Suzanne
2014-04-01
Limited research has been done to understand outcomes of continuing medical education offered in three-dimensional, immersive virtual worlds. We studied a case of a virtual world workshop on motivational interviewing (MI) applied to smoking cessation counseling and its educational impact. To facilitate content development and evaluation, we specified desired MI competencies. The workshop consisted of three sessions, which included lectures, practice with standardized patients, and chat interactions. Data were collected from 13 primary care physicians and residents through workshop observation, and pre- and 3-month post-workshop telephone/Skype interviews and interactions with standardized patients. Interactions with standardized patients were assessed by an expert using a validated MI tool and by standardized patients using a tool developed for this study. For 11 participants who attended two or three sessions, we conducted paired-samples t tests comparing mean differences between the competency scores before and after the workshop. Expert assessment showed significant improvement on six of seven MI competencies. All participants reported learning new knowledge and skills, and nine described incorporating new learning into their clinical practice. Practicing MI with standardized patients and/or observing others' practice appeared to be the most helpful workshop component. The evaluated workshop had positive impact on participants' competencies and practice as related to MI applied to smoking cessation counseling. Our findings support further exploration of three-dimensional virtual worlds as learning environments for continuing medical education.
Vectors in Use in a 3D Juggling Game Simulation
ERIC Educational Resources Information Center
Kynigos, Chronis; Latsi, Maria
2006-01-01
The new representations enabled by the educational computer game the "Juggler" can place vectors in a central role both for controlling and measuring the behaviours of objects in a virtual environment simulating motion in three-dimensional spaces. The mathematical meanings constructed by 13 year-old students in relation to vectors as…
Adamovich, Sergei; Fluet, Gerard G.; Merians, Alma S.; Mathai, Abraham; Qiu, Qinyin
2010-01-01
Current neuroscience has identified several constructs to increase the effectiveness of upper extremity rehabilitation. One is the use of progressive, skill acquisition-oriented training. Another approach emphasizes the use of bilateral activities. Building on these principles, this paper describes the design and feasibility testing of a robotic / virtual environment system designed to train the arm of persons who have had strokes. The system provides a variety of assistance modes, scalable workspaces and hand-robot interfaces allowing persons with strokes to train multiple joints in three dimensions. The simulations utilize assistance algorithms that adjust task difficulty both online and offline in relation to subject performance. Several distinctive haptic effects have been incorporated into the simulations. An adaptive master-slave relationship between the unimpaired and impaired arm encourages active movement of the subject's hemiparetic arm during a bimanual task. Adaptive anti-gravity support and damping stabilize the arm during virtual reaching and placement tasks. An adaptive virtual spring provides assistance to complete the movement if the subject is unable to complete the task in time. Finally, haptically rendered virtual objects help to shape the movement trajectory during a virtual placement task. A proof of concept study demonstrated this system to be safe, feasible and worthy of further study. PMID:19666345
NASA Technical Reports Server (NTRS)
Schwartz, Richard J.; Fleming, Gary A.
2007-01-01
Virtual Diagnostics Interface technology, or ViDI, is a suite of techniques utilizing image processing, data handling and three-dimensional computer graphics. These techniques aid in the design, implementation, and analysis of complex aerospace experiments. LiveView3D is a software application component of ViDI used to display experimental wind tunnel data in real-time within an interactive, three-dimensional virtual environment. The LiveView3D software application was under development at NASA Langley Research Center (LaRC) for nearly three years. LiveView3D recently was upgraded to perform real-time (as well as post-test) comparisons of experimental data with pre-computed Computational Fluid Dynamics (CFD) predictions. This capability was utilized to compare experimental measurements with CFD predictions of the surface pressure distribution of the NASA Ares I Crew Launch Vehicle (CLV) - like vehicle when tested in the NASA LaRC Unitary Plan Wind Tunnel (UPWT) in December 2006 - January 2007 timeframe. The wind tunnel tests were conducted to develop a database of experimentally-measured aerodynamic performance of the CLV-like configuration for validation of CFD predictive codes.
Motivational Interviewing Workshop in a Virtual World: Learning as Avatars
Shershneva, Marianna; Kim, Ji-Hye; Kear, Cynthia; Heyden, Robin; Heyden, Neil; Lee, Jay; Mitchell, Suzanne
2015-01-01
Background Limited research has been done to understand outcomes of continuing medical education offered in three-dimensional, immersive virtual worlds. Objectives We studied a case of a virtual world workshop on motivational interviewing (MI) applied to smoking cessation counseling and its educational impact. Methods To facilitate content development and evaluation, we specified desired MI competencies. The workshop consisted of three sessions, which included lectures, practice with standardized patients, and chat interactions. Data were collected from 13 primary care physicians and residents through workshop observation, and pre- and three-month post-workshop telephone/Skype interviews and interactions with standardized patients. Interactions with standardized patients were assessed by an expert using a validated MI tool, and by standardized patients using a tool developed for this study. For 11 participants who attended two or three sessions, we conducted paired-samples t-tests comparing mean differences between the competency scores pre- and post-event. Results Expert assessment showed significant improvement on six of seven MI competencies (p< .05). All participants reported learning new knowledge and skills, and nine described incorporating new learning into their clinical practice. Practicing MI with standardized patients and/or observing others' practice appeared to be the most helpful workshop component. Conclusions The evaluated workshop had positive impact on participants' competencies and practice as related to MI applied to smoking cessation counseling. Our findings support further exploration of three-dimensional virtual worlds as learning environments for continuing medical education. PMID:24788420
Learning Relative Motion Concepts in Immersive and Non-immersive Virtual Environments
NASA Astrophysics Data System (ADS)
Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria
2013-12-01
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop virtual environment (DVE) conditions. Our results show that after the simulation activities, both IVE and DVE groups exhibited a significant shift toward a scientific understanding in their conceptual models and epistemological beliefs about the nature of relative motion, and also a significant improvement on relative motion problem-solving tests. In addition, we analyzed students' performance on one-dimensional and two-dimensional questions in the relative motion problem-solving test separately and found that after training in the simulation, the IVE group performed significantly better than the DVE group on solving two-dimensional relative motion problems. We suggest that egocentric encoding of the scene in IVE (where the learner constitutes a part of a scene they are immersed in), as compared to allocentric encoding on a computer screen in DVE (where the learner is looking at the scene from "outside"), is more beneficial than DVE for studying more complex (two-dimensional) relative motion problems. Overall, our findings suggest that such aspects of virtual realities as immersivity, first-hand experience, and the possibility of changing different frames of reference can facilitate understanding abstract scientific phenomena and help in displacing intuitive misconceptions with more accurate mental models.
NASA Technical Reports Server (NTRS)
Lindsey, Patricia F.
1994-01-01
In microgravity conditions mobility is greatly enhanced and body stability is difficult to achieve. Because of these difficulties, optimum placement and accessibility of objects and controls can be critical to required tasks on board shuttle flights or on the proposed space station. Anthropometric measurement of the maximum reach of occupants of a microgravity environment provide knowledge about maximum functional placement for tasking situations. Calculations for a full body, functional reach envelope for microgravity environments are imperative. To this end, three dimensional computer modeled human figures, providing a method of anthropometric measurement, were used to locate the data points that define the full body, functional reach envelope. Virtual reality technology was utilized to enable an occupant of the microgravity environment to experience movement within the reach envelope while immersed in a simulated microgravity environment.
"Virtual Cockpit Window" for a Windowless Aerospacecraft
NASA Technical Reports Server (NTRS)
Abernathy, Michael F.
2003-01-01
A software system processes navigational and sensory information in real time to generate a three-dimensional-appearing image of the external environment for viewing by crewmembers of a windowless aerospacecraft. The design of the particular aerospacecraft (the X-38) is such that the addition of a real transparent cockpit window to the airframe would have resulted in unacceptably large increases in weight and cost. When exerting manual control, an aircrew needs to see terrain, obstructions, and other features around the aircraft in order to land safely. The X-38 is capable of automated landing, but even when this capability is utilized, the crew still needs to view the external environment: From the very beginning of the United States space program, crews have expressed profound dislike for windowless vehicles. The wellbeing of an aircrew is considerably promoted by a three-dimensional view of terrain and obstructions. The present software system was developed to satisfy the need for such a view. In conjunction with a computer and display equipment that weigh less than would a real transparent window, this software system thus provides a virtual cockpit window. The key problem in the development of this software system was to create a realistic three-dimensional perspective view that is updated in real time. The problem was solved by building upon a pre-existing commercial program LandForm C3 that combines the speed of flight-simulator software with the power of geographic-information-system software to generate real-time, three-dimensional-appearing displays of terrain and other features of flight environments. In the development of the present software, the pre-existing program was modified to enable it to utilize real-time information on the position and attitude of the aerospacecraft to generate a view of the external world as it would appear to a person looking out through a window in the aerospacecraft. The development included innovations in realistic horizon-limit modeling, three-dimensional stereographic display, and interfaces for utilization of data from inertial-navigation devices, Global Positioning System receivers, and laser rangefinders.
ERIC Educational Resources Information Center
Saeed, Nauman; Sinnappan, Sukunesan
2013-01-01
Second Life is a three dimensional multi-user virtual environment within the Web 2.0 suite of applications which has gained wide spread popularity amongst educators in the recent years. However, limited empirical research has been reported on the adoption of Second Life, especially within higher education. The majority of technology adoption…
Learning Protein Structure with Peers in an AR-Enhanced Learning Environment
ERIC Educational Resources Information Center
Chen, Yu-Chien
2013-01-01
Augmented reality (AR) is an interactive system that allows users to interact with virtual objects and the real world at the same time. The purpose of this dissertation was to explore how AR, as a new visualization tool, that can demonstrate spatial relationships by representing three dimensional objects and animations, facilitates students to…
The development, assessment and validation of virtual reality for human anatomy instruction
NASA Technical Reports Server (NTRS)
Marshall, Karen Benn
1996-01-01
This research project seeks to meet the objective of science training by developing, assessing, validating and utilizing VR as a human anatomy training medium. Current anatomy instruction is primarily in the form of lectures and usage of textbooks. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three-dimensional, unlike the one-dimensional depiction found in textbooks and the two-dimensional depiction found on the computer. Virtual reality allows one to step through the computer screen into a 3-D artificial world. The primary objective of this project is to produce a virtual reality application of the abdominopelvic region of a human cadaver that can be taken back to the classroom. The hypothesis is that an immersive learning environment affords quicker anatomic recognition and orientation and a greater level of retention in human anatomy instruction. The goal is to augment not replace traditional modes of instruction.
Connors, Erin C; Yazzolino, Lindsay A; Sánchez, Jaime; Merabet, Lotfi B
2013-03-27
Audio-based Environment Simulator (AbES) is virtual environment software designed to improve real world navigation skills in the blind. Using only audio based cues and set within the context of a video game metaphor, users gather relevant spatial information regarding a building's layout. This allows the user to develop an accurate spatial cognitive map of a large-scale three-dimensional space that can be manipulated for the purposes of a real indoor navigation task. After game play, participants are then assessed on their ability to navigate within the target physical building represented in the game. Preliminary results suggest that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building as indexed by their performance on a series of navigation tasks. These tasks included path finding through the virtual and physical building, as well as a series of drop off tasks. We find that the immersive and highly interactive nature of the AbES software appears to greatly engage the blind user to actively explore the virtual environment. Applications of this approach may extend to larger populations of visually impaired individuals.
Virtual reality Stroop task for assessment of supervisory attentional processing.
Parsons, Thomas D; Courtney, Christopher G; Dawson, Michael E
2013-01-01
The current project is a preliminary attempt at assessing the potential of a three-dimensional virtual reality Stroop task (VRST) for investigation of supervisory attentional processing. The VRST was compared with paper-and-pencil and computer automated (two-dimensional) versions of the Stroop. Psychophysiological measures were also used to assess varying levels of user arousal. The three versions of the Stroop task were conducted with a sample of 50 healthy university students, between the ages of 18 and 28 years, which included equivalent distributions of men and women from ethnically diverse populations. No significant differences were found for age, gender, or education. Results indicated that the typical Stroop effect pattern found in the Delis-Kaplan Executive Function System (D-KEFS) and Automated Neuropsychological Assessment Metrics (ANAM) occurs in the VRST; the complexity condition of the VRST offers potential for assessment of exogenous and endogenous attentional processing; the two single-item presentation formats of the Stroop are comparable; there is a psychophysiological difference in arousal between low- and high-threat zones; and while there is a learning effect present in the VRST across conditions, it is limited by the arousal conditions in the high-threat zones. Additionally, no negative side effects were associated with use of the virtual environment. We conclude that the VRST has the potential to offer a novel approach to assessment of supervisory attentional processing within an ecologically relevant environment.
A three-dimensional virtual environment for modeling mechanical cardiopulmonary interactions.
Kaye, J M; Primiano, F P; Metaxas, D N
1998-06-01
We have developed a real-time computer system for modeling mechanical physiological behavior in an interactive, 3-D virtual environment. Such an environment can be used to facilitate exploration of cardiopulmonary physiology, particularly in situations that are difficult to reproduce clinically. We integrate 3-D deformable body dynamics with new, formal models of (scalar) cardiorespiratory physiology, associating the scalar physiological variables and parameters with the corresponding 3-D anatomy. Our framework enables us to drive a high-dimensional system (the 3-D anatomical models) from one with fewer parameters (the scalar physiological models) because of the nature of the domain and our intended application. Our approach is amenable to modeling patient-specific circumstances in two ways. First, using CT scan data, we apply semi-automatic methods for extracting and reconstructing the anatomy to use in our simulations. Second, our scalar physiological models are defined in terms of clinically measurable, patient-specific parameters. This paper describes our approach, problems we have encountered and a sample of results showing normal breathing and acute effects of pneumothoraces.
Dynamic 3D echocardiography in virtual reality
van den Bosch, Annemien E; Koning, Anton HJ; Meijboom, Folkert J; McGhie, Jackie S; Simoons, Maarten L; van der Spek, Peter J; Bogers, Ad JJC
2005-01-01
Background This pilot study was performed to evaluate whether virtual reality is applicable for three-dimensional echocardiography and if three-dimensional echocardiographic 'holograms' have the potential to become a clinically useful tool. Methods Three-dimensional echocardiographic data sets from 2 normal subjects and from 4 patients with a mitral valve pathological condition were included in the study. The three-dimensional data sets were acquired with the Philips Sonos 7500 echo-system and transferred to the BARCO (Barco N.V., Kortrijk, Belgium) I-space. Ten independent observers assessed the 6 three-dimensional data sets with and without mitral valve pathology. After 10 minutes' instruction in the I-Space, all of the observers could use the virtual pointer that is necessary to create cut planes in the hologram. Results The 10 independent observers correctly assessed the normal and pathological mitral valve in the holograms (analysis time approximately 10 minutes). Conclusion this report shows that dynamic holographic imaging of three-dimensional echocardiographic data is feasible. However, the applicability and use-fullness of this technology in clinical practice is still limited. PMID:16375768
A standardized set of 3-D objects for virtual reality research and applications.
Peeters, David
2018-06-01
The use of immersive virtual reality as a research tool is rapidly increasing in numerous scientific disciplines. By combining ecological validity with strict experimental control, immersive virtual reality provides the potential to develop and test scientific theories in rich environments that closely resemble everyday settings. This article introduces the first standardized database of colored three-dimensional (3-D) objects that can be used in virtual reality and augmented reality research and applications. The 147 objects have been normed for name agreement, image agreement, familiarity, visual complexity, and corresponding lexical characteristics of the modal object names. The availability of standardized 3-D objects for virtual reality research is important, because reaching valid theoretical conclusions hinges critically on the use of well-controlled experimental stimuli. Sharing standardized 3-D objects across different virtual reality labs will allow for science to move forward more quickly.
Measurement Tools for the Immersive Visualization Environment: Steps Toward the Virtual Laboratory.
Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E
2007-01-01
This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.
Klapan, Ivica; Vranjes, Zeljko; Prgomet, Drago; Lukinović, Juraj
2008-03-01
The real-time requirement means that the simulation should be able to follow the actions of the user that may be moving in the virtual environment. The computer system should also store in its memory a three-dimensional (3D) model of the virtual environment. In that case a real-time virtual reality system will update the 3D graphic visualization as the user moves, so that up-to-date visualization is always shown on the computer screen. Upon completion of the tele-operation, the surgeon compares the preoperative and postoperative images and models of the operative field, and studies video records of the procedure itself Using intraoperative records, animated images of the real tele-procedure performed can be designed. Virtual surgery offers the possibility of preoperative planning in rhinology. The intraoperative use of computer in real time requires development of appropriate hardware and software to connect medical instrumentarium with the computer and to operate the computer by thus connected instrumentarium and sophisticated multimedia interfaces.
2008-01-01
The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger’s Diffusion of Innovations Theory and Siemens’ Connectivism Theory for today’s learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare. PMID:18762473
Hansen, Margaret M
2008-09-01
The author provides a critical overview of three-dimensional (3-D) virtual worlds and "serious gaming" that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.
Robot Teleoperation and Perception Assistance with a Virtual Holographic Display
NASA Technical Reports Server (NTRS)
Goddard, Charles O.
2012-01-01
Teleoperation of robots in space from Earth has historically been dfficult. Speed of light delays make direct joystick-type control infeasible, so it is desirable to command a robot in a very high-level fashion. However, in order to provide such an interface, knowledge of what objects are in the robot's environment and how they can be interacted with is required. In addition, many tasks that would be desirable to perform are highly spatial, requiring some form of six degree of freedom input. These two issues can be combined, allowing the user to assist the robot's perception by identifying the locations of objects in the scene. The zSpace system, a virtual holographic environment, provides a virtual three-dimensional space superimposed over real space and a stylus tracking position and rotation inside of it. Using this system, a possible interface for this sort of robot control is proposed.
3-D Imaging In Virtual Environment: A Scientific Clinical and Teaching Tool
NASA Technical Reports Server (NTRS)
Ross, Muriel D.; DeVincenzi, Donald L. (Technical Monitor)
1996-01-01
The advent of powerful graphics workstations and computers has led to the advancement of scientific knowledge through three-dimensional (3-D) reconstruction and imaging of biological cells and tissues. The Biocomputation Center at NASA Ames Research Center pioneered the effort to produce an entirely computerized method for reconstruction of objects from serial sections studied in a transmission electron microscope (TEM). The software developed, ROSS (Reconstruction of Serial Sections), is now being distributed to users across the United States through Space Act Agreements. The software is in widely disparate fields such as geology, botany, biology and medicine. In the Biocomputation Center, ROSS serves as the basis for development of virtual environment technologies for scientific and medical use. This report will describe the Virtual Surgery Workstation Project that is ongoing with clinicians at Stanford University Medical Center, and the role of the Visible Human data in the project.
Magdalon, Eliane C; Michaelsen, Stella M; Quevedo, Antonio A; Levin, Mindy F
2011-09-01
Virtual reality (VR) technology is being used with increasing frequency as a training medium for motor rehabilitation. However, before addressing training effectiveness in virtual environments (VEs), it is necessary to identify if movements made in such environments are kinematically similar to those made in physical environments (PEs) and the effect of provision of haptic feedback on these movement patterns. These questions are important since reach-to-grasp movements may be inaccurate when visual or haptic feedback is altered or absent. Our goal was to compare kinematics of reaching and grasping movements to three objects performed in an immersive three-dimensional (3D) VE with haptic feedback (cyberglove/grasp system) viewed through a head-mounted display to those made in an equivalent physical environment (PE). We also compared movements in PE made with and without wearing the cyberglove/grasp haptic feedback system. Ten healthy subjects (8 women, 62.1±8.8years) reached and grasped objects requiring 3 different grasp types (can, diameter 65.6mm, cylindrical grasp; screwdriver, diameter 31.6mm, power grasp; pen, diameter 7.5mm, precision grasp) in PE and visually similar virtual objects in VE. Temporal and spatial arm and trunk kinematics were analyzed. Movements were slower and grip apertures were wider when wearing the glove in both the PE and the VE compared to movements made in the PE without the glove. When wearing the glove, subjects used similar reaching trajectories in both environments, preserved the coordination between reaching and grasping and scaled grip aperture to object size for the larger object (cylindrical grasp). However, in VE compared to PE, movements were slower and had longer deceleration times, elbow extension was greater when reaching to the smallest object and apertures were wider for the power and precision grip tasks. Overall, the differences in spatial and temporal kinematics of movements between environments were greater than those due only to wearing the cyberglove/grasp system. Differences in movement kinematics due to the viewing environment were likely due to a lack of prior experience with the virtual environment, an uncertainty of object location and the restricted field-of-view when wearing the head-mounted display. The results can be used to inform the design and disposition of objects within 3D VEs for the study of the control of prehension and for upper limb rehabilitation. Copyright © 2011 Elsevier B.V. All rights reserved.
Exploring Approaches to Teaching in Three-Dimensional Virtual Worlds
ERIC Educational Resources Information Center
Englund, Claire
2017-01-01
Purpose: The purpose of this paper is to explore how teachers' approaches to teaching and conceptions of teaching and learning with educational technology influence the implementation of three-dimensional virtual worlds (3DVWs) in health care education. Design/methodology/approach: Data were collected through thematic interviews with eight…
ERIC Educational Resources Information Center
Nussli, Natalie; Oh, Kevin
2014-01-01
The overarching question that guides this review is to identify the key components of effective teacher training in virtual schooling, with a focus on three-dimensional (3D) immersive virtual worlds (IVWs). The process of identifying the essential components of effective teacher training in the use of 3D IVWs will be described step-by-step. First,…
Infusion of a Gaming Paradigm into Computer-Aided Engineering Design Tools
2012-05-03
Virtual Test Bed (VTB), and the gaming tool, Unity3D . This hybrid gaming environment coupled a three-dimensional (3D) multibody vehicle system model...from Google Earth to the 3D visual front-end fabricated around Unity3D . The hybrid environment was sufficiently developed to support analyses of the...ndFr Cti3r4 G’OjrdFr ctior-2 The VTB simulation of the vehicle dynamics ran concurrently with and interacted with the gaming engine, Unity3D which
Virtual Environments and Autism: A Developmental Psychopathological Approach
ERIC Educational Resources Information Center
Rajendran, G.
2013-01-01
Individuals with autism spectrum disorders supposedly have an affinity with information and communication technology (ICT), making it an ideally suited media for this population. Virtual environments (VEs)--both two-dimensional and immersive--represent a particular kind of ICT that might be of special benefit. Specifically, this paper discusses…
An innovative virtual reality training tool for orthognathic surgery.
Pulijala, Y; Ma, M; Pears, M; Peebles, D; Ayoub, A
2018-02-01
Virtual reality (VR) surgery using Oculus Rift and Leap Motion devices is a multi-sensory, holistic surgical training experience. A multimedia combination including 360° videos, three-dimensional interaction, and stereoscopic videos in VR has been developed to enable trainees to experience a realistic surgery environment. The innovation allows trainees to interact with the individual components of the maxillofacial anatomy and apply surgical instruments while watching close-up stereoscopic three-dimensional videos of the surgery. In this study, a novel training tool for Le Fort I osteotomy based on immersive virtual reality (iVR) was developed and validated. Seven consultant oral and maxillofacial surgeons evaluated the application for face and content validity. Using a structured assessment process, the surgeons commented on the content of the developed training tool, its realism and usability, and the applicability of VR surgery for orthognathic surgical training. The results confirmed the clinical applicability of VR for delivering training in orthognathic surgery. Modifications were suggested to improve the user experience and interactions with the surgical instruments. This training tool is ready for testing with surgical trainees. Copyright © 2018 International Association of Oral and Maxillofacial Surgeons. Published by Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Komosinski, Maciej; Ulatowski, Szymon
Life is one of the most complex phenomena known in our world. Researchers construct various models of life that serve diverse purposes and are applied in a wide range of areas — from medicine to entertainment. A part of artificial life research focuses on designing three-dimensional (3D) models of life-forms, which are obviously appealing to observers because the world we live in is three dimensional. Thus, we can easily understand behaviors demonstrated by virtual individuals, study behavioral changes during simulated evolution, analyze dependencies between groups of creatures, and so forth. However, 3D models of life-forms are not only attractive because of their resemblance to the real-world organisms. Simulating 3D agents has practical implications: If the simulation is accurate enough, then real robots can be built based on the simulation, as in [22]. Agents can be designed, tested, and optimized in a virtual environment, and the best ones can be constructed as real robots with embedded control systems. This way artificial intelligence algorithms can be “embodied” in the 3D mechanical constructs.
Development of a low-cost virtual reality workstation for training and education
NASA Technical Reports Server (NTRS)
Phillips, James A.
1996-01-01
Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) it involves 3-dimensional computer graphics; (2) it includes real-time feedback and response to user actions; and (3) it must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, but the high cost of VR technology has limited its practical application to fields with big budgets, such as military combat simulation, commercial pilot training, and certain projects within the space program. However, in the last year there has been a revolution in the cost of VR technology. The speed of inexpensive personal computers has increased dramatically, especially with the introduction of the Pentium processor and the PCI bus for IBM-compatibles, and the cost of high-quality virtual reality peripherals has plummeted. The result is that many public schools, colleges, and universities can afford a PC-based workstation capable of running immersive virtual reality applications. My goal this summer was to assemble and evaluate such a system.
Applying Virtual Reality to commercial Edutainment
NASA Technical Reports Server (NTRS)
Grissom, F.; Goza, Sharon P.; Goza, S. Michael
1994-01-01
Virtual reality (VR) when defined as a computer generated, immersive, three dimensional graphics environment which provides varying degrees of interactivity, remains an expensive, highly specialized application, yet to find its way into the school, home, or business. As a novel approach to a theme park-type attraction, though, its use can be justified. This paper describes how a virtual reality 'tour of the human digestive system' was created for the Omniplex Science Museum of Oklahoma City, Oklahoma. The customers main objectives were: (1) to educate; (2) to entertain; (3) to draw visitors; and (4) to generate revenue. The 'Edutainment' system ultimately delivered met these goals. As more such systems come into existence the resulting library of licensable programs will greatly reduce development costs to individual institutions.
Psychometric Assessment of Stereoscopic Head-Mounted Displays
2016-06-29
Journal Article 3. DATES COVERED (From – To) Jan 2015 - Dec 2015 4. TITLE AND SUBTITLE PSYCHOMETRIC ASSESSMENT OF STEREOSCOPIC HEAD- MOUNTED DISPLAYS...to render an immersive three-dimensional constructive environment. The purpose of this effort was to quantify the impact of aircrew vision on an...simulated tasks requiring precise depth discrimination. This work will provide an example validation method for future stereoscopic virtual immersive
Lee, Yongwoo; Choi, Wonjae; Lee, Kyeongjin; Song, Changho; Lee, Seungwon
2017-10-01
Avatar-based three-dimensional technology is a new approach to improve physical function in older adults. The aim of this study was to use three-dimensional video gaming technology in virtual reality training to improve postural balance and lower extremity strength in a population of community-dwelling older adults. The experimental group participated in the virtual reality training program for 60 min, twice a week, for 6 weeks. Both experimental and control groups were given three times for falls prevention education at the first, third, and fifth weeks. The experimental group showed significant improvements not only in static and dynamic postural balance but also lower extremity strength (p < .05). Furthermore, the experimental group was improved to overall parameters compared with the control group (p < .05). Therefore, three-dimensional video gaming technology might be beneficial for improving postural balance and lower extremity strength in community-dwelling older adults.
Human Factors in Virtual Reality Development
NASA Technical Reports Server (NTRS)
Kaiser, Mary K.; Proffitt, Dennis R.; Null, Cynthia H. (Technical Monitor)
1995-01-01
This half-day tutorial will provide an overview of basic perceptual functioning as it relates to the design of virtual environment systems. The tutorial consists of three parts. First, basic issues in visual perception will be presented, including discussions of the visual sensations of brightness and color, and the visual perception of depth relationships in three-dimensional space (with a special emphasis on motion -specified depth). The second section will discuss the importance of conducting human-factors user studies and evaluations. Examples and suggestions on how best to get help with user studies will be provided. Finally, we will discuss how, by drawing on their complementary competencies, perceptual psychologists and computer engineers can work as a team to develop optimal VR systems, technologies, and techniques.
ERIC Educational Resources Information Center
Codd, Anthony M.; Choudhury, Bipasha
2011-01-01
The use of cadavers to teach anatomy is well established, but limitations with this approach have led to the introduction of alternative teaching methods. One such method is the use of three-dimensional virtual reality computer models. An interactive, three-dimensional computer model of human forearm anterior compartment musculoskeletal anatomy…
ERIC Educational Resources Information Center
Keating, Thomas; Barnett, Michael; Barab, Sasha A.; Hay, Kenneth E.
2002-01-01
Describes the Virtual Solar System (VSS) course which is one of the first attempts to integrate three-dimensional (3-D) computer modeling as a central component of introductory undergraduate education. Assesses changes in student understanding of astronomy concepts as a result of participating in an experimental introductory astronomy course in…
Augmented reality and photogrammetry: A synergy to visualize physical and virtual city environments
NASA Astrophysics Data System (ADS)
Portalés, Cristina; Lerma, José Luis; Navarro, Santiago
2010-01-01
Close-range photogrammetry is based on the acquisition of imagery to make accurate measurements and, eventually, three-dimensional (3D) photo-realistic models. These models are a photogrammetric product per se. They are usually integrated into virtual reality scenarios where additional data such as sound, text or video can be introduced, leading to multimedia virtual environments. These environments allow users both to navigate and interact on different platforms such as desktop PCs, laptops and small hand-held devices (mobile phones or PDAs). In very recent years, a new technology derived from virtual reality has emerged: Augmented Reality (AR), which is based on mixing real and virtual environments to boost human interactions and real-life navigations. The synergy of AR and photogrammetry opens up new possibilities in the field of 3D data visualization, navigation and interaction far beyond the traditional static navigation and interaction in front of a computer screen. In this paper we introduce a low-cost outdoor mobile AR application to integrate buildings of different urban spaces. High-accuracy 3D photo-models derived from close-range photogrammetry are integrated in real (physical) urban worlds. The augmented environment that is presented herein requires for visualization a see-through video head mounted display (HMD), whereas user's movement navigation is achieved in the real world with the help of an inertial navigation sensor. After introducing the basics of AR technology, the paper will deal with real-time orientation and tracking in combined physical and virtual city environments, merging close-range photogrammetry and AR. There are, however, some software and complex issues, which are discussed in the paper.
Multiple object, three-dimensional motion tracking using the Xbox Kinect sensor
NASA Astrophysics Data System (ADS)
Rosi, T.; Onorato, P.; Oss, S.
2017-11-01
In this article we discuss the capability of the Xbox Kinect sensor to acquire three-dimensional motion data of multiple objects. Two experiments regarding fundamental features of Newtonian mechanics are performed to test the tracking abilities of our setup. Particular attention is paid to check and visualise the conservation of linear momentum, angular momentum and energy. In both experiments, two objects are tracked while falling in the gravitational field. The obtained data is visualised in a 3D virtual environment to help students understand the physics behind the performed experiments. The proposed experiments were analysed with a group of university students who are aspirant physics and mathematics teachers. Their comments are presented in this paper.
Mechanics of finger-tip electronics
NASA Astrophysics Data System (ADS)
Su, Yewang; Li, Rui; Cheng, Huanyu; Ying, Ming; Bonifas, Andrew P.; Hwang, Keh-Chih; Rogers, John A.; Huang, Yonggang
2013-10-01
Tactile sensors and electrotactile stimulators can provide important links between humans and virtual environments, through the sensation of touch. Soft materials, such as low modulus silicones, are attractive as platforms and support matrices for arrays sensors and actuators that laminate directly onto the fingertips. Analytic models for the mechanics of three dimensional, form-fitting finger cuffs based on such designs are presented here, along with quantitative validation using the finite element method. The results indicate that the maximum strains in the silicone and the embedded devices are inversely proportional to the square root of radius of curvature of the cuff. These and other findings can be useful in formulating designs for these and related classes of body-worn, three dimensional devices.
Virtual reality in medical education and assessment
NASA Technical Reports Server (NTRS)
Sprague, Laurie A.; Bell, Brad; Sullivan, Tim; Voss, Mark; Payer, Andrew F.; Goza, Stewart Michael
1994-01-01
The NASA Johnson Space Center (JSC)/LinCom Corporation, the University of Texas Medical Branch at Galveston (UTMB), and the Galveston Independent School District (GISD) have teamed up to develop a virtual visual environment display (VIVED) that provides a unique educational experience using virtual reality (VR) technologies. The VIVED end product will be a self-contained educational experience allowing students a new method of learning as they interact with the subject matter through VR. This type of interface is intuitive and utilizes spatial and psychomotor abilities which are now constrained or reduced by the current two dimensional terminals and keyboards. The perpetual challenge to educators remains the identification and development of methodologies which conform the learners abilities and preferences. The unique aspects of VR provide an opportunity to explore a new educational experience. Endowing medical students with an understanding of the human body poses some difficulty challenges. One of the most difficult is to convey the three dimensional nature of anatomical structures. The ideal environment for addressing this problem would be one that allows students to become small enough to enter the body and travel through it - much like a person walks through a building. By using VR technology, this effect can be achieved; when VR is combined with multimedia technologies, the effect can be spectacular.
Majdak, Piotr; Goupell, Matthew J; Laback, Bernhard
2010-02-01
The ability to localize sound sources in three-dimensional space was tested in humans. In Experiment 1, naive subjects listened to noises filtered with subject-specific head-related transfer functions. The tested conditions included the pointing method (head or manual pointing) and the visual environment (VE; darkness or virtual VE). The localization performance was not significantly different between the pointing methods. The virtual VE significantly improved the horizontal precision and reduced the number of front-back confusions. These results show the benefit of using a virtual VE in sound localization tasks. In Experiment 2, subjects were provided with sound localization training. Over the course of training, the performance improved for all subjects, with the largest improvements occurring during the first 400 trials. The improvements beyond the first 400 trials were smaller. After the training, there was still no significant effect of pointing method, showing that the choice of either head- or manual-pointing method plays a minor role in sound localization performance. The results of Experiment 2 reinforce the importance of perceptual training for at least 400 trials in sound localization studies.
The use of virtual reality to reimagine two-dimensional representations of three-dimensional spaces
NASA Astrophysics Data System (ADS)
Fath, Elaine
2015-03-01
A familiar realm in the world of two-dimensional art is the craft of taking a flat canvas and creating, through color, size, and perspective, the illusion of a three-dimensional space. Using well-explored tricks of logic and sight, impossible landscapes such as those by surrealists de Chirico or Salvador Dalí seem to be windows into new and incredible spaces which appear to be simultaneously feasible and utterly nonsensical. As real-time 3D imaging becomes increasingly prevalent as an artistic medium, this process takes on an additional layer of depth: no longer is two-dimensional space restricted to strategies of light, color, line and geometry to create the impression of a three-dimensional space. A digital interactive environment is a space laid out in three dimensions, allowing the user to explore impossible environments in a way that feels very real. In this project, surrealist two-dimensional art was researched and reimagined: what would stepping into a de Chirico or a Magritte look and feel like, if the depth and distance created by light and geometry were not simply single-perspective illusions, but fully formed and explorable spaces? 3D environment-building software is allowing us to step into these impossible spaces in ways that 2D representations leave us yearning for. This art project explores what we gain--and what gets left behind--when these impossible spaces become doors, rather than windows. Using sketching, Maya 3D rendering software, and the Unity Engine, surrealist art was reimagined as a fully navigable real-time digital environment. The surrealist movement and its key artists were researched for their use of color, geometry, texture, and space and how these elements contributed to their work as a whole, which often conveys feelings of unexpectedness or uneasiness. The end goal was to preserve these feelings while allowing the viewer to actively engage with the space.
Encarnação, L Miguel; Bimber, Oliver
2002-01-01
Collaborative virtual environments for diagnosis and treatment planning are increasingly gaining importance in our global society. Virtual and Augmented Reality approaches promised to provide valuable means for the involved interactive data analysis, but the underlying technologies still create a cumbersome work environment that is inadequate for clinical employment. This paper addresses two of the shortcomings of such technology: Intuitive interaction with multi-dimensional data in immersive and semi-immersive environments as well as stereoscopic multi-user displays combining the advantages of Virtual and Augmented Reality technology.
A training platform for many-dimensional prosthetic devices using a virtual reality environment
Putrino, David; Wong, Yan T.; Weiss, Adam; Pesaran, Bijan
2014-01-01
Brain machine interfaces (BMIs) have the potential to assist in the rehabilitation of millions of patients worldwide. Despite recent advancements in BMI technology for the restoration of lost motor function, a training environment to restore full control of the anatomical segments of an upper limb extremity has not yet been presented. Here, we develop a virtual upper limb prosthesis with 27 independent dimensions, the anatomical dimensions of the human arm and hand, and deploy the virtual prosthesis as an avatar in a virtual reality environment (VRE) that can be controlled in real-time. The prosthesis avatar accepts kinematic control inputs that can be captured from movements of the arm and hand as well as neural control inputs derived from processed neural signals. We characterize the system performance under kinematic control using a commercially available motion capture system. We also present the performance under kinematic control achieved by two non-human primates (Macaca Mulatta) trained to use the prosthetic avatar to perform reaching and grasping tasks. This is the first virtual prosthetic device that is capable of emulating all the anatomical movements of a healthy upper limb in real-time. Since the system accepts both neural and kinematic inputs for a variety of many-dimensional skeletons, we propose it provides a customizable training platform for the acquisition of many-dimensional neural prosthetic control. PMID:24726625
Kolarik, Andrew J; Cirstea, Silvia; Pardhan, Shahina
2013-02-01
Totally blind listeners often demonstrate better than normal capabilities when performing spatial hearing tasks. Accurate representation of three-dimensional auditory space requires the processing of available distance information between the listener and the sound source; however, auditory distance cues vary greatly depending upon the acoustic properties of the environment, and it is not known which distance cues are important to totally blind listeners. Our data show that totally blind listeners display better performance compared to sighted age-matched controls for distance discrimination tasks in anechoic and reverberant virtual rooms simulated using a room-image procedure. Totally blind listeners use two major auditory distance cues to stationary sound sources, level and direct-to-reverberant ratio, more effectively than sighted controls for many of the virtual distances tested. These results show that significant compensation among totally blind listeners for virtual auditory spatial distance leads to benefits across a range of simulated acoustic environments. No significant differences in performance were observed between listeners with partial non-correctable visual losses and sighted controls, suggesting that sensory compensation for virtual distance does not occur for listeners with partial vision loss.
Beaulieu, C F; Jeffrey, R B; Karadi, C; Paik, D S; Napel, S
1999-07-01
To determine the sensitivity of radiologist observers for detecting colonic polyps by using three different data review (display) modes for computed tomographic (CT) colonography, or "virtual colonoscopy." CT colonographic data in a patient with a normal colon were used as base data for insertion of digitally synthesized polyps. Forty such polyps (3.5, 5, 7, and 10 mm in diameter) were randomly inserted in four copies of the base data. Axial CT studies, volume-rendered virtual endoscopic movies, and studies from a three-dimensional mode termed "panoramic endoscopy" were reviewed blindly and independently by two radiologists. Detection improved with increasing polyp size. Trends in sensitivity were dependent on whether all inserted lesions or only visible lesions were considered, because modes differed in how completely the colonic surface was depicted. For both reviewers and all polyps 7 mm or larger, panoramic endoscopy resulted in significantly greater sensitivity (90%) than did virtual endoscopy (68%, P = .014). For visible lesions only, the sensitivities were 85%, 81%, and 60% for one reader and 65%, 62%, and 28% for the other for virtual endoscopy, panoramic endoscopy, and axial CT, respectively. Three-dimensional displays were more sensitive than two-dimensional displays (P < .05). The sensitivity of panoramic endoscopy is higher than that of virtual endoscopy, because the former displays more of the colonic surface. Higher sensitivities for three-dimensional displays may justify the additional computation and review time.
ERIC Educational Resources Information Center
Pellas, Nikolaos; Kazanidis, Ioannis; Konstantinou, Nikolaos; Georgiou, Georgia
2017-01-01
The present literature review builds on the results of 50 research articles published from 2000 until 2016. All these studies have successfully accomplished various learning tasks in the domain of Science, Technology, Engineering, and Mathematics (STEM) education using three-dimensional (3-D) multi-user virtual worlds for Primary, Secondary and…
Three Dimensional Display Of Meteorological Scientific Data
NASA Astrophysics Data System (ADS)
Grotch, Stanley L.
1988-01-01
Even a cursory reading of any daily newspaper shows that we are in the midst of a dramatic revolution in computer graphics. Virtually every day some new piece of hardware or software is announced, adding to the tools available to the working scientist. Three dimensional graphics form a significant part of this revolution having become virtually commonplace in advertising and on television.
[Memory assessment by means of virtual reality: its present and future].
Diaz-Orueta, Unai; Climent, Gema; Cardas-Ibanez, Jaione; Alonso, Laura; Olmo-Osa, Juan; Tirapu-Ustarroz, Javier
2016-01-16
The human memory is a complex cognitive system whose close relationship with executive functions implies that, in many occasions, a mnemonic deficit comprises difficulties to operate with correctly stored contents. Traditional memory tests, more focused in the information storage than in its processing, may be poorly sensitive both to subjects' daily life functioning and to changes originated by rehabilitation programs. In memory assessment, there is plenty evidence with regards to the need of improving it by means of tests which offer a higher ecological validity, with information that may be presented in various sensorial modalities and produced in a simultaneous way. Virtual reality reproduces three-dimensional environments with which the patient interacts in a dynamic way, with a sense of immersion in the environment similar to the presence and exposure to a real environment, and in which presentation of such stimuli, distractors and other variables may be systematically controlled. The current review aims to go deeply into the trajectory of neuropsychological assessment of memory based in virtual reality environments, making a tour through existing tests designed for assessing learning, prospective, episodic and spatial memory, as well as the most recent attempts to perform a comprehensive evaluation of all memory components.
COMPLEX CONDITIONAL CONTROL BY PIGEONS IN A CONTINUOUS VIRTUAL ENVIRONMENT
Qadri, Muhammad A. J.; Reid, Sean; Cook, Robert G.
2016-01-01
We tested two pigeons in a continuously streaming digital environment. Using animation software that constantly presented a dynamic, three-dimensional (3D) environment, the animals were tested with a conditional object identification task. The correct object at a given time depended on the virtual context currently streaming in front of the pigeon. Pigeons were required to accurately peck correct target objects in the environment for food reward, while suppressing any pecks to intermixed distractor objects which delayed the next object’s presentation. Experiment 1 established that the pigeons’ discrimination of two objects could be controlled by the surface material of the digital terrain. Experiment 2 established that the pigeons’ discrimination of four objects could be conjunctively controlled by both the surface material and topography of the streaming environment. These experiments indicate that pigeons can simultaneously process and use at least two context cues from a streaming environment to control their identification behavior of passing objects. These results add to the promise of testing interactive digital environments with animals to advance our understanding of cognition and behavior. PMID:26781058
Three-dimensional virtual acoustic displays
NASA Technical Reports Server (NTRS)
Wenzel, Elizabeth M.
1991-01-01
The development of an alternative medium for displaying information in complex human-machine interfaces is described. The 3-D virtual acoustic display is a means for accurately transferring information to a human operator using the auditory modality; it combines directional and semantic characteristics to form naturalistic representations of dynamic objects and events in remotely sensed or simulated environments. Although the technology can stand alone, it is envisioned as a component of a larger multisensory environment and will no doubt find its greatest utility in that context. The general philosophy in the design of the display has been that the development of advanced computer interfaces should be driven first by an understanding of human perceptual requirements, and later by technological capabilities or constraints. In expanding on this view, current and potential uses are addressed of virtual acoustic displays, such displays are characterized, and recent approaches to their implementation and application are reviewed, the research project at NASA-Ames is described in detail, and finally some critical research issues for the future are outlined.
An Overview of Virtual Acoustic Simulation of Aircraft Flyover Noise
NASA Technical Reports Server (NTRS)
Rizzi, Stephen A.
2013-01-01
Methods for testing human subject response to aircraft flyover noise have greatly advanced in recent years as a result of advances in simulation technology. Capabilities have been developed which now allow subjects to be immersed both visually and aurally in a three-dimensional, virtual environment. While suitable for displaying recorded aircraft noise, the true potential is found when synthesizing aircraft flyover noise because it allows the flexibility and freedom to study sounds from aircraft not yet flown. A virtual acoustic simulation method is described which is built upon prediction-based source noise synthesis, engineering-based propagation modeling, and empirically-based receiver modeling. This source-path-receiver paradigm allows complete control over all aspects of flyover auralization. With this capability, it is now possible to assess human response to flyover noise by systematically evaluating source noise reductions within the context of a system level simulation. Examples of auralized flyover noise and movie clips representative of an immersive aircraft flyover environment are made in the presentation.
Freeform object design and simultaneous manufacturing
NASA Astrophysics Data System (ADS)
Zhang, Wei; Zhang, Weihan; Lin, Heng; Leu, Ming C.
2003-04-01
Today's product design, especially the consuming product design, focuses more and more on individuation, originality, and the time to market. One way to meet these challenges is using the interactive and creationary product design methods and rapid prototyping/rapid tooling. This paper presents a novel Freeform Object Design and Simultaneous Manufacturing (FODSM) method that combines the natural interaction feature in the design phase and simultaneous manufacturing feature in the prototyping phase. The natural interactive three-dimensional design environment is achieved by adopting virtual reality technology. The geometry of the designed object is defined through the process of "virtual sculpting" during which the designer can touch and visualize the designed object and can hear the virtual manufacturing environment noise. During the designing process, the computer records the sculpting trajectories and automatically translates them into NC codes so as to simultaneously machine the designed part. The paper introduced the principle, implementation process, and key techniques of the new method, and compared it with other popular rapid prototyping methods.
Virtual reality: new method of teaching anorectal and pelvic floor anatomy.
Dobson, Howard D; Pearl, Russell K; Orsay, Charles P; Rasmussen, Mary; Evenhouse, Ray; Ai, Zhuming; Blew, Gregory; Dech, Fred; Edison, Marcia I; Silverstein, Jonathan C; Abcarian, Herand
2003-03-01
A clear understanding of the intricate spatial relationships among the structures of the pelvic floor, rectum, and anal canal is essential for the treatment of numerous pathologic conditions. Virtual-reality technology allows improved visualization of three-dimensional structures over conventional media because it supports stereoscopic-vision, viewer-centered perspective, large angles of view, and interactivity. We describe a novel virtual reality-based model designed to teach anorectal and pelvic floor anatomy, pathology, and surgery. A static physical model depicting the pelvic floor and anorectum was created and digitized at 1-mm intervals in a CT scanner. Multiple software programs were used along with endoscopic images to generate a realistic interactive computer model, which was designed to be viewed on a networked, interactive, virtual-reality display (CAVE or ImmersaDesk). A standard examination of ten basic anorectal and pelvic floor anatomy questions was administered to third-year (n = 6) and fourth-year (n = 7) surgical residents. A workshop using the Virtual Pelvic Floor Model was then given, and the standard examination was readministered so that it was possible to evaluate the effectiveness of the Digital Pelvic Floor Model as an educational instrument. Training on the Virtual Pelvic Floor Model produced substantial improvements in the overall average test scores for the two groups, with an overall increase of 41 percent (P = 0.001) and 21 percent (P = 0.0007) for third-year and fourth-year residents, respectively. Resident evaluations after the workshop also confirmed the effectiveness of understanding pelvic anatomy using the Virtual Pelvic Floor Model. This model provides an innovative interactive educational framework that allows educators to overcome some of the barriers to teaching surgical and endoscopic principles based on understanding highly complex three-dimensional anatomy. Using this collaborative, shared virtual-reality environment, teachers and students can interact from locations world-wide to manipulate the components of this model to achieve the educational goals of this project along with the potential for virtual surgery.
Swennen, Gwen R J
2014-11-01
The purpose of this article is to evaluate the timing for three-dimensional (3D) virtual treatment planning of orthognathic surgery in the daily clinical routine. A total of 350 consecutive patients were included in this study. All patients were scanned following the standardized "Triple CBCT Scan Protocol" in centric relation. Integrated 3D virtual planning and actual surgery were performed by the same surgeon in all patients. Although clinically acceptable, still software improvements especially toward 3D virtual occlusal definition are mandatory to make 3D virtual planning of orthognathic surgery less time-consuming and more user-friendly to the clinician. Copyright © 2014 Elsevier Inc. All rights reserved.
... be detected by optical colonoscopy. Virtual colonoscopy uses virtual reality technology to produce three-dimensional images of the colon and rectum. However, the costs and benefits of virtual colonoscopy are still being investigated, and the technique ...
ERIC Educational Resources Information Center
Rossi, Sergio; Benaglia, Maurizio; Brenna, Davide; Porta, Riccardo; Orlandi, Manuel
2015-01-01
A simple procedure to convert protein data bank files (.pdb) into a stereolithography file (.stl) using VMD software (Virtual Molecular Dynamic) is reported. This tutorial allows generating, with a very simple protocol, three-dimensional customized structures that can be printed by a low-cost 3D-printer, and used for teaching chemical education…
ERIC Educational Resources Information Center
Cody, Jeremy A.; Craig, Paul A.; Loudermilk, Adam D.; Yacci, Paul M.; Frisco, Sarah L.; Milillo, Jennifer R.
2012-01-01
A novel stereochemistry lesson was prepared that incorporated both handheld molecular models and embedded virtual three-dimensional (3D) images. The images are fully interactive and eye-catching for the students; methods for preparing 3D molecular images in Adobe Acrobat are included. The lesson was designed and implemented to showcase the 3D…
Ketelhut, Diane Jass; Niemi, Steven M
2007-01-01
This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.
[Neuropsychological evaluation of the executive functions by means of virtual reality].
Climent-Martínez, Gema; Luna-Lario, Pilar; Bombín-González, Igor; Cifuentes-Rodríguez, Alicia; Tirapu-Ustárroz, Javier; Díaz-Orueta, Unai
2014-05-16
Executive functions include a wide range of self regulatory functions that allow control, organization and coordination of other cognitive functions, emotional responses and behaviours. The traditional approach to evaluate these functions, by means of paper and pencil neuropsychological tests, shows a greater than expected performance within the normal range for patients whose daily life difficulties would predict an inferior performance. These discrepancies suggest that classical neuropsychological tests may not adequately reproduce the complexity and dynamic nature of real life situations. Latest developments in the field of virtual reality offer interesting options for the neuropsychological assessment of many cognitive processes. Virtual reality reproduces three-dimensional environments with which the patient interacts in a dynamic way, with a sense of immersion in the environment similar to the presence and exposure to a real environment. Furthermore, the presentation of these stimuli, as well as distractors and other variables, may be controlled in a systematic way. Moreover, more consistent and precise answers may be obtained, and an in-depth analysis of them is possible. The present review shows current problems in neuropsychological evaluation of executive functions and latest advances in the consecution of higher preciseness and validity of the evaluation by means of new technologies and virtual reality, with special mention to some developments performed in Spain.
Research on three-dimensional visualization based on virtual reality and Internet
NASA Astrophysics Data System (ADS)
Wang, Zongmin; Yang, Haibo; Zhao, Hongling; Li, Jiren; Zhu, Qiang; Zhang, Xiaohong; Sun, Kai
2007-06-01
To disclose and display water information, a three-dimensional visualization system based on Virtual Reality (VR) and Internet is researched for demonstrating "digital water conservancy" application and also for routine management of reservoir. To explore and mine in-depth information, after completion of modeling high resolution DEM with reliable quality, topographical analysis, visibility analysis and reservoir volume computation are studied. And also, some parameters including slope, water level and NDVI are selected to classify easy-landslide zone in water-level-fluctuating zone of reservoir area. To establish virtual reservoir scene, two kinds of methods are used respectively for experiencing immersion, interaction and imagination (3I). First virtual scene contains more detailed textures to increase reality on graphical workstation with virtual reality engine Open Scene Graph (OSG). Second virtual scene is for internet users with fewer details for assuring fluent speed.
Magical Stories: Blending Virtual Reality and Artificial Intelligence.
ERIC Educational Resources Information Center
McLellan, Hilary
Artificial intelligence (AI) techniques and virtual reality (VR) make possible powerful interactive stories, and this paper focuses on examples of virtual characters in three dimensional (3-D) worlds. Waldern, a virtual reality game designer, has theorized about and implemented software design of virtual teammates and opponents that incorporate AI…
Augmented reality glass-free three-dimensional display with the stereo camera
NASA Astrophysics Data System (ADS)
Pang, Bo; Sang, Xinzhu; Chen, Duo; Xing, Shujun; Yu, Xunbo; Yan, Binbin; Wang, Kuiru; Yu, Chongxiu
2017-10-01
An improved method for Augmented Reality (AR) glass-free three-dimensional (3D) display based on stereo camera used for presenting parallax contents from different angle with lenticular lens array is proposed. Compared with the previous implementation method of AR techniques based on two-dimensional (2D) panel display with only one viewpoint, the proposed method can realize glass-free 3D display of virtual objects and real scene with 32 virtual viewpoints. Accordingly, viewers can get abundant 3D stereo information from different viewing angles based on binocular parallax. Experimental results show that this improved method based on stereo camera can realize AR glass-free 3D display, and both of virtual objects and real scene have realistic and obvious stereo performance.
NASA Astrophysics Data System (ADS)
Ning, Jiwei; Sang, Xinzhu; Xing, Shujun; Cui, Huilong; Yan, Binbin; Yu, Chongxiu; Dou, Wenhua; Xiao, Liquan
2016-10-01
The army's combat training is very important now, and the simulation of the real battlefield environment is of great significance. Two-dimensional information has been unable to meet the demand at present. With the development of virtual reality technology, three-dimensional (3D) simulation of the battlefield environment is possible. In the simulation of 3D battlefield environment, in addition to the terrain, combat personnel and the combat tool ,the simulation of explosions, fire, smoke and other effects is also very important, since these effects can enhance senses of realism and immersion of the 3D scene. However, these special effects are irregular objects, which make it difficult to simulate with the general geometry. Therefore, the simulation of irregular objects is always a hot and difficult research topic in computer graphics. Here, the particle system algorithm is used for simulating irregular objects. We design the simulation of the explosion, fire, smoke based on the particle system and applied it to the battlefield 3D scene. Besides, the battlefield 3D scene simulation with the glasses-free 3D display is carried out with an algorithm based on GPU 4K super-multiview 3D video real-time transformation method. At the same time, with the human-computer interaction function, we ultimately realized glasses-free 3D display of the simulated more realistic and immersed 3D battlefield environment.
Lorenz, D; Armbruster, W; Vogelgesang, C; Hoffmann, H; Pattar, A; Schmidt, D; Volk, T; Kubulus, D
2016-09-01
Chief emergency physicians are regarded as an important element in the care of the injured and sick following mass casualty accidents. Their education is very theoretical; practical content in contrast often falls short. Limitations are usually the very high costs of realistic (large-scale) exercises, poor reproducibility of the scenarios, and poor corresponding results. To substantially improve the educational level because of the complexity of mass casualty accidents, modified training concepts are required that teach the not only the theoretical but above all the practical skills considerably more intensively than at present. Modern training concepts should make it possible for the learner to realistically simulate decision processes. This article examines how interactive virtual environments are applicable for the education of emergency personnel and how they could be designed. Virtual simulation and training environments offer the possibility of simulating complex situations in an adequately realistic manner. The so-called virtual reality (VR) used in this context is an interface technology that enables free interaction in addition to a stereoscopic and spatial representation of virtual large-scale emergencies in a virtual environment. Variables in scenarios such as the weather, the number wounded, and the availability of resources, can be changed at any time. The trainees are able to practice the procedures in many virtual accident scenes and act them out repeatedly, thereby testing the different variants. With the aid of the "InSitu" project, it is possible to train in a virtual reality with realistically reproduced accident situations. These integrated, interactive training environments can depict very complex situations on a scale of 1:1. Because of the highly developed interactivity, the trainees can feel as if they are a direct part of the accident scene and therefore identify much more with the virtual world than is possible with desktop systems. Interactive, identifiable, and realistic training environments based on projector systems could in future enable a repetitive exercise with changes within a decision tree, in reproducibility, and within different occupational groups. With a hard- and software environment numerous accident situations can be depicted and practiced. The main expense is the creation of the virtual accident scenes. As the appropriate city models and other three-dimensional geographical data are already available, this expenditure is very low compared with the planning costs of a large-scale exercise.
NASA Astrophysics Data System (ADS)
Porter, P. R.; Marunchak, A.
2011-12-01
One of the key challenges facing educators in the cryospheric sciences is to explain to students the processes that operate and the landforms that exist in relatively unfamiliar glacial environments. In many cases these environments are also largely inaccessible which can hinder field-based teaching. This is particularly the case for en-glacial and sub-glacial hydrology and the closely related topic of sub-glacial glacier dynamics, yet a full understanding of these subject areas is pivotal to overall student understanding of glaciology. An ability to visualise these unfamiliar and inaccessible environments offers a potentially powerful tool to assist student conceptualisation and comprehension. To address this we have developed a three-dimensional interactive 'virtual glacier' simulation model. Based on standards and technology established by the rapidly evolving video gaming industry, the user is presented with an interactive real-time three-dimensional environment designed to accurately portray multiple aspects of glacial environments. The user can move in all directions in the fore-field area, on the glacier surface and within en-glacial and sub-glacial drainage networks. Descent into the glacier hydrological system is via a moulin, from which the user can explore en-glacial channels linking to this moulin and ultimately descend into the sub-glacial drainage system. Various sub-glacial drainage network morphologies can then be 'explored' to aid conceptualisation and understanding and the user can navigate through drainage networks both up- and down-glacier and ultimately emerge at the portal into the fore-field environment. Interactive icons relating to features of interest are presented to the user throughout the model, prompting multimedia dialogue boxes to open. Dialogue box content (e.g. text, links to online resources, videos, journal papers, etc.) is fully customisable by the educator. This facilitates the use of the model at different academic levels. Although our model is predominantly based on the teaching of glacier hydrology, sufficient functionality has been designed into the model package to allow educators to uniquely populate other areas of the scene with interactive multimedia dialogue boxes. For example, users could explore fore-field geomorphology in a similar manner to the glacier hydrological system. We will also be developing this technology to build further suites of virtual interactive environments relevant to teaching in the earth and environmental sciences.
Virtual reality training improves balance function.
Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng
2014-09-01
Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.
Virtual reality training improves balance function
Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng
2014-01-01
Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function. PMID:25368651
Research on 3D virtual campus scene modeling based on 3ds Max and VRML
NASA Astrophysics Data System (ADS)
Kang, Chuanli; Zhou, Yanliu; Liang, Xianyue
2015-12-01
With the rapid development of modem technology, the digital information management and the virtual reality simulation technology has become a research hotspot. Virtual campus 3D model can not only express the real world objects of natural, real and vivid, and can expand the campus of the reality of time and space dimension, the combination of school environment and information. This paper mainly uses 3ds Max technology to create three-dimensional model of building and on campus buildings, special land etc. And then, the dynamic interactive function is realized by programming the object model in 3ds Max by VRML .This research focus on virtual campus scene modeling technology and VRML Scene Design, and the scene design process in a variety of real-time processing technology optimization strategy. This paper guarantees texture map image quality and improve the running speed of image texture mapping. According to the features and architecture of Guilin University of Technology, 3ds Max, AutoCAD and VRML were used to model the different objects of the virtual campus. Finally, the result of virtual campus scene is summarized.
Web-based Three-dimensional Virtual Body Structures: W3D-VBS
Temkin, Bharti; Acosta, Eric; Hatfield, Paul; Onal, Erhan; Tong, Alex
2002-01-01
Major efforts are being made to improve the teaching of human anatomy to foster cognition of visuospatial relationships. The Visible Human Project of the National Library of Medicine makes it possible to create virtual reality-based applications for teaching anatomy. Integration of traditional cadaver and illustration-based methods with Internet-based simulations brings us closer to this goal. Web-based three-dimensional Virtual Body Structures (W3D-VBS) is a next-generation immersive anatomical training system for teaching human anatomy over the Internet. It uses Visible Human data to dynamically explore, select, extract, visualize, manipulate, and stereoscopically palpate realistic virtual body structures with a haptic device. Tracking user’s progress through evaluation tools helps customize lesson plans. A self-guided “virtual tour” of the whole body allows investigation of labeled virtual dissections repetitively, at any time and place a user requires it. PMID:12223495
Web-based three-dimensional Virtual Body Structures: W3D-VBS.
Temkin, Bharti; Acosta, Eric; Hatfield, Paul; Onal, Erhan; Tong, Alex
2002-01-01
Major efforts are being made to improve the teaching of human anatomy to foster cognition of visuospatial relationships. The Visible Human Project of the National Library of Medicine makes it possible to create virtual reality-based applications for teaching anatomy. Integration of traditional cadaver and illustration-based methods with Internet-based simulations brings us closer to this goal. Web-based three-dimensional Virtual Body Structures (W3D-VBS) is a next-generation immersive anatomical training system for teaching human anatomy over the Internet. It uses Visible Human data to dynamically explore, select, extract, visualize, manipulate, and stereoscopically palpate realistic virtual body structures with a haptic device. Tracking user's progress through evaluation tools helps customize lesson plans. A self-guided "virtual tour" of the whole body allows investigation of labeled virtual dissections repetitively, at any time and place a user requires it.
Computational techniques to enable visualizing shapes of objects of extra spatial dimensions
NASA Astrophysics Data System (ADS)
Black, Don Vaughn, II
Envisioning extra dimensions beyond the three of common experience is a daunting challenge for three dimensional observers. Intuition relies on experience gained in a three dimensional environment. Gaining experience with virtual four dimensional objects and virtual three manifolds in four-space on a personal computer may provide the basis for an intuitive grasp of four dimensions. In order to enable such a capability for ourselves, it is first necessary to devise and implement a computationally tractable method to visualize, explore, and manipulate objects of dimension beyond three on the personal computer. A technology is described in this dissertation to convert a representation of higher dimensional models into a format that may be displayed in realtime on graphics cards available on many off-the-shelf personal computers. As a result, an opportunity has been created to experience the shape of four dimensional objects on the desktop computer. The ultimate goal has been to provide the user a tangible and memorable experience with mathematical models of four dimensional objects such that the user can see the model from any user selected vantage point. By use of a 4D GUI, an arbitrary convex hull or 3D silhouette of the 4D model can be rotated, panned, scrolled, and zoomed until a suitable dimensionally reduced view or Aspect is obtained. The 4D GUI then allows the user to manipulate a 3-flat hyperplane cutting tool to slice the model at an arbitrary orientation and position to extract or "pluck" an embedded 3D slice or "aspect" from the embedding four-space. This plucked 3D aspect can be viewed from all angles via a conventional 3D viewer using three multiple POV viewports, and optionally exported to a third party CAD viewer for further manipulation. Plucking and Manipulating the Aspect provides a tangible experience for the end-user in the same manner as any 3D Computer Aided Design viewing and manipulation tool does for the engineer or a 3D video game provides for the nascent student.
Three-dimensional compound comparison methods and their application in drug discovery.
Shin, Woong-Hee; Zhu, Xiaolei; Bures, Mark Gregory; Kihara, Daisuke
2015-07-16
Virtual screening has been widely used in the drug discovery process. Ligand-based virtual screening (LBVS) methods compare a library of compounds with a known active ligand. Two notable advantages of LBVS methods are that they do not require structural information of a target receptor and that they are faster than structure-based methods. LBVS methods can be classified based on the complexity of ligand structure information utilized: one-dimensional (1D), two-dimensional (2D), and three-dimensional (3D). Unlike 1D and 2D methods, 3D methods can have enhanced performance since they treat the conformational flexibility of compounds. In this paper, a number of 3D methods will be reviewed. In addition, four representative 3D methods were benchmarked to understand their performance in virtual screening. Specifically, we tested overall performance in key aspects including the ability to find dissimilar active compounds, and computational speed.
Brian J. Williams; Bo Song; Chou Chiao-Ying; Thomas M. Williams; John Hom
2010-01-01
Three-dimensional (3D) visualization is a useful tool that depicts virtual forest landscapes on computer. Previous studies in visualization have required high end computer hardware and specialized technical skills. A virtual forest landscape can be used to show different effects of disturbances and management scenarios on a computer, which allows observation of forest...
Virtual Reality: Toward Fundamental Improvements in Simulation-Based Training.
ERIC Educational Resources Information Center
Thurman, Richard A.; Mattoon, Joseph S.
1994-01-01
Considers the role and effectiveness of virtual reality in simulation-based training. The theoretical and practical implications of verity, integration, and natural versus artificial interface are discussed; a three-dimensional classification scheme for virtual reality is described; and the relationship between virtual reality and other…
LaFleur, Karl; Cassady, Kaitlin; Doud, Alexander; Shades, Kaleb; Rogin, Eitan; He, Bin
2013-01-01
Objective At the balanced intersection of human and machine adaptation is found the optimally functioning brain-computer interface (BCI). In this study, we report a novel experiment of BCI controlling a robotic quadcopter in three-dimensional physical space using noninvasive scalp EEG in human subjects. We then quantify the performance of this system using metrics suitable for asynchronous BCI. Lastly, we examine the impact that operation of a real world device has on subjects’ control with comparison to a two-dimensional virtual cursor task. Approach Five human subjects were trained to modulate their sensorimotor rhythms to control an AR Drone navigating a three-dimensional physical space. Visual feedback was provided via a forward facing camera on the hull of the drone. Individual subjects were able to accurately acquire up to 90.5% of all valid targets presented while travelling at an average straight-line speed of 0.69 m/s. Significance Freely exploring and interacting with the world around us is a crucial element of autonomy that is lost in the context of neurodegenerative disease. Brain-computer interfaces are systems that aim to restore or enhance a user’s ability to interact with the environment via a computer and through the use of only thought. We demonstrate for the first time the ability to control a flying robot in the three-dimensional physical space using noninvasive scalp recorded EEG in humans. Our work indicates the potential of noninvasive EEG based BCI systems to accomplish complex control in three-dimensional physical space. The present study may serve as a framework for the investigation of multidimensional non-invasive brain-computer interface control in a physical environment using telepresence robotics. PMID:23735712
NASA Astrophysics Data System (ADS)
Navvab, Mojtaba; Bisegna, Fabio; Gugliermetti, Franco
2013-05-01
Saint Rocco Museum, a historical building in Venice, Italy is used as a case study to explore the performance of its' lighting system and visible light impact on viewing the large size art works. The transition from threedimensional architectural rendering to the three-dimensional virtual luminance mapping and visualization within a virtual environment is described as an integrated optical method for its application toward preservation of the cultural heritage of the space. Lighting simulation programs represent color as RGB triplets in a devicedependent color space such as ITU-R BT709. Prerequisite for this is a 3D-model which can be created within this computer aided virtual environment. The onsite measured surface luminance, chromaticity and spectral data were used as input to an established real-time indirect illumination and a physically based algorithms to produce the best approximation for RGB to be used as an input to generate the image of the objects. Conversion of RGB to and from spectra has been a major undertaking in order to match the infinite number of spectra to create the same colors that were defined by RGB in the program. The ability to simulate light intensity, candle power and spectral power distributions provide opportunity to examine the impact of color inter-reflections on historical paintings. VR offers an effective technique to quantify the visible light impact on human visual performance under precisely controlled representation of light spectrum that could be experienced in 3D format in a virtual environment as well as historical visual archives. The system can easily be expanded to include other measurements and stimuli.
Stereoscopic neuroanatomy lectures using a three-dimensional virtual reality environment.
Kockro, Ralf A; Amaxopoulou, Christina; Killeen, Tim; Wagner, Wolfgang; Reisch, Robert; Schwandt, Eike; Gutenberg, Angelika; Giese, Alf; Stofft, Eckart; Stadie, Axel T
2015-09-01
Three-dimensional (3D) computer graphics are increasingly used to supplement the teaching of anatomy. While most systems consist of a program which produces 3D renderings on a workstation with a standard screen, the Dextrobeam virtual reality VR environment allows the presentation of spatial neuroanatomical models to larger groups of students through a stereoscopic projection system. Second-year medical students (n=169) were randomly allocated to receive a standardised pre-recorded audio lecture detailing the anatomy of the third ventricle accompanied by either a two-dimensional (2D) PowerPoint presentation (n=80) or a 3D animated tour of the third ventricle with the DextroBeam. Students completed a 10-question multiple-choice exam based on the content learned and a subjective evaluation of the teaching method immediately after the lecture. Students in the 2D group achieved a mean score of 5.19 (±2.12) compared to 5.45 (±2.16) in the 3D group, with the results in the 3D group statistically non-inferior to those of the 2D group (p<0.0001). The students rated the 3D method superior to 2D teaching in four domains (spatial understanding, application in future anatomy classes, effectiveness, enjoyableness) (p<0.01). Stereoscopically enhanced 3D lectures are valid methods of imparting neuroanatomical knowledge and are well received by students. More research is required to define and develop the role of large-group VR systems in modern neuroanatomy curricula. Copyright © 2015 Elsevier GmbH. All rights reserved.
The effects of immersiveness on physiology.
Wiederhold, B K; Davis, R; Wiederhold, M D
1998-01-01
The effects of varying levels of immersion in virtual reality environments on participant's heart rate, respiration rate, peripheral skin temperature, and skin resistance levels were examined. Subjective reports of presence were also noted. Participants were presented with a virtual environment of an airplane flight both as seen from a two-dimensional computer screen and as seen from within a head-mounted display. Subjects were randomly assigned to different order of conditions presented, but all subjects received both conditions. Differences between the non-phobics' physiological responses and the phobic's response when placed in a virtual environment related to the phobia were noted. Also noted were changes in physiology based on degree of immersion.
Automatic creation of three-dimensional avatars
NASA Astrophysics Data System (ADS)
Villa-Uriol, Maria-Cruz; Sainz, Miguel; Kuester, Falko; Bagherzadeh, Nader
2003-01-01
Highly accurate avatars of humans promise a new level of realism in engineering and entertainment applications, including areas such as computer animated movies, computer game development interactive virtual environments and tele-presence. In order to provide high-quality avatars, new techniques for the automatic acquisition and creation are required. A framework for the capture and construction of arbitrary avatars from image data is presented in this paper. Avatars are automatically reconstructed from multiple static images of a human subject by utilizing image information to reshape a synthetic three-dimensional articulated reference model. A pipeline is presented that combines a set of hardware-accelerated stages into one seamless system. Primary stages in this pipeline include pose estimation, skeleton fitting, body part segmentation, geometry construction and coloring, leading to avatars that can be animated and included into interactive environments. The presented system removes traditional constraints in the initial pose of the captured subject by using silhouette-based modification techniques in combination with a reference model. Results can be obtained in near-real time with very limited user intervention.
Kasaven, C P; McIntyre, G T; Mossey, P A
2017-01-01
Our objective was to assess the accuracy of virtual and printed 3-dimensional models derived from cone-beam computed tomographic (CT) scans to measure the volume of alveolar clefts before bone grafting. Fifteen subjects with unilateral cleft lip and palate had i-CAT cone-beam CT scans recorded at 0.2mm voxel and sectioned transversely into slices 0.2mm thick using i-CAT Vision. Volumes of alveolar clefts were calculated using first a validated algorithm; secondly, commercially-available virtual 3-dimensional model software; and finally 3-dimensional printed models, which were scanned with microCT and analysed using 3-dimensional software. For inter-observer reliability, a two-way mixed model intraclass correlation coefficient (ICC) was used to evaluate the reproducibility of identification of the cranial and caudal limits of the clefts among three observers. We used a Friedman test to assess the significance of differences among the methods, and probabilities of less than 0.05 were accepted as significant. Inter-observer reliability was almost perfect (ICC=0.987). There were no significant differences among the three methods. Virtual and printed 3-dimensional models were as precise as the validated computer algorithm in the calculation of volumes of the alveolar cleft before bone grafting, but virtual 3-dimensional models were the most accurate with the smallest 95% CI and, subject to further investigation, could be a useful adjunct in clinical practice. Copyright © 2016 The British Association of Oral and Maxillofacial Surgeons. Published by Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Damayanti, Latifah Adelina; Ikhsan, Jaslin
2017-05-01
Integration of information technology in education more rapidly performed in a medium of learning. Three-dimensional (3D) molecular modeling was performed in Augmented Reality as a tangible manifestation of increasingly modern technology utilization. Based on augmented reality, three-dimensional virtual object is projected in real time and the exact environment. This paper reviewed the uses of chemical learning supplement book of aldehydes and ketones which are equipped with three-dimensional molecular modeling by which students can inspect molecules from various viewpoints. To plays the 3D illustration printed on the book, smartphones with the open-source software of the technology based integrated Augmented Reality can be used. The aims of this research were to develop the monograph of aldehydes and ketones with 3 dimensional (3D) illustrations, to determine the specification of the monograph, and to determine the quality of the monograph. The quality of the monograph is evaluated by experiencing chemistry teachers on the five aspects of contents/materials, presentations, language and images, graphs, and software engineering, resulted in the result that the book has a very good quality to be used as a chemistry learning supplement book.
Cell-Division Behavior in a Heterogeneous Swarm Environment.
Erskine, Adam; Herrmann, J Michael
2015-01-01
We present a system of virtual particles that interact using simple kinetic rules. It is known that heterogeneous mixtures of particles can produce particularly interesting behaviors. Here we present a two-species three-dimensional swarm in which a behavior emerges that resembles cell division. We show that the dividing behavior exists across a narrow but finite band of parameters and for a wide range of population sizes. When executed in a two-dimensional environment the swarm's characteristics and dynamism manifest differently. In further experiments we show that repeated divisions can occur if the system is extended by a biased equilibrium process to control the split of populations. We propose that this repeated division behavior provides a simple model for cell-division mechanisms and is of interest for the formation of morphological structure and to swarm robotics.
3D Flow visualization in virtual reality
NASA Astrophysics Data System (ADS)
Pietraszewski, Noah; Dhillon, Ranbir; Green, Melissa
2017-11-01
By viewing fluid dynamic isosurfaces in virtual reality (VR), many of the issues associated with the rendering of three-dimensional objects on a two-dimensional screen can be addressed. In addition, viewing a variety of unsteady 3D data sets in VR opens up novel opportunities for education and community outreach. In this work, the vortex wake of a bio-inspired pitching panel was visualized using a three-dimensional structural model of Q-criterion isosurfaces rendered in virtual reality using the HTC Vive. Utilizing the Unity cross-platform gaming engine, a program was developed to allow the user to control and change this model's position and orientation in three-dimensional space. In addition to controlling the model's position and orientation, the user can ``scroll'' forward and backward in time to analyze the formation and shedding of vortices in the wake. Finally, the user can toggle between different quantities, while keeping the time step constant, to analyze flow parameter relationships at specific times during flow development. The information, data, or work presented herein was funded in part by an award from NYS Department of Economic Development (DED) through the Syracuse Center of Excellence.
ERIC Educational Resources Information Center
D'Alba, Adriana
2012-01-01
The main purpose of this mixed methods research was to explore and analyze visitors' overall experience while they attended a museum exhibition, and examine how this experience was affected by previously using a virtual 3dimensional representation of the museum itself. The research measured knowledge acquisition in a virtual museum, and compared…
Virtual Worlds? "Outlook Good"
ERIC Educational Resources Information Center
Kelton, AJ
2008-01-01
Many people believed that virtual worlds would end up like the eight-track audiotape: a memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. The movement toward the virtual realm as a viable teaching…
Two-photon calcium imaging during fictive navigation in virtual environments
Ahrens, Misha B.; Huang, Kuo Hua; Narayan, Sujatha; Mensh, Brett D.; Engert, Florian
2013-01-01
A full understanding of nervous system function requires recording from large populations of neurons during naturalistic behaviors. Here we enable paralyzed larval zebrafish to fictively navigate two-dimensional virtual environments while we record optically from many neurons with two-photon imaging. Electrical recordings from motor nerves in the tail are decoded into intended forward swims and turns, which are used to update a virtual environment displayed underneath the fish. Several behavioral features—such as turning responses to whole-field motion and dark avoidance—are well-replicated in this virtual setting. We readily observed neuronal populations in the hindbrain with laterally selective responses that correlated with right or left optomotor behavior. We also observed neurons in the habenula, pallium, and midbrain with response properties specific to environmental features. Beyond single-cell correlations, the classification of network activity in such virtual settings promises to reveal principles of brainwide neural dynamics during behavior. PMID:23761738
Two-photon calcium imaging during fictive navigation in virtual environments.
Ahrens, Misha B; Huang, Kuo Hua; Narayan, Sujatha; Mensh, Brett D; Engert, Florian
2013-01-01
A full understanding of nervous system function requires recording from large populations of neurons during naturalistic behaviors. Here we enable paralyzed larval zebrafish to fictively navigate two-dimensional virtual environments while we record optically from many neurons with two-photon imaging. Electrical recordings from motor nerves in the tail are decoded into intended forward swims and turns, which are used to update a virtual environment displayed underneath the fish. Several behavioral features-such as turning responses to whole-field motion and dark avoidance-are well-replicated in this virtual setting. We readily observed neuronal populations in the hindbrain with laterally selective responses that correlated with right or left optomotor behavior. We also observed neurons in the habenula, pallium, and midbrain with response properties specific to environmental features. Beyond single-cell correlations, the classification of network activity in such virtual settings promises to reveal principles of brainwide neural dynamics during behavior.
Optimizing Coverage of Three-Dimensional Wireless Sensor Networks by Means of Photon Mapping
2013-12-01
information if it does not display a currently valid OMB control number. 1. REPORT DATE DEC 2013 2. REPORT TYPE 3. DATES COVERED 00-00-2013 to 00-00...information about the monitored space is sensed?” Solving this formulation of the AGP relies upon the creation of a model describing how a set of...simulated photons will propagate in a 3D virtual environment. Furthermore, the photon model requires an efficient data structure with small memory
Doud, Alexander J.; Lucas, John P.; Pisansky, Marc T.; He, Bin
2011-01-01
Brain-computer interfaces (BCIs) allow a user to interact with a computer system using thought. However, only recently have devices capable of providing sophisticated multi-dimensional control been achieved non-invasively. A major goal for non-invasive BCI systems has been to provide continuous, intuitive, and accurate control, while retaining a high level of user autonomy. By employing electroencephalography (EEG) to record and decode sensorimotor rhythms (SMRs) induced from motor imaginations, a consistent, user-specific control signal may be characterized. Utilizing a novel method of interactive and continuous control, we trained three normal subjects to modulate their SMRs to achieve three-dimensional movement of a virtual helicopter that is fast, accurate, and continuous. In this system, the virtual helicopter's forward-backward translation and elevation controls were actuated through the modulation of sensorimotor rhythms that were converted to forces applied to the virtual helicopter at every simulation time step, and the helicopter's angle of left or right rotation was linearly mapped, with higher resolution, from sensorimotor rhythms associated with other motor imaginations. These different resolutions of control allow for interplay between general intent actuation and fine control as is seen in the gross and fine movements of the arm and hand. Subjects controlled the helicopter with the goal of flying through rings (targets) randomly positioned and oriented in a three-dimensional space. The subjects flew through rings continuously, acquiring as many as 11 consecutive rings within a five-minute period. In total, the study group successfully acquired over 85% of presented targets. These results affirm the effective, three-dimensional control of our motor imagery based BCI system, and suggest its potential applications in biological navigation, neuroprosthetics, and other applications. PMID:22046274
Student performance and appreciation using 3D vs. 2D vision in a virtual learning environment.
de Boer, I R; Wesselink, P R; Vervoorn, J M
2016-08-01
The aim of this study was to investigate the differences in the performance and appreciation of students working in a virtual learning environment with two (2D)- or three (3D)-dimensional vision. One hundred and twenty-four randomly divided first-year dental students performed a manual dexterity exercise on the Simodont dental trainer with an automatic assessment. Group 1 practised in 2D vision and Group 2 in 3D. All of the students practised five times for 45 min and then took a test using the vision they had practised in. After test 1, all of the students switched the type of vision to control for the learning curve: Group 1 practised in 3D and took a test in 3D, whilst Group 2 practised in 2D and took the test in 2D. To pass, three of five exercises had to be successfully completed within a time limit. The students filled out a questionnaire after completing test 2. The results show that students working with 3D vision achieved significantly better results than students who worked in 2D. Ninety-five per cent of the students filled out the questionnaire, and over 90 per cent preferred 3D vision. The use of 3D vision in a virtual learning environment has a significant positive effect on the performance of the students as well as on their appreciation of the environment. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Matta, Ragai-Edward; Bergauer, Bastian; Adler, Werner; Wichmann, Manfred; Nickenig, Hans-Joachim
2017-06-01
The use of a surgical template is a well-established method in advanced implantology. In addition to conventional fabrication, computer-aided design and computer-aided manufacturing (CAD/CAM) work-flow provides an opportunity to engineer implant drilling templates via a three-dimensional printer. In order to transfer the virtual planning to the oral situation, a highly accurate surgical guide is needed. The aim of this study was to evaluate the impact of the fabrication method on the three-dimensional accuracy. The same virtual planning based on a scanned plaster model was used to fabricate a conventional thermo-formed and a three-dimensional printed surgical guide for each of 13 patients (single tooth implants). Both templates were acquired individually on the respective plaster model using an optical industrial white-light scanner (ATOS II, GOM mbh, Braunschweig, Germany), and the virtual datasets were superimposed. Using the three-dimensional geometry of the implant sleeve, the deviation between both surgical guides was evaluated. The mean discrepancy of the angle was 3.479° (standard deviation, 1.904°) based on data from 13 patients. Concerning the three-dimensional position of the implant sleeve, the highest deviation was in the Z-axis at 0.594 mm. The mean deviation of the Euclidian distance, dxyz, was 0.864 mm. Although the two different fabrication methods delivered statistically significantly different templates, the deviations ranged within a decimillimeter span. Both methods are appropriate for clinical use. Copyright © 2017 European Association for Cranio-Maxillo-Facial Surgery. Published by Elsevier Ltd. All rights reserved.
A virtual reality atlas of craniofacial anatomy.
Smith, Darren M; Oliker, Aaron; Carter, Christina R; Kirov, Miro; McCarthy, Joseph G; Cutting, Court B
2007-11-01
Head and neck anatomy is complex and represents an educational challenge to the student. Conventional two-dimensional illustrations inherently fall short in conveying intricate anatomical relationships that exist in three dimensions. A gratis three-dimensional virtual reality atlas of craniofacial anatomy is presented in an effort to address the paucity of readily accessible and customizable three-dimensional educational material available to the student of head and neck anatomy. Three-dimensional model construction was performed in Alias Maya 4.5 and 6.0. A basic three-dimensional skull model was altered to include surgical landmarks and proportions. Some of the soft tissues were adapted from previous work, whereas others were constructed de novo. Texturing was completed with Adobe Photoshop 7.0 and Maya. The Internet application was designed in Viewpoint Enliven 1.0. A three-dimensional computer model of craniofacial anatomy (bone and soft tissue) was completed. The model is compatible with many software packages and can be accessed by means of the Internet or downloaded to a personal computer. As the three-dimensional meshes are publicly available, they can be extensively manipulated by the user, even at the polygonal level. Three-dimensional computer graphics has yet to be fully exploited for head and neck anatomy education. In this context, the authors present a publicly available computer model of craniofacial anatomy. This model may also find applications beyond clinical medicine. The model can be accessed gratis at the Plastic and Reconstructive Surgery Web site or obtained as a three-dimensional mesh, also gratis, by contacting the authors.
Roth, Jeremy A; Wilson, Timothy D; Sandig, Martin
2015-01-01
Histology is a core subject in the anatomical sciences where learners are challenged to interpret two-dimensional (2D) information (gained from histological sections) to extrapolate and understand the three-dimensional (3D) morphology of cells, tissues, and organs. In gross anatomical education 3D models and learning tools have been associated with improved learning outcomes, but similar tools have not been created for histology education to visualize complex cellular structure-function relationships. This study outlines steps in creating a virtual 3D model of the renal corpuscle from serial, semi-thin, histological sections obtained from epoxy resin-embedded kidney tissue. The virtual renal corpuscle model was generated by digital segmentation to identify: Bowman's capsule, nuclei of epithelial cells in the parietal capsule, afferent arteriole, efferent arteriole, proximal convoluted tubule, distal convoluted tubule, glomerular capillaries, podocyte nuclei, nuclei of extraglomerular mesangial cells, nuclei of epithelial cells of the macula densa in the distal convoluted tubule. In addition to the imported images of the original sections the software generates, and allows for visualization of, images of virtual sections generated in any desired orientation, thus serving as a "virtual microtome". These sections can be viewed separately or with the 3D model in transparency. This approach allows for the development of interactive e-learning tools designed to enhance histology education of microscopic structures with complex cellular interrelationships. Future studies will focus on testing the efficacy of interactive virtual 3D models for histology education. © 2015 American Association of Anatomists.
Virtual Jupiter - Real Learning
NASA Astrophysics Data System (ADS)
Ruzhitskaya, Lanika; Speck, A.; Laffey, J.
2010-01-01
How many earthlings went to visit Jupiter? None. How many students visited virtual Jupiter to fulfill their introductory astronomy courses’ requirements? Within next six months over 100 students from University of Missouri will get a chance to explore the planet and its Galilean Moons using a 3D virtual environment created especially for them to learn Kepler's and Newton's laws, eclipses, parallax, and other concepts in astronomy. The virtual world of Jupiter system is a unique 3D environment that allows students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The virtual learning environment let students to work individually or collaborate with their teammates. The 3D world is also a great opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of 3D environment is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3-dimensional environment.
Brundage, Shelley B; Hancock, Adrienne B
2015-05-01
Virtual reality environments (VREs) are computer-generated, 3-dimensional worlds that allow users to experience situations similar to those encountered in the real world. The purpose of this study was to investigate VREs for potential use in assessing and treating persons who stutter (PWS) by determining the extent to which PWS's affective, behavioral, and cognitive measures in a VRE correlate with those same measures in a similar live environment. Ten PWS delivered speeches-first to a live audience and, on another day, to 2 virtual audiences (neutral and challenging audiences). Participants completed standard tests of communication apprehension and confidence prior to each condition, and frequency of stuttering was measured during each speech. Correlational analyses revealed significant, positive correlations between virtual and live conditions for affective and cognitive measures as well as for frequency of stuttering. These findings suggest that virtual public speaking environments engender affective, behavioral, and cognitive reactions in PWS that correspond to those experienced in the real world. Therefore, the authentic, safe, and controlled environments provided by VREs may be useful for stuttering assessment and treatment.
Dixon, Melissa W; Proffitt, Dennis R
2002-01-01
One important aspect of the pictorial representation of a scene is the depiction of object proportions. Yang, Dixon, and Proffitt (1999 Perception 28 445-467) recently reported that the magnitude of the vertical-horizontal illusion was greater for vertical extents presented in three-dimensional (3-D) environments compared to two-dimensional (2-D) displays. However, because all of the 3-D environments were large and all of the 2-D displays were small, the question remains whether the observed magnitude differences were due solely to the dimensionality of the displays (2-D versus 3-D) or to the perceived distal size of the extents (small versus large). We investigated this question by comparing observers' judgments of vertical relative to horizontal extents on a large but 2-D display compared to the large 3-D and the small 2-D displays used by Yang et al (1999). The results confirmed that the magnitude differences for vertical overestimation between display media are influenced more by the perceived distal object size rather than by the dimensionality of the display.
NASA Technical Reports Server (NTRS)
Dixon, Melissa W.; Proffitt, Dennis R.; Kaiser, M. K. (Principal Investigator)
2002-01-01
One important aspect of the pictorial representation of a scene is the depiction of object proportions. Yang, Dixon, and Proffitt (1999 Perception 28 445-467) recently reported that the magnitude of the vertical-horizontal illusion was greater for vertical extents presented in three-dimensional (3-D) environments compared to two-dimensional (2-D) displays. However, because all of the 3-D environments were large and all of the 2-D displays were small, the question remains whether the observed magnitude differences were due solely to the dimensionality of the displays (2-D versus 3-D) or to the perceived distal size of the extents (small versus large). We investigated this question by comparing observers' judgments of vertical relative to horizontal extents on a large but 2-D display compared to the large 3-D and the small 2-D displays used by Yang et al (1999). The results confirmed that the magnitude differences for vertical overestimation between display media are influenced more by the perceived distal object size rather than by the dimensionality of the display.
2D and 3D Traveling Salesman Problem
ERIC Educational Resources Information Center
Haxhimusa, Yll; Carpenter, Edward; Catrambone, Joseph; Foldes, David; Stefanov, Emil; Arns, Laura; Pizlo, Zygmunt
2011-01-01
When a two-dimensional (2D) traveling salesman problem (TSP) is presented on a computer screen, human subjects can produce near-optimal tours in linear time. In this study we tested human performance on a real and virtual floor, as well as in a three-dimensional (3D) virtual space. Human performance on the real floor is as good as that on a…
NASA Astrophysics Data System (ADS)
Heus, Thijs; Jonker, Harm J. J.; van den Akker, Harry E. A.; Griffith, Eric J.; Koutek, Michal; Post, Frits H.
2009-03-01
In this study, a new method is developed to investigate the entire life cycle of shallow cumuli in large eddy simulations. Although trained observers have no problem in distinguishing the different life stages of a cloud, this process proves difficult to automate, because cloud-splitting and cloud-merging events complicate the distinction between a single system divided in several cloudy parts and two independent systems that collided. Because the human perception is well equipped to capture and to make sense of these time-dependent three-dimensional features, a combination of automated constraints and human inspection in a three-dimensional virtual reality environment is used to select clouds that are exemplary in their behavior throughout their entire life span. Three specific cases (ARM, BOMEX, and BOMEX without large-scale forcings) are analyzed in this way, and the considerable number of selected clouds warrants reliable statistics of cloud properties conditioned on the phase in their life cycle. The most dominant feature in this statistical life cycle analysis is the pulsating growth that is present throughout the entire lifetime of the cloud, independent of the case and of the large-scale forcings. The pulses are a self-sustained phenomenon, driven by a balance between buoyancy and horizontal convergence of dry air. The convective inhibition just above the cloud base plays a crucial role as a barrier for the cloud to overcome in its infancy stage, and as a buffer region later on, ensuring a steady supply of buoyancy into the cloud.
A Virtual Campus Based on Human Factor Engineering
ERIC Educational Resources Information Center
Yang, Yuting; Kang, Houliang
2014-01-01
Three Dimensional or 3D virtual reality has become increasingly popular in many areas, especially in building a digital campus. This paper introduces a virtual campus, which is based on a 3D model of The Tourism and Culture College of Yunnan University (TCYU). Production of the virtual campus was aided by Human Factor and Ergonomics (HF&E), an…
Application of 3D Zernike descriptors to shape-based ligand similarity searching.
Venkatraman, Vishwesh; Chakravarthy, Padmasini Ramji; Kihara, Daisuke
2009-12-17
The identification of promising drug leads from a large database of compounds is an important step in the preliminary stages of drug design. Although shape is known to play a key role in the molecular recognition process, its application to virtual screening poses significant hurdles both in terms of the encoding scheme and speed. In this study, we have examined the efficacy of the alignment independent three-dimensional Zernike descriptor (3DZD) for fast shape based similarity searching. Performance of this approach was compared with several other methods including the statistical moments based ultrafast shape recognition scheme (USR) and SIMCOMP, a graph matching algorithm that compares atom environments. Three benchmark datasets are used to thoroughly test the methods in terms of their ability for molecular classification, retrieval rate, and performance under the situation that simulates actual virtual screening tasks over a large pharmaceutical database. The 3DZD performed better than or comparable to the other methods examined, depending on the datasets and evaluation metrics used. Reasons for the success and the failure of the shape based methods for specific cases are investigated. Based on the results for the three datasets, general conclusions are drawn with regard to their efficiency and applicability. The 3DZD has unique ability for fast comparison of three-dimensional shape of compounds. Examples analyzed illustrate the advantages and the room for improvements for the 3DZD.
Application of 3D Zernike descriptors to shape-based ligand similarity searching
2009-01-01
Background The identification of promising drug leads from a large database of compounds is an important step in the preliminary stages of drug design. Although shape is known to play a key role in the molecular recognition process, its application to virtual screening poses significant hurdles both in terms of the encoding scheme and speed. Results In this study, we have examined the efficacy of the alignment independent three-dimensional Zernike descriptor (3DZD) for fast shape based similarity searching. Performance of this approach was compared with several other methods including the statistical moments based ultrafast shape recognition scheme (USR) and SIMCOMP, a graph matching algorithm that compares atom environments. Three benchmark datasets are used to thoroughly test the methods in terms of their ability for molecular classification, retrieval rate, and performance under the situation that simulates actual virtual screening tasks over a large pharmaceutical database. The 3DZD performed better than or comparable to the other methods examined, depending on the datasets and evaluation metrics used. Reasons for the success and the failure of the shape based methods for specific cases are investigated. Based on the results for the three datasets, general conclusions are drawn with regard to their efficiency and applicability. Conclusion The 3DZD has unique ability for fast comparison of three-dimensional shape of compounds. Examples analyzed illustrate the advantages and the room for improvements for the 3DZD. PMID:20150998
Lemole, G Michael; Banerjee, P Pat; Luciano, Cristian; Neckrysh, Sergey; Charbel, Fady T
2007-07-01
Mastery of the neurosurgical skill set involves many hours of supervised intraoperative training. Convergence of political, economic, and social forces has limited neurosurgical resident operative exposure. There is need to develop realistic neurosurgical simulations that reproduce the operative experience, unrestricted by time and patient safety constraints. Computer-based, virtual reality platforms offer just such a possibility. The combination of virtual reality with dynamic, three-dimensional stereoscopic visualization, and haptic feedback technologies makes realistic procedural simulation possible. Most neurosurgical procedures can be conceptualized and segmented into critical task components, which can be simulated independently or in conjunction with other modules to recreate the experience of a complex neurosurgical procedure. We use the ImmersiveTouch (ImmersiveTouch, Inc., Chicago, IL) virtual reality platform, developed at the University of Illinois at Chicago, to simulate the task of ventriculostomy catheter placement as a proof-of-concept. Computed tomographic data are used to create a virtual anatomic volume. Haptic feedback offers simulated resistance and relaxation with passage of a virtual three-dimensional ventriculostomy catheter through the brain parenchyma into the ventricle. A dynamic three-dimensional graphical interface renders changing visual perspective as the user's head moves. The simulation platform was found to have realistic visual, tactile, and handling characteristics, as assessed by neurosurgical faculty, residents, and medical students. We have developed a realistic, haptics-based virtual reality simulator for neurosurgical education. Our first module recreates a critical component of the ventriculostomy placement task. This approach to task simulation can be assembled in a modular manner to reproduce entire neurosurgical procedures.
Cranial implant design using augmented reality immersive system.
Ai, Zhuming; Evenhouse, Ray; Leigh, Jason; Charbel, Fady; Rasmussen, Mary
2007-01-01
Software tools that utilize haptics for sculpting precise fitting cranial implants are utilized in an augmented reality immersive system to create a virtual working environment for the modelers. The virtual environment is designed to mimic the traditional working environment as closely as possible, providing more functionality for the users. The implant design process uses patient CT data of a defective area. This volumetric data is displayed in an implant modeling tele-immersive augmented reality system where the modeler can build a patient specific implant that precisely fits the defect. To mimic the traditional sculpting workspace, the implant modeling augmented reality system includes stereo vision, viewer centered perspective, sense of touch, and collaboration. To achieve optimized performance, this system includes a dual-processor PC, fast volume rendering with three-dimensional texture mapping, the fast haptic rendering algorithm, and a multi-threading architecture. The system replaces the expensive and time consuming traditional sculpting steps such as physical sculpting, mold making, and defect stereolithography. This augmented reality system is part of a comprehensive tele-immersive system that includes a conference-room-sized system for tele-immersive small group consultation and an inexpensive, easily deployable networked desktop virtual reality system for surgical consultation, evaluation and collaboration. This system has been used to design patient-specific cranial implants with precise fit.
Samothrakis, S; Arvanitis, T N; Plataniotis, A; McNeill, M D; Lister, P F
1997-11-01
Virtual Reality Modelling Language (VRML) is the start of a new era for medicine and the World Wide Web (WWW). Scientists can use VRML across the Internet to explore new three-dimensional (3D) worlds, share concepts and collaborate together in a virtual environment. VRML enables the generation of virtual environments through the use of geometric, spatial and colour data structures to represent 3D objects and scenes. In medicine, researchers often want to interact with scientific data, which in several instances may also be dynamic (e.g. MRI data). This data is often very large and is difficult to visualise. A 3D graphical representation can make the information contained in such large data sets more understandable and easier to interpret. Fast networks and satellites can reliably transfer large data sets from computer to computer. This has led to the adoption of remote tale-working in many applications including medical applications. Radiology experts, for example, can view and inspect in near real-time a 3D data set acquired from a patient who is in another part of the world. Such technology is destined to improve the quality of life for many people. This paper introduces VRML (including some technical details) and discusses the advantages of VRML in application developing.
Virtual Reality: Visualization in Three Dimensions.
ERIC Educational Resources Information Center
McLellan, Hilary
Virtual reality is a newly emerging tool for scientific visualization that makes possible multisensory, three-dimensional modeling of scientific data. While the emphasis is on visualization, the other senses are added to enhance what the scientist can visualize. Researchers are working to extend the sensory range of what can be perceived in…
Designing Virtual Worlds for Use in Mathematics Education.
ERIC Educational Resources Information Center
Winn, William; Bricken, William
Virtual Reality (VR) is a computer generated, multi-dimensional, inclusive environment that can build axioms of algebra into the behavior of the world. This paper discusses the use of VR to represent part of the algebra curriculum in order to improve students' classroom experiences in learning algebra. Students learn to construct their knowledge…
Reduced Mimicry to Virtual Reality Avatars in Autism Spectrum Disorder
ERIC Educational Resources Information Center
Forbes, Paul A. G.; Pan, Xueni; de C. Hamilton, Antonia F.
2016-01-01
Mimicry involves unconsciously copying the actions of others. Increasing evidence suggests that autistic people can copy the goal of an observed action but show differences in their mimicry. We investigated mimicry in autism spectrum disorder (ASD) within a two-dimensional virtual reality environment. Participants played an imitation game with a…
The benefits of 3D modelling and animation in medical teaching.
Vernon, Tim; Peckham, Daniel
2002-12-01
Three-dimensional models created using materials such as wax, bronze and ivory, have been used in the teaching of medicine for many centuries. Today, computer technology allows medical illustrators to create virtual three-dimensional medical models. This paper considers the benefits of using still and animated output from computer-generated models in the teaching of medicine, and examines how three-dimensional models are made.
Structure Learning in Bayesian Sensorimotor Integration
Genewein, Tim; Hez, Eduard; Razzaghpanah, Zeynab; Braun, Daniel A.
2015-01-01
Previous studies have shown that sensorimotor processing can often be described by Bayesian learning, in particular the integration of prior and feedback information depending on its degree of reliability. Here we test the hypothesis that the integration process itself can be tuned to the statistical structure of the environment. We exposed human participants to a reaching task in a three-dimensional virtual reality environment where we could displace the visual feedback of their hand position in a two dimensional plane. When introducing statistical structure between the two dimensions of the displacement, we found that over the course of several days participants adapted their feedback integration process in order to exploit this structure for performance improvement. In control experiments we found that this adaptation process critically depended on performance feedback and could not be induced by verbal instructions. Our results suggest that structural learning is an important meta-learning component of Bayesian sensorimotor integration. PMID:26305797
Virtual agents in a simulated virtual training environment
NASA Technical Reports Server (NTRS)
Achorn, Brett; Badler, Norman L.
1993-01-01
A drawback to live-action training simulations is the need to gather a large group of participants in order to train a few individuals. One solution to this difficulty is the use of computer-controlled agents in a virtual training environment. This allows a human participant to be replaced by a virtual, or simulated, agent when only limited responses are needed. Each agent possesses a specified set of behaviors and is capable of limited autonomous action in response to its environment or the direction of a human trainee. The paper describes these agents in the context of a simulated hostage rescue training session, involving two human rescuers assisted by three virtual (computer-controlled) agents and opposed by three other virtual agents.
ERIC Educational Resources Information Center
Cooper, Karen E.
2009-01-01
Virtual Worlds have become an attractive platform for work, play, and learning. Businesses, including the public sector and academia, are increasingly investing their time, money, and attention to understanding the value of virtual worlds as a productivity tool. For example, educators are leading the way with research in Second Life, one of the…
Lledó, Luis D.; Díez, Jorge A.; Bertomeu-Motos, Arturo; Ezquerro, Santiago; Badesa, Francisco J.; Sabater-Navarro, José M.; García-Aracil, Nicolás
2016-01-01
Post-stroke neurorehabilitation based on virtual therapies are performed completing repetitive exercises shown in visual electronic devices, whose content represents imaginary or daily life tasks. Currently, there are two ways of visualization of these task. 3D virtual environments are used to get a three dimensional space that represents the real world with a high level of detail, whose realism is determinated by the resolucion and fidelity of the objects of the task. Furthermore, 2D virtual environments are used to represent the tasks with a low degree of realism using techniques of bidimensional graphics. However, the type of visualization can influence the quality of perception of the task, affecting the patient's sensorimotor performance. The purpose of this paper was to evaluate if there were differences in patterns of kinematic movements when post-stroke patients performed a reach task viewing a virtual therapeutic game with two different type of visualization of virtual environment: 2D and 3D. Nine post-stroke patients have participated in the study receiving a virtual therapy assisted by PUPArm rehabilitation robot. Horizontal movements of the upper limb were performed to complete the aim of the tasks, which consist in reaching peripheral or perspective targets depending on the virtual environment shown. Various parameter types such as the maximum speed, reaction time, path length, or initial movement are analyzed from the data acquired objectively by the robotic device to evaluate the influence of the task visualization. At the end of the study, a usability survey was provided to each patient to analysis his/her satisfaction level. For all patients, the movement trajectories were enhanced when they completed the therapy. This fact suggests that patient's motor recovery was increased. Despite of the similarity in majority of the kinematic parameters, differences in reaction time and path length were higher using the 3D task. Regarding the success rates were very similar. In conclusion, the using of 2D environments in virtual therapy may be a more appropriate and comfortable way to perform tasks for upper limb rehabilitation of post-stroke patients, in terms of accuracy in order to effectuate optimal kinematic trajectories. PMID:27616992
NASA Astrophysics Data System (ADS)
Valencia, J.; Muñoz-Nieto, A.; Rodriguez-Gonzalvez, P.
2015-02-01
3D virtual modeling, visualization, dissemination and management of urban areas is one of the most exciting challenges that must face geomatics in the coming years. This paper aims to review, compare and analyze the new technologies, policies and software tools that are in progress to manage urban 3D information. It is assumed that the third dimension increases the quality of the model provided, allowing new approaches to urban planning, conservation and management of architectural and archaeological areas. Despite the fact that displaying 3D urban environments is an issue nowadays solved, there are some challenges to be faced by geomatics in the coming future. Displaying georeferenced linked information would be considered the first challenge. Another challenge to face is to improve the technical requirements if this georeferenced information must be shown in real time. Are there available software tools ready for this challenge? Are they useful to provide services required in smart cities? Throughout this paper, many practical examples that require 3D georeferenced information and linked data will be shown. Computer advances related to 3D spatial databases and software that are being developed to convert rendering virtual environment to a new enriched environment with linked information will be also analyzed. Finally, different standards that Open Geospatial Consortium has assumed and developed regarding the three-dimensional geographic information will be reviewed. Particular emphasis will be devoted on KML, LandXML, CityGML and the new IndoorGML.
Teshima, Tara Lynn; Patel, Vaibhav; Mainprize, James G; Edwards, Glenn; Antonyshyn, Oleh M
2015-07-01
The utilization of three-dimensional modeling technology in craniomaxillofacial surgery has grown exponentially during the last decade. Future development, however, is hindered by the lack of a normative three-dimensional anatomic dataset and a statistical mean three-dimensional virtual model. The purpose of this study is to develop and validate a protocol to generate a statistical three-dimensional virtual model based on a normative dataset of adult skulls. Two hundred adult skull CT images were reviewed. The average three-dimensional skull was computed by processing each CT image in the series using thin-plate spline geometric morphometric protocol. Our statistical average three-dimensional skull was validated by reconstructing patient-specific topography in cranial defects. The experiment was repeated 4 times. In each case, computer-generated cranioplasties were compared directly to the original intact skull. The errors describing the difference between the prediction and the original were calculated. A normative database of 33 adult human skulls was collected. Using 21 anthropometric landmark points, a protocol for three-dimensional skull landmarking and data reduction was developed and a statistical average three-dimensional skull was generated. Our results show the root mean square error (RMSE) for restoration of a known defect using the native best match skull, our statistical average skull, and worst match skull was 0.58, 0.74, and 4.4 mm, respectively. The ability to statistically average craniofacial surface topography will be a valuable instrument for deriving missing anatomy in complex craniofacial defects and deficiencies as well as in evaluating morphologic results of surgery.
The development of the virtual reality system for the treatment of the fears of public speaking.
Jo, H J; Ku, J H; Jang, D P; Shin, M B; Ahn, H B; Lee, J M; Cho, B H; Kim, S I
2001-01-01
The fear of public speaking is a kind of social phobias. The patients having the fear of public speaking show some symptoms like shame and timidity in the daily personal relationship. They are afraid that the other person would be puzzled, feel insulted, and they also fear that they should be underestimated for their mistakes. For the treatment of the fear of public speaking, the cognitive-behavioral therapy has been generally used. The cognitive-behavioral therapy is the method that makes the patients gradually experience some situations inducing the fears and overcome those at last. Recently, the virtual reality technology has been introduced as an alternative method for providing phobic situations. In this study, we developed the public speaking simulator and the virtual environments for the treatment of the fear of public speaking. The head-mounted display, the head-tracker and the 3 dimensional sound system were used for the immersive virtual environment. The imagery of the virtual environment consists of a seminar room and 8 virtual audiences. The patient will speak in front of these virtual audiences and the therapist can control motions, facial expressions, sounds, and voices of each virtual audience.
Psychophysical evaluation of three-dimensional auditory displays
NASA Technical Reports Server (NTRS)
Wightman, Frederic L.
1991-01-01
Work during this reporting period included the completion of our research on the use of principal components analysis (PCA) to model the acoustical head related transfer functions (HRTFs) that are used to synthesize virtual sources for three dimensional auditory displays. In addition, a series of studies was initiated on the perceptual errors made by listeners when localizing free-field and virtual sources. Previous research has revealed that under certain conditions these perceptual errors, often called 'confusions' or 'reversals', are both large and frequent, thus seriously comprising the utility of a 3-D virtual auditory display. The long-range goal of our work in this area is to elucidate the sources of the confusions and to develop signal-processing strategies to reduce or eliminate them.
Automated flight path planning for virtual endoscopy.
Paik, D S; Beaulieu, C F; Jeffrey, R B; Rubin, G D; Napel, S
1998-05-01
In this paper, a novel technique for rapid and automatic computation of flight paths for guiding virtual endoscopic exploration of three-dimensional medical images is described. While manually planning flight paths is a tedious and time consuming task, our algorithm is automated and fast. Our method for positioning the virtual camera is based on the medial axis transform but is much more computationally efficient. By iteratively correcting a path toward the medial axis, the necessity of evaluating simple point criteria during morphological thinning is eliminated. The virtual camera is also oriented in a stable viewing direction, avoiding sudden twists and turns. We tested our algorithm on volumetric data sets of eight colons, one aorta and one bronchial tree. The algorithm computed the flight paths in several minutes per volume on an inexpensive workstation with minimal computation time added for multiple paths through branching structures (10%-13% per extra path). The results of our algorithm are smooth, centralized paths that aid in the task of navigation in virtual endoscopic exploration of three-dimensional medical images.
NASA Astrophysics Data System (ADS)
Lee, Wendy
The advent of multisensory display systems, such as virtual and augmented reality, has fostered a new relationship between humans and space. Not only can these systems mimic real-world environments, they have the ability to create a new space typology made solely of data. In these spaces, two-dimensional information is displayed in three dimensions, requiring human senses to be used to understand virtual, attention-based elements. Studies in the field of big data have predominately focused on visual representations and extractions of information with little focus on sounds. The goal of this research is to evaluate the most efficient methods of perceptually extracting visual data using auditory stimuli in immersive environments. Using Rensselaer's CRAIVE-Lab, a virtual reality space with 360-degree panorama visuals and an array of 128 loudspeakers, participants were asked questions based on complex visual displays using a variety of auditory cues ranging from sine tones to camera shutter sounds. Analysis of the speed and accuracy of participant responses revealed that auditory cues that were more favorable for localization and were positively perceived were best for data extraction and could help create more user-friendly systems in the future.
The Virtual Tablet: Virtual Reality as a Control System
NASA Technical Reports Server (NTRS)
Chronister, Andrew
2016-01-01
In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.
An efficient 3D R-tree spatial index method for virtual geographic environments
NASA Astrophysics Data System (ADS)
Zhu, Qing; Gong, Jun; Zhang, Yeting
A three-dimensional (3D) spatial index is required for real time applications of integrated organization and management in virtual geographic environments of above ground, underground, indoor and outdoor objects. Being one of the most promising methods, the R-tree spatial index has been paid increasing attention in 3D geospatial database management. Since the existing R-tree methods are usually limited by their weakness of low efficiency, due to the critical overlap of sibling nodes and the uneven size of nodes, this paper introduces the k-means clustering method and employs the 3D overlap volume, 3D coverage volume and the minimum bounding box shape value of nodes as the integrative grouping criteria. A new spatial cluster grouping algorithm and R-tree insertion algorithm is then proposed. Experimental analysis on comparative performance of spatial indexing shows that by the new method the overlap of R-tree sibling nodes is minimized drastically and a balance in the volumes of the nodes is maintained.
Pictorial communication in virtual and real environments
NASA Technical Reports Server (NTRS)
Ellis, Stephen R. (Editor)
1991-01-01
Papers about the communication between human users and machines in real and synthetic environments are presented. Individual topics addressed include: pictorial communication, distortions in memory for visual displays, cartography and map displays, efficiency of graphical perception, volumetric visualization of 3D data, spatial displays to increase pilot situational awareness, teleoperation of land vehicles, computer graphics system for visualizing spacecraft in orbit, visual display aid for orbital maneuvering, multiaxis control in telemanipulation and vehicle guidance, visual enhancements in pick-and-place tasks, target axis effects under transformed visual-motor mappings, adapting to variable prismatic displacement. Also discussed are: spatial vision within egocentric and exocentric frames of reference, sensory conflict in motion sickness, interactions of form and orientation, perception of geometrical structure from congruence, prediction of three-dimensionality across continuous surfaces, effects of viewpoint in the virtual space of pictures, visual slant underestimation, spatial constraints of stereopsis in video displays, stereoscopic stance perception, paradoxical monocular stereopsis and perspective vergence. (No individual items are abstracted in this volume)
A Systematic, Inquiry-Based 7-Step Virtual Worlds Teacher Training
ERIC Educational Resources Information Center
Nussli, Natalie Christina; Oh, Kevin
2015-01-01
Eighteen special education teachers explored one prominent example of three-dimensional virtual worlds, namely Second Life. This study aimed to (a) determine their perception of the effectiveness of a systematic 7-Step Virtual Worlds Teacher Training workshop in terms of enabling them to make informed decisions about the usability of virtual…
Coming down to Earth: Helping Teachers Use 3D Virtual Worlds in Across-Spaces Learning Situations
ERIC Educational Resources Information Center
Muñoz-Cristóbal, Juan A.; Prieto, Luis P.; Asensio-Pérez, Juan I.; Martínez-Monés, Alejandra; Jorrín-Abellán, Iván M.; Dimitriadis, Yannis
2015-01-01
Different approaches have explored how to provide seamless learning across multiple ICT-enabled physical and virtual spaces, including three-dimensional virtual worlds (3DVW). However, these approaches present limitations that may reduce their acceptance in authentic educational practice: The difficulties of authoring and sharing teacher-created…
Software for Secondary-School Learning About Robotics
NASA Technical Reports Server (NTRS)
Shelton, Robert O.; Smith, Stephanie L.; Truong, Dat; Hodgson, Terry R.
2005-01-01
The ROVer Ranch is an interactive computer program designed to help secondary-school students learn about space-program robotics and related basic scientific concepts by involving the students in simplified design and programming tasks that exercise skills in mathematics and science. The tasks involve building simulated robots and then observing how they behave. The program furnishes (1) programming tools that a student can use to assemble and program a simulated robot and (2) a virtual three-dimensional mission simulator for testing the robot. First, the ROVer Ranch presents fundamental information about robotics, mission goals, and facts about the mission environment. On the basis of this information, and using the aforementioned tools, the student assembles a robot by selecting parts from such subsystems as propulsion, navigation, and scientific tools, the student builds a simulated robot to accomplish its mission. Once the robot is built, it is programmed and then placed in a three-dimensional simulated environment. Success or failure in the simulation depends on the planning and design of the robot. Data and results of the mission are available in a summary log once the mission is concluded.
Ferraz, Eduardo Gomes; Andrade, Lucio Costa Safira; dos Santos, Aline Rode; Torregrossa, Vinicius Rabelo; Rubira-Bullen, Izabel Regina Fischer; Sarmento, Viviane Almeida
2013-12-01
The aim of this study was to evaluate the accuracy of virtual three-dimensional (3D) reconstructions of human dry mandibles, produced from two segmentation protocols ("outline only" and "all-boundary lines"). Twenty virtual three-dimensional (3D) images were built from computed tomography exam (CT) of 10 dry mandibles, in which linear measurements between anatomical landmarks were obtained and compared to an error probability of 5 %. The results showed no statistically significant difference among the dry mandibles and the virtual 3D reconstructions produced from segmentation protocols tested (p = 0,24). During the designing of a virtual 3D reconstruction, both "outline only" and "all-boundary lines" segmentation protocols can be used. Virtual processing of CT images is the most complex stage during the manufacture of the biomodel. Establishing a better protocol during this phase allows the construction of a biomodel with characteristics that are closer to the original anatomical structures. This is essential to ensure a correct preoperative planning and a suitable treatment.
MERIANS, A. S.; TUNIK, E.; FLUET, G. G.; QIU, Q.; ADAMOVICH, S. V.
2017-01-01
Aim Upper-extremity interventions for hemiparesis are a challenging aspect of stroke rehabilitation. Purpose of this paper is to report the feasibility of using virtual environments (VEs) in combination with robotics to assist recovery of hand-arm function and to present preliminary data demonstrating the potential of using sensory manipulations in VE to drive activation in targeted neural regions. Methods We trained 8 subjects for 8 three hour sessions using a library of complex VE’s integrated with robots, comparing training arm and hand separately to training arm and hand together. Instrumented gloves and hand exoskeleton were used for hand tracking and haptic effects. Haptic Master robotic arm was used for arm tracking and generating three-dimensional haptic VEs. To investigate the use of manipulations in VE to drive neural activations, we created a “virtual mirror” that subjects used while performing a unimanual task. Cortical activation was measured with functional MRI (fMRI) and transcranial magnetic stimulation. Results Both groups showed improvement in kinematics and measures of real-world function. The group trained using their arm and hand together showed greater improvement. In a stroke subject, fMRI data suggested virtual mirror feedback could activate the sensorimotor cortex contralateral to the reflected hand (ipsilateral to the moving hand) thus recruiting the lesioned hemisphere. Conclusion Gaming simulations interfaced with robotic devices provide a training medium that can modify movement patterns. In addition to showing that our VE therapies can optimize behavioral performance, we show preliminary evidence to support the potential of using specific sensory manipulations to selectively recruit targeted neural circuits. PMID:19158659
Duffy, Fergal J; Verniere, Mélanie; Devocelle, Marc; Bernard, Elise; Shields, Denis C; Chubb, Anthony J
2011-04-25
We introduce CycloPs, software for the generation of virtual libraries of constrained peptides including natural and nonnatural commercially available amino acids. The software is written in the cross-platform Python programming language, and features include generating virtual libraries in one-dimensional SMILES and three-dimensional SDF formats, suitable for virtual screening. The stand-alone software is capable of filtering the virtual libraries using empirical measurements, including peptide synthesizability by standard peptide synthesis techniques, stability, and the druglike properties of the peptide. The software and accompanying Web interface is designed to enable the rapid generation of large, structurally diverse, synthesizable virtual libraries of constrained peptides quickly and conveniently, for use in virtual screening experiments. The stand-alone software, and the Web interface for evaluating these empirical properties of a single peptide, are available at http://bioware.ucd.ie .
A virtual display system for conveying three-dimensional acoustic information
NASA Technical Reports Server (NTRS)
Wenzel, Elizabeth M.; Wightman, Frederic L.; Foster, Scott H.
1988-01-01
The development of a three-dimensional auditory display system is discussed. Theories of human sound localization and techniques for synthesizing various features of auditory spatial perceptions are examined. Psychophysical data validating the system are presented. The human factors applications of the system are considered.
Providing Interactive Access to Cave Geology for All Students, Regardless of Physical Ability
NASA Astrophysics Data System (ADS)
Atchison, C. `; Stredney, D.; Hittle, B.; Irving, K.; Toomey, R. S., III; Lemon, N. N.; Price, A.; Kerwin, T.
2013-12-01
Based on an identified need to accommodate students with mobility impairments in field-based instructional experiences, this presentation will discuss current efforts to promote participation, broaden diversity, and impart a historical perspective in the geosciences through the use of an interactive virtual environment. Developed through the integration of emerging simulation technologies, this prototypical virtual environment is created from LIDAR data of the Historic Tour route of Mammoth Cave National Park. The educational objectives of the simulation focus on four primary locations within the tour route that provide evidence of the hydrologic impact on the cave and karst formation. The overall objective is to provide a rich experience of a geological field-based learning for all students, regardless of their physical abilities. Employing a virtual environment that interchangeably uses two and three-dimensional representation of geoscience content, this synthetic field-based cave and karst module will provide an opportunity to assess the effectiveness in engaging the student community, and its efficacy in the curriculum when used as an alternative representation of a traditional field experience. The expected outcome is that based on the level of interactivity, the simulated environment will provide adequate pedagogical representation for content transfer without the need for physical experience in the uncontrolled field environment. Additionally, creating such an environment will impact all able-bodied students by providing supplemental resources that can both precede a traditional field experience and allow for students to re-examine a field site long after a the field experience, in both current formal and informal educational settings.
Integration of virtual and real scenes within an integral 3D imaging environment
NASA Astrophysics Data System (ADS)
Ren, Jinsong; Aggoun, Amar; McCormick, Malcolm
2002-11-01
The Imaging Technologies group at De Montfort University has developed an integral 3D imaging system, which is seen as the most likely vehicle for 3D television avoiding psychological effects. To create real fascinating three-dimensional television programs, a virtual studio that performs the task of generating, editing and integrating the 3D contents involving virtual and real scenes is required. The paper presents, for the first time, the procedures, factors and methods of integrating computer-generated virtual scenes with real objects captured using the 3D integral imaging camera system. The method of computer generation of 3D integral images, where the lens array is modelled instead of the physical camera is described. In the model each micro-lens that captures different elemental images of the virtual scene is treated as an extended pinhole camera. An integration process named integrated rendering is illustrated. Detailed discussion and deep investigation are focused on depth extraction from captured integral 3D images. The depth calculation method from the disparity and the multiple baseline method that is used to improve the precision of depth estimation are also presented. The concept of colour SSD and its further improvement in the precision is proposed and verified.
Virtual endoscopy in neurosurgery: a review.
Neubauer, André; Wolfsberger, Stefan
2013-01-01
Virtual endoscopy is the computerized creation of images depicting the inside of patient anatomy reconstructed in a virtual reality environment. It permits interactive, noninvasive, 3-dimensional visual inspection of anatomical cavities or vessels. This can aid in diagnostics, potentially replacing an actual endoscopic procedure, and help in the preparation of a surgical intervention by bridging the gap between plain 2-dimensional radiologic images and the 3-dimensional depiction of anatomy during actual endoscopy. If not only the endoscopic vision but also endoscopic handling, including realistic haptic feedback, is simulated, virtual endoscopy can be an effective training tool for novice surgeons. In neurosurgery, the main fields of the application of virtual endoscopy are third ventriculostomy, endonasal surgery, and the evaluation of pathologies in cerebral blood vessels. Progress in this very active field of research is achieved through cooperation between the technical and the medical communities. While the technology advances and new methods for modeling, reconstruction, and simulation are being developed, clinicians evaluate existing simulators, steer the development of new ones, and explore new fields of application. This review introduces some of the most interesting virtual reality systems for endoscopic neurosurgery developed in recent years and presents clinical studies conducted either on areas of application or specific systems. In addition, benefits and limitations of single products and simulated neuroendoscopy in general are pointed out.
Computed intraoperative navigation guidance--a preliminary report on a new technique.
Enislidis, G; Wagner, A; Ploder, O; Ewers, R
1997-08-01
To assess the value of a computer-assisted three-dimensional guidance system (Virtual Patient System) in maxillofacial operations. Laboratory and open clinical study. Teaching Hospital, Austria. 6 patients undergoing various procedures including removal of foreign body (n=3) and biopsy, maxillary advancement, and insertion of implants (n=1 each). Storage of computed tomographic (CT) pictures on an optical disc, and imposition of intraoperative video images on to these. The resulting display is shown to the surgeon on a micromonitor in his head-up display for guidance during the operations. To improve orientation during complex or minimally invasive maxillofacial procedures and to make such operations easier and less traumatic. Successful transferral of computed navigation technology into an operation room environment and positive evaluation of the method by the surgeons involved. Computer-assisted three-dimensional guidance systems have the potential for making complex or minimally invasive procedures easier to do, thereby reducing postoperative morbidity.
Advances in edge-diffraction modeling for virtual-acoustic simulations
NASA Astrophysics Data System (ADS)
Calamia, Paul Thomas
In recent years there has been growing interest in modeling sound propagation in complex, three-dimensional (3D) virtual environments. With diverse applications for the military, the gaming industry, psychoacoustics researchers, architectural acousticians, and others, advances in computing power and 3D audio-rendering techniques have driven research and development aimed at closing the gap between the auralization and visualization of virtual spaces. To this end, this thesis focuses on improving the physical and perceptual realism of sound-field simulations in virtual environments through advances in edge-diffraction modeling. To model sound propagation in virtual environments, acoustical simulation tools commonly rely on geometrical-acoustics (GA) techniques that assume asymptotically high frequencies, large flat surfaces, and infinitely thin ray-like propagation paths. Such techniques can be augmented with diffraction modeling to compensate for the effect of surface size on the strength and directivity of a reflection, to allow for propagation around obstacles and into shadow zones, and to maintain soundfield continuity across reflection and shadow boundaries. Using a time-domain, line-integral formulation of the Biot-Tolstoy-Medwin (BTM) diffraction expression, this thesis explores various aspects of diffraction calculations for virtual-acoustic simulations. Specifically, we first analyze the periodic singularity of the BTM integrand and describe the relationship between the singularities and higher-order reflections within wedges with open angle less than 180°. Coupled with analytical approximations for the BTM expression, this analysis allows for accurate numerical computations and a continuous sound field in the vicinity of an arbitrary wedge geometry insonified by a point source. Second, we describe an edge-subdivision strategy that allows for fast diffraction calculations with low error relative to a numerically more accurate solution. Third, to address the considerable increase in propagation paths due to diffraction, we describe a simple procedure for identifying and culling insignificant diffraction components during a virtual-acoustic simulation. Finally, we present a novel method to find GA components using diffraction parameters that ensures continuity at reflection and shadow boundaries.
Benazzi, S; Stansfield, E; Milani, C; Gruppioni, G
2009-07-01
The process of forensic identification of missing individuals is frequently reliant on the superimposition of cranial remains onto an individual's picture and/or facial reconstruction. In the latter, the integrity of the skull or a cranium is an important factor in successful identification. Here, we recommend the usage of computerized virtual reconstruction and geometric morphometrics for the purposes of individual reconstruction and identification in forensics. We apply these methods to reconstruct a complete cranium from facial remains that allegedly belong to the famous Italian humanist of the fifteenth century, Angelo Poliziano (1454-1494). Raw data was obtained by computed tomography scans of the Poliziano face and a complete reference skull of a 37-year-old Italian male. Given that the amount of distortion of the facial remains is unknown, two reconstructions are proposed: The first calculates the average shape between the original and its reflection, and the second discards the less preserved left side of the cranium under the assumption that there is no deformation on the right. Both reconstructions perform well in the superimposition with the original preserved facial surface in a virtual environment. The reconstruction by means of averaging between the original and reflection yielded better results during the superimposition with portraits of Poliziano. We argue that the combination of computerized virtual reconstruction and geometric morphometric methods offers a number of advantages over traditional plastic reconstruction, among which are speed, reproducibility, easiness of manipulation when superimposing with pictures in virtual environment, and assumptions control.
Joda, Tim; Brägger, Urs; Gallucci, German
2015-01-01
Digital developments have led to the opportunity to compose simulated patient models based on three-dimensional (3D) skeletal, facial, and dental imaging. The aim of this systematic review is to provide an update on the current knowledge, to report on the technical progress in the field of 3D virtual patient science, and to identify further research needs to accomplish clinical translation. Searches were performed electronically (MEDLINE and OVID) and manually up to March 2014 for studies of 3D fusion imaging to create a virtual dental patient. Inclusion criteria were limited to human studies reporting on the technical protocol for superimposition of at least two different 3D data sets and medical field of interest. Of the 403 titles originally retrieved, 51 abstracts and, subsequently, 21 full texts were selected for review. Of the 21 full texts, 18 studies were included in the systematic review. Most of the investigations were designed as feasibility studies. Three different types of 3D data were identified for simulation: facial skeleton, extraoral soft tissue, and dentition. A total of 112 patients were investigated in the development of 3D virtual models. Superimposition of data on the facial skeleton, soft tissue, and/or dentition is a feasible technique to create a virtual patient under static conditions. Three-dimensional image fusion is of interest and importance in all fields of dental medicine. Future research should focus on the real-time replication of a human head, including dynamic movements, capturing data in a single step.
The cranial nerve skywalk: A 3D tutorial of cranial nerves in a virtual platform.
Richardson-Hatcher, April; Hazzard, Matthew; Ramirez-Yanez, German
2014-01-01
Visualization of the complex courses of the cranial nerves by students in the health-related professions is challenging through either diagrams in books or plastic models in the gross laboratory. Furthermore, dissection of the cranial nerves in the gross laboratory is an extremely meticulous task. Teaching and learning the cranial nerve pathways is difficult using two-dimensional (2D) illustrations alone. Three-dimensional (3D) models aid the teacher in describing intricate and complex anatomical structures and help students visualize them. The study of the cranial nerves can be supplemented with 3D, which permits the students to fully visualize their distribution within the craniofacial complex. This article describes the construction and usage of a virtual anatomy platform in Second Life™, which contains 3D models of the cranial nerves III, V, VII, and IX. The Cranial Nerve Skywalk features select cranial nerves and the associated autonomic pathways in an immersive online environment. This teaching supplement was introduced to groups of pre-healthcare professional students in gross anatomy courses at both institutions and student feedback is included. © 2014 American Association of Anatomists.
Exploring 3-D Virtual Reality Technology for Spatial Ability and Chemistry Achievement
ERIC Educational Resources Information Center
Merchant, Z.; Goetz, E. T.; Keeney-Kennicutt, W.; Cifuentes, L.; Kwok, O.; Davis, T. J.
2013-01-01
We investigated the potential of Second Life® (SL), a three-dimensional (3-D) virtual world, to enhance undergraduate students' learning of a vital chemistry concept. A quasi-experimental pre-posttest control group design was used to conduct the study. A total of 387 participants completed three assignment activities either in SL or using…
Analytical 3D views and virtual globes — scientific results in a familiar spatial context
NASA Astrophysics Data System (ADS)
Tiede, Dirk; Lang, Stefan
In this paper we introduce analytical three-dimensional (3D) views as a means for effective and comprehensible information delivery, using virtual globes and the third dimension as an additional information carrier. Four case studies are presented, in which information extraction results from very high spatial resolution (VHSR) satellite images were conditioned and aggregated or disaggregated to regular spatial units. The case studies were embedded in the context of: (1) urban life quality assessment (Salzburg/Austria); (2) post-disaster assessment (Harare/Zimbabwe); (3) emergency response (Lukole/Tanzania); and (4) contingency planning (faked crisis scenario/Germany). The results are made available in different virtual globe environments, using the implemented contextual data (such as satellite imagery, aerial photographs, and auxiliary geodata) as valuable additional context information. Both day-to-day users and high-level decision makers are addressees of this tailored information product. The degree of abstraction required for understanding a complex analytical content is balanced with the ease and appeal by which the context is conveyed.
Teaching 21st-Century Art Education in a "Virtual" Age: Art Cafe at Second Life
ERIC Educational Resources Information Center
Lu, Lilly
2010-01-01
The emerging three-dimensional (3D) virtual world (VW) technology offers great potential for teaching contemporary digital art and growing digital visual culture in 21st-century art education. Such online virtual worlds are built and conceptualized based on information visualization and visual metaphors. Recently, an increasing number of…
Reduced Mental Load in Learning a Motor Visual Task with Virtual 3D Method
ERIC Educational Resources Information Center
Dan, A.; Reiner, M.
2018-01-01
Distance learning is expanding rapidly, fueled by the novel technologies for shared recorded teaching sessions on the Web. Here, we ask whether 3D stereoscopic (3DS) virtual learning environment teaching sessions are more compelling than typical two-dimensional (2D) video sessions and whether this type of teaching results in superior learning. The…
Journey to the centre of the cell: Virtual reality immersion into scientific data.
Johnston, Angus P R; Rae, James; Ariotti, Nicholas; Bailey, Benjamin; Lilja, Andrew; Webb, Robyn; Ferguson, Charles; Maher, Sheryl; Davis, Thomas P; Webb, Richard I; McGhee, John; Parton, Robert G
2018-02-01
Visualization of scientific data is crucial not only for scientific discovery but also to communicate science and medicine to both experts and a general audience. Until recently, we have been limited to visualizing the three-dimensional (3D) world of biology in 2 dimensions. Renderings of 3D cells are still traditionally displayed using two-dimensional (2D) media, such as on a computer screen or paper. However, the advent of consumer grade virtual reality (VR) headsets such as Oculus Rift and HTC Vive means it is now possible to visualize and interact with scientific data in a 3D virtual world. In addition, new microscopic methods provide an unprecedented opportunity to obtain new 3D data sets. In this perspective article, we highlight how we have used cutting edge imaging techniques to build a 3D virtual model of a cell from serial block-face scanning electron microscope (SBEM) imaging data. This model allows scientists, students and members of the public to explore and interact with a "real" cell. Early testing of this immersive environment indicates a significant improvement in students' understanding of cellular processes and points to a new future of learning and public engagement. In addition, we speculate that VR can become a new tool for researchers studying cellular architecture and processes by populating VR models with molecular data. © 2017 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
A collaborative virtual reality environment for neurosurgical planning and training.
Kockro, Ralf A; Stadie, Axel; Schwandt, Eike; Reisch, Robert; Charalampaki, Cleopatra; Ng, Ivan; Yeo, Tseng Tsai; Hwang, Peter; Serra, Luis; Perneczky, Axel
2007-11-01
We have developed a highly interactive virtual environment that enables collaborative examination of stereoscopic three-dimensional (3-D) medical imaging data for planning, discussing, or teaching neurosurgical approaches and strategies. The system consists of an interactive console with which the user manipulates 3-D data using hand-held and tracked devices within a 3-D virtual workspace and a stereoscopic projection system. The projection system displays the 3-D data on a large screen while the user is working with it. This setup allows users to interact intuitively with complex 3-D data while sharing this information with a larger audience. We have been using this system on a routine clinical basis and during neurosurgical training courses to collaboratively plan and discuss neurosurgical procedures with 3-D reconstructions of patient-specific magnetic resonance and computed tomographic imaging data or with a virtual model of the temporal bone. Working collaboratively with the 3-D information of a large, interactive, stereoscopic projection provides an unambiguous way to analyze and understand the anatomic spatial relationships of different surgical corridors. In our experience, the system creates a unique forum for open and precise discussion of neurosurgical approaches. We believe the system provides a highly effective way to work with 3-D data in a group, and it significantly enhances teaching of neurosurgical anatomy and operative strategies.
Simulating Humans as Integral Parts of Spacecraft Missions
NASA Technical Reports Server (NTRS)
Bruins, Anthony C.; Rice, Robert; Nguyen, Lac; Nguyen, Heidi; Saito, Tim; Russell, Elaine
2006-01-01
The Collaborative-Virtual Environment Simulation Tool (C-VEST) software was developed for use in a NASA project entitled "3-D Interactive Digital Virtual Human." The project is oriented toward the use of a comprehensive suite of advanced software tools in computational simulations for the purposes of human-centered design of spacecraft missions and of the spacecraft, space suits, and other equipment to be used on the missions. The C-VEST software affords an unprecedented suite of capabilities for three-dimensional virtual-environment simulations with plug-in interfaces for physiological data, haptic interfaces, plug-and-play software, realtime control, and/or playback control. Mathematical models of the mechanics of the human body and of the aforementioned equipment are implemented in software and integrated to simulate forces exerted on and by astronauts as they work. The computational results can then support the iterative processes of design, building, and testing in applied systems engineering and integration. The results of the simulations provide guidance for devising measures to counteract effects of microgravity on the human body and for the rapid development of virtual (that is, simulated) prototypes of advanced space suits, cockpits, and robots to enhance the productivity, comfort, and safety of astronauts. The unique ability to implement human-in-the-loop immersion also makes the C-VEST software potentially valuable for use in commercial and academic settings beyond the original space-mission setting.
NASA Astrophysics Data System (ADS)
Mántaras, Daniel A.; Luque, Pablo
2012-10-01
A virtual test rig is presented using a three-dimensional model of the elasto-kinematic behaviour of a vehicle. A general approach is put forward to determine the three-dimensional position of the body and the main parameters which influence the handling of the vehicle. For the design process, the variable input data are the longitudinal and lateral acceleration and the curve radius, which are defined by the user as a design goal. For the optimisation process, once the vehicle has been built, the variable input data are the travel of the four struts and the steering wheel angle, which is obtained through monitoring the vehicle. The virtual test rig has been applied to a standard vehicle and the validity of the results has been proven.
ERIC Educational Resources Information Center
Martinez, Guadalupe; Naranjo, Francisco L.; Perez, Angel L.; Suero, Maria Isabel; Pardo, Pedro J.
2011-01-01
This study compared the educational effects of computer simulations developed in a hyper-realistic virtual environment with the educational effects of either traditional schematic simulations or a traditional optics laboratory. The virtual environment was constructed on the basis of Java applets complemented with a photorealistic visual output.…
Design of virtual three-dimensional instruments for sound control
NASA Astrophysics Data System (ADS)
Mulder, Axel Gezienus Elith
An environment for designing virtual instruments with 3D geometry has been prototyped and applied to real-time sound control and design. It enables a sound artist, musical performer or composer to design an instrument according to preferred or required gestural and musical constraints instead of constraints based only on physical laws as they apply to an instrument with a particular geometry. Sounds can be created, edited or performed in real-time by changing parameters like position, orientation and shape of a virtual 3D input device. The virtual instrument can only be perceived through a visualization and acoustic representation, or sonification, of the control surface. No haptic representation is available. This environment was implemented using CyberGloves, Polhemus sensors, an SGI Onyx and by extending a real- time, visual programming language called Max/FTS, which was originally designed for sound synthesis. The extension involves software objects that interface the sensors and software objects that compute human movement and virtual object features. Two pilot studies have been performed, involving virtual input devices with the behaviours of a rubber balloon and a rubber sheet for the control of sound spatialization and timbre parameters. Both manipulation and sonification methods affect the naturalness of the interaction. Informal evaluation showed that a sonification inspired by the physical world appears natural and effective. More research is required for a natural sonification of virtual input device features such as shape, taking into account possible co- articulation of these features. While both hands can be used for manipulation, left-hand-only interaction with a virtual instrument may be a useful replacement for and extension of the standard keyboard modulation wheel. More research is needed to identify and apply manipulation pragmatics and movement features, and to investigate how they are co-articulated, in the mapping of virtual object parameters. While the virtual instruments can be adapted to exploit many manipulation gestures, further work is required to reduce the need for technical expertise to realize adaptations. Better virtual object simulation techniques and faster sensor data acquisition will improve the performance of virtual instruments. The design environment which has been developed should prove useful as a (musical) instrument prototyping tool and as a tool for researching the optimal adaptation of machines to humans.
A teleoperation training simulator with visual and kinesthetic force virtual reality
NASA Technical Reports Server (NTRS)
Kim, Won S.; Schenker, Paul
1992-01-01
A force-reflecting teleoperation training simulator with a high-fidelity real-time graphics display has been developed for operator training. A novel feature of this simulator is that it enables the operator to feel contact forces and torques through a force-reflecting controller during the execution of the simulated peg-in-hole task, providing the operator with the feel of visual and kinesthetic force virtual reality. A peg-in-hole task is used in our simulated teleoperation trainer as a generic teleoperation task. A quasi-static analysis of a two-dimensional peg-in-hole task model has been extended to a three-dimensional model analysis to compute contact forces and torques for a virtual realization of kinesthetic force feedback. The simulator allows the user to specify force reflection gains and stiffness (compliance) values of the manipulator hand for both the three translational and the three rotational axes in Cartesian space. Three viewing modes are provided for graphics display: single view, two split views, and stereoscopic view.
ERIC Educational Resources Information Center
Schwienhorst, Klaus
2002-01-01
Discussion of computer-assisted language learning focuses on the benefits of virtual reality environments, particularly for foreign language contexts. Topics include three approaches to learner autonomy; supporting reflection, including self-awareness; supporting interaction, including collaboration; and supporting experimentation, including…
Gladysz, Rafaela; Dos Santos, Fabio Mendes; Langenaeker, Wilfried; Thijs, Gert; Augustyns, Koen; De Winter, Hans
2018-03-07
Spectrophores are novel descriptors that are calculated from the three-dimensional atomic properties of molecules. In our current implementation, the atomic properties that were used to calculate spectrophores include atomic partial charges, atomic lipophilicity indices, atomic shape deviations and atomic softness properties. This approach can easily be widened to also include additional atomic properties. Our novel methodology finds its roots in the experimental affinity fingerprinting technology developed in the 1990's by Terrapin Technologies. Here we have translated it into a purely virtual approach using artificial affinity cages and a simplified metric to calculate the interaction between these cages and the atomic properties. A typical spectrophore consists of a vector of 48 real numbers. This makes it highly suitable for the calculation of a wide range of similarity measures for use in virtual screening and for the investigation of quantitative structure-activity relationships in combination with advanced statistical approaches such as self-organizing maps, support vector machines and neural networks. In our present report we demonstrate the applicability of our novel methodology for scaffold hopping as well as virtual screening.
Isotani, Shuji; Shimoyama, Hirofumi; Yokota, Isao; China, Toshiyuki; Hisasue, Shin-ichi; Ide, Hisamitsu; Muto, Satoru; Yamaguchi, Raizo; Ukimura, Osamu; Horie, Shigeo
2015-05-01
To evaluate the feasibility and accuracy of virtual partial nephrectomy analysis, including a color-coded three-dimensional virtual surgical planning and a quantitative functional analysis, in predicting the surgical outcomes of robot-assisted partial nephrectomy. Between 2012 and 2014, 20 patients underwent virtual partial nephrectomy analysis before undergoing robot-assisted partial nephrectomy. Virtual partial nephrectomy analysis was carried out with the following steps: (i) evaluation of the arterial branch for selective clamping by showing the vascular-supplied area; (ii) simulation of the optimal surgical margin in precise segmented three-dimensional model for prediction of collecting system opening; and (iii) detailed volumetric analyses and estimates of postoperative renal function based on volumetric change. At operation, the surgeon identified the targeted artery and determined the surgical margin according to the virtual partial nephrectomy analysis. The surgical outcomes between the virtual partial nephrectomy analysis and the actual robot-assisted partial nephrectomy were compared. All 20 patients had negative cancer surgical margins and no urological complications. The tumor-specific renal arterial supply areas were shown in color-coded three-dimensional model visualization in all cases. The prediction value of collecting system opening was 85.7% for sensitivity and 100% for specificity. The predicted renal resection volume was significantly correlated with actual resected specimen volume (r(2) = 0.745, P < 0.001). The predicted estimated glomerular filtration rate was significantly correlated with actual postoperative estimated glomerular filtration rate (r(2) = 0.736, P < 0.001). Virtual partial nephrectomy analysis is able to provide the identification of tumor-specific renal arterial supply, prediction of collecting system opening and prediction of postoperative renal function. This technique might allow urologists to compare various arterial clamping methods and resection margins with surgical outcomes in a non-invasive manner. © 2015 The Japanese Urological Association.
ERIC Educational Resources Information Center
Neubauer, Aljoscha C.; Bergner, Sabine; Schatz, Martina
2010-01-01
The well-documented sex difference in mental rotation favoring males has been shown to emerge only for 2-dimensional presentations of 3-dimensional objects, but not with actual 3-dimensional objects or with virtual reality presentations of 3-dimensional objects. Training studies using computer games with mental rotation-related content have…
Graphic kinematics, visual virtual work and elastographics
Konstantatou, Marina; Athanasopoulos, Georgios; Hannigan, Laura
2017-01-01
In this paper, recent progress in graphic statics is combined with Williot displacement diagrams to create a graphical description of both statics and kinematics for two- and three-dimensional pin-jointed trusses. We begin with reciprocal form and force diagrams. The force diagram is dissected into its component cells which are then translated relative to each other. This defines a displacement diagram which is topologically equivalent to the form diagram (the structure). The various contributions to the overall Virtual Work appear as parallelograms (for two-dimensional trusses) or parallelopipeds (for three-dimensional trusses) that separate the force and the displacement pieces. Structural mechanisms can be identified by translating the force cells such that their shared faces slide across each other without separating. Elastic solutions can be obtained by choosing parallelograms or parallelopipeds of the appropriate aspect ratio. Finally, a new type of ‘elastographic’ diagram—termed a deformed Maxwell–Williot diagram (two-dimensional) or a deformed Rankine–Williot diagram (three-dimensional)—is presented which combines the deflected structure with the forces carried by its members. PMID:28573030
The Satirical Value of Virtual Worlds
ERIC Educational Resources Information Center
Baggaley, Jon
2010-01-01
Imaginary worlds have been devised by artists and commentators for centuries to focus satirical attention on society's problems. The increasing sophistication of three-dimensional graphics software is generating comparable "virtual worlds" for educational usage. Can such worlds play a satirical role suggesting developments in distance…
Virtual viewpoint generation for three-dimensional display based on the compressive light field
NASA Astrophysics Data System (ADS)
Meng, Qiao; Sang, Xinzhu; Chen, Duo; Guo, Nan; Yan, Binbin; Yu, Chongxiu; Dou, Wenhua; Xiao, Liquan
2016-10-01
Virtual view-point generation is one of the key technologies the three-dimensional (3D) display, which renders the new scene image perspective with the existing viewpoints. The three-dimensional scene information can be effectively recovered at different viewing angles to allow users to switch between different views. However, in the process of multiple viewpoints matching, when N free viewpoints are received, we need to match N viewpoints each other, namely matching C 2N = N(N-1)/2 times, and even in the process of matching different baselines errors can occur. To address the problem of great complexity of the traditional virtual view point generation process, a novel and rapid virtual view point generation algorithm is presented in this paper, and actual light field information is used rather than the geometric information. Moreover, for better making the data actual meaning, we mainly use nonnegative tensor factorization(NTF). A tensor representation is introduced for virtual multilayer displays. The light field emitted by an N-layer, M-frame display is represented by a sparse set of non-zero elements restricted to a plane within an Nth-order, rank-M tensor. The tensor representation allows for optimal decomposition of a light field into time-multiplexed, light-attenuating layers using NTF. Finally, the compressive light field of multilayer displays information synthesis is used to obtain virtual view-point by multiple multiplication. Experimental results show that the approach not only the original light field is restored with the high image quality, whose PSNR is 25.6dB, but also the deficiency of traditional matching is made up and any viewpoint can obtained from N free viewpoints.
3D Virtual Reality Check: Learner Engagement and Constructivist Theory
ERIC Educational Resources Information Center
Bair, Richard A.
2013-01-01
The inclusion of three-dimensional (3D) virtual tools has created a need to communicate the engagement of 3D tools and specify learning gains that educators and the institutions, which are funding 3D tools, can expect. A review of literature demonstrates that specific models and theories for 3D Virtual Reality (VR) learning do not exist "per…
Vogt, Tobias; Herpers, Rainer; Askew, Christopher D.; Scherfgen, David; Strüder, Heiko K.; Schneider, Stefan
2015-01-01
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence. PMID:26366305
Vogt, Tobias; Herpers, Rainer; Askew, Christopher D; Scherfgen, David; Strüder, Heiko K; Schneider, Stefan
2015-01-01
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
Designing 3 Dimensional Virtual Reality Using Panoramic Image
NASA Astrophysics Data System (ADS)
Wan Abd Arif, Wan Norazlinawati; Wan Ahmad, Wan Fatimah; Nordin, Shahrina Md.; Abdullah, Azrai; Sivapalan, Subarna
The high demand to improve the quality of the presentation in the knowledge sharing field is to compete with rapidly growing technology. The needs for development of technology based learning and training lead to an idea to develop an Oil and Gas Plant Virtual Environment (OGPVE) for the benefit of our future. Panoramic Virtual Reality learning based environment is essential in order to help educators overcome the limitations in traditional technical writing lesson. Virtual reality will help users to understand better by providing the simulations of real-world and hard to reach environment with high degree of realistic experience and interactivity. Thus, in order to create a courseware which will achieve the objective, accurate images of intended scenarios must be acquired. The panorama shows the OGPVE and helps to generate ideas to users on what they have learnt. This paper discusses part of the development in panoramic virtual reality. The important phases for developing successful panoramic image are image acquisition and image stitching or mosaicing. In this paper, the combination of wide field-of-view (FOV) and close up image used in this panoramic development are also discussed.
Vision-based navigation in a dynamic environment for virtual human
NASA Astrophysics Data System (ADS)
Liu, Yan; Sun, Ji-Zhou; Zhang, Jia-Wan; Li, Ming-Chu
2004-06-01
Intelligent virtual human is widely required in computer games, ergonomics software, virtual environment and so on. We present a vision-based behavior modeling method to realize smart navigation in a dynamic environment. This behavior model can be divided into three modules: vision, global planning and local planning. Vision is the only channel for smart virtual actor to get information from the outside world. Then, the global and local planning module use A* and D* algorithm to find a way for virtual human in a dynamic environment. Finally, the experiments on our test platform (Smart Human System) verify the feasibility of this behavior model.
Virtual Reality Simulation of the International Space Welding Experiment
NASA Technical Reports Server (NTRS)
Phillips, James A.
1996-01-01
Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) It involves 3-dimensional computer graphics; (2) It includes real-time feedback and response to user actions; and (3) It must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, and we have therefore implemented a VR trainer for the International Space Welding Experiment. My role in the development of the ISWE trainer consisted of the following: (1) created texture-mapped models of the ISWE's rotating sample drum, technology block, tool stowage assembly, sliding foot restraint, and control panel; (2) developed C code for control panel button selection and rotation of the sample drum; (3) In collaboration with Tim Clark (Antares Virtual Reality Systems), developed a serial interface box for the PC and the SGI Indigo so that external control devices, similar to ones actually used on the ISWE, could be used to control virtual objects in the ISWE simulation; (4) In collaboration with Peter Wang (SFFP) and Mark Blasingame (Boeing), established the interference characteristics of the VIM 1000 head-mounted-display and tested software filters to correct the problem; (5) In collaboration with Peter Wang and Mark Blasingame, established software and procedures for interfacing the VPL DataGlove and the Polhemus 6DOF position sensors to the SGI Indigo serial ports. The majority of the ISWE modeling effort was conducted on a PC-based VR Workstation, described below.
Pedagogical Intercultural Practice of Teachers in Virtual Environments
ERIC Educational Resources Information Center
Barreto, Carmen Ricardo; Haydar, Jorge Mizzuno
2016-01-01
This study presents some of the results of the project "Training and Development of Intercultural Competency of Teachers in Virtual Environments", carried out in ten Colombian Caribbean higher education institutions (HEI) offering virtual programs. It was performed in three steps: 1-diagnosis, 2-training, and 3-analysis of the…
Virtually Usable: A Test of the Information Gardens
ERIC Educational Resources Information Center
Johnson, Megan; Ochoa, Louise; Purpur, Geraldine
2007-01-01
This paper presents the results of a usability study conducted to determine the functionality of a desktop, three-dimensional virtual library designed and supported by the Appalachian State University Distance Learning Library Services team. Formative evaluations were performed with representative students utilizing Morae software. Results…
Engagement of neural circuits underlying 2D spatial navigation in a rodent virtual reality system
Aronov, Dmitriy; Tank, David W.
2015-01-01
SUMMARY Virtual reality (VR) enables precise control of an animal’s environment and otherwise impossible experimental manipulations. Neural activity in navigating rodents has been studied on virtual linear tracks. However, the spatial navigation system’s engagement in complete two-dimensional environments has not been shown. We describe a VR setup for rats, including control software and a large-scale electrophysiology system, which supports 2D navigation by allowing animals to rotate and walk in any direction. The entorhinal-hippocampal circuit, including place cells, grid cells, head direction cells and border cells, showed 2D activity patterns in VR similar to those in the real world. Hippocampal neurons exhibited various remapping responses to changes in the appearance or the shape of the virtual environment, including a novel form in which a VR-induced cue conflict caused remapping to lock to geometry rather than salient cues. These results suggest a general-purpose tool for novel types of experimental manipulations in navigating rats. PMID:25374363
Virtual Reality Website of Indonesia National Monument and Its Environment
NASA Astrophysics Data System (ADS)
Wardijono, B. A.; Hendajani, F.; Sudiro, S. A.
2017-02-01
National Monument (Monumen Nasional) is an Indonesia National Monument building where located in Jakarta. This monument is a symbol of Jakarta and it is a pride monument of the people in Jakarta and Indonesia country. This National Monument also has a museum about the history of the Indonesian country. To provide information to the general public, in this research we created and developed models of 3D graphics from the National Monument and the surrounding environment. Virtual Reality technology was used to display the visualization of the National Monument and the surrounding environment in 3D graphics form. Latest programming technology makes it possible to display 3D objects via the internet browser. This research used Unity3D and WebGL to make virtual reality models that can be implemented and showed on a Website. The result from this research is the development of 3-dimensional Website of the National Monument and its objects surrounding the environment that can be displayed through the Web browser. The virtual reality of whole objects was divided into a number of scenes, so that it can be displayed in real time visualization.
Teaching the blind to find their way by playing video games.
Merabet, Lotfi B; Connors, Erin C; Halko, Mark A; Sánchez, Jaime
2012-01-01
Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.
Winkler, Daniel; Zischg, Jonatan; Rauch, Wolfgang
2018-01-01
For communicating urban flood risk to authorities and the public, a realistic three-dimensional visual display is frequently more suitable than detailed flood maps. Virtual reality could also serve to plan short-term flooding interventions. We introduce here an alternative approach for simulating three-dimensional flooding dynamics in large- and small-scale urban scenes by reaching out to computer graphics. This approach, denoted 'particle in cell', is a particle-based CFD method that is used to predict physically plausible results instead of accurate flow dynamics. We exemplify the approach for the real flooding event in July 2016 in Innsbruck.
NASA Astrophysics Data System (ADS)
Nishioka, S.; Goto, I.; Miyamoto, K.; Hatayama, A.; Fukano, A.
2016-01-01
Recently, in large-scale hydrogen negative ion sources, the experimental results have shown that ion-ion plasma is formed in the vicinity of the extraction hole under the surface negative ion production case. The purpose of this paper is to clarify the mechanism of the ion-ion plasma formation by our three dimensional particle-in-cell simulation. In the present model, the electron loss along the magnetic filter field is taken into account by the " √{τ///τ⊥ } model." The simulation results show that the ion-ion plasma formation is due to the electron loss along the magnetic filter field. Moreover, the potential profile for the ion-ion plasma case has been looked into carefully in order to discuss the ion-ion plasma formation. Our present results show that the potential drop of the virtual cathode in front of the plasma grid is large when the ion-ion plasma is formed. This tendency has been explained by a relationship between the virtual cathode depth and the net particle flux density at the virtual cathode.
Galantucci, Luigi Maria; Percoco, Gianluca; Lavecchia, Fulvio; Di Gioia, Eliana
2013-05-01
The article describes a new methodology to scan and integrate facial soft tissue surface with dental hard tissue models in a three-dimensional (3D) virtual environment, for a novel diagnostic approach.The facial and the dental scans can be acquired using any optical scanning systems: the models are then aligned and integrated to obtain a full virtual navigable representation of the head of the patient. In this article, we report in detail and further implemented a method for integrating 3D digital cast models into a 3D facial image, to visualize the anatomic position of the dentition. This system uses several 3D technologies to scan and digitize, integrating them with traditional dentistry records. The acquisitions were mainly performed using photogrammetric scanners, suitable for clinics or hospitals, able to obtain high mesh resolution and optimal surface texture for the photorealistic rendering of the face. To increase the quality and the resolution of the photogrammetric scanning of the dental elements, the authors propose a new technique to enhance the texture of the dental surface. Three examples of the application of the proposed procedure are reported in this article, using first laser scanning and photogrammetry and then only photogrammetry. Using cheek retractors, it is possible to scan directly a great number of dental elements. The final results are good navigable 3D models that integrate facial soft tissue and dental hard tissues. The method is characterized by the complete absence of ionizing radiation, portability and simplicity, fast acquisition, easy alignment of the 3D models, and wide angle of view of the scanner. This method is completely noninvasive and can be repeated any time the physician needs new clinical records. The 3D virtual model is a precise representation both of the soft and the hard tissue scanned, and it is possible to make any dimensional measure directly in the virtual space, for a full integrated 3D anthropometry and cephalometry. Moreover, the authors propose a method completely based on close-range photogrammetric scanning, able to detect facial and dental surfaces, and reducing the time, the complexity, and the cost of the scanning operations and the numerical elaboration.
How incorporation of scents could enhance immersive virtual experiences
Ischer, Matthieu; Baron, Naëm; Mermoud, Christophe; Cayeux, Isabelle; Porcherot, Christelle; Sander, David; Delplanque, Sylvain
2014-01-01
Under normal everyday conditions, senses all work together to create experiences that fill a typical person's life. Unfortunately for behavioral and cognitive researchers who investigate such experiences, standard laboratory tests are usually conducted in a nondescript room in front of a computer screen. They are very far from replicating the complexity of real world experiences. Recently, immersive virtual reality (IVR) environments became promising methods to immerse people into an almost real environment that involves more senses. IVR environments provide many similarities to the complexity of the real world and at the same time allow experimenters to constrain experimental parameters to obtain empirical data. This can eventually lead to better treatment options and/or new mechanistic hypotheses. The idea that increasing sensory modalities improve the realism of IVR environments has been empirically supported, but the senses used did not usually include olfaction. In this technology report, we will present an odor delivery system applied to a state-of-the-art IVR technology. The platform provides a three-dimensional, immersive, and fully interactive visualization environment called “Brain and Behavioral Laboratory—Immersive System” (BBL-IS). The solution we propose can reliably deliver various complex scents during different virtual scenarios, at a precise time and space and without contamination of the environment. The main features of this platform are: (i) the limited cross-contamination between odorant streams with a fast odor delivery (< 500 ms), (ii) the ease of use and control, and (iii) the possibility to synchronize the delivery of the odorant with pictures, videos or sounds. How this unique technology could be used to investigate typical research questions in olfaction (e.g., emotional elicitation, memory encoding or attentional capture by scents) will also be addressed. PMID:25101017
... a particular order, and identified shapes on a computer screen. They were divided into three groups. One ... some people. Virtual colonoscopy uses X-ray and computer technology to create three-dimensional images of the ...
Taekwondo trainees' satisfaction towards using the virtual taekwondo training environment prototype
NASA Astrophysics Data System (ADS)
Jelani, Nur Ain Mohd; Zulkifli, Abdul Nasir; Ismail, Salina; Yusoff, Mohd Fitri
2017-10-01
Taekwondo is among the most popular martial arts which have existed more than 3000 years ago and have millions of followers all around the world. The typical taekwondo training session takes place in a hall or large open spaces in the presence of a trainer. Even though this is the most widely used approach of Taekwondo training, this approach has some limitations in supporting self-directed training. Self-directed taekwondo training is required for the trainees to improve their skills and performance. There are varieties of supplementary taekwondo training materials available, however, most of them are still lacking in terms of three-dimensional visualization. This paper introduces the Virtual Taekwondo Training Environment (VT2E) prototype for self-directed training. The aim of this paper is to determine whether the intervention of the new taekwondo training approach using virtual reality contributes to the trainees' satisfaction in self-directed training. Pearson Correlation and Regression analyses were used to determine the effects of Engaging, Presence, Usefulness and Ease of Use on trainees' satisfaction in using the prototype. The results provide empirical support for the positive and statistically significant relationship between Usefulness and Ease of Use and trainees' satisfaction for taekwondo training. However, Engaging and Presence do not have a positive and significant relationship with trainees' satisfaction for self-directed training.
Knaut, Luiz A; Subramanian, Sandeep K; McFadyen, Bradford J; Bourbonnais, Daniel; Levin, Mindy F
2009-05-01
To compare kinematics of 3-dimensional pointing movements performed in a virtual environment (VE) displayed through a head-mounted display with those made in a physical environment. Observational study of movement in poststroke and healthy subjects. Motion analysis laboratory. Adults (n=15; 4 women; 59+/-15.4y) with chronic poststroke hemiparesis were recruited. Participants had moderate upper-limb impairment with Chedoke-McMaster Arm Scores ranging from 3 to 6 out of 7. Twelve healthy subjects (6 women; 53.3+/-17.1y) were recruited from the community. Not applicable. Arm and trunk kinematics were recorded in similar virtual and physical environments with an Optotrak System (6 markers; 100Hz; 5s). Subjects pointed as quickly and as accurately as possible to 6 targets (12 trials/target in a randomized sequence) placed in arm workspace areas requiring different arm movement patterns and levels of difficulty. Movements were analyzed in terms of performance outcome measures (endpoint precision, trajectory, peak velocity) and arm and trunk movement patterns (elbow and shoulder ranges of motion, elbow/shoulder coordination, trunk displacement, rotation). For healthy subjects, precision and trajectory straightness were higher in VE when pointing to contralateral targets, and movements were slower for all targets in VE. Stroke participants made less accurate and more curved movements in VE and used less trunk displacement. Elbow/shoulder coordination differed when pointing to the lower ipsilateral target. There were no group-by-environment interactions. Movements in both environments were sufficiently similar to consider VE a valid environment for clinical interventions and motor control studies.
Transforming Clinical Imaging Data for Virtual Reality Learning Objects
ERIC Educational Resources Information Center
Trelease, Robert B.; Rosset, Antoine
2008-01-01
Advances in anatomical informatics, three-dimensional (3D) modeling, and virtual reality (VR) methods have made computer-based structural visualization a practical tool for education. In this article, the authors describe streamlined methods for producing VR "learning objects," standardized interactive software modules for anatomical sciences…
Memory and visual search in naturalistic 2D and 3D environments
Li, Chia-Ling; Aivar, M. Pilar; Kit, Dmitry M.; Tong, Matthew H.; Hayhoe, Mary M.
2016-01-01
The role of memory in guiding attention allocation in daily behaviors is not well understood. In experiments with two-dimensional (2D) images, there is mixed evidence about the importance of memory. Because the stimulus context in laboratory experiments and daily behaviors differs extensively, we investigated the role of memory in visual search, in both two-dimensional (2D) and three-dimensional (3D) environments. A 3D immersive virtual apartment composed of two rooms was created, and a parallel 2D visual search experiment composed of snapshots from the 3D environment was developed. Eye movements were tracked in both experiments. Repeated searches for geometric objects were performed to assess the role of spatial memory. Subsequently, subjects searched for realistic context objects to test for incidental learning. Our results show that subjects learned the room-target associations in 3D but less so in 2D. Gaze was increasingly restricted to relevant regions of the room with experience in both settings. Search for local contextual objects, however, was not facilitated by early experience. Incidental fixations to context objects do not necessarily benefit search performance. Together, these results demonstrate that memory for global aspects of the environment guides search by restricting allocation of attention to likely regions, whereas task relevance determines what is learned from the active search experience. Behaviors in 2D and 3D environments are comparable, although there is greater use of memory in 3D. PMID:27299769
Application of Virtual Reality Technology in Biology Education.
ERIC Educational Resources Information Center
Shim, Kew-Cheol; Park, Jong-Seok; Kim, Hyun-Sup; Kim, Jae-Hyun; Park, Young-Chul; Ryu, Hai-Il
2003-01-01
Reports on the findings of a study designed to develop three-dimensional virtual reality technology (VRT) learning programs for middle school students and evaluate the program's educational value. Focuses on the topic of structure and function of the eye. Concludes that VRT simulations allow comfortable interaction with computers and increase the…
Optical 3D surface digitizing in forensic medicine: 3D documentation of skin and bone injuries.
Thali, Michael J; Braun, Marcel; Dirnhofer, Richard
2003-11-26
Photography process reduces a three-dimensional (3D) wound to a two-dimensional level. If there is a need for a high-resolution 3D dataset of an object, it needs to be three-dimensionally scanned. No-contact optical 3D digitizing surface scanners can be used as a powerful tool for wound and injury-causing instrument analysis in trauma cases. The 3D skin wound and a bone injury documentation using the optical scanner Advanced TOpometric Sensor (ATOS II, GOM International, Switzerland) will be demonstrated using two illustrative cases. Using this 3D optical digitizing method the wounds (the virtual 3D computer model of the skin and the bone injuries) and the virtual 3D model of the injury-causing tool are graphically documented in 3D in real-life size and shape and can be rotated in the CAD program on the computer screen. In addition, the virtual 3D models of the bone injuries and tool can now be compared in a 3D CAD program against one another in virtual space, to see if there are matching areas. Further steps in forensic medicine will be a full 3D surface documentation of the human body and all the forensic relevant injuries using optical 3D scanners.
Exploring the changing learning environment of the gross anatomy lab.
Hopkins, Robin; Regehr, Glenn; Wilson, Timothy D
2011-07-01
The objective of this study was to assess the impact of virtual models and prosected specimens in the context of the gross anatomy lab. In 2009, student volunteers from an undergraduate anatomy class were randomly assigned to study groups in one of three learning conditions. All groups studied the muscles of mastication and completed identical learning objectives during a 45-minute lab. All groups were provided with two reference atlases. Groups were distinguished by the type of primary tools they were provided: gross prosections, three-dimensional stereoscopic computer model, or both resources. The facilitator kept observational field notes. A prepost multiple-choice knowledge test was administered to evaluate students' learning. No significant effect of the laboratory models was demonstrated between groups on the prepost assessment of knowledge. Recurring observations included students' tendency to revert to individual memorization prior to the posttest, rotation of models to match views in the provided atlas, and dissemination of groups into smaller working units. The use of virtual lab resources seemed to influence the social context and learning environment of the anatomy lab. As computer-based learning methods are implemented and studied, they must be evaluated beyond their impact on knowledge gain to consider the effect technology has on students' social development.
Intra-operative 3D imaging system for robot-assisted fracture manipulation.
Dagnino, G; Georgilas, I; Tarassoli, P; Atkins, R; Dogramadzi, S
2015-01-01
Reduction is a crucial step in the treatment of broken bones. Achieving precise anatomical alignment of bone fragments is essential for a good fast healing process. Percutaneous techniques are associated with faster recovery time and lower infection risk. However, deducing intra-operatively the desired reduction position is quite challenging due to the currently available technology. The 2D nature of this technology (i.e. the image intensifier) doesn't provide enough information to the surgeon regarding the fracture alignment and rotation, which is actually a three-dimensional problem. This paper describes the design and development of a 3D imaging system for the intra-operative virtual reduction of joint fractures. The proposed imaging system is able to receive and segment CT scan data of the fracture, to generate the 3D models of the bone fragments, and display them on a GUI. A commercial optical tracker was included into the system to track the actual pose of the bone fragments in the physical space, and generate the corresponding pose relations in the virtual environment of the imaging system. The surgeon virtually reduces the fracture in the 3D virtual environment, and a robotic manipulator connected to the fracture through an orthopedic pin executes the physical reductions accordingly. The system is here evaluated through fracture reduction experiments, demonstrating a reduction accuracy of 1.04 ± 0.69 mm (translational RMSE) and 0.89 ± 0.71 ° (rotational RMSE).
Schmitt, Paul J; Agarwal, Nitin; Prestigiacomo, Charles J
2012-01-01
Military explorations of the practical role of simulators have served as a driving force for much of the virtual reality technology that we have today. The evolution of 3-dimensional and virtual environments from the early flight simulators used during World War II to the sophisticated training simulators in the modern military followed a path that virtual surgical and neurosurgical devices have already begun to parallel. By understanding the evolution of military simulators as well as comparing and contrasting that evolution with current and future surgical simulators, it may be possible to expedite the development of appropriate devices and establish their validity as effective training tools. As such, this article presents a historical perspective examining the progression of neurosurgical simulators, the establishment of effective and appropriate curricula for using them, and the contributions that the military has made during the ongoing maturation of this exciting treatment and training modality. Copyright © 2012. Published by Elsevier Inc.
Yu, Zheng-yang; Zheng, Shu-sen; Chen, Lei-ting; He, Xiao-qian; Wang, Jian-jun
2005-07-01
This research studies the process of 3D reconstruction and dynamic concision based on 2D medical digital images using virtual reality modelling language (VRML) and JavaScript language, with a focus on how to realize the dynamic concision of 3D medical model with script node and sensor node in VRML. The 3D reconstruction and concision of body internal organs can be built with such high quality that they are better than those obtained from the traditional methods. With the function of dynamic concision, the VRML browser can offer better windows for man-computer interaction in real-time environment than ever before. 3D reconstruction and dynamic concision with VRML can be used to meet the requirement for the medical observation of 3D reconstruction and have a promising prospect in the fields of medical imaging.
Yu, Zheng-yang; Zheng, Shu-sen; Chen, Lei-ting; He, Xiao-qian; Wang, Jian-jun
2005-01-01
This research studies the process of 3D reconstruction and dynamic concision based on 2D medical digital images using virtual reality modelling language (VRML) and JavaScript language, with a focus on how to realize the dynamic concision of 3D medical model with script node and sensor node in VRML. The 3D reconstruction and concision of body internal organs can be built with such high quality that they are better than those obtained from the traditional methods. With the function of dynamic concision, the VRML browser can offer better windows for man-computer interaction in real-time environment than ever before. 3D reconstruction and dynamic concision with VRML can be used to meet the requirement for the medical observation of 3D reconstruction and have a promising prospect in the fields of medical imaging. PMID:15973760
Advanced Visualization of Experimental Data in Real Time Using LiveView3D
NASA Technical Reports Server (NTRS)
Schwartz, Richard J.; Fleming, Gary A.
2006-01-01
LiveView3D is a software application that imports and displays a variety of wind tunnel derived data in an interactive virtual environment in real time. LiveView3D combines the use of streaming video fed into a three-dimensional virtual representation of the test configuration with networked communications to the test facility Data Acquisition System (DAS). This unified approach to real time data visualization provides a unique opportunity to comprehend very large sets of diverse forms of data in a real time situation, as well as in post-test analysis. This paper describes how LiveView3D has been implemented to visualize diverse forms of aerodynamic data gathered during wind tunnel experiments, most notably at the NASA Langley Research Center Unitary Plan Wind Tunnel (UPWT). Planned future developments of the LiveView3D system are also addressed.
Virtual morality: emotion and action in a simulated three-dimensional "trolley problem".
Navarrete, C David; McDonald, Melissa M; Mott, Michael L; Asher, Benjamin
2012-04-01
Experimentally investigating the relationship between moral judgment and action is difficult when the action of interest entails harming others. We adopt a new approach to this problem by placing subjects in an immersive, virtual reality environment that simulates the classic "trolley problem." In this moral dilemma, the majority of research participants behaved as "moral utilitarians," either (a) acting to cause the death of one individual in order to save the lives of five others, or (b) abstaining from action, when that action would have caused five deaths versus one. Confirming the emotional distinction between moral actions and omissions, autonomic arousal was greater when the utilitarian outcome required action, and increased arousal was associated with a decreased likelihood of utilitarian-biased behavior. This pattern of results held across individuals of different gender, age, and race. (PsycINFO Database Record (c) 2012 APA, all rights reserved).
The Virtual University: Creating an Emergent Reality.
ERIC Educational Resources Information Center
Latta, Gail F.
Higher education has traditionally been defined as a two dimensional affair concerned with content (curriculum) and pedagogy (instructional design). Information technologies are transforming the educational enterprise into a three-dimensional universe through the diversification of instructional delivery systems. The success of higher education in…
The Adaptive Effects Of Virtual Interfaces: Vestibulo-Ocular Reflex and Simulator Sickness.
1998-08-07
rearrangement: a pattern of stimulation differing from that existing as a result of normal interactions with the real world. Stimulus rearrangements can...is immersive and interactive . virtual interface: a system of transducers, signal processors, computer hardware and software that create an... interactive medium through which: 1) information is transmitted to the senses in the form of two- and three dimensional virtual images and 2) psychomotor
Virtual Reality and Simulation in Neurosurgical Training.
Bernardo, Antonio
2017-10-01
Recent biotechnological advances, including three-dimensional microscopy and endoscopy, virtual reality, surgical simulation, surgical robotics, and advanced neuroimaging, have continued to mold the surgeon-computer relationship. For developing neurosurgeons, such tools can reduce the learning curve, improve conceptual understanding of complex anatomy, and enhance visuospatial skills. We explore the current and future roles and application of virtual reality and simulation in neurosurgical training. Copyright © 2017 Elsevier Inc. All rights reserved.
Virtual Surgical Planning in Craniofacial Surgery
Chim, Harvey; Wetjen, Nicholas; Mardini, Samir
2014-01-01
The complex three-dimensional anatomy of the craniofacial skeleton creates a formidable challenge for surgical reconstruction. Advances in computer-aided design and computer-aided manufacturing technology have created increasing applications for virtual surgical planning in craniofacial surgery, such as preoperative planning, fabrication of cutting guides, and stereolithographic models and fabrication of custom implants. In this review, the authors describe current and evolving uses of virtual surgical planning in craniofacial surgery. PMID:25210509
ERIC Educational Resources Information Center
Gregory, Sue; Scutter, Sheila; Jacka, Lisa; McDonald, Marcus; Farley, Helen; Newman, Chris
2015-01-01
Three-dimensional (3D) virtual worlds have been used for more than a decade in higher education for teaching and learning. Since the 1980s, academics began using virtual worlds as an exciting and innovative new technology to provide their students with new learning experiences that were difficult to provide any other way. But since that time,…
Passive lighting responsive three-dimensional integral imaging
NASA Astrophysics Data System (ADS)
Lou, Yimin; Hu, Juanmei
2017-11-01
A three dimensional (3D) integral imaging (II) technique with a real-time passive lighting responsive ability and vivid 3D performance has been proposed and demonstrated. Some novel lighting responsive phenomena, including light-activated 3D imaging, and light-controlled 3D image scaling and translation, have been realized optically without updating images. By switching the on/off state of a point light source illuminated on the proposed II system, the 3D images can show/hide independent of the diffused illumination background. By changing the position or illumination direction of the point light source, the position and magnification of the 3D image can be modulated in real time. The lighting responsive mechanism of the 3D II system is deduced analytically and verified experimentally. A flexible thin film lighting responsive II system with a 0.4 mm thickness was fabricated. This technique gives some additional degrees of freedom in order to design the II system and enable the virtual 3D image to interact with the real illumination environment in real time.
Acoustic Performance of a Real-Time Three-Dimensional Sound-Reproduction System
NASA Technical Reports Server (NTRS)
Faller, Kenneth J., II; Rizzi, Stephen A.; Aumann, Aric R.
2013-01-01
The Exterior Effects Room (EER) is a 39-seat auditorium at the NASA Langley Research Center and was built to support psychoacoustic studies of aircraft community noise. The EER has a real-time simulation environment which includes a three-dimensional sound-reproduction system. This system requires real-time application of equalization filters to compensate for spectral coloration of the sound reproduction due to installation and room effects. This paper describes the efforts taken to develop the equalization filters for use in the real-time sound-reproduction system and the subsequent analysis of the system s acoustic performance. The acoustic performance of the compensated and uncompensated sound-reproduction system is assessed for its crossover performance, its performance under stationary and dynamic conditions, the maximum spatialized sound pressure level it can produce from a single virtual source, and for the spatial uniformity of a generated sound field. Additionally, application examples are given to illustrate the compensated sound-reproduction system performance using recorded aircraft flyovers
Web-based hybrid-dimensional Visualization and Exploration of Cytological Localization Scenarios.
Kovanci, Gökhan; Ghaffar, Mehmood; Sommer, Björn
2016-12-21
The CELLmicrocosmos 4.2 PathwayIntegration (CmPI) is a tool which provides hybrid-dimensional visualization and analysis of intracellular protein and gene localizations in the context of a virtual 3D environment. This tool is developed based on Java/Java3D/JOGL and provides a standalone application compatible to all relevant operating systems. However, it requires Java and the local installation of the software. Here we present the prototype of an alternative web-based visualization approach, using Three.js and D3.js. In this way it is possible to visualize and explore CmPI-generated localization scenarios including networks mapped to 3D cell components by just providing a URL to a collaboration partner. This publication describes the integration of the different technologies – Three.js, D3.js and PHP – as well as an application case: a localization scenario of the citrate cycle. The CmPI web viewer is available at: http://CmPIweb.CELLmicrocosmos.org.
NASA Astrophysics Data System (ADS)
Ren, Yilong; Duan, Xitong; Wu, Lei; He, Jin; Xu, Wu
2017-06-01
With the development of the “VR+” era, the traditional virtual assembly system of power equipment has been unable to satisfy our growing needs. In this paper, based on the analysis of the traditional virtual assembly system of electric power equipment and the application of VR technology in the virtual assembly system of electric power equipment in our country, this paper puts forward the scheme of establishing the virtual assembly system of power equipment: At first, we should obtain the information of power equipment, then we should using OpenGL and multi texture technology to build 3D solid graphics library. After the completion of three-dimensional modeling, we can use the dynamic link library DLL package three-dimensional solid graphics generation program to realize the modularization of power equipment model library and power equipment model library generated hidden algorithm. After the establishment of 3D power equipment model database, we set up the virtual assembly system of 3D power equipment to separate the assembly operation of the power equipment from the space. At the same time, aiming at the deficiency of the traditional gesture recognition algorithm, we propose a gesture recognition algorithm based on improved PSO algorithm for BP neural network data glove. Finally, the virtual assembly system of power equipment can really achieve multi-channel interaction function.
Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein; Blumenstein, Michael; Talaei-Khoei, Amir
2014-02-18
A three-dimensional virtual world (3DVW) is a computer-simulated electronic 3D virtual environment that users can explore, inhabit, communicate, and interact with via avatars, which are graphical representations of the users. Since the early 2000s, 3DVWs have emerged as a technology that has much to offer the health care sector. The purpose of this study was to characterize different application areas of various 3DVWs in health and medical context and categorize them into meaningful categories. This study employs a systematic literature review on the application areas of 3DVWs in health care. Our search resulted in 62 papers from five top-ranking scientific databases published from 1990 to 2013 that describe the use of 3DVWs for health care specific purposes. We noted a growth in the number of academic studies on the topic since 2006. We found a wide range of application areas for 3DVWs in health care and classified them into the following six categories: academic education, professional education, treatment, evaluation, lifestyle, and modeling. The education category, including professional and academic education, contains the largest number of papers (n=34), of which 23 are related to the academic education category and 11 to the professional education category. Nine papers are allocated to treatment category, and 8 papers have contents related to evaluation. In 4 of the papers, the authors used 3DVWs for modeling, and 3 papers targeted lifestyle purposes. The results indicate that most of the research to date has focused on education in health care. We also found that most studies were undertaken in just two countries, the United States and the United Kingdom. 3D virtual worlds present several innovative ways to carry out a wide variety of health-related activities. The big picture of application areas of 3DVWs presented in this review could be of value and offer insights to both the health care community and researchers.
Data Visualization Using Immersive Virtual Reality Tools
NASA Astrophysics Data System (ADS)
Cioc, Alexandru; Djorgovski, S. G.; Donalek, C.; Lawler, E.; Sauer, F.; Longo, G.
2013-01-01
The growing complexity of scientific data poses serious challenges for an effective visualization. Data sets, e.g., catalogs of objects detected in sky surveys, can have a very high dimensionality, ~ 100 - 1000. Visualizing such hyper-dimensional data parameter spaces is essentially impossible, but there are ways of visualizing up to ~ 10 dimensions in a pseudo-3D display. We have been experimenting with the emerging technologies of immersive virtual reality (VR) as a platform for a scientific, interactive, collaborative data visualization. Our initial experiments used the virtual world of Second Life, and more recently VR worlds based on its open source code, OpenSimulator. There we can visualize up to ~ 100,000 data points in ~ 7 - 8 dimensions (3 spatial and others encoded as shapes, colors, sizes, etc.), in an immersive virtual space where scientists can interact with their data and with each other. We are now developing a more scalable visualization environment using the popular (practically an emerging standard) Unity 3D Game Engine, coded using C#, JavaScript, and the Unity Scripting Language. This visualization tool can be used through a standard web browser, or a standalone browser of its own. Rather than merely plotting data points, the application creates interactive three-dimensional objects of various shapes, colors, and sizes, and of course the XYZ positions, encoding various dimensions of the parameter space, that can be associated interactively. Multiple users can navigate through this data space simultaneously, either with their own, independent vantage points, or with a shared view. At this stage ~ 100,000 data points can be easily visualized within seconds on a simple laptop. The displayed data points can contain linked information; e.g., upon a clicking on a data point, a webpage with additional information can be rendered within the 3D world. A range of functionalities has been already deployed, and more are being added. We expect to make this visualization tool freely available to the academic community within a few months, on an experimental (beta testing) basis.
A specification of 3D manipulation in virtual environments
NASA Technical Reports Server (NTRS)
Su, S. Augustine; Furuta, Richard
1994-01-01
In this paper we discuss the modeling of three basic kinds of 3-D manipulations in the context of a logical hand device and our virtual panel architecture. The logical hand device is a useful software abstraction representing hands in virtual environments. The virtual panel architecture is the 3-D component of the 2-D window systems. Both of the abstractions are intended to form the foundation for adaptable 3-D manipulation.
Design and application of BIM based digital sand table for construction management
NASA Astrophysics Data System (ADS)
Fuquan, JI; Jianqiang, LI; Weijia, LIU
2018-05-01
This paper explores the design and application of BIM based digital sand table for construction management. Aiming at the demands and features of construction management plan for bridge and tunnel engineering, the key functional features of digital sand table should include three-dimensional GIS, model navigation, virtual simulation, information layers, and data exchange, etc. That involving the technology of 3D visualization and 4D virtual simulation of BIM, breakdown structure of BIM model and project data, multi-dimensional information layers, and multi-source data acquisition and interaction. Totally, the digital sand table is a visual and virtual engineering information integrated terminal, under the unified data standard system. Also, the applications shall contain visual constructing scheme, virtual constructing schedule, and monitoring of construction, etc. Finally, the applicability of several basic software to the digital sand table is analyzed.
Stereoscopic virtual reality models for planning tumor resection in the sellar region.
Wang, Shou-sen; Zhang, Shang-ming; Jing, Jun-jie
2012-11-28
It is difficult for neurosurgeons to perceive the complex three-dimensional anatomical relationships in the sellar region. To investigate the value of using a virtual reality system for planning resection of sellar region tumors. The study included 60 patients with sellar tumors. All patients underwent computed tomography angiography, MRI-T1W1, and contrast enhanced MRI-T1W1 image sequence scanning. The CT and MRI scanning data were collected and then imported into a Dextroscope imaging workstation, a virtual reality system that allows structures to be viewed stereoscopically. During preoperative assessment, typical images for each patient were chosen and printed out for use by the surgeons as references during surgery. All sellar tumor models clearly displayed bone, the internal carotid artery, circle of Willis and its branches, the optic nerve and chiasm, ventricular system, tumor, brain, soft tissue and adjacent structures. Depending on the location of the tumors, we simulated the transmononasal sphenoid sinus approach, transpterional approach, and other approaches. Eleven surgeons who used virtual reality models completed a survey questionnaire. Nine of the participants said that the virtual reality images were superior to other images but that other images needed to be used in combination with the virtual reality images. The three-dimensional virtual reality models were helpful for individualized planning of surgery in the sellar region. Virtual reality appears to be promising as a valuable tool for sellar region surgery in the future.
Three-Dimensional Analysis and Surgical Planning in Craniomaxillofacial Surgery.
Steinbacher, Derek M
2015-12-01
Three-dimensional (3D) analysis and planning are powerful tools in craniofacial and reconstructive surgery. The elements include 1) analysis, 2) planning, 3) virtual surgery, 4) 3D printouts of guides or implants, and 5) verification of actual to planned results. The purpose of this article is to review different applications of 3D planning in craniomaxillofacial surgery. Case examples involving 3D analysis and planning were reviewed. Common threads pertaining to all types of reconstruction are highlighted and contrasted with unique aspects specific to new applications in craniomaxillofacial surgery. Six examples of 3D planning are described: 1) cranial reconstruction, 2) craniosynostosis, 3) midface advancement, 4) mandibular distraction, 5) mandibular reconstruction, and 6) orthognathic surgery. Planning in craniomaxillofacial surgery is useful and has applicability across different procedures and reconstructions. Three-dimensional planning and virtual surgery enhance efficiency, accuracy, creativity, and reproducibility in craniomaxillofacial surgery. Copyright © 2015 American Association of Oral and Maxillofacial Surgeons. Published by Elsevier Inc. All rights reserved.
Murayama, Tomonori; Nakajima, Jun
2016-01-01
Anatomical segmentectomies play an important role in oncological lung resection, particularly for ground-glass types of primary lung cancers. This operation can also be applied to metastatic lung tumors deep in the lung. Virtual assisted lung mapping (VAL-MAP) is a novel technique that allows for bronchoscopic multi-spot dye markings to provide “geometric information” to the lung surface, using three-dimensional virtual images. In addition to wedge resections, VAL-MAP has been found to be useful in thoracoscopic segmentectomies, particularly complex segmentectomies, such as combined subsegmentectomies or extended segmentectomies. There are five steps in VAL-MAP-assisted segmentectomies: (I) “standing” stitches along the resection lines; (II) cleaning hilar anatomy; (III) confirming hilar anatomy; (IV) going 1 cm deeper; (V) step-by-step stapling technique. Depending on the anatomy, segmentectomies can be classified into linear (lingular, S6, S2), V- or U-shaped (right S1, left S3, S2b + S3a), and three dimensional (S7, S8, S9, S10) segmentectomies. Particularly three dimensional segmentectomies are challenging in the complexity of stapling techniques. This review focuses on how VAL-MAP can be utilized in segmentectomy, and how this technique can assist the stapling process in even the most challenging ones. PMID:28066675
A Layered Approach for Robust Spatial Virtual Human Pose Reconstruction Using a Still Image
Guo, Chengyu; Ruan, Songsong; Liang, Xiaohui; Zhao, Qinping
2016-01-01
Pedestrian detection and human pose estimation are instructive for reconstructing a three-dimensional scenario and for robot navigation, particularly when large amounts of vision data are captured using various data-recording techniques. Using an unrestricted capture scheme, which produces occlusions or breezing, the information describing each part of a human body and the relationship between each part or even different pedestrians must be present in a still image. Using this framework, a multi-layered, spatial, virtual, human pose reconstruction framework is presented in this study to recover any deficient information in planar images. In this framework, a hierarchical parts-based deep model is used to detect body parts by using the available restricted information in a still image and is then combined with spatial Markov random fields to re-estimate the accurate joint positions in the deep network. Then, the planar estimation results are mapped onto a virtual three-dimensional space using multiple constraints to recover any deficient spatial information. The proposed approach can be viewed as a general pre-processing method to guide the generation of continuous, three-dimensional motion data. The experiment results of this study are used to describe the effectiveness and usability of the proposed approach. PMID:26907289
Augmented reality on poster presentations, in the field and in the classroom
NASA Astrophysics Data System (ADS)
Hawemann, Friedrich; Kolawole, Folarin
2017-04-01
Augmented reality (AR) is the direct addition of virtual information through an interface to a real-world environment. In practice, through a mobile device such as a tablet or smartphone, information can be projected onto a target- for example, an image on a poster. Mobile devices are widely distributed today such that augmented reality is easily accessible to almost everyone. Numerous studies have shown that multi-dimensional visualization is essential for efficient perception of the spatial, temporal and geometrical configuration of geological structures and processes. Print media, such as posters and handouts lack the ability to display content in the third and fourth dimensions, which might be in space-domain as seen in three-dimensional (3-D) objects, or time-domain (four-dimensional, 4-D) expressible in the form of videos. Here, we show that augmented reality content can be complimentary to geoscience poster presentations, hands-on material and in the field. In the latter example, location based data is loaded and for example, a virtual geological profile can be draped over a real-world landscape. In object based AR, the application is trained to recognize an image or object through the camera of the user's mobile device, such that specific content is automatically downloaded and displayed on the screen of the device, and positioned relative to the trained image or object. We used ZapWorks, a commercially-available software application to create and present examples of content that is poster-based, in which important supplementary information is presented as interactive virtual images, videos and 3-D models. We suggest that the flexibility and real-time interactivity offered by AR makes it an invaluable tool for effective geoscience poster presentation, class-room and field geoscience learning.
ERIC Educational Resources Information Center
Pellas, Nikolaos
2014-01-01
Nowadays, the dissemination and exploitation of three-dimensional (3D) multi-user virtual worlds in higher education have been disclosed from their widespread acceptance as candidate learning platforms. However, it is still lacking a theoretical cybernetic macro-script to elaborate the coordination of multiple complex interactions among…
NASA Technical Reports Server (NTRS)
1997-01-01
This report summarizes work done under Cooperative Agreement (CA) on the following testbed projects: TERRIERS - The development of the ground systems to support the TERRIERS satellite mission at Boston University (BU). HSTS - The application of ARC's Heuristic Scheduling Testbed System (HSTS) to the EUVE satellite mission. SELMON - The application of NASA's Jet Propulsion Laboratory's (JPL) Selective Monitoring (SELMON) system to the EUVE satellite mission. EVE - The development of the EUVE Virtual Environment (EVE), a prototype three-dimensional (3-D) visualization environment for the EUVE satellite and its sensors, instruments, and communications antennae. FIDO - The development of the Fault-Induced Document Officer (FIDO) system, a prototype application to respond to anomalous conditions by automatically searching for, retrieving, and displaying relevant documentation for an operators use.
Monitoring and analysis of data in cyberspace
NASA Technical Reports Server (NTRS)
Schwuttke, Ursula M. (Inventor); Angelino, Robert (Inventor)
2001-01-01
Information from monitored systems is displayed in three dimensional cyberspace representations defining a virtual universe having three dimensions. Fixed and dynamic data parameter outputs from the monitored systems are visually represented as graphic objects that are positioned in the virtual universe based on relationships to the system and to the data parameter categories. Attributes and values of the data parameters are indicated by manipulating properties of the graphic object such as position, color, shape, and motion.
NASA Astrophysics Data System (ADS)
Makhijani, Vinod B.; Przekwas, Andrzej J.
2002-10-01
This report presents results of a DARPA/MTO Composite CAD Project aimed to develop a comprehensive microsystem CAD environment, CFD-ACE+ Multiphysics, for bio and microfluidic devices and complete microsystems. The project began in July 1998, and was a three-year team effort between CFD Research Corporation, California Institute of Technology (CalTech), University of California, Berkeley (UCB), and Tanner Research, with Mr. Don Verlee from Abbott Labs participating as a consultant on the project. The overall objective of this project was to develop, validate and demonstrate several applications of a user-configurable VLSI-type mixed-dimensionality software tool for design of biomicrofluidics devices and integrated systems. The developed tool would provide high fidelity 3-D multiphysics modeling capability, l-D fluidic circuits modeling, and SPICE interface for system level simulations, and mixed-dimensionality design. It would combine tools for layouts and process fabrication, geometric modeling, and automated grid generation, and interfaces to EDA tools (e.g. Cadence) and MCAD tools (e.g. ProE).
Ganier, Franck; Hoareau, Charlotte; Tisseau, Jacques
2014-01-01
Virtual reality opens new opportunities for operator training in complex tasks. It lowers costs and has fewer constraints than traditional training. The ultimate goal of virtual training is to transfer knowledge gained in a virtual environment to an actual real-world setting. This study tested whether a maintenance procedure could be learnt equally well by virtual-environment and conventional training. Forty-two adults were divided into three equally sized groups: virtual training (GVT® [generic virtual training]), conventional training (using a real tank suspension and preparation station) and control (no training). Participants then performed the procedure individually in the real environment. Both training types (conventional and virtual) produced similar levels of performance when the procedure was carried out in real conditions. Performance level for the two trained groups was better in terms of success and time taken to complete the task, time spent consulting job instructions and number of times the instructor provided guidance.
Using CLIPS to represent knowledge in a VR simulation
NASA Technical Reports Server (NTRS)
Engelberg, Mark L.
1994-01-01
Virtual reality (VR) is an exciting use of advanced hardware and software technologies to achieve an immersive simulation. Until recently, the majority of virtual environments were merely 'fly-throughs' in which a user could freely explore a 3-dimensional world or a visualized dataset. Now that the underlying technologies are reaching a level of maturity, programmers are seeking ways to increase the complexity and interactivity of immersive simulations. In most cases, interactivity in a virtual environment can be specified in the form 'whenever such-and-such happens to object X, it reacts in the following manner.' CLIPS and COOL provide a simple and elegant framework for representing this knowledge-base in an efficient manner that can be extended incrementally. The complexity of a detailed simulation becomes more manageable when the control flow is governed by CLIPS' rule-based inference engine as opposed to by traditional procedural mechanisms. Examples in this paper will illustrate an effective way to represent VR information in CLIPS, and to tie this knowledge base to the input and output C routines of a typical virtual environment.
Pain modulation during drives through cold and hot virtual environments.
Mühlberger, Andreas; Wieser, Matthias J; Kenntner-Mabiala, Ramona; Pauli, Paul; Wiederhold, Brenda K
2007-08-01
Evidence exists that virtual worlds reduce pain perception by providing distraction. However, there is no experimental study to show that the type of world used in virtual reality (VR) distraction influences pain perception. Therefore, we investigated whether pain triggered by heat or cold stimuli is modulated by "warm "or "cold " virtual environments and whether virtual worlds reduce pain perception more than does static picture presentation. We expected that cold worlds would reduce pain perception from heat stimuli, while warm environments would reduce pain perception from cold stimuli. Additionally, both virtual worlds should reduce pain perception in general. Heat and cold pain stimuli thresholds were assessed outside VR in 48 volunteers in a balanced crossover design. Participants completed three 4-minute assessment periods: virtual "walks " through (1) a winter and (2) an autumn landscape and static exposure to (3) a neutral landscape. During each period, five heat stimuli or three cold stimuli were delivered via a thermode on the participant's arm, and affective and sensory pain perceptions were rated. Then the thermode was changed to the other arm, and the procedure was repeated with the opposite pain stimuli (heat or cold). We found that both warm and cold virtual environments reduced pain intensity and unpleasantness for heat and cold pain stimuli when compared to the control condition. Since participants wore a head-mounted display (HMD) in both the control condition and VR, we concluded that the distracting value of virtual environments is not explained solely by excluding perception of the real world. Although VR reduced pain unpleasantness, we found no difference in efficacy between the types of virtual world used for each pain stimulus.
Handzel, Ophir; Wang, Haobing; Fiering, Jason; Borenstein, Jeffrey T.; Mescher, Mark J.; Leary Swan, Erin E.; Murphy, Brian A.; Chen, Zhiqiang; Peppi, Marcello; Sewell, William F.; Kujawa, Sharon G.; McKenna, Michael J.
2009-01-01
Temporal bone implants can be used to electrically stimulate the auditory nerve, to amplify sound, to deliver drugs to the inner ear and potentially for other future applications. The implants require storage space and access to the middle or inner ears. The most acceptable space is the cavity created by a canal wall up mastoidectomy. Detailed knowledge of the available space for implantation and pathways to access the middle and inner ears is necessary for the design of implants and successful implantation. Based on temporal bone CT scans a method for three-dimensional reconstruction of a virtual canal wall up mastoidectomy space is described. Using Amira® software the area to be removed during such surgery is marked on axial CT slices, and a three-dimensional model of that space is created. The average volume of 31 reconstructed models is 12.6 cm3 with standard deviation of 3.69 cm3, ranging from 7.97 to 23.25 cm3. Critical distances were measured directly from the model and their averages were calculated: height 3.69 cm, depth 2.43 cm, length above the external auditory canal (EAC) 4.45 cm and length posterior to EAC 3.16 cm. These linear measurements did not correlate well with volume measurements. The shape of the models was variable to a significant extent making the prediction of successful implantation for a given design based on linear and volumetric measurement unreliable. Hence, to assure successful implantation, preoperative assessment should include a virtual fitting of an implant into the intended storage space. The above-mentioned three-dimensional models were exported from Amira to a Solidworks application where virtual fitting was performed. Our results are compared to other temporal bone implant virtual fitting studies. Virtual fitting has been suggested for other human applications. PMID:19372649
DOE Office of Scientific and Technical Information (OSTI.GOV)
Park, M; Jung, H; Kim, G
2014-06-01
Purpose: To estimate the three dimensional dose distributions in a polymer gel and a radiochromic gel by comparing with the virtual water phantom exposed to proton beams by applying Monte Carlo simulation. Methods: The polymer gel dosimeter is the compositeness material of gelatin, methacrylic acid, hydroquinone, tetrakis, and distilled water. The radiochromic gel is PRESAGE product. The densities of polymer and radiochromic gel were 1.040 and 1.0005 g/cm3, respectively. The shape of water phantom was a hexahedron with the size of 13 × 13 × 15 cm3. The proton beam energies of 72 and 116 MeV were used in themore » simulation. Proton beam was directed to the top of the phantom with Z-axis and the shape of beam was quadrangle with 10 × 10 cm2 dimension. The Percent depth dose and the dose distribution were evaluated for estimating the dose distribution of proton particle in two gel dosimeters, and compared with the virtual water phantom. Results: The Bragg-peak for proton particles in two gel dosimeters was similar to the virtual water phantom. Bragg-peak regions of polymer gel, radiochromic gel, and virtual water phantom were represented in the identical region (4.3 cm) for 72 MeV proton beam. For 116 MeV proton beam, the Bragg-peak regions of polymer gel, radiochromic gel, and virtual water phantom were represented in 9.9, 9.9 and 9.7 cm, respectively. The dose distribution of proton particles in polymer gel, radiochromic gel, and virtual water phantom was approximately identical in the case of 72 and 116 MeV energies. The errors for the simulation were under 10%. Conclusion: This work indicates the evaluation of three dimensional dose distributions by exposing proton particles to polymer and radiochromic gel dosimeter by comparing with the water phantom. The polymer gel and the radiochromic gel dosimeter show similar dose distributions for the proton beams.« less
Aubry, S; Pousse, A; Sarliève, P; Laborie, L; Delabrousse, E; Kastler, B
2006-11-01
To model vertebrae in 3D to improve radioanatomic knowledge of the spine with the vascular and nerve environment and simulate CT-guided interventions. Vertebra acquisitions were made with multidetector CT. We developed segmentation software and specific viewer software using the Delphi programming environment. This segmentation software makes it possible to model 3D high-resolution segments of vertebrae and their environment from multidetector CT acquisitions. Then the specific viewer software provides multiplanar reconstructions of the CT volume and the possibility to select different 3D objects of interest. This software package improves radiologists' radioanatomic knowledge through a new 3D anatomy presentation. Furthermore, the possibility of inserting virtual 3D objects in the volume can simulate CT-guided intervention. The first volumetric radioanatomic software has been born. Furthermore, it simulates CT-guided intervention and consequently has the potential to facilitate learning interventions using CT guidance.
Atomic force microscopy as a tool to study Xenopus laevis embryo
NASA Astrophysics Data System (ADS)
Pukhlyakova, E. A.; Efremov, Yu M.; Bagrov, D. V.; Luchinskaya, N. N.; Kiryukhin, D. O.; Belousov, L. V.; Shaitan, K. V.
2012-02-01
Atomic force microscopy (AFM) has become a powerful tool for imaging biological structures (from single molecules to living cells) and carrying out measurements of their mechanical properties. AFM provides three-dimensional high-resolution images of the studied biological objects in physiological environment. However there are only few AFM investigations of fresh tissue explants and virtually no such research on a whole organism, since most researchers work with cell cultures. In the current work AFM was used to observe the surface of living and fixed embryos and to measure mechanical properties of naive embryos and embryos with overexpression of guanine nucleotide-binding protein G-alpha-13.
A Neural Model of Visually Guided Steering, Obstacle Avoidance, and Route Selection
ERIC Educational Resources Information Center
Elder, David M.; Grossberg, Stephen; Mingolla, Ennio
2009-01-01
A neural model is developed to explain how humans can approach a goal object on foot while steering around obstacles to avoid collisions in a cluttered environment. The model uses optic flow from a 3-dimensional virtual reality environment to determine the position of objects on the basis of motion discontinuities and computes heading direction,…
Latency and User Performance in Virtual Environments and Augmented Reality
NASA Technical Reports Server (NTRS)
Ellis, Stephen R.
2009-01-01
System rendering latency has been recognized by senior researchers, such as Professor Fredrick Brooks of UNC (Turing Award 1999), as a major factor limiting the realism and utility of head-referenced displays systems. Latency has been shown to reduce the user's sense of immersion within a virtual environment, disturb user interaction with virtual objects, and to contribute to motion sickness during some simulation tasks. Latency, however, is not just an issue for external display systems since finite nerve conduction rates and variation in transduction times in the human body's sensors also pose problems for latency management within the nervous system. Some of the phenomena arising from the brain's handling of sensory asynchrony due to latency will be discussed as a prelude to consideration of the effects of latency in interactive displays. The causes and consequences of the erroneous movement that appears in displays due to latency will be illustrated with examples of the user performance impact provided by several experiments. These experiments will review the generality of user sensitivity to latency when users judge either object or environment stability. Hardware and signal processing countermeasures will also be discussed. In particular the tuning of a simple extrapolative predictive filter not using a dynamic movement model will be presented. Results show that it is possible to adjust this filter so that the appearance of some latencies may be hidden without the introduction of perceptual artifacts such as overshoot. Several examples of the effects of user performance will be illustrated by three-dimensional tracking and tracing tasks executed in virtual environments. These experiments demonstrate classic phenomena known from work on manual control and show the need for very responsive systems if they are indented to support precise manipulation. The practical benefits of removing interfering latencies from interactive systems will be emphasized with some classic final examples from surgical telerobotics, and human-computer interaction.
Three Primary School Students' Cognition about 3D Rotation in a Virtual Reality Learning Environment
ERIC Educational Resources Information Center
Yeh, Andy
2010-01-01
This paper reports on three primary school students' explorations of 3D rotation in a virtual reality learning environment (VRLE) named VRMath. When asked to investigate if you would face the same direction when you turn right 45 degrees first then roll up 45 degrees, or when you roll up 45 degrees first then turn right 45 degrees, the students…
Teaching the Blind to Find Their Way by Playing Video Games
Merabet, Lotfi B.; Connors, Erin C.; Halko, Mark A.; Sánchez, Jaime
2012-01-01
Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world. PMID:23028703
VRLane: a desktop virtual safety management program for underground coal mine
NASA Astrophysics Data System (ADS)
Li, Mei; Chen, Jingzhu; Xiong, Wei; Zhang, Pengpeng; Wu, Daozheng
2008-10-01
VR technologies, which generate immersive, interactive, and three-dimensional (3D) environments, are seldom applied to coal mine safety work management. In this paper, a new method that combined the VR technologies with underground mine safety management system was explored. A desktop virtual safety management program for underground coal mine, called VRLane, was developed. The paper mainly concerned about the current research advance in VR, system design, key techniques and system application. Two important techniques were introduced in the paper. Firstly, an algorithm was designed and implemented, with which the 3D laneway models and equipment models can be built on the basis of the latest mine 2D drawings automatically, whereas common VR programs established 3D environment by using 3DS Max or the other 3D modeling software packages with which laneway models were built manually and laboriously. Secondly, VRLane realized system integration with underground industrial automation. VRLane not only described a realistic 3D laneway environment, but also described the status of the coal mining, with functions of displaying the run states and related parameters of equipment, per-alarming the abnormal mining events, and animating mine cars, mine workers, or long-wall shearers. The system, with advantages of cheap, dynamic, easy to maintenance, provided a useful tool for safety production management in coal mine.
ERIC Educational Resources Information Center
D' Alba, Adriana; Jones, Greg; Wright, Robert
2015-01-01
This paper discusses a study conducted in the fall of 2011 and the spring of 2012 which explored the use of existing 3D virtual environment technologies by bringing a selected permanent museum exhibit displayed at a museum located in central Mexico into an online 3Dimensional experience. Using mixed methods, the research study analyzed knowledge…
The virtual supermarket: An innovative research tool to study consumer food purchasing behaviour
2011-01-01
Background Economic interventions in the food environment are expected to effectively promote healthier food choices. However, before introducing them on a large scale, it is important to gain insight into the effectiveness of economic interventions and peoples' genuine reactions to price changes. Nonetheless, because of complex implementation issues, studies on price interventions are virtually non-existent. This is especially true for experiments undertaken in a retail setting. We have developed a research tool to study the effects of retail price interventions in a virtual-reality setting: the Virtual Supermarket. This paper aims to inform researchers about the features and utilization of this new software application. Results The Virtual Supermarket is a Dutch-developed three-dimensional software application in which study participants can shop in a manner comparable to a real supermarket. The tool can be used to study several food pricing and labelling strategies. The application base can be used to build future extensions and could be translated into, for example, an English-language version. The Virtual Supermarket contains a front-end which is seen by the participants, and a back-end that enables researchers to easily manipulate research conditions. The application keeps track of time spent shopping, number of products purchased, shopping budget, total expenditures and answers on configurable questionnaires. All data is digitally stored and automatically sent to a web server. A pilot study among Dutch consumers (n = 66) revealed that the application accurately collected and stored all data. Results from participant feedback revealed that 83% of the respondents considered the Virtual Supermarket easy to understand and 79% found that their virtual grocery purchases resembled their regular groceries. Conclusions The Virtual Supermarket is an innovative research tool with a great potential to assist in gaining insight into food purchasing behaviour. The application can be obtained via an URL and is freely available for academic use. The unique features of the tool include the fact that it enables researchers to easily modify research conditions and in this way study different types of interventions in a retail environment without a complex implementation process. Finally, it also maintains researcher independence and avoids conflicts of interest that may arise from industry collaboration. PMID:21787391
The virtual supermarket: an innovative research tool to study consumer food purchasing behaviour.
Waterlander, Wilma E; Scarpa, Michael; Lentz, Daisy; Steenhuis, Ingrid H M
2011-07-25
Economic interventions in the food environment are expected to effectively promote healthier food choices. However, before introducing them on a large scale, it is important to gain insight into the effectiveness of economic interventions and peoples' genuine reactions to price changes. Nonetheless, because of complex implementation issues, studies on price interventions are virtually non-existent. This is especially true for experiments undertaken in a retail setting. We have developed a research tool to study the effects of retail price interventions in a virtual-reality setting: the Virtual Supermarket. This paper aims to inform researchers about the features and utilization of this new software application. The Virtual Supermarket is a Dutch-developed three-dimensional software application in which study participants can shop in a manner comparable to a real supermarket. The tool can be used to study several food pricing and labelling strategies. The application base can be used to build future extensions and could be translated into, for example, an English-language version. The Virtual Supermarket contains a front-end which is seen by the participants, and a back-end that enables researchers to easily manipulate research conditions. The application keeps track of time spent shopping, number of products purchased, shopping budget, total expenditures and answers on configurable questionnaires. All data is digitally stored and automatically sent to a web server. A pilot study among Dutch consumers (n = 66) revealed that the application accurately collected and stored all data. Results from participant feedback revealed that 83% of the respondents considered the Virtual Supermarket easy to understand and 79% found that their virtual grocery purchases resembled their regular groceries. The Virtual Supermarket is an innovative research tool with a great potential to assist in gaining insight into food purchasing behaviour. The application can be obtained via an URL and is freely available for academic use. The unique features of the tool include the fact that it enables researchers to easily modify research conditions and in this way study different types of interventions in a retail environment without a complex implementation process. Finally, it also maintains researcher independence and avoids conflicts of interest that may arise from industry collaboration.
The effect on lower spine muscle activation of walking on a narrow beam in virtual reality.
Antley, Angus; Slater, Mel
2011-02-01
To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, ranging from questionnaires, behavioral studies, and the use of physiological measures. Here, we compare the onsets of muscle activity using surface electromyography (EMG) while participants were walking under three different conditions: on a normal floor surface, on a narrow ribbon along the floor, and on a narrow platform raised off the floor. The same situation was rendered in an immersive virtual environment (IVE) Cave-like system, and 12 participants did the three types of walking in a counter-balanced within-groups design. The mean number of EMG activity onsets per unit time followed the same pattern in the virtual environment as in the physical environment-significantly higher for walking on the platform compared to walking on the floor. Even though participants knew that they were in fact really walking at floor level in the virtual environment condition, the visual illusion of walking on a raised platform was sufficient to influence their behavior in a measurable way. This opens up the door for this technique to be used in gait and posture related scenarios including rehabilitation.
NASA Astrophysics Data System (ADS)
Song, Yeo-Ul; Youn, Sung-Kie; Park, K. C.
2017-10-01
A method for three-dimensional non-matching interface treatment with a virtual gap element is developed. When partitioned structures contain curved interfaces and have different brick meshes, the discretized models have gaps along the interfaces. As these gaps bring unexpected errors, special treatments are required to handle the gaps. In the present work, a virtual gap element is introduced to link the frame and surface domain nodes in the frame work of the mortar method. Since the surface of the hexahedron element is quadrilateral, the gap element is pyramidal. The pyramidal gap element consists of four domain nodes and one frame node. Zero-strain condition in the gap element is utilized for the interpolation of frame nodes in terms of the domain nodes. This approach is taken to satisfy the momentum and energy conservation. The present method is applicable not only to curved interfaces with gaps, but also to flat interfaces in three dimensions. Several numerical examples are given to describe the effectiveness and accuracy of the proposed method.
Internet-based distributed collaborative environment for engineering education and design
NASA Astrophysics Data System (ADS)
Sun, Qiuli
2001-07-01
This research investigates the use of the Internet for engineering education, design, and analysis through the presentation of a Virtual City environment. The main focus of this research was to provide an infrastructure for engineering education, test the concept of distributed collaborative design and analysis, develop and implement the Virtual City environment, and assess the environment's effectiveness in the real world. A three-tier architecture was adopted in the development of the prototype, which contains an online database server, a Web server as well as multi-user servers, and client browsers. The environment is composed of five components, a 3D virtual world, multiple Internet-based multimedia modules, an online database, a collaborative geometric modeling module, and a collaborative analysis module. The environment was designed using multiple Intenet-based technologies, such as Shockwave, Java, Java 3D, VRML, Perl, ASP, SQL, and a database. These various technologies together formed the basis of the environment and were programmed to communicate smoothly with each other. Three assessments were conducted over a period of three semesters. The Virtual City is open to the public at www.vcity.ou.edu. The online database was designed to manage the changeable data related to the environment. The virtual world was used to implement 3D visualization and tie the multimedia modules together. Students are allowed to build segments of the 3D virtual world upon completion of appropriate undergraduate courses in civil engineering. The end result is a complete virtual world that contains designs from all of their coursework and is viewable on the Internet. The environment is a content-rich educational system, which can be used to teach multiple engineering topics with the help of 3D visualization, animations, and simulations. The concept of collaborative design and analysis using the Internet was investigated and implemented. Geographically dispersed users can build the same geometric model simultaneously over the Internet and communicate with each other through a chat room. They can also conduct finite element analysis collaboratively on the same object over the Internet. They can mesh the same object, apply and edit the same boundary conditions and forces, obtain the same analysis results, and then discuss the results through the Internet.
Teaching veterinary obstetrics using three-dimensional animation technology.
Scherzer, Jakob; Buchanan, M Flint; Moore, James N; White, Susan L
2010-01-01
In this three-year study, test scores for students taught veterinary obstetrics in a classroom setting with either traditional media (photographs, text, and two-dimensional graphical presentations) were compared with those for students taught by incorporating three-dimensional (3D) media (linear animations and interactive QuickTime Virtual Reality models) into the classroom lectures. Incorporation of the 3D animations and interactive models significantly increased students' scores on essay questions designed to assess their comprehension of the subject matter. This approach to education may help to better prepare students for dealing with obstetrical cases during their final clinical year and after graduation.
NASA Astrophysics Data System (ADS)
Mayhew, Christopher A.; Mayhew, Craig M.
2009-02-01
Vision III Imaging, Inc. (the Company) has developed Parallax Image Display (PIDTM) software tools to critically align and display aerial images with parallax differences. Terrain features are rendered obvious to the viewer when critically aligned images are presented alternately at 4.3 Hz. The recent inclusion of digital elevation models in geographic data browsers now allows true three-dimensional parallax to be acquired from virtual globe programs like Google Earth. The authors have successfully developed PID methods and code that allow three-dimensional geographical terrain data to be visualized using temporal parallax differences.
From Vesalius to Virtual Reality: How Embodied Cognition Facilitates the Visualization of Anatomy
ERIC Educational Resources Information Center
Jang, Susan
2010-01-01
This study examines the facilitative effects of embodiment of a complex internal anatomical structure through three-dimensional ("3-D") interactivity in a virtual reality ("VR") program. Since Shepard and Metzler's influential 1971 study, it has been known that 3-D objects (e.g., multiple-armed cube or external body parts) are visually and…
ERIC Educational Resources Information Center
Klein, Amarolinda Zanela; Freitas, Angilberto; Machado, Lisiane; da Silva Freitas, José Carlos, Jr.; Graziola, Paulo Gaspar; Schlemmer, Eliane
2014-01-01
Frequently, research on management education does not take into account the role of Information Technology as a key resource to support teaching and learning processes. In this article, the authors explore the current applications of Three Dimensional Virtual Worlds (3DVW) for Management education. The authors researched the educational…
Web-Based Interactive 3D Visualization as a Tool for Improved Anatomy Learning
ERIC Educational Resources Information Center
Petersson, Helge; Sinkvist, David; Wang, Chunliang; Smedby, Orjan
2009-01-01
Despite a long tradition, conventional anatomy education based on dissection is declining. This study tested a new virtual reality (VR) technique for anatomy learning based on virtual contrast injection. The aim was to assess whether students value this new three-dimensional (3D) visualization method as a learning tool and what value they gain…
Televirtuality: "Being There" in the 21st Century.
ERIC Educational Resources Information Center
Jacobson, Robert
Virtual worlds technology (VWT) uses special computer hardware and software to link humans with computers in natural ways. A data model, or virtual world, is created and presented as a three-dimensional world of sights and sounds. The participant manipulates apparent objects in the world, and in so doing, alters the data model. VWT will become…
Codd, Anthony M; Choudhury, Bipasha
2011-01-01
The use of cadavers to teach anatomy is well established, but limitations with this approach have led to the introduction of alternative teaching methods. One such method is the use of three-dimensional virtual reality computer models. An interactive, three-dimensional computer model of human forearm anterior compartment musculoskeletal anatomy was produced using the open source 3D imaging program "Blender." The aim was to evaluate the use of 3D virtual reality when compared with traditional anatomy teaching methods. Three groups were identified from the University of Manchester second year Human Anatomy Research Skills Module class: a "control" group (no prior knowledge of forearm anatomy), a "traditional methods" group (taught using dissection and textbooks), and a "model" group (taught solely using e-resource). The groups were assessed on anatomy of the forearm by a ten question practical examination. ANOVA analysis showed the model group mean test score to be significantly higher than the control group (mean 7.25 vs. 1.46, P < 0.001) and not significantly different to the traditional methods group (mean 6.87, P > 0.5). Feedback from all users of the e-resource was positive. Virtual reality anatomy learning can be used to compliment traditional teaching methods effectively. Copyright © 2011 American Association of Anatomists.
Three-dimensional face model reproduction method using multiview images
NASA Astrophysics Data System (ADS)
Nagashima, Yoshio; Agawa, Hiroshi; Kishino, Fumio
1991-11-01
This paper describes a method of reproducing three-dimensional face models using multi-view images for a virtual space teleconferencing system that achieves a realistic visual presence for teleconferencing. The goal of this research, as an integral component of a virtual space teleconferencing system, is to generate a three-dimensional face model from facial images, synthesize images of the model virtually viewed from different angles, and with natural shadow to suit the lighting conditions of the virtual space. The proposed method is as follows: first, front and side view images of the human face are taken by TV cameras. The 3D data of facial feature points are obtained from front- and side-views by an image processing technique based on the color, shape, and correlation of face components. Using these 3D data, the prepared base face models, representing typical Japanese male and female faces, are modified to approximate the input facial image. The personal face model, representing the individual character, is then reproduced. Next, an oblique view image is taken by TV camera. The feature points of the oblique view image are extracted using the same image processing technique. A more precise personal model is reproduced by fitting the boundary of the personal face model to the boundary of the oblique view image. The modified boundary of the personal face model is determined by using face direction, namely rotation angle, which is detected based on the extracted feature points. After the 3D model is established, the new images are synthesized by mapping facial texture onto the model.
Real-time 3D visualization of volumetric video motion sensor data
DOE Office of Scientific and Technical Information (OSTI.GOV)
Carlson, J.; Stansfield, S.; Shawver, D.
1996-11-01
This paper addresses the problem of improving detection, assessment, and response capabilities of security systems. Our approach combines two state-of-the-art technologies: volumetric video motion detection (VVMD) and virtual reality (VR). This work capitalizes on the ability of VVMD technology to provide three-dimensional (3D) information about the position, shape, and size of intruders within a protected volume. The 3D information is obtained by fusing motion detection data from multiple video sensors. The second component involves the application of VR technology to display information relating to the sensors and the sensor environment. VR technology enables an operator, or security guard, to bemore » immersed in a 3D graphical representation of the remote site. VVMD data is transmitted from the remote site via ordinary telephone lines. There are several benefits to displaying VVMD information in this way. Because the VVMD system provides 3D information and because the sensor environment is a physical 3D space, it seems natural to display this information in 3D. Also, the 3D graphical representation depicts essential details within and around the protected volume in a natural way for human perception. Sensor information can also be more easily interpreted when the operator can `move` through the virtual environment and explore the relationships between the sensor data, objects and other visual cues present in the virtual environment. By exploiting the powerful ability of humans to understand and interpret 3D information, we expect to improve the means for visualizing and interpreting sensor information, allow a human operator to assess a potential threat more quickly and accurately, and enable a more effective response. This paper will detail both the VVMD and VR technologies and will discuss a prototype system based upon their integration.« less
Effect of Viewing Plane on Perceived Distances in Real and Virtual Environments
ERIC Educational Resources Information Center
Geuss, Michael N.; Stefanucci, Jeanine K.; Creem-Regehr, Sarah H.; Thompson, William B.
2012-01-01
Three experiments examined perceived absolute distance in a head-mounted display virtual environment (HMD-VE) and a matched real-world environment, as a function of the type and orientation of the distance viewed. In Experiment 1, participants turned and walked, without vision, a distance to match the viewed interval for both egocentric…
Visualizing Mars Using Virtual Reality: A State of the Art Mapping Technique Used on Mars Pathfinder
NASA Technical Reports Server (NTRS)
Stoker, C.; Zbinden, E.; Blackmon, T.; Nguyen, L.
1999-01-01
We describe an interactive terrain visualization system which rapidly generates and interactively displays photorealistic three-dimensional (3-D) models produced from stereo images. This product, first demonstrated in Mars Pathfinder, is interactive, 3-D, and can be viewed in an immersive display which qualifies it for the name Virtual Reality (VR). The use of this technology on Mars Pathfinder was the first use of VR for geologic analysis. A primary benefit of using VR to display geologic information is that it provides an improved perception of depth and spatial layout of the remote site. The VR aspect of the display allows an operator to move freely in the environment, unconstrained by the physical limitations of the perspective from which the data were acquired. Virtual Reality offers a way to archive and retrieve information in a way that is intuitively obvious. Combining VR models with stereo display systems can give the user a sense of presence at the remote location. The capability, to interactively perform measurements from within the VR model offers unprecedented ease in performing operations that are normally time consuming and difficult using other techniques. Thus, Virtual Reality can be a powerful a cartographic tool. Additional information is contained in the original extended abstract.
Merians, Alma S; Fluet, Gerard G; Qiu, Qinyin; Lafond, Ian; Adamovich, Sergei V
2011-01-01
Robotic systems that are interfaced with virtual reality gaming and task simulations are increasingly being developed to provide repetitive intensive practice to promote increased compliance and facilitate better outcomes in rehabilitation post-stroke. A major development in the use of virtual environments (VEs) has been to incorporate tactile information and interaction forces into what was previously an essentially visual experience. Robots of varying complexity are being interfaced with more traditional virtual presentations to provide haptic feedback that enriches the sensory experience and adds physical task parameters. This provides forces that produce biomechanical and neuromuscular interactions with the VE that approximate real-world movement more accurately than visual-only VEs, simulating the weight and force found in upper extremity tasks. The purpose of this article is to present an overview of several systems that are commercially available for ambulation training and for training movement of the upper extremity. We will also report on the system that we have developed (NJIT-RAVR system) that incorporates motivating and challenging haptic feedback effects into VE simulations to facilitate motor recovery of the upper extremity post-stroke. The NJIT-RAVR system trains both the upper arm and the hand. The robotic arm acts as an interface between the participants and the VEs, enabling multiplanar movements against gravity in a three-dimensional workspace. The ultimate question is whether this medium can provide a motivating, challenging, gaming experience with dramatically decreased physical difficulty levels, which would allow for participation by an obese person and facilitate greater adherence to exercise regimes. PMID:21527097
Tran, Ngoc Hieu; Tantidhnazet, Syrina; Raocharernporn, Somchart; Kiattavornchareon, Sirichai; Pairuchvej, Verasak; Wongsirichat, Natthamet
2018-05-01
The benefit of computer-assisted planning in orthognathic surgery (OGS) has been extensively documented over the last decade. This study aimed to evaluate the accuracy of three-dimensional (3D) virtual planning in surgery-first OGS. Fifteen patients with skeletal class III malocclusion who underwent bimaxillary OGS with surgery-first approach were included. A composite skull model was reconstructed using data from cone-beam computed tomography and stereolithography from a scanned dental cast. Surgical procedures were simulated using Simplant O&O software, and the virtual plan was transferred to the operation room using 3D-printed splints. Differences of the 3D measurements between the virtual plan and postoperative results were evaluated, and the accuracy was reported using root mean square deviation (RMSD) and the Bland-Altman method. The virtual planning was successfully transferred to surgery. The overall mean linear difference was 0.88 mm (0.79 mm for the maxilla and 1 mm for the mandible), and the overall mean angular difference was 1.16°. The RMSD ranged from 0.86 to 1.46 mm and 1.27° to 1.45°, within the acceptable clinical criteria. In this study, virtual surgical planning and 3D-printed surgical splints facilitated the diagnosis and treatment planning, and offered an accurate outcome in surgery-first OGS.
Virtual three-dimensional blackboard: three-dimensional finger tracking with a single camera
NASA Astrophysics Data System (ADS)
Wu, Andrew; Hassan-Shafique, Khurram; Shah, Mubarak; da Vitoria Lobo, N.
2004-01-01
We present a method for three-dimensional (3D) tracking of a human finger from a monocular sequence of images. To recover the third dimension from the two-dimensional images, we use the fact that the motion of the human arm is highly constrained owing to the dependencies between elbow and forearm and the physical constraints on joint angles. We use these anthropometric constraints to derive a 3D trajectory of a gesticulating arm. The system is fully automated and does not require human intervention. The system presented can be used as a visualization tool, as a user-input interface, or as part of some gesture-analysis system in which 3D information is important.
NASA Technical Reports Server (NTRS)
Follen, Gregory; auBuchon, M.
2000-01-01
Within NASA's High Performance Computing and Communication (HPCC) program, NASA Glenn Research Center is developing an environment for the analysis/design of aircraft engines called the Numerical Propulsion System Simulation (NPSS). NPSS focuses on the integration of multiple disciplines such as aerodynamics, structures, and heat transfer along with the concept of numerical zooming between zero-dimensional to one-, two-, and three-dimensional component engine codes. In addition, the NPSS is refining the computing and communication technologies necessary to capture complex physical processes in a timely and cost-effective manner. The vision for NPSS is to create a "numerical test cell" enabling full engine simulations overnight on cost-effective computing platforms. Of the different technology areas that contribute to the development of the NPSS Environment, the subject of this paper is a discussion on numerical zooming between a NPSS engine simulation and higher fidelity representations of the engine components (fan, compressor, burner, turbines, etc.). What follows is a description of successfully zooming one-dimensional (row-by-row) high-pressure compressor analysis results back to a zero-dimensional NPSS engine simulation and a discussion of the results illustrated using an advanced data visualization tool. This type of high fidelity system-level analysis, made possible by the zooming capability of the NPSS, will greatly improve the capability of the engine system simulation and increase the level of virtual test conducted prior to committing the design to hardware.
Virtual Reality as an Educational and Training Tool for Medicine.
Izard, Santiago González; Juanes, Juan A; García Peñalvo, Francisco J; Estella, Jesús Mª Gonçalvez; Ledesma, Mª José Sánchez; Ruisoto, Pablo
2018-02-01
Until very recently, we considered Virtual Reality as something that was very close, but it was still science fiction. However, today Virtual Reality is being integrated into many different areas of our lives, from videogames to different industrial use cases and, of course, it is starting to be used in medicine. There are two great general classifications for Virtual Reality. Firstly, we find a Virtual Reality in which we visualize a world completely created by computer, three-dimensional and where we can appreciate that the world we are visualizing is not real, at least for the moment as rendered images are improving very fast. Secondly, there is a Virtual Reality that basically consists of a reflection of our reality. This type of Virtual Reality is created using spherical or 360 images and videos, so we lose three-dimensional visualization capacity (until the 3D cameras are more developed), but on the other hand we gain in terms of realism in the images. We could also mention a third classification that merges the previous two, where virtual elements created by computer coexist with 360 images and videos. In this article we will show two systems that we have developed where each of them can be framed within one of the previous classifications, identifying the technologies used for their implementation as well as the advantages of each one. We will also analize how these systems can improve the current methodologies used for medical training. The implications of these developments as tools for teaching, learning and training are discussed.
Automated inspection of gaps on the free-form shape parts by laser scanning technologies
NASA Astrophysics Data System (ADS)
Zhou, Sen; Xu, Jian; Tao, Lei; An, Lu; Yu, Yan
2018-01-01
In industrial manufacturing processes, the dimensional inspection of the gaps on the free-form shape parts is critical and challenging, and is directly associated with subsequent assembly and terminal product quality. In this paper, a fast measuring method for automated gap inspection based on laser scanning technologies is presented. The proposed measuring method consists of three steps: firstly, the relative position is determined according to the geometric feature of measuring gap, which considers constraints existing in a laser scanning operation. Secondly, in order to acquire a complete gap profile, a fast and effective scanning path is designed. Finally, the range dimension of the gaps on the free-form shape parts including width, depth and flush, correspondingly, is described in a virtual environment. In the future, an appliance machine based on the proposed method will be developed for the on-line dimensional inspection of gaps on the automobile or aerospace production line.
Three-dimensional computer visualization of forensic pathology data.
March, Jack; Schofield, Damian; Evison, Martin; Woodford, Noel
2004-03-01
Despite a decade of use in US courtrooms, it is only recently that forensic computer animations have become an increasingly important form of communication in legal spheres within the United Kingdom. Aims Research at the University of Nottingham has been influential in the critical investigation of forensic computer graphics reconstruction methodologies and techniques and in raising the profile of this novel form of data visualization within the United Kingdom. The case study presented demonstrates research undertaken by Aims Research and the Department of Forensic Pathology at the University of Sheffield, which aims to apply, evaluate, and develop novel 3-dimensional computer graphics (CG) visualization and virtual reality (VR) techniques in the presentation and investigation of forensic information concerning the human body. The inclusion of such visualizations within other CG or VR environments may ultimately provide the potential for alternative exploratory directions, processes, and results within forensic pathology investigations.
A Downloadable Three-Dimensional Virtual Model of the Visible Ear
Wang, Haobing; Merchant, Saumil N.; Sorensen, Mads S.
2008-01-01
Purpose To develop a three-dimensional (3-D) virtual model of a human temporal bone and surrounding structures. Methods A fresh-frozen human temporal bone was serially sectioned and digital images of the surface of the tissue block were recorded (the ‘Visible Ear’). The image stack was resampled at a final resolution of 50 × 50 × 50/100 µm/voxel, registered in custom software and segmented in PhotoShop® 7.0. The segmented image layers were imported into Amira® 3.1 to generate smooth polygonal surface models. Results The 3-D virtual model presents the structures of the middle, inner and outer ears in their surgically relevant surroundings. It is packaged within a cross-platform freeware, which allows for full rotation, visibility and transparency control, as well as the ability to slice the 3-D model open at any section. The appropriate raw image can be superimposed on the cleavage plane. The model can be downloaded at https://research.meei.harvard.edu/Otopathology/3dmodels/ PMID:17124433
DELIVERing Library Resources to the Virtual Learning Environment
ERIC Educational Resources Information Center
Secker, Jane
2005-01-01
Purpose: Examines a project to integrate digital libraries and virtual learning environments (VLE) focusing on requirements for online reading list systems. Design/methodology/approach: Conducted a user needs analysis using interviews and focus groups and evaluated three reading or resource list management systems. Findings: Provides a technical…
Camera pose estimation for augmented reality in a small indoor dynamic scene
NASA Astrophysics Data System (ADS)
Frikha, Rawia; Ejbali, Ridha; Zaied, Mourad
2017-09-01
Camera pose estimation remains a challenging task for augmented reality (AR) applications. Simultaneous localization and mapping (SLAM)-based methods are able to estimate the six degrees of freedom camera motion while constructing a map of an unknown environment. However, these methods do not provide any reference for where to insert virtual objects since they do not have any information about scene structure and may fail in cases of occlusion of three-dimensional (3-D) map points or dynamic objects. This paper presents a real-time monocular piece wise planar SLAM method using the planar scene assumption. Using planar structures in the mapping process allows rendering virtual objects in a meaningful way on the one hand and improving the precision of the camera pose and the quality of 3-D reconstruction of the environment by adding constraints on 3-D points and poses in the optimization process on the other hand. We proposed to benefit from the 3-D planes rigidity motion in the tracking process to enhance the system robustness in the case of dynamic scenes. Experimental results show that using a constrained planar scene improves our system accuracy and robustness compared with the classical SLAM systems.
ISS Propulsion Module Crew Systems Interface Analysis in the Intelligent Synthesis Environment
NASA Technical Reports Server (NTRS)
Chen, Di-Wen
1999-01-01
ERGO, a human modeling software for ergonomic assessment and task analysis, was used for the crew systems interface analysis of the International Space Station (ISS) Propulsion Module (PM). The objective of analysis was to alleviate passageway size concerns. Three basic passageway configuration concepts: (1) 45" clear passageway without centerline offset (2) 50" clear passageway, 12" centerline offset, (3) 50" clear passageway, no centerline offset, and were reviewed. 95 percentile male and female models which were provided by the software performed crew system analysis from an anthropometric point of view. Four scenarios in which the crew floats in microgravity through a 50" no-offset passageway as they carry a 16" x 20" x 30" avionics box were simulated in the 10-weeks of intensive study. From the results of the analysis, concept (3) was the preferred option. A full scale, three-dimensional virtual model of the ISS Propulsion Module was created to experience the sense of the Intelligent Synthesis Environment and to evaluate the usability and applicability of the software.
Temkin, Bharti; Acosta, Eric; Malvankar, Ameya; Vaidyanath, Sreeram
2006-04-01
The Visible Human digital datasets make it possible to develop computer-based anatomical training systems that use virtual anatomical models (virtual body structures-VBS). Medical schools are combining these virtual training systems and classical anatomy teaching methods that use labeled images and cadaver dissection. In this paper we present a customizable web-based three-dimensional anatomy training system, W3D-VBS. W3D-VBS uses National Library of Medicine's (NLM) Visible Human Male datasets to interactively locate, explore, select, extract, highlight, label, and visualize, realistic 2D (using axial, coronal, and sagittal views) and 3D virtual structures. A real-time self-guided virtual tour of the entire body is designed to provide detailed anatomical information about structures, substructures, and proximal structures. The system thus facilitates learning of visuospatial relationships at a level of detail that may not be possible by any other means. The use of volumetric structures allows for repeated real-time virtual dissections, from any angle, at the convenience of the user. Volumetric (3D) virtual dissections are performed by adding, removing, highlighting, and labeling individual structures (and/or entire anatomical systems). The resultant virtual explorations (consisting of anatomical 2D/3D illustrations and animations), with user selected highlighting colors and label positions, can be saved and used for generating lesson plans and evaluation systems. Tracking users' progress using the evaluation system helps customize the curriculum, making W3D-VBS a powerful learning tool. Our plan is to incorporate other Visible Human segmented datasets, especially datasets with higher resolutions, that make it possible to include finer anatomical structures such as nerves and small vessels. (c) 2006 Wiley-Liss, Inc.
NASA Astrophysics Data System (ADS)
Basso Moro, Sara; Carrieri, Marika; Avola, Danilo; Brigadoi, Sabrina; Lancia, Stefania; Petracca, Andrea; Spezialetti, Matteo; Ferrari, Marco; Placidi, Giuseppe; Quaresima, Valentina
2016-06-01
Objective. In the last few years, the interest in applying virtual reality systems for neurorehabilitation is increasing. Their compatibility with neuroimaging techniques, such as functional near-infrared spectroscopy (fNIRS), allows for the investigation of brain reorganization with multimodal stimulation and real-time control of the changes occurring in brain activity. The present study was aimed at testing a novel semi-immersive visuo-motor task (VMT), which has the features of being adopted in the field of neurorehabilitation of the upper limb motor function. Approach. A virtual environment was simulated through a three-dimensional hand-sensing device (the LEAP Motion Controller), and the concomitant VMT-related prefrontal cortex (PFC) response was monitored non-invasively by fNIRS. Upon the VMT, performed at three different levels of difficulty, it was hypothesized that the PFC would be activated with an expected greater level of activation in the ventrolateral PFC (VLPFC), given its involvement in the motor action planning and in the allocation of the attentional resources to generate goals from current contexts. Twenty-one subjects were asked to move their right hand/forearm with the purpose of guiding a virtual sphere over a virtual path. A twenty-channel fNIRS system was employed for measuring changes in PFC oxygenated-deoxygenated hemoglobin (O2Hb/HHb, respectively). Main results. A VLPFC O2Hb increase and a concomitant HHb decrease were observed during the VMT performance, without any difference in relation to the task difficulty. Significance. The present study has revealed a particular involvement of the VLPFC in the execution of the novel proposed semi-immersive VMT adoptable in the neurorehabilitation field.
Moro, Sara Basso; Carrieri, Marika; Avola, Danilo; Brigadoi, Sabrina; Lancia, Stefania; Petracca, Andrea; Spezialetti, Matteo; Ferrari, Marco; Placidi, Giuseppe; Quaresima, Valentina
2016-06-01
In the last few years, the interest in applying virtual reality systems for neurorehabilitation is increasing. Their compatibility with neuroimaging techniques, such as functional near-infrared spectroscopy (fNIRS), allows for the investigation of brain reorganization with multimodal stimulation and real-time control of the changes occurring in brain activity. The present study was aimed at testing a novel semi-immersive visuo-motor task (VMT), which has the features of being adopted in the field of neurorehabilitation of the upper limb motor function. A virtual environment was simulated through a three-dimensional hand-sensing device (the LEAP Motion Controller), and the concomitant VMT-related prefrontal cortex (PFC) response was monitored non-invasively by fNIRS. Upon the VMT, performed at three different levels of difficulty, it was hypothesized that the PFC would be activated with an expected greater level of activation in the ventrolateral PFC (VLPFC), given its involvement in the motor action planning and in the allocation of the attentional resources to generate goals from current contexts. Twenty-one subjects were asked to move their right hand/forearm with the purpose of guiding a virtual sphere over a virtual path. A twenty-channel fNIRS system was employed for measuring changes in PFC oxygenated-deoxygenated hemoglobin (O2Hb/HHb, respectively). A VLPFC O2Hb increase and a concomitant HHb decrease were observed during the VMT performance, without any difference in relation to the task difficulty. The present study has revealed a particular involvement of the VLPFC in the execution of the novel proposed semi-immersive VMT adoptable in the neurorehabilitation field.
A 3-D Virtual Reality Model of the Sun and the Moon for E-Learning at Elementary Schools
ERIC Educational Resources Information Center
Sun, Koun-Tem; Lin, Ching-Ling; Wang, Sheng-Min
2010-01-01
The relative positions of the sun, moon, and earth, their movements, and their relationships are abstract and difficult to understand astronomical concepts in elementary school science. This study proposes a three-dimensional (3-D) virtual reality (VR) model named the "Sun and Moon System." This e-learning resource was designed by…
ERIC Educational Resources Information Center
McGinn, Marion; Arnedillo-Sánchez, Inmaculada
2015-01-01
This paper explores the use of a three dimensional virtual world (3-DVW) to delivery assertiveness training to young adolescents. The case study aims to understand how a sense of presence in VWs facilitates and affect the performance of students role-playing activities to enhance their ability to resist sexual coercion. The results indicate that a…
ERIC Educational Resources Information Center
Furtak, Erin Marie
2017-01-01
Wide-scale adoption of the "Next Generation Science Standards" has raised new challenges for classroom teachers as they learn not only how to engage students in this new vision of science learning, but also how to assess students' engagement in that learning. This paper introduces a virtual special issue of "Science Education"…
Design of Learning Spaces in 3D Virtual Worlds: An Empirical Investigation of "Second Life"
ERIC Educational Resources Information Center
Minocha, Shailey; Reeves, Ahmad John
2010-01-01
"Second Life" (SL) is a three-dimensional (3D) virtual world, and educational institutions are adopting SL to support their teaching and learning. Although the question of how 3D learning spaces should be designed to support student learning and engagement has been raised among SL educators and designers, there is hardly any guidance or…
Learner Interaction Management in an Avatar and Chat-Based Virtual World
ERIC Educational Resources Information Center
Peterson, Mark
2006-01-01
In this paper, I report on the findings of a study that investigated non-native speaker interaction in a three dimensional (3D) virtual world that incorporates avatars and text chat known as "Active Worlds." Analysis of the chat transcripts indicated that the 24 intermediate level EFL participants were able to undertake a variety of tasks through…
Method and Apparatus for Virtual Interactive Medical Imaging by Multiple Remotely-Located Users
NASA Technical Reports Server (NTRS)
Ross, Muriel D. (Inventor); Twombly, Ian Alexander (Inventor); Senger, Steven O. (Inventor)
2003-01-01
A virtual interactive imaging system allows the displaying of high-resolution, three-dimensional images of medical data to a user and allows the user to manipulate the images, including rotation of images in any of various axes. The system includes a mesh component that generates a mesh to represent a surface of an anatomical object, based on a set of data of the object, such as from a CT or MRI scan or the like. The mesh is generated so as to avoid tears, or holes, in the mesh, providing very high-quality representations of topographical features of the object, particularly at high- resolution. The system further includes a virtual surgical cutting tool that enables the user to simulate the removal of a piece or layer of a displayed object, such as a piece of skin or bone, view the interior of the object, manipulate the removed piece, and reattach the removed piece if desired. The system further includes a virtual collaborative clinic component, which allows the users of multiple, remotely-located computer systems to collaboratively and simultaneously view and manipulate the high-resolution, three-dimensional images of the object in real-time.
Personalized Virtual Learning Environment from the Detection of Learning Styles
ERIC Educational Resources Information Center
Martínez Cartas, M. L.; Cruz Pérez, N.; Deliche Quesada, D.; Mateo Quero, S.
2013-01-01
Through the previous detection of existing learning styles in a classroom, a Virtual Learning Environment (VLE) has been designed for students of several Engineering degrees, using the Learning Management System (LMS) utilized in the University of Jaen, ILIAS. Learning styles of three different Knowledge Areas; Chemical Engineering, Materials…
Olszewski, R; Tranduy, K; Reychler, H
2010-07-01
The authors present a new procedure of computer-assisted genioplasty. They determined the anterior, posterior and inferior limits of the chin in relation to the skull and face with the newly developed and validated three-dimensional cephalometric planar analysis (ACRO 3D). Virtual planning of the osteotomy lines was carried out with Mimics (Materialize) software. The authors built a three-dimensional rapid-prototyping multi-position model of the chin area from a medical low-dose CT scan. The transfer of virtual information to the operating room consisted of two elements. First, the titanium plates on the 3D RP model were pre-bent. Second, a surgical guide for the transfer of the osteotomy lines and the positions of the screws to the operating room was manufactured. The authors present the first case of the use of this model on a patient. The postoperative results are promising, and the technique is fast and easy-to-use. More patients are needed for a definitive clinical validation of this procedure. Copyright 2010 International Association of Oral and Maxillofacial Surgeons. Published by Elsevier Ltd. All rights reserved.
Zhang, Ming-cai; Lü, Si-zhe; Cheng, Ying-wu; Gu, Li-xu; Zhan, Hong-sheng; Shi, Yin-yu; Wang, Xiang; Huang, Shi-rong
2011-02-01
To study the effect of vertebrae semi-dislocation on the stress distribution in facet joint and interuertebral disc of patients with cervical syndrome using three dimensional finite element model. A patient with cervical spondylosis was randomly chosen, who was male, 28 years old, and diagnosed as cervical vertebra semidislocation by dynamic and static palpation and X-ray, and scanned from C(1) to C(7) by 0.75 mm slice thickness of CT. Based on the CT data, the software was used to construct the three dimensional finite element model of cervical vertebra semidislocation (C(4)-C(6)). Based on the model,virtual manipulation was used to correct the vertebra semidislocation by the software, and the stress distribution was analyzed. The result of finite element analysis showed that the stress distribution of C(5-6) facet joint and intervertebral disc changed after virtual manipulation. The vertebra semidislocation leads to the abnormal stress distribution of facet joint and intervertebral disc.
The challenge of using virtual reality in telerehabilitation.
Rizzo, Albert A; Strickland, Dorothy; Bouchard, Stéphane
2004-01-01
Continuing advances in virtual reality (VR) technology along with concomitant system cost reductions have supported the development of more useful and accessible VR systems that can uniquely target a wide range of physical, psychological, and cognitive rehabilitation concerns and research questions. VR offers the potential to deliver systematic human testing, training, and treatment environments that allow for the precise control of complex dynamic three-dimensional stimulus presentations, within which sophisticated interaction, behavioral tracking, and performance recording is possible. The next step in this evolution will allow for Internet accessibility to libraries of VR scenarios as a likely form of distribution and use. VR applications that are Internet deliverable could open up new possibilities for home-based therapy and rehabilitation. If executed thoughtfully, they could increase client involvement, enhance outcomes and reduce costs. However, before this vision can be achieved, a number of significant challenges will need to be addressed and solved. This article will first present three fictional case vignettes that illustrate the ways that VR telerehabilitation might be implemented with varying degrees of success in the future. We then describe a system that is currently being used to deliver virtual worlds over the Internet for training safety skills to children with learning disabilities. From these illustrative fictional and reality-based applications, we will then briefly discuss the technical, practical, and user-based challenges for implementing VR telerehabilitation, along with views regarding the future of this emerging clinical application.
Novel application of three-dimensional technologies in a case of dismemberment.
Baier, Waltraud; Norman, Danielle G; Warnett, Jason M; Payne, Mark; Harrison, Nigel P; Hunt, Nicholas C A; Burnett, Brian A; Williams, Mark A
2017-01-01
This case study reports the novel application of three-dimensional technologies such as micro-CT and 3D printing to the forensic investigation of a complex case of dismemberment. Micro-CT was successfully employed to virtually align severed skeletal elements found in different locations, analyse tool marks created during the dismemberment process, and virtually dissect a charred piece of evidence. High resolution 3D prints of the burnt human bone contained within were created for physical visualisation to assist the investigation team. Micro-CT as a forensic radiological method provided vital information and the basis for visualisation both during the investigation and in the subsequent trial making it one of the first examples of such technology in a UK court. Copyright © 2016. Published by Elsevier B.V.
The da Vinci telerobotic surgical system: the virtual operative field and telepresence surgery.
Ballantyne, Garth H; Moll, Fred
2003-12-01
The United States Department of Defense developed the telepresence surgery concept to meet battlefield demands. The da Vinci telerobotic surgery system evolved from these efforts. In this article, the authors describe the components of the da Vinci system and explain how the surgeon sits at a computer console, views a three-dimensional virtual operative field, and performs the operation by controlling robotic arms that hold the stereoscopic video telescope and surgical instruments that simulate hand motions with seven degrees of freedom. The three-dimensional imaging and handlike motions of the system facilitate advanced minimally invasive thoracic, cardiac, and abdominal procedures. da Vinci has recently released a second generation of telerobots with four arms and will continue to meet the evolving challenges of surgery.
Hara, Shingo; Mitsugi, Masaharu; Kanno, Takahiro; Nomachi, Akihiko; Wajima, Takehiko; Tatemoto, Yukihiro
2013-09-01
This article describes a case we experienced in which good postsurgical facial profiles were obtained for a patient with jaw deformities associated with facial asymmetry, by implementing surgical planning with SimPlant OMS. Using this method, we conducted LF1 osteotomy, intraoral vertical ramus osteotomy (IVRO), sagittal split ramus osteotomy (SSRO), mandibular constriction and mandibular border genioplasty. Not only did we obtain a class I occlusal relationship, but the complicated surgery also improved the asymmetry of the frontal view, as well as of the profile view, of the patient. The virtual operation using three-dimensional computed tomography (3D-CT) could be especially useful for the treatment of patients with jaw deformities associated with facial asymmetry.
Hara, Shingo; Mitsugi, Masaharu; Kanno, Takahiro; Nomachi, Akihiko; Wajima, Takehiko; Tatemoto, Yukihiro
2013-01-01
This article describes a case we experienced in which good postsurgical facial profiles were obtained for a patient with jaw deformities associated with facial asymmetry, by implementing surgical planning with SimPlant OMS. Using this method, we conducted LF1 osteotomy, intraoral vertical ramus osteotomy (IVRO), sagittal split ramus osteotomy (SSRO), mandibular constriction and mandibular border genioplasty. Not only did we obtain a class I occlusal relationship, but the complicated surgery also improved the asymmetry of the frontal view, as well as of the profile view, of the patient. The virtual operation using three-dimensional computed tomography (3D-CT) could be especially useful for the treatment of patients with jaw deformities associated with facial asymmetry. PMID:23907678
[New simulation technologies in neurosurgery].
Byvaltsev, V A; Belykh, E G; Konovalov, N A
2016-01-01
The article presents a literature review on the current state of simulation technologies in neurosurgery, a brief description of the basic technology and the classification of simulation models, and examples of simulation models and skills simulators used in neurosurgery. Basic models for the development of physical skills, the spectrum of available computer virtual simulators, and their main characteristics are described. It would be instructive to include microneurosurgical training and a cadaver course of neurosurgical approaches in neurosurgery training programs and to extend the use of three-dimensional imaging. Technologies for producing three-dimensional anatomical models and patient-specific computer simulators as well as improvement of tactile feedback systems and display quality of virtual models are promising areas. Continued professional education necessitates further research for assessing the validity and practical use of simulators and physical models.
Postural and Spatial Orientation Driven by Virtual Reality
Keshner, Emily A.; Kenyon, Robert V.
2009-01-01
Orientation in space is a perceptual variable intimately related to postural orientation that relies on visual and vestibular signals to correctly identify our position relative to vertical. We have combined a virtual environment with motion of a posture platform to produce visual-vestibular conditions that allow us to explore how motion of the visual environment may affect perception of vertical and, consequently, affect postural stabilizing responses. In order to involve a higher level perceptual process, we needed to create a visual environment that was immersive. We did this by developing visual scenes that possess contextual information using color, texture, and 3-dimensional structures. Update latency of the visual scene was close to physiological latencies of the vestibulo-ocular reflex. Using this system we found that even when healthy young adults stand and walk on a stable support surface, they are unable to ignore wide field of view visual motion and they adapt their postural orientation to the parameters of the visual motion. Balance training within our environment elicited measurable rehabilitation outcomes. Thus we believe that virtual environments can serve as a clinical tool for evaluation and training of movement in situations that closely reflect conditions found in the physical world. PMID:19592796
Satarasinghe, Praveen; Hamilton, Kojo D; Tarver, Michael J; Buchanan, Robert J; Koltz, Michael T
2018-04-17
Utilization of pedicle screws (PS) for spine stabilization is common in spinal surgery. With reliance on visual inspection of anatomical landmarks prior to screw placement, the free-hand technique requires a high level of surgeon skill and precision. Three-dimensional (3D), computer-assisted virtual neuronavigation improves the precision of PS placement and minimization steps. Twenty-three patients with degenerative, traumatic, or neoplastic pathologies received treatment via a novel three-step PS technique that utilizes a navigated power driver in combination with virtual screw technology. (1) Following visualization of neuroanatomy using intraoperative CT, a navigated 3-mm match stick drill bit was inserted at an anatomical entry point with a screen projection showing a virtual screw. (2) A Navigated Stryker Cordless Driver with an appropriate tap was used to access the vertebral body through a pedicle with a screen projection again showing a virtual screw. (3) A Navigated Stryker Cordless Driver with an actual screw was used with a screen projection showing the same virtual screw. One hundred and forty-four consecutive screws were inserted using this three-step, navigated driver, virtual screw technique. Only 1 screw needed intraoperative revision after insertion using the three-step, navigated driver, virtual PS technique. This amounts to a 0.69% revision rate. One hundred percent of patients had intraoperative CT reconstructed images taken to confirm hardware placement. Pedicle screw placement utilizing the Stryker-Ziehm neuronavigation virtual screw technology with a three step, navigated power drill technique is safe and effective.
Bolliger, Stephan A; Thali, Michael J; Ross, Steffen; Buck, Ursula; Naether, Silvio; Vock, Peter
2008-02-01
The transdisciplinary research project Virtopsy is dedicated to implementing modern imaging techniques into forensic medicine and pathology in order to augment current examination techniques or even to offer alternative methods. Our project relies on three pillars: three-dimensional (3D) surface scanning for the documentation of body surfaces, and both multislice computed tomography (MSCT) and magnetic resonance imaging (MRI) to visualise the internal body. Three-dimensional surface scanning has delivered remarkable results in the past in the 3D documentation of patterned injuries and of objects of forensic interest as well as whole crime scenes. Imaging of the interior of corpses is performed using MSCT and/or MRI. MRI, in addition, is also well suited to the examination of surviving victims of assault, especially choking, and helps visualise internal injuries not seen at external examination of the victim. Apart from the accuracy and three-dimensionality that conventional documentations lack, these techniques allow for the re-examination of the corpse and the crime scene even decades later, after burial of the corpse and liberation of the crime scene. We believe that this virtual, non-invasive or minimally invasive approach will improve forensic medicine in the near future.
Exploring the simulation requirements for virtual regional anesthesia training
NASA Astrophysics Data System (ADS)
Charissis, V.; Zimmer, C. R.; Sakellariou, S.; Chan, W.
2010-01-01
This paper presents an investigation towards the simulation requirements for virtual regional anaesthesia training. To this end we have developed a prototype human-computer interface designed to facilitate Virtual Reality (VR) augmenting educational tactics for regional anaesthesia training. The proposed interface system, aims to compliment nerve blocking techniques methods. The system is designed to operate in real-time 3D environment presenting anatomical information and enabling the user to explore the spatial relation of different human parts without any physical constrains. Furthermore the proposed system aims to assist the trainee anaesthetists so as to build a mental, three-dimensional map of the anatomical elements and their depictive relationship to the Ultra-Sound imaging which is used for navigation of the anaesthetic needle. Opting for a sophisticated approach of interaction, the interface elements are based on simplified visual representation of real objects, and can be operated through haptic devices and surround auditory cues. This paper discusses the challenges involved in the HCI design, introduces the visual components of the interface and presents a tentative plan of future work which involves the development of realistic haptic feedback and various regional anaesthesia training scenarios.
Chen, Jian; Smith, Andrew D; Khan, Majid A; Sinning, Allan R; Conway, Marianne L; Cui, Dongmei
2017-11-01
Recent improvements in three-dimensional (3D) virtual modeling software allows anatomists to generate high-resolution, visually appealing, colored, anatomical 3D models from computed tomography (CT) images. In this study, high-resolution CT images of a cadaver were used to develop clinically relevant anatomic models including facial skull, nasal cavity, septum, turbinates, paranasal sinuses, optic nerve, pituitary gland, carotid artery, cervical vertebrae, atlanto-axial joint, cervical spinal cord, cervical nerve root, and vertebral artery that can be used to teach clinical trainees (students, residents, and fellows) approaches for trans-sphenoidal pituitary surgery and cervical spine injection procedure. Volume, surface rendering and a new rendering technique, semi-auto-combined, were applied in the study. These models enable visualization, manipulation, and interaction on a computer and can be presented in a stereoscopic 3D virtual environment, which makes users feel as if they are inside the model. Anat Sci Educ 10: 598-606. © 2017 American Association of Anatomists. © 2017 American Association of Anatomists.
Englund, Claire; Gustafsson, Maria; Gallego, Gisselle
2017-01-01
The objectives of this study were to explore pharmacy students’ perceptions and experiences of three-dimensional virtual worlds (3DVWs) as an instructional tool for clinical pharmacy teaching. Semi-structured interviews were carried out with Master of Science in Pharmacy students who had participated in communicative exercises in a 3DVW. Interviews were digitally recorded, transcribed and analyzed using thematic analysis. More than half of the students were positive to using 3DVWs for educational purposes and see the advantages of having a setting where communication can be practiced in an authentic but ‘safe’ environment available online. However, many students also reported technical difficulties in using the 3DVW which impacted negatively on the learning experience. Perceived ease of use and usefulness of 3DVWs appears to play an important role for students. The students’ level of engagement relates to not only their computer skills, but also to the value they place on 3DVWs as an instructional tool. PMID:28970417
NASA Webworldwind: Multidimensional Virtual Globe for Geo Big Data Visualization
NASA Astrophysics Data System (ADS)
Brovelli, M. A.; Hogan, P.; Prestifilippo, G.; Zamboni, G.
2016-06-01
In this paper, we presented a web application created using the NASA WebWorldWind framework. The application is capable of visualizing n-dimensional data using a Voxel model. In this case study, we handled social media data and Call Detailed Records (CDR) of telecommunication networks. These were retrieved from the "BigData Challenge 2015" of Telecom Italia. We focused on the visualization process for a suitable way to show this geo-data in a 3D environment, incorporating more than three dimensions. This engenders an interactive way to browse the data in their real context and understand them quickly. Users will be able to handle several varieties of data, import their dataset using a particular data structure, and then mash them up in the WebWorldWind virtual globe. A broad range of public use this tool for diverse purposes is possible, without much experience in the field, thanks to the intuitive user-interface of this web app.
Virtual Reality to Train Diagnostic Skills in Eating Disorders. Comparison of two Low Cost Systems.
Gutiérrez-Maldonado, José; Ferrer-García, Marta; Plasanjuanelo, Joana; Andrés-Pueyo, Antonio; Talarn-Caparrós, Antoni
2015-01-01
Enhancing the ability to perform differential diagnosis and psychopathological exploration is important for students who wish to work in the clinical field, as well as for professionals already working in this area. Virtual reality (VR) simulations can immerse students totally in educational experiences in a way that is not possible using other methods. Learning in a VR environment can also be more effective and motivating than usual classroom practices. Traditionally, immersion has been considered central to the quality of a VR system; immersive VR is considered a special and unique experience that cannot achieved by three-dimensional (3D) interactions on desktop PCs. However, some authors have suggested that if the content design is emotionally engaging, immersive systems are not always necessary. The main purpose of this study is to compare the efficacy and usability of two low-cost VR systems, offering different levels of immersion, in order to develop the ability to perform diagnostic interviews in eating disorders by means of simulations of psychopathological explorations.
Exploring 4D Flow Data in an Immersive Virtual Environment
NASA Astrophysics Data System (ADS)
Stevens, A. H.; Butkiewicz, T.
2017-12-01
Ocean models help us to understand and predict a wide range of intricate physical processes which comprise the atmospheric and oceanic systems of the Earth. Because these models output an abundance of complex time-varying three-dimensional (i.e., 4D) data, effectively conveying the myriad information from a given model poses a significant visualization challenge. The majority of the research effort into this problem has concentrated around synthesizing and examining methods for representing the data itself; by comparison, relatively few studies have looked into the potential merits of various viewing conditions and virtual environments. We seek to improve our understanding of the benefits offered by current consumer-grade virtual reality (VR) systems through an immersive, interactive 4D flow visualization system. Our dataset is a Regional Ocean Modeling System (ROMS) model representing a 12-hour tidal cycle of the currents within New Hampshire's Great Bay estuary. The model data was loaded into a custom VR particle system application using the OpenVR software library and the HTC Vive hardware, which tracks a headset and two six-degree-of-freedom (6DOF) controllers within a 5m-by-5m area. The resulting visualization system allows the user to coexist in the same virtual space as the data, enabling rapid and intuitive analysis of the flow model through natural interactions with the dataset and within the virtual environment. Whereas a traditional computer screen typically requires the user to reposition a virtual camera in the scene to obtain the desired view of the data, in virtual reality the user can simply move their head to the desired viewpoint, completely eliminating the mental context switches from data exploration/analysis to view adjustment and back. The tracked controllers become tools to quickly manipulate (reposition, reorient, and rescale) the dataset and to interrogate it by, e.g., releasing dye particles into the flow field, probing scalar velocities, placing a cutting plane through a region of interest, etc. It is hypothesized that the advantages afforded by head-tracked viewing and 6DOF interaction devices will lead to faster and more efficient examination of 4D flow data. A human factors study is currently being prepared to empirically evaluate this method of visualization and interaction.
Fromberger, Peter; Meyer, Sabrina; Kempf, Christina; Jordan, Kirsten; Müller, Jürgen L.
2015-01-01
Virtual Reality (VR) has successfully been used in the research of human behavior for more than twenty years. The main advantage of VR is its capability to induce a high sense of presence. This results in emotions and behavior which are very close to those shown in real situations. In the context of sex research, only a few studies have used high-immersive VR so far. The ones that did can be found mostly in the field of forensic psychology. Nevertheless, the relationship between presence and sexual interest still remains unclear. The present study is the first to examine the advantages of high-immersive VR in comparison to a conventional standard desktop system regarding their capability to measure sexual interest. 25 gynephilic and 20 androphilic healthy men underwent three experimental conditions, which differed in their ability to induce a sense of presence. In each condition, participants were asked to rate ten male and ten female virtual human characters regarding their sexual attractiveness. Without their knowledge, the subjects’ viewing time was assessed throughout the rating. Subjects were then asked to rate the sense of presence they had experienced as well as their perceived realism of the characters. Results suggested that stereoscopic viewing can significantly enhance the subjective sexual attractiveness of sexually relevant characters. Furthermore, in all three conditions participants looked significantly longer at sexually relevant virtual characters than at sexually non-relevant ones. The high immersion condition provided the best discriminant validity. From a statistical point of view, however, the sense of presence had no significant influence on the discriminant validity of the viewing time task. The study showed that high-immersive virtual environments enhance realism ratings as well as ratings of sexual attractiveness of three-dimensional human stimuli in comparison to standard desktop systems. Results also show that viewing time seems to be influenced neither by sexual attractiveness nor by realism of stimuli. This indicates how important task specific mechanisms of the viewing time effect are. PMID:25992790
Virtual Reality: A New Learning Environment.
ERIC Educational Resources Information Center
Ferrington, Gary; Loge, Kenneth
1992-01-01
Discusses virtual reality (VR) technology and its possible uses in military training, medical education, industrial design and development, the media industry, and education. Three primary applications of VR in the learning process--visualization, simulation, and construction of virtual worlds--are described, and pedagogical and moral issues are…
A pseudoenergy wave-activity relation for ageostrophic and non-hydrostatic moist atmosphere
NASA Astrophysics Data System (ADS)
Ran, Ling-Kun; Ping, Fan
2015-05-01
By employing the energy-Casimir method, a three-dimensional virtual pseudoenergy wave-activity relation for a moist atmosphere is derived from a complete system of nonhydrostatic equations in Cartesian coordinates. Since this system of equations includes the effects of water substance, mass forcing, diabatic heating, and dissipations, the derived wave-activity relation generalizes the previous result for a dry atmosphere. The Casimir function used in the derivation is a monotonous function of virtual potential vorticity and virtual potential temperature. A virtual energy equation is employed (in place of the previous zonal momentum equation) in the derivation, and the basic state is stationary but can be three-dimensional or, at least, not necessarily zonally symmetric. The derived wave-activity relation is further used for the diagnosis of the evolution and propagation of meso-scale weather systems leading to heavy rainfall. Our diagnosis of two real cases of heavy precipitation shows that positive anomalies of the virtual pseudoenergy wave-activity density correspond well with the strong precipitation and are capable of indicating the movement of the precipitation region. This is largely due to the cyclonic vorticity perturbation and the vertically increasing virtual potential temperature over the precipitation region. Project supported by the National Basic Research Program of China (Grant No. 2013CB430105), the Key Program of the Chinese Academy of Sciences (Grant No. KZZD-EW-05), the National Natural Science Foundation of China (Grant No. 41175060), and the Project of CAMS, China (Grant No. 2011LASW-B15).
Korocsec, D; Holobar, A; Divjak, M; Zazula, D
2005-12-01
Medicine is a difficult thing to learn. Experimenting with real patients should not be the only option; simulation deserves a special attention here. Virtual Reality Modelling Language (VRML) as a tool for building virtual objects and scenes has a good record of educational applications in medicine, especially for static and animated visualisations of body parts and organs. However, to create computer simulations resembling situations in real environments the required level of interactivity and dynamics is difficult to achieve. In the present paper we describe some approaches and techniques which we used to push the limits of the current VRML technology further toward dynamic 3D representation of virtual environments (VEs). Our demonstration is based on the implementation of a virtual baby model, whose vital signs can be controlled from an external Java application. The main contributions of this work are: (a) outline and evaluation of the three-level VRML/Java implementation of the dynamic virtual environment, (b) proposal for a modified VRML Timesensor node, which greatly improves the overall control of system performance, and (c) architecture of the prototype distributed virtual environment for training in neonatal resuscitation comprising the interactive virtual newborn, active bedside monitor for vital signs and full 3D representation of the surgery room.
Speksnijder, L; Rousian, M; Steegers, E A P; Van Der Spek, P J; Koning, A H J; Steensma, A B
2012-07-01
Virtual reality is a novel method of visualizing ultrasound data with the perception of depth and offers possibilities for measuring non-planar structures. The levator ani hiatus has both convex and concave aspects. The aim of this study was to compare levator ani hiatus volume measurements obtained with conventional three-dimensional (3D) ultrasound and with a virtual reality measurement technique and to establish their reliability and agreement. 100 symptomatic patients visiting a tertiary pelvic floor clinic with a normal intact levator ani muscle diagnosed on translabial ultrasound were selected. Datasets were analyzed using a rendered volume with a slice thickness of 1.5 cm at the level of minimal hiatal dimensions during contraction. The levator area (in cm(2)) was measured and multiplied by 1.5 to get the levator ani hiatus volume in conventional 3D ultrasound (in cm(3)). Levator ani hiatus volume measurements were then measured semi-automatically in virtual reality (cm(3) ) using a segmentation algorithm. An intra- and interobserver analysis of reliability and agreement was performed in 20 randomly chosen patients. The mean difference between levator ani hiatus volume measurements performed using conventional 3D ultrasound and virtual reality was 0.10 (95% CI, - 0.15 to 0.35) cm(3). The intraclass correlation coefficient (ICC) comparing conventional 3D ultrasound with virtual reality measurements was > 0.96. Intra- and interobserver ICCs for conventional 3D ultrasound measurements were > 0.94 and for virtual reality measurements were > 0.97, indicating good reliability for both. Levator ani hiatus volume measurements performed using virtual reality were reliable and the results were similar to those obtained with conventional 3D ultrasonography. Copyright © 2012 ISUOG. Published by John Wiley & Sons, Ltd.
Simulation Exploration through Immersive Parallel Planes
DOE Office of Scientific and Technical Information (OSTI.GOV)
Brunhart-Lupo, Nicholas J; Bush, Brian W; Gruchalla, Kenny M
We present a visualization-driven simulation system that tightly couples systems dynamics simulations with an immersive virtual environment to allow analysts to rapidly develop and test hypotheses in a high-dimensional parameter space. To accomplish this, we generalize the two-dimensional parallel-coordinates statistical graphic as an immersive 'parallel-planes' visualization for multivariate time series emitted by simulations running in parallel with the visualization. In contrast to traditional parallel coordinate's mapping the multivariate dimensions onto coordinate axes represented by a series of parallel lines, we map pairs of the multivariate dimensions onto a series of parallel rectangles. As in the case of parallel coordinates, eachmore » individual observation in the dataset is mapped to a polyline whose vertices coincide with its coordinate values. Regions of the rectangles can be 'brushed' to highlight and select observations of interest: a 'slider' control allows the user to filter the observations by their time coordinate. In an immersive virtual environment, users interact with the parallel planes using a joystick that can select regions on the planes, manipulate selection, and filter time. The brushing and selection actions are used to both explore existing data as well as to launch additional simulations corresponding to the visually selected portions of the input parameter space. As soon as the new simulations complete, their resulting observations are displayed in the virtual environment. This tight feedback loop between simulation and immersive analytics accelerates users' realization of insights about the simulation and its output.« less
Simulation Exploration through Immersive Parallel Planes: Preprint
DOE Office of Scientific and Technical Information (OSTI.GOV)
Brunhart-Lupo, Nicholas; Bush, Brian W.; Gruchalla, Kenny
We present a visualization-driven simulation system that tightly couples systems dynamics simulations with an immersive virtual environment to allow analysts to rapidly develop and test hypotheses in a high-dimensional parameter space. To accomplish this, we generalize the two-dimensional parallel-coordinates statistical graphic as an immersive 'parallel-planes' visualization for multivariate time series emitted by simulations running in parallel with the visualization. In contrast to traditional parallel coordinate's mapping the multivariate dimensions onto coordinate axes represented by a series of parallel lines, we map pairs of the multivariate dimensions onto a series of parallel rectangles. As in the case of parallel coordinates, eachmore » individual observation in the dataset is mapped to a polyline whose vertices coincide with its coordinate values. Regions of the rectangles can be 'brushed' to highlight and select observations of interest: a 'slider' control allows the user to filter the observations by their time coordinate. In an immersive virtual environment, users interact with the parallel planes using a joystick that can select regions on the planes, manipulate selection, and filter time. The brushing and selection actions are used to both explore existing data as well as to launch additional simulations corresponding to the visually selected portions of the input parameter space. As soon as the new simulations complete, their resulting observations are displayed in the virtual environment. This tight feedback loop between simulation and immersive analytics accelerates users' realization of insights about the simulation and its output.« less
NASA Astrophysics Data System (ADS)
Ratamero, Erick Martins; Bellini, Dom; Dowson, Christopher G.; Römer, Rudolf A.
2018-06-01
The ability to precisely visualize the atomic geometry of the interactions between a drug and its protein target in structural models is critical in predicting the correct modifications in previously identified inhibitors to create more effective next generation drugs. It is currently common practice among medicinal chemists while attempting the above to access the information contained in three-dimensional structures by using two-dimensional projections, which can preclude disclosure of useful features. A more accessible and intuitive visualization of the three-dimensional configuration of the atomic geometry in the models can be achieved through the implementation of immersive virtual reality (VR). While bespoke commercial VR suites are available, in this work, we present a freely available software pipeline for visualising protein structures through VR. New consumer hardware, such as the uc(HTC Vive) and the uc(Oculus Rift) utilized in this study, are available at reasonable prices. As an instructive example, we have combined VR visualization with fast algorithms for simulating intramolecular motions of protein flexibility, in an effort to further improve structure-led drug design by exposing molecular interactions that might be hidden in the less informative static models. This is a paradigmatic test case scenario for many similar applications in computer-aided molecular studies and design.
Ratamero, Erick Martins; Bellini, Dom; Dowson, Christopher G; Römer, Rudolf A
2018-06-07
The ability to precisely visualize the atomic geometry of the interactions between a drug and its protein target in structural models is critical in predicting the correct modifications in previously identified inhibitors to create more effective next generation drugs. It is currently common practice among medicinal chemists while attempting the above to access the information contained in three-dimensional structures by using two-dimensional projections, which can preclude disclosure of useful features. A more accessible and intuitive visualization of the three-dimensional configuration of the atomic geometry in the models can be achieved through the implementation of immersive virtual reality (VR). While bespoke commercial VR suites are available, in this work, we present a freely available software pipeline for visualising protein structures through VR. New consumer hardware, such as the HTC VIVE and the OCULUS RIFT utilized in this study, are available at reasonable prices. As an instructive example, we have combined VR visualization with fast algorithms for simulating intramolecular motions of protein flexibility, in an effort to further improve structure-led drug design by exposing molecular interactions that might be hidden in the less informative static models. This is a paradigmatic test case scenario for many similar applications in computer-aided molecular studies and design.
Kozhevnikov, Maria; Dhond, Rupali P.
2012-01-01
Most research on three-dimensional (3D) visual-spatial processing has been conducted using traditional non-immersive 2D displays. Here we investigated how individuals generate and transform mental images within 3D immersive (3DI) virtual environments, in which the viewers perceive themselves as being surrounded by a 3D world. In Experiment 1, we compared participants’ performance on the Shepard and Metzler (1971) mental rotation (MR) task across the following three types of visual presentation environments; traditional 2D non-immersive (2DNI), 3D non-immersive (3DNI – anaglyphic glasses), and 3DI (head mounted display with position and head orientation tracking). In Experiment 2, we examined how the use of different backgrounds affected MR processes within the 3DI environment. In Experiment 3, we compared electroencephalogram data recorded while participants were mentally rotating visual-spatial images presented in 3DI vs. 2DNI environments. Overall, the findings of the three experiments suggest that visual-spatial processing is different in immersive and non-immersive environments, and that immersive environments may require different image encoding and transformation strategies than the two other non-immersive environments. Specifically, in a non-immersive environment, participants may utilize a scene-based frame of reference and allocentric encoding whereas immersive environments may encourage the use of a viewer-centered frame of reference and egocentric encoding. These findings also suggest that MR performed in laboratory conditions using a traditional 2D computer screen may not reflect spatial processing as it would occur in the real world. PMID:22908003
Key Lessons for the Design and Integration of Virtual Environments in Secondary Science.
ERIC Educational Resources Information Center
Crosier, Joanna K.; Cobb, Sue; Wilson, John R.
2002-01-01
Discusses a three-year research project in which a virtual environment to teach radioactivity in secondary schools in the United Kingdom was developed and tested. Emphasizes the importance of involving teachers through the development process and confirms the importance of school-based evaluation studies in the development and evaluation of…
Wise Humanising Creativity: Changing How We Create in a Virtual Learning Environment
ERIC Educational Resources Information Center
Chappell, Kerry; Walsh, Chris; Wren, Heather; Kenny, Karen; Schmoelz, Alexander; Stouraitis, Elias
2017-01-01
This article interrogates how a particular conception of creativity: "wise humanising creativity" (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It reports on the outcomes of C[superscript 2]Learn, a three-year European Commission funded project which introduced innovative digital gaming…
A Virtual Environment for Process Management. A Step by Step Implementation
ERIC Educational Resources Information Center
Mayer, Sergio Valenzuela
2003-01-01
In this paper it is presented a virtual organizational environment, conceived with the integration of three computer programs: a manufacturing simulation package, an automation of businesses processes (workflows), and business intelligence (Balanced Scorecard) software. It was created as a supporting tool for teaching IE, its purpose is to give…
Multi-Dimensional Optimization for Cloud Based Multi-Tier Applications
ERIC Educational Resources Information Center
Jung, Gueyoung
2010-01-01
Emerging trends toward cloud computing and virtualization have been opening new avenues to meet enormous demands of space, resource utilization, and energy efficiency in modern data centers. By being allowed to host many multi-tier applications in consolidated environments, cloud infrastructure providers enable resources to be shared among these…
Supporting Distributed Team Working in 3D Virtual Worlds: A Case Study in Second Life
ERIC Educational Resources Information Center
Minocha, Shailey; Morse, David R.
2010-01-01
Purpose: The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between…
USDA-ARS?s Scientific Manuscript database
The eButton takes frontal images at 4 second intervals throughout the day. A three-dimensional (3D) manually administered wire mesh procedure has been developed to quantify portion sizes from the two-dimensional (2D) images. This paper reports a test of the interrater reliability and validity of use...
NASA Astrophysics Data System (ADS)
Hu, Chengliang; Amati, Giancarlo; Gullick, Nicola; Oakley, Stephen; Hurmusiadis, Vassilios; Schaeffter, Tobias; Penney, Graeme; Rhode, Kawal
2009-02-01
Knee arthroscopy is a minimally invasive procedure that is routinely carried out for the diagnosis and treatment of pathologies of the knee joint. A high level of expertise is required to carry out this procedure and therefore the clinical training is extensive. There are several reasons for this that include the small field of view seen by the arthroscope and the high degree of distortion in the video images. Several virtual arthroscopy simulators have been proposed to augment the learning process. One of the limitations of these simulators is the generic models that are used. We propose to develop a new virtual arthroscopy simulator that will allow the use of pathology-specific models with an increased level of photo-realism. In order to generate these models we propose to use registered magnetic resonance images (MRI) and arthroscopic video images collected from patients with a variety of knee pathologies. We present a method to perform this registration based on the use of a combined X-ray and MR imaging system (XMR). In order to validate our technique we carried out MR imaging and arthroscopy of a custom-made acrylic phantom in the XMR environment. The registration between the two modalities was computed using a combination of XMR and camera calibration, and optical tracking. Both two-dimensional (2D) and three-dimensional (3D) registration errors were computed and shown to be approximately 0.8 and 3 mm, respectively. Further to this, we qualitatively tested our approach using a more realistic plastic knee model that is used for the arthroscopy training.
Tran, Ngoc Hieu; Tantidhnazet, Syrina; Raocharernporn, Somchart; Kiattavornchareon, Sirichai; Pairuchvej, Verasak; Wongsirichat, Natthamet
2018-01-01
Background The benefit of computer-assisted planning in orthognathic surgery (OGS) has been extensively documented over the last decade. This study aimed to evaluate the accuracy of three-dimensional (3D) virtual planning in surgery-first OGS. Methods Fifteen patients with skeletal class III malocclusion who underwent bimaxillary OGS with surgery-first approach were included. A composite skull model was reconstructed using data from cone-beam computed tomography and stereolithography from a scanned dental cast. Surgical procedures were simulated using Simplant O&O software, and the virtual plan was transferred to the operation room using 3D-printed splints. Differences of the 3D measurements between the virtual plan and postoperative results were evaluated, and the accuracy was reported using root mean square deviation (RMSD) and the Bland-Altman method. Results The virtual planning was successfully transferred to surgery. The overall mean linear difference was 0.88 mm (0.79 mm for the maxilla and 1 mm for the mandible), and the overall mean angular difference was 1.16°. The RMSD ranged from 0.86 to 1.46 mm and 1.27° to 1.45°, within the acceptable clinical criteria. Conclusion In this study, virtual surgical planning and 3D-printed surgical splints facilitated the diagnosis and treatment planning, and offered an accurate outcome in surgery-first OGS. PMID:29581806
Nabavizadeh, Behnam; Mozafarpour, Sarah; Hosseini Sharifi, Seyed Hossein; Nabavizadeh, Reza; Abbasioun, Reza; Kajbafzadeh, Abdol-Mohammad
2018-03-01
Ureterocele is a sac-like dilatation of terminal ureter. Precise anatomic delineation is of utmost importance to proceed with the surgical plan, particularly in the ectopic subtype. However, the level of ureterocele extension is not always elucidated by the existing imaging modalities and even by conventional cystoscopy, which is considered as the gold standard for evaluation of ureterocele. This study aims to evaluate the accuracy of three-dimensional virtual sonographic cystoscopy (VSC) in the characterization of ureterocele in duplex collecting systems. Sixteen children with a mean age of 5.1 (standard deviation 1.96) years with transabdominal ultrasonography-proven duplex system and ureterocele were included. They underwent VSC by a single pediatric radiologist. All of them subsequently had conventional cystoscopy, and the results were compared in terms of ureterocele features including anatomy, number, size, location, and extension. Three-dimensional VSC was well tolerated in all cases without any complication. Image quality was suboptimal in 2 of 16 patients. Out of the remaining 14 cases, VSC had a high accuracy in characterization of the ureterocele features (93%). Only the extension of one ureterocele was not precisely detected by VSC. The results of this study suggest three-dimensional sonography as a promising noninvasive diagnostic modality in the evaluation of ectopic ureterocele in children. © 2017 by the American Institute of Ultrasound in Medicine.
An Interactive Augmented Reality Implementation of Hijaiyah Alphabet for Children Education
NASA Astrophysics Data System (ADS)
Rahmat, R. F.; Akbar, F.; Syahputra, M. F.; Budiman, M. A.; Hizriadi, A.
2018-03-01
Hijaiyah alphabet is letters used in the Qur’an. An attractive and exciting learning process of Hijaiyah alphabet is necessary for the children. One of the alternatives to create attractive and interesting learning process of Hijaiyah alphabet is to develop it into a mobile application using augmented reality technology. Augmented reality is a technology that combines two-dimensional or three-dimensional virtual objects into actual three-dimensional circles and projects them in real time. The purpose of application aims to foster the children interest in learning Hijaiyah alphabet. This application is using Smartphone and marker as the medium. It was built using Unity and augmented reality library, namely Vuforia, then using Blender as the 3D object modeling software. The output generated from this research is the learning application of Hijaiyah letters using augmented reality. How to use it is as follows: first, place marker that has been registered and printed; second, the smartphone camera will track the marker. If the marker is invalid, the user should repeat the tracking process. If the marker is valid and identified, the marker will have projected the objects of Hijaiyah alphabet in three-dimensional form. Lastly, the user can learn and understand the shape and pronunciation of Hijaiyah alphabet by touching the virtual button on the marker
Virtual targeting in three-dimensional space with sound and light interference
NASA Astrophysics Data System (ADS)
Chua, Florence B.; DeMarco, Robert M.; Bergen, Michael T.; Short, Kenneth R.; Servatius, Richard J.
2006-05-01
Law enforcement and the military are critically concerned with the targeting and firing accuracy of opponents. Stimuli which impede opponent targeting and firing accuracy can be incorporated into defense systems. An automated virtual firing range was developed to assess human targeting accuracy under conditions of sound and light interference, while avoiding dangers associated with live fire. This system has the ability to quantify sound and light interference effects on targeting and firing accuracy in three dimensions. This was achieved by development of a hardware and software system that presents the subject with a sound or light target, preceded by a sound or light interference. SonyXplod. TM 4-way speakers present sound interference and sound targeting. The Martin ® MiniMAC TM Profile operates as a source of light interference, while a red laser light serves as a target. A tracking system was created to monitor toy gun movement and firing in three-dimensional space. Data are collected via the Ascension ® Flock of Birds TM tracking system and a custom National Instrument ® LabVIEW TM 7.0 program to monitor gun movement and firing. A test protocol examined system parameters. Results confirm that the system enables tracking of virtual shots from a fired simulation gun to determine shot accuracy and location in three dimensions.
A 2-D/1-D transverse leakage approximation based on azimuthal, Fourier moments
DOE Office of Scientific and Technical Information (OSTI.GOV)
Stimpson, Shane G.; Collins, Benjamin S.; Downar, Thomas
Here, the MPACT code being developed collaboratively by Oak Ridge National Laboratory and the University of Michigan is the primary deterministic neutron transport solver within the Virtual Environment for Reactor Applications Core Simulator (VERA-CS). In MPACT, the two-dimensional (2-D)/one-dimensional (1-D) scheme is the most commonly used method for solving neutron transport-based three-dimensional nuclear reactor core physics problems. Several axial solvers in this scheme assume isotropic transverse leakages, but work with the axial S N solver has extended these leakages to include both polar and azimuthal dependence. However, explicit angular representation can be burdensome for run-time and memory requirements. The workmore » here alleviates this burden by assuming that the azimuthal dependence of the angular flux and transverse leakages are represented by a Fourier series expansion. At the heart of this is a new axial SN solver that takes in a Fourier expanded radial transverse leakage and generates the angular fluxes used to construct the axial transverse leakages used in the 2-D-Method of Characteristics calculations.« less
A 2-D/1-D transverse leakage approximation based on azimuthal, Fourier moments
Stimpson, Shane G.; Collins, Benjamin S.; Downar, Thomas
2017-01-12
Here, the MPACT code being developed collaboratively by Oak Ridge National Laboratory and the University of Michigan is the primary deterministic neutron transport solver within the Virtual Environment for Reactor Applications Core Simulator (VERA-CS). In MPACT, the two-dimensional (2-D)/one-dimensional (1-D) scheme is the most commonly used method for solving neutron transport-based three-dimensional nuclear reactor core physics problems. Several axial solvers in this scheme assume isotropic transverse leakages, but work with the axial S N solver has extended these leakages to include both polar and azimuthal dependence. However, explicit angular representation can be burdensome for run-time and memory requirements. The workmore » here alleviates this burden by assuming that the azimuthal dependence of the angular flux and transverse leakages are represented by a Fourier series expansion. At the heart of this is a new axial SN solver that takes in a Fourier expanded radial transverse leakage and generates the angular fluxes used to construct the axial transverse leakages used in the 2-D-Method of Characteristics calculations.« less
Controlling social stress in virtual reality environments.
Hartanto, Dwi; Kampmann, Isabel L; Morina, Nexhmedin; Emmelkamp, Paul G M; Neerincx, Mark A; Brinkman, Willem-Paul
2014-01-01
Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.
Controlling Social Stress in Virtual Reality Environments
Hartanto, Dwi; Kampmann, Isabel L.; Morina, Nexhmedin; Emmelkamp, Paul G. M.; Neerincx, Mark A.; Brinkman, Willem-Paul
2014-01-01
Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = −0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes. PMID:24671006
Hawkins, Rhoda J.; Poincloux, Renaud; Bénichou, Olivier; Piel, Matthieu; Chavrier, Philippe; Voituriez, Raphaël
2011-01-01
We present a model of cell motility generated by actomyosin contraction of the cell cortex. We identify, analytically, dynamical instabilities of the cortex and show that they yield steady-state cortical flows, which, in turn, can induce cell migration in three-dimensional environments. This mechanism relies on the regulation of contractility by myosin, whose transport is explicitly taken into account in the model. Theoretical predictions are compared to experimental data of tumor cells migrating in three-dimensional matrigel and suggest that this mechanism could be a general mode of cell migration in three-dimensional environments. PMID:21889440
Kim, Hong-Kyun; Moon, Sung-Chul; Lee, Shin-Jae; Park, Young-Seok
2012-05-01
The palatine rugae have been suggested as stable reference points for superimposing 3-dimensional virtual models before and after orthodontic treatment. We investigated 3-dimensional changes in the palatine rugae of children over 9 years. Complete dental stone casts were biennially prepared for 56 subjects (42 girls, 14 boys) aged from 6 to 14 years. Using 3-dimensional laser scanning and reconstruction software, virtual casts were constructed. Medial and lateral points of the first anterior 3 rugae were defined as the 3-dimensional landmarks. The length of each ruga and the distance between the end points of the rugae were measured in virtual 3-dimensional space. The measurement changes over time were analyzed by using the mixed-effect method for longitudinal data. There were slight increases in the linear measurements in the rugae areas: the lengths of the rugae and the distances between them during the observation period. However, the amounts of the increments were relatively small when compared with the initial values and individual random variability. Although age affected the linear dimensions significantly, it was not clinically significant; the rugae were relatively stable. The use of the palatine rugae as reference points for superimposing and evaluating changes during orthodontic treatment was thought to be possible with special cautions. Copyright © 2012 American Association of Orthodontists. Published by Mosby, Inc. All rights reserved.
Ghapanchi, Amir Hossein; Blumenstein, Michael; Talaei-Khoei, Amir
2014-01-01
Background A three-dimensional virtual world (3DVW) is a computer-simulated electronic 3D virtual environment that users can explore, inhabit, communicate, and interact with via avatars, which are graphical representations of the users. Since the early 2000s, 3DVWs have emerged as a technology that has much to offer the health care sector. Objective The purpose of this study was to characterize different application areas of various 3DVWs in health and medical context and categorize them into meaningful categories. Methods This study employs a systematic literature review on the application areas of 3DVWs in health care. Our search resulted in 62 papers from five top-ranking scientific databases published from 1990 to 2013 that describe the use of 3DVWs for health care specific purposes. We noted a growth in the number of academic studies on the topic since 2006. Results We found a wide range of application areas for 3DVWs in health care and classified them into the following six categories: academic education, professional education, treatment, evaluation, lifestyle, and modeling. The education category, including professional and academic education, contains the largest number of papers (n=34), of which 23 are related to the academic education category and 11 to the professional education category. Nine papers are allocated to treatment category, and 8 papers have contents related to evaluation. In 4 of the papers, the authors used 3DVWs for modeling, and 3 papers targeted lifestyle purposes. The results indicate that most of the research to date has focused on education in health care. We also found that most studies were undertaken in just two countries, the United States and the United Kingdom. Conclusions 3D virtual worlds present several innovative ways to carry out a wide variety of health-related activities. The big picture of application areas of 3DVWs presented in this review could be of value and offer insights to both the health care community and researchers. PMID:24550130
A 3D visualization and simulation of the individual human jaw.
Muftić, Osman; Keros, Jadranka; Baksa, Sarajko; Carek, Vlado; Matković, Ivo
2003-01-01
A new biomechanical three-dimensional (3D) model for the human mandible based on computer-generated virtual model is proposed. Using maps obtained from the special kinds of photos of the face of the real subject, it is possible to attribute personality to the virtual character, while computer animation offers movements and characteristics within the confines of space and time of the virtual world. A simple two-dimensional model of the jaw cannot explain the biomechanics, where the muscular forces through occlusion and condylar surfaces are in the state of 3D equilibrium. In the model all forces are resolved into components according to a selected coordinate system. The muscular forces act on the jaw, along with the necessary force level for chewing as some kind of mandible balance, preventing dislocation and loading of nonarticular tissues. In the work is used new approach to computer-generated animation of virtual 3D characters (called "Body SABA"), using in one object package of minimal costs and easy for operation.
Distance comparisons in virtual reality: effects of path, context, and age
van der Ham, Ineke J. M.; Baalbergen, Heleen; van der Heijden, Peter G. M.; Postma, Albert; Braspenning, Merel; van der Kuil, Milan N. A.
2015-01-01
In this large scale, individual differences study (N = 521), the effects of cardinal axes of an environment and the path taken between locations on distance comparisons were assessed. The main goal was to identify if and to what extent previous findings in simple 2D tasks can be generalized to a more dynamic, three-dimensional virtual reality environment. Moreover, effects of age and gender were assessed. After memorizing the locations of six objects in a circular environment, participants were asked to judge the distance between objects they encountered. Results indicate that categorization (based on the cardinal axes) was present, as distances within one quadrant were judged as being closer together, even when no visual indication of the cardinal axes was given. Moreover, strong effects of the path taken between object locations were found; objects that were near on the path taken were perceived as being closer together than objects that were further apart on this path, regardless of the metric distance between the objects. Males outperformed females in distance comparison, but did not differ in the extent of the categorization and path effects. Age also affected performance; the categorization and path effects were highly similar across the age range tested, but the general ability to estimate distances does show a clear pattern increase during development and decrease with aging. PMID:26321968
Merians, Alma S; Fluet, Gerard G; Qiu, Qinyin; Lafond, Ian; Adamovich, Sergei V
2011-03-01
Robotic systems that are interfaced with virtual reality gaming and task simulations are increasingly being developed to provide repetitive intensive practice to promote increased compliance and facilitate better outcomes in rehabilitation post-stroke. A major development in the use of virtual environments (VEs) has been to incorporate tactile information and interaction forces into what was previously an essentially visual experience. Robots of varying complexity are being interfaced with more traditional virtual presentations to provide haptic feedback that enriches the sensory experience and adds physical task parameters. This provides forces that produce biomechanical and neuromuscular interactions with the VE that approximate real-world movement more accurately than visual-only VEs, simulating the weight and force found in upper extremity tasks. The purpose of this article is to present an overview of several systems that are commercially available for ambulation training and for training movement of the upper extremity. We will also report on the system that we have developed (NJIT-RAVR system) that incorporates motivating and challenging haptic feedback effects into VE simulations to facilitate motor recovery of the upper extremity post-stroke. The NJIT-RAVR system trains both the upper arm and the hand. The robotic arm acts as an interface between the participants and the VEs, enabling multiplanar movements against gravity in a three-dimensional workspace. The ultimate question is whether this medium can provide a motivating, challenging, gaming experience with dramatically decreased physical difficulty levels, which would allow for participation by an obese person and facilitate greater adherence to exercise regimes. © 2011 Diabetes Technology Society.
NASA Astrophysics Data System (ADS)
Ribeiro, Allan; Santos, Helen
With the advent of new information and communication technologies (ICTs), the communicative interaction changes the way of being and acting of people, at the same time that changes the way of work activities related to education. In this range of possibilities provided by the advancement of computational resources include virtual reality (VR) and augmented reality (AR), are highlighted as new forms of information visualization in computer applications. While the RV allows user interaction with a virtual environment totally computer generated; in RA the virtual images are inserted in real environment, but both create new opportunities to support teaching and learning in formal and informal contexts. Such technologies are able to express representations of reality or of the imagination, as systems in nanoscale and low dimensionality, being imperative to explore, in the most diverse areas of knowledge, the potential offered by ICT and emerging technologies. In this sense, this work presents computer applications of virtual and augmented reality developed with the use of modeling and simulation in computational approaches to topics related to nanoscience and nanotechnology, and articulated with innovative pedagogical practices.
Daugherty, Ana M; Yuan, Peng; Dahle, Cheryl L; Bender, Andrew R; Yang, Yiqin; Raz, Naftali
2015-09-01
Studies of human navigation in virtual maze environments have consistently linked advanced age with greater distance traveled between the start and the goal and longer duration of the search. Observations of search path geometry suggest that routes taken by older adults may be unnecessarily complex and that excessive path complexity may be an indicator of cognitive difficulties experienced by older navigators. In a sample of healthy adults, we quantify search path complexity in a virtual Morris water maze with a novel method based on fractal dimensionality. In a two-level hierarchical linear model, we estimated improvement in navigation performance across trials by a decline in route length, shortening of search time, and reduction in fractal dimensionality of the path. While replicating commonly reported age and sex differences in time and distance indices, a reduction in fractal dimension of the path accounted for improvement across trials, independent of age or sex. The volumes of brain regions associated with the establishment of cognitive maps (parahippocampal gyrus and hippocampus) were related to path dimensionality, but not to the total distance and time. Thus, fractal dimensionality of a navigational path may present a useful complementary method of quantifying performance in navigation. © The Author 2014. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.
Interactions with Virtual People: Do Avatars Dream of Digital Sheep?. Chapter 6
NASA Technical Reports Server (NTRS)
Slater, Mel; Sanchez-Vives, Maria V.
2007-01-01
This paper explores another form of artificial entity, ones without physical embodiment. We refer to virtual characters as the name for a type of interactive object that have become familiar in computer games and within virtual reality applications. We refer to these as avatars: three-dimensional graphical objects that are in more-or-less human form which can interact with humans. Sometimes such avatars will be representations of real-humans who are interacting together within a shared networked virtual environment, other times the representations will be of entirely computer generated characters. Unlike other authors, who reserve the term agent for entirely computer generated characters and avatars for virtual embodiments of real people; the same term here is used for both. This is because avatars and agents are on a continuum. The question is where does their behaviour originate? At the extremes the behaviour is either completely computer generated or comes only from tracking of a real person. However, not every aspect of a real person can be tracked every eyebrow move, every blink, every breath rather real tracking data would be supplemented by inferred behaviours which are programmed based on the available information as to what the real human is doing and her/his underlying emotional and psychological state. Hence there is always some programmed behaviour it is only a matter of how much. In any case the same underlying problem remains how can the human character be portrayed in such a manner that its actions are believable and have an impact on the real people with whom it interacts? This paper has three main parts. In the first part we will review some evidence that suggests that humans react with appropriate affect in their interactions with virtual human characters, or with other humans who are represented as avatars. This is so in spite of the fact that the representational fidelity is relatively low. Our evidence will be from the realm of psychotherapy, where virtual social situations are created that do test whether people react appropriately within these situations. We will also consider some experiments on face-to-face virtual communications between people in the same shared virtual environments. The second part will try to give some clues about why this might happen, taking into account modern theories of perception from neuroscience. The third part will include some speculations about the future developments of the relationship between people and virtual people. We will suggest that a more likely scenario than the world becoming populated by physically embodied virtual people (robots, androids) is that in the relatively near future we will interact more and more in our everyday lives with virtual people- bank managers, shop assistants, instructors, and so on. What is happening in the movies with computer graphic generated individuals and entire crowds may move into the space of everyday life.
A Framework for Web-Based Interprofessional Education for Midwifery and Medical Students.
Reis, Pamela J; Faser, Karl; Davis, Marquietta
2015-01-01
Scheduling interprofessional team-based activities for health sciences students who are geographically dispersed, with divergent and often competing schedules, can be challenging. The use of Web-based technologies such as 3-dimensional (3D) virtual learning environments in interprofessional education is a relatively new phenomenon, which offers promise in helping students come together in online teams when face-to-face encounters are not possible. The purpose of this article is to present the experience of a nurse-midwifery education program in a Southeastern US university in delivering Web-based interprofessional education for nurse-midwifery and third-year medical students utilizing the Virtual Community Clinic Learning Environment (VCCLE). The VCCLE is a 3D, Web-based, asynchronous, immersive clinic environment into which students enter to meet and interact with instructor-controlled virtual patient and virtual preceptor avatars and then move through a classic diagnostic sequence in arriving at a plan of care for women throughout the lifespan. By participating in the problem-based management of virtual patients within the VCCLE, students learn both clinical competencies and competencies for interprofessional collaborative practice, as described by the Interprofessional Education Collaborative Core Competencies for Interprofessional Collaborative Practice. This article is part of a special series of articles that address midwifery innovations in clinical practice, education, interprofessional collaboration, health policy, and global health. © 2015 by the American College of Nurse-Midwives.
Virtual reality haptic dissection.
Erolin, Caroline; Wilkinson, Caroline; Soames, Roger
2011-12-01
This project aims to create a three-dimensional digital model of the human hand and wrist which can be virtually 'dissected' through a haptic interface. Tissue properties will be added to the various anatomical structures to replicate a realistic look and feel. The project will explore the role of the medical artist, and investigate cross-discipline collaborations in the field of virtual anatomy. The software will be used to train anatomy students in dissection skills, before experience on a real cadaver. The effectiveness of the software will be evaluated and assessed both quantitatively as well as qualitatively.
ERIC Educational Resources Information Center
Cheryan, Sapna; Meltzoff, Andrew N.; Kim, Saenam
2011-01-01
Three experiments examined whether the design of virtual learning environments influences undergraduates' enrollment intentions and anticipated success in introductory computer science courses. Changing the design of a virtual classroom--from one that conveys current computer science stereotypes to one that does not--significantly increased…
Theoretical Bases for Using Virtual Reality in Education
ERIC Educational Resources Information Center
Chen, Chwen Jen
2009-01-01
This article elaborates on how the technical capabilities of virtual reality support the constructivist learning principles. It introduces VRID, a model for instructional design and development that offers explicit guidance on how to produce an educational virtual environment. The define phase of VRID consists of three main tasks: forming a…
Im, Joon; Kang, Sang Hoon; Lee, Ji Yeon; Kim, Moon Key
2014-01-01
A 19-year-old woman presented to our dental clinic with anterior crossbite and mandibular prognathism. She had a concave profile, long face, and Angle Class III molar relationship. She showed disharmony in the crowding of the maxillomandibular dentition and midline deviation. The diagnosis and treatment plan were established by a three-dimensional (3D) virtual setup and 3D surgical simulation, and a surgical wafer was produced using the stereolithography technique. No presurgical orthodontic treatment was performed. Using the surgery-first approach, Le Fort I maxillary osteotomy and mandibular bilateral intraoral vertical ramus osteotomy setback were carried out. Treatment was completed with postorthodontic treatment. Thus, symmetrical and balanced facial soft tissue and facial form as well as stabilized and well-balanced occlusion were achieved. PMID:25473649
Mendez, Bernardino M; Chiodo, Michael V; Patel, Parit A
2015-07-01
Virtual surgical planning using three-dimensional (3D) printing technology has improved surgical efficiency and precision. A limitation to this technology is that production of 3D surgical models requires a third-party source, leading to increased costs (up to $4000) and prolonged assembly times (averaging 2-3 weeks). The purpose of this study is to evaluate the feasibility, cost, and production time of customized skull models created by an "in-office" 3D printer for craniofacial reconstruction. Two patients underwent craniofacial reconstruction with the assistance of "in-office" 3D printing technology. Three-dimensional skull models were created from a bioplastic filament with a 3D printer using computed tomography (CT) image data. The cost and production time for each model were measured. For both patients, a customized 3D surgical model was used preoperatively to plan split calvarial bone grafting and intraoperatively to more efficiently and precisely perform the craniofacial reconstruction. The average cost for surgical model production with the "in-office" 3D printer was $25 (cost of bioplastic materials used to create surgical model) and the average production time was 14 hours. Virtual surgical planning using "in office" 3D printing is feasible and allows for a more cost-effective and less time consuming method for creating surgical models and guides. By bringing 3D printing to the office setting, we hope to improve intraoperative efficiency, surgical precision, and overall cost for various types of craniofacial and reconstructive surgery.
Tondare, Vipin N; Villarrubia, John S; Vlada R, András E
2017-10-01
Three-dimensional (3D) reconstruction of a sample surface from scanning electron microscope (SEM) images taken at two perspectives has been known for decades. Nowadays, there exist several commercially available stereophotogrammetry software packages. For testing these software packages, in this study we used Monte Carlo simulated SEM images of virtual samples. A virtual sample is a model in a computer, and its true dimensions are known exactly, which is impossible for real SEM samples due to measurement uncertainty. The simulated SEM images can be used for algorithm testing, development, and validation. We tested two stereophotogrammetry software packages and compared their reconstructed 3D models with the known geometry of the virtual samples used to create the simulated SEM images. Both packages performed relatively well with simulated SEM images of a sample with a rough surface. However, in a sample containing nearly uniform and therefore low-contrast zones, the height reconstruction error was ≈46%. The present stereophotogrammetry software packages need further improvement before they can be used reliably with SEM images with uniform zones.
Office-Based Three-Dimensional Printing Workflow for Craniomaxillofacial Fracture Repair.
Elegbede, Adekunle; Diaconu, Silviu C; McNichols, Colton H L; Seu, Michelle; Rasko, Yvonne M; Grant, Michael P; Nam, Arthur J
2018-03-08
Three-dimensional printing of patient-specific models is being used in various aspects of craniomaxillofacial reconstruction. Printing is typically outsourced to off-site vendors, with the main disadvantages being increased costs and time for production. Office-based 3-dimensional printing has been proposed as a means to reduce costs and delays, but remains largely underused because of the perception among surgeons that it is futuristic, highly technical, and prohibitively expensive. The goal of this report is to demonstrate the feasibility and ease of incorporating in-office 3-dimensional printing into the standard workflow for facial fracture repair.Patients with complex mandible fractures requiring open repair were identified. Open-source software was used to create virtual 3-dimensional skeletal models of the, initial injury pattern, and then the ideally reduced fractures based on preoperative computed tomography (CT) scan images. The virtual 3-dimensional skeletal models were then printed in our office using a commercially available 3-dimensional printer and bioplastic filament. The 3-dimensional skeletal models were used as templates to bend and shape titanium plates that were subsequently used for intraoperative fixation.Average print time was 6 hours. Excluding the 1-time cost of the 3-dimensional printer of $2500, roughly the cost of a single commercially produced model, the average material cost to print 1 model mandible was $4.30. Postoperative CT imaging demonstrated precise, predicted reduction in all patients.Office-based 3-dimensional printing of skeletal models can be routinely used in repair of facial fractures in an efficient and cost-effective manner.
Utilization of virtual learning environments in the allied health professions.
Butina, Michelle; Brooks, Donna; Dominguez, Paul J; Mahon, Gwendolyn M
2013-01-01
Multiple technology based tools have been used to enhance skill development in allied health education, which now includes virtual learning environments. The purpose of this study was to explore whether, and how, this latest instructional technology is being adapted in allied health education. An online survey was circulated to all Association of Schools of Allied Health Professions (ASAHP) member institutions and focused on three broad areas of virtual learning environments: the uses of, the perceived pros and cons of, and the outcomes of utilizing them. Results show 40% (17 of 42) of the respondent use some form of the technology. The use of virtual learning technology in other healthcare professions (e.g., medicine) demonstrates the potential benefits to allied health education.
ERIC Educational Resources Information Center
Sohn, Johannah Eve
2014-01-01
This descriptive case study explores the implementation of a multi-user virtual environment (MUVE) in a Jewish supplemental school setting. The research was conducted to present the recollections and reflections of three constituent populations of a new technology exploring constructivist education in the context of supplemental and online…
The study of early human embryos using interactive 3-dimensional computer reconstructions.
Scarborough, J; Aiton, J F; McLachlan, J C; Smart, S D; Whiten, S C
1997-07-01
Tracings of serial histological sections from 4 human embryos at different Carnegie stages were used to create 3-dimensional (3D) computer models of the developing heart. The models were constructed using commercially available software developed for graphic design and the production of computer generated virtual reality environments. They are available as interactive objects which can be downloaded via the World Wide Web. This simple method of 3D reconstruction offers significant advantages for understanding important events in morphological sciences.
Bornhoft, J M; Strabala, K W; Wortman, T D; Lehman, A C; Oleynikov, D; Farritor, S M
2011-01-01
The objective of this research is to study the effectiveness of using a stereoscopic visualization system for performing remote surgery. The use of stereoscopic vision has become common with the advent of the da Vinci® system (Intuitive, Sunnyvale CA). This system creates a virtual environment that consists of a 3-D display for visual feedback and haptic tactile feedback, together providing an intuitive environment for remote surgical applications. This study will use simple in vivo robotic surgical devices and compare the performance of surgeons using the stereoscopic interfacing system to the performance of surgeons using one dimensional monitors. The stereoscopic viewing system consists of two cameras, two monitors, and four mirrors. The cameras are mounted to a multi-functional miniature in vivo robot; and mimic the depth perception of the actual human eyes. This is done by placing the cameras at a calculated angle and distance apart. Live video streams from the left and right cameras are displayed on the left and right monitors, respectively. A system of angled mirrors allows the left and right eyes to see the video stream from the left and right monitor, respectively, creating the illusion of depth. The haptic interface consists of two PHANTOM Omni® (SensAble, Woburn Ma) controllers. These controllers measure the position and orientation of a pen-like end effector with three degrees of freedom. As the surgeon uses this interface, they see a 3-D image and feel force feedback for collision and workspace limits. The stereoscopic viewing system has been used in several surgical training tests and shows a potential improvement in depth perception and 3-D vision. The haptic system accurately gives force feedback that aids in surgery. Both have been used in non-survival animal surgeries, and have successfully been used in suturing and gallbladder removal. Bench top experiments using the interfacing system have also been conducted. A group of participants completed two different surgical training tasks using both a two dimensional visual system and the stereoscopic visual system. Results suggest that the stereoscopic visual system decreased the amount of time taken to complete the tasks. All participants also reported that the stereoscopic system was easier to utilize than the two dimensional system. Haptic controllers combined with stereoscopic vision provides for a more intuitive virtual environment. This system provides the surgeon with 3-D vision, depth perception, and the ability to receive feedback through forces applied in the haptic controller while performing surgery. These capabilities potentially enable the performance of more complex surgeries with a higher level of precision.
Virtual Brain Bank a public collection of classified head MRI
NASA Astrophysics Data System (ADS)
Barrios, Fernando A.
2000-10-01
In this work I present the effort at the Neurobiology Center for creating a digital Brain Bank, a collection of well classified human brains that are used for teaching and research, this bank will be based in a collection of high resolution three dimensional head MRI. For this reason this bank is being named "virtual" and eventually will be of public access though a WEB page in the INTERNET.
ERIC Educational Resources Information Center
Yeung, Yau-Yuen
2004-01-01
This paper presentation will report on how some science educators at the Science Department of The Hong Kong Institute of Education have successfully employed an array of innovative learning media such as three-dimensional (3D) and virtual reality (VR) technologies to create seven sets of resource kits, most of which are being placed on the…
Virtual reality in radiology: virtual intervention
NASA Astrophysics Data System (ADS)
Harreld, Michael R.; Valentino, Daniel J.; Duckwiler, Gary R.; Lufkin, Robert B.; Karplus, Walter J.
1995-04-01
Intracranial aneurysms are the primary cause of non-traumatic subarachnoid hemorrhage. Morbidity and mortality remain high even with current endovascular intervention techniques. It is presently impossible to identify which aneurysms will grow and rupture, however hemodynamics are thought to play an important role in aneurysm development. With this in mind, we have simulated blood flow in laboratory animals using three dimensional computational fluid dynamics software. The data output from these simulations is three dimensional, complex and transient. Visualization of 3D flow structures with standard 2D display is cumbersome, and may be better performed using a virtual reality system. We are developing a VR-based system for visualization of the computed blood flow and stress fields. This paper presents the progress to date and future plans for our clinical VR-based intervention simulator. The ultimate goal is to develop a software system that will be able to accurately model an aneurysm detected on clinical angiography, visualize this model in virtual reality, predict its future behavior, and give insight into the type of treatment necessary. An associated database will give historical and outcome information on prior aneurysms (including dynamic, structural, and categorical data) that will be matched to any current case, and assist in treatment planning (e.g., natural history vs. treatment risk, surgical vs. endovascular treatment risks, cure prediction, complication rates).
NASA Technical Reports Server (NTRS)
1998-01-01
Crystal River Engineering was originally featured in Spinoff 1992 with the Convolvotron, a high speed digital audio processing system that delivers three-dimensional sound over headphones. The Convolvotron was developed for Ames' research on virtual acoustic displays. Crystal River is a now a subsidiary of Aureal Semiconductor, Inc. and they together develop and market the technology, which is a 3-D (three dimensional) audio technology known commercially today as Aureal 3D (A-3D). The technology has been incorporated into video games, surround sound systems, and sound cards.
ERIC Educational Resources Information Center
Hodis, Eran; Prilusky, Jaime, Sussman, Joel L.
2010-01-01
Protein structures are hard to represent on paper. They are large, complex, and three-dimensional (3D)--four-dimensional if conformational changes count! Unlike most of their substrates, which can easily be drawn out in full chemical formula, drawing every atom in a protein would usually be a mess. Simplifications like showing only the surface of…
ERIC Educational Resources Information Center
Brooks, Tyson T.
2013-01-01
This thesis identifies three essays which contribute to the foundational understanding of the vulnerabilities and risk towards potentially implementing wireless grid Edgeware technology in a virtualized cloud environment. Since communication networks and devices are subject to becoming the target of exploitation by hackers (e.g. individuals who…
Distributed virtual environment for emergency medical training
NASA Astrophysics Data System (ADS)
Stytz, Martin R.; Banks, Sheila B.; Garcia, Brian W.; Godsell-Stytz, Gayl M.
1997-07-01
In many professions where individuals must work in a team in a high stress environment to accomplish a time-critical task, individual and team performance can benefit from joint training using distributed virtual environments (DVEs). One professional field that lacks but needs a high-fidelity team training environment is the field of emergency medicine. Currently, emergency department (ED) medical personnel train by using words to create a metal picture of a situation for the physician and staff, who then cooperate to solve the problems portrayed by the word picture. The need in emergency medicine for realistic virtual team training is critical because ED staff typically encounter rarely occurring but life threatening situations only once in their careers and because ED teams currently have no realistic environment in which to practice their team skills. The resulting lack of experience and teamwork makes diagnosis and treatment more difficult. Virtual environment based training has the potential to redress these shortfalls. The objective of our research is to develop a state-of-the-art virtual environment for emergency medicine team training. The virtual emergency room (VER) allows ED physicians and medical staff to realistically prepare for emergency medical situations by performing triage, diagnosis, and treatment on virtual patients within an environment that provides them with the tools they require and the team environment they need to realistically perform these three tasks. There are several issues that must be addressed before this vision is realized. The key issues deal with distribution of computations; the doctor and staff interface to the virtual patient and ED equipment; the accurate simulation of individual patient organs' response to injury, medication, and treatment; and an accurate modeling of the symptoms and appearance of the patient while maintaining a real-time interaction capability. Our ongoing work addresses all of these issues. In this paper we report on our prototype VER system and its distributed system architecture for an emergency department distributed virtual environment for emergency medical staff training. The virtual environment enables emergency department physicians and staff to develop their diagnostic and treatment skills using the virtual tools they need to perform diagnostic and treatment tasks. Virtual human imagery, and real-time virtual human response are used to create the virtual patient and present a scenario. Patient vital signs are available to the emergency department team as they manage the virtual case. The work reported here consists of the system architectures we developed for the distributed components of the virtual emergency room. The architectures we describe consist of the network level architecture as well as the software architecture for each actor within the virtual emergency room. We describe the role of distributed interactive simulation and other enabling technologies within the virtual emergency room project.
Three-dimensional printing in cardiology: Current applications and future challenges.
Luo, Hongxing; Meyer-Szary, Jarosław; Wang, Zhongmin; Sabiniewicz, Robert; Liu, Yuhao
2017-01-01
Three-dimensional (3D) printing has attracted a huge interest in recent years. Broadly speaking, it refers to the technology which converts a predesigned virtual model to a touchable object. In clinical medicine, it usually converts a series of two-dimensional medical images acquired through computed tomography, magnetic resonance imaging or 3D echocardiography into a physical model. Medical 3D printing consists of three main steps: image acquisition, virtual reconstruction and 3D manufacturing. It is a promising tool for preoperative evaluation, medical device design, hemodynamic simulation and medical education, it is also likely to reduce operative risk and increase operative success. However, the most relevant studies are case reports or series which are underpowered in testing its actual effect on patient outcomes. The decision of making a 3D cardiac model may seem arbitrary since it is mostly based on a cardiologist's perceived difficulty in performing an interventional procedure. A uniform consensus is urgently necessary to standardize the key steps of 3D printing from imaging acquisition to final production. In the future, more clinical trials of rigorous design are possible to further validate the effect of 3D printing on the treatment of cardiovascular diseases. (Cardiol J 2017; 24, 4: 436-444).
[3D Virtual Reality Laparoscopic Simulation in Surgical Education - Results of a Pilot Study].
Kneist, W; Huber, T; Paschold, M; Lang, H
2016-06-01
The use of three-dimensional imaging in laparoscopy is a growing issue and has led to 3D systems in laparoscopic simulation. Studies on box trainers have shown differing results concerning the benefit of 3D imaging. There are currently no studies analysing 3D imaging in virtual reality laparoscopy (VRL). Five surgical fellows, 10 surgical residents and 29 undergraduate medical students performed abstract and procedural tasks on a VRL simulator using conventional 2D and 3D imaging in a randomised order. No significant differences between the two imaging systems were shown for students or medical professionals. Participants who preferred three-dimensional imaging showed significantly better results in 2D as wells as in 3D imaging. First results on three-dimensional imaging on box trainers showed different results. Some studies resulted in an advantage of 3D imaging for laparoscopic novices. This study did not confirm the superiority of 3D imaging over conventional 2D imaging in a VRL simulator. In the present study on 3D imaging on a VRL simulator there was no significant advantage for 3D imaging compared to conventional 2D imaging. Georg Thieme Verlag KG Stuttgart · New York.
Blocking of Goal-Location Learning Based on Shape
ERIC Educational Resources Information Center
Alexander, Tim; Wilson, Stuart P.; Wilson, Paul N.
2009-01-01
Using desktop, computer-simulated virtual environments (VEs), the authors conducted 5 experiments to investigate blocking of learning about a goal location based on Shape B as a consequence of preliminary training to locate that goal using Shape A. The shapes were large 2-dimensional horizontal figures on the ground. Blocking of spatial learning…
Dynamic Museum Place: Exploring the Multi-Dimensional Museum Environment
ERIC Educational Resources Information Center
Leach, Denise Blair
2007-01-01
Place is an important factor in museum education, yet describing what the museum is as place is often difficult. This article introduces the idea that museums consist of multiple physical and virtual place "domains" where interactions between people and objects occur: the origin domain, creation domain, display domain, and the experiencer-object…
Z-depth integration: a new technique for manipulating z-depth properties in composited scenes
NASA Astrophysics Data System (ADS)
Steckel, Kayla; Whittinghill, David
2014-02-01
This paper presents a new technique in the production pipeline of asset creation for virtual environments called Z-Depth Integration (ZeDI). ZeDI is intended to reduce the time required to place elements at the appropriate z-depth within a scene. Though ZeDI is intended for use primarily in two-dimensional scene composition, depth-dependent "flat" animated objects are often critical elements of augmented and virtual reality applications (AR/VR). ZeDI is derived from "deep image compositing", a capacity implemented within the OpenEXR file format. In order to trick the human eye into perceiving overlapping scene elements as being in front of or behind one another, the developer must manually manipulate which pixels of an element are visible in relation to other objects embedded within the environment's image sequence. ZeDI improves on this process by providing a means for interacting with procedurally extracted z-depth data from a virtual environment scene. By streamlining the process of defining objects' depth characteristics, it is expected that the time and energy required for developers to create compelling AR/VR scenes will be reduced. In the proof of concept presented in this manuscript, ZeDI is implemented for pre-rendered virtual scene construction via an AfterEffects software plug-in.
Chin, Shih-Jan; Wilde, Frank; Neuhaus, Michael; Schramm, Alexander; Gellrich, Nils-Claudius; Rana, Majeed
2017-12-01
The benefit of computer-assisted planning in orthognathic surgery has been extensively documented over the last decade. This study aims to evaluate the accuracy of a virtual orthognathic surgical plan by a novel three dimensional (3D) analysis method. Ten patients who required orthognathic surgery were included in this study. A virtual surgical plan was achieved by the combination of a 3D skull model acquired from computed tomography (CT) and surface scanning of the upper and lower dental arch respectively and final occlusal position. Osteotomies and movement of maxilla and mandible were simulated by Dolphin Imaging 11.8 Premium ® (Dolphin Imaging and Management Solutions, Chatsworth, CA). The surgical plan was transferred to surgical splints fabricated by means of Computer Aided Design/Computer Aided Manufacturing (CAD/CAM). Differences of three dimensional measurements between the virtual surgical plan and postoperative results were evaluated. The results from all parameters showed that the virtual surgical plans were successfully transferred by the assistance of CAD/CAM fabricated surgical splint. Wilcoxon's signed rank test showed that no statistically significant deviation between surgical plan and post-operational result could be detected. However, deviation of angle U1 axis-HP and distance of A-CP could not fulfill the clinical success criteria. Virtual surgical planning and CAD/CAM fabricated surgical splint are proven to facilitate treatment planning and offer an accurate surgical result in orthognathic surgery. Copyright © 2017 European Association for Cranio-Maxillo-Facial Surgery. Published by Elsevier Ltd. All rights reserved.
The three-dimensional Event-Driven Graphics Environment (3D-EDGE)
NASA Technical Reports Server (NTRS)
Freedman, Jeffrey; Hahn, Roger; Schwartz, David M.
1993-01-01
Stanford Telecom developed the Three-Dimensional Event-Driven Graphics Environment (3D-EDGE) for NASA GSFC's (GSFC) Communications Link Analysis and Simulation System (CLASS). 3D-EDGE consists of a library of object-oriented subroutines which allow engineers with little or no computer graphics experience to programmatically manipulate, render, animate, and access complex three-dimensional objects.
Taking the Plunge: Districts Leap into Virtualization
ERIC Educational Resources Information Center
Demski, Jennifer
2010-01-01
Moving from a traditional desktop computing environment to a virtualized solution is a daunting task. In this article, the author presents case histories of three districts that have made the conversion to virtual computing to learn about their experiences: What prompted them to make the move, and what were their objectives? Which obstacles prove…
Modeling of driver's collision avoidance maneuver based on controller switching model.
Kim, Jong-Hae; Hayakawa, Soichiro; Suzuki, Tatsuya; Hayashi, Koji; Okuma, Shigeru; Tsuchida, Nuio; Shimizu, Masayuki; Kido, Shigeyuki
2005-12-01
This paper presents a modeling strategy of human driving behavior based on the controller switching model focusing on the driver's collision avoidance maneuver. The driving data are collected by using the three-dimensional (3-D) driving simulator based on the CAVE Automatic Virtual Environment (CAVE), which provides stereoscopic immersive virtual environment. In our modeling, the control scenario of the human driver, that is, the mapping from the driver's sensory information to the operation of the driver such as acceleration, braking, and steering, is expressed by Piecewise Polynomial (PWP) model. Since the PWP model includes both continuous behaviors given by polynomials and discrete logical conditions, it can be regarded as a class of Hybrid Dynamical System (HDS). The identification problem for the PWP model is formulated as the Mixed Integer Linear Programming (MILP) by transforming the switching conditions into binary variables. From the obtained results, it is found that the driver appropriately switches the "control law" according to the sensory information. In addition, the driving characteristics of the beginner driver and the expert driver are compared and discussed. These results enable us to capture not only the physical meaning of the driving skill but the decision-making aspect (switching conditions) in the driver's collision avoidance maneuver as well.
High-immersion three-dimensional display of the numerical computer model
NASA Astrophysics Data System (ADS)
Xing, Shujun; Yu, Xunbo; Zhao, Tianqi; Cai, Yuanfa; Chen, Duo; Chen, Zhidong; Sang, Xinzhu
2013-08-01
High-immersion three-dimensional (3D) displays making them valuable tools for many applications, such as designing and constructing desired building houses, industrial architecture design, aeronautics, scientific research, entertainment, media advertisement, military areas and so on. However, most technologies provide 3D display in the front of screens which are in parallel with the walls, and the sense of immersion is decreased. To get the right multi-view stereo ground image, cameras' photosensitive surface should be parallax to the public focus plane and the cameras' optical axes should be offset to the center of public focus plane both atvertical direction and horizontal direction. It is very common to use virtual cameras, which is an ideal pinhole camera to display 3D model in computer system. We can use virtual cameras to simulate the shooting method of multi-view ground based stereo image. Here, two virtual shooting methods for ground based high-immersion 3D display are presented. The position of virtual camera is determined by the people's eye position in the real world. When the observer stand in the circumcircle of 3D ground display, offset perspective projection virtual cameras is used. If the observer stands out the circumcircle of 3D ground display, offset perspective projection virtual cameras and the orthogonal projection virtual cameras are adopted. In this paper, we mainly discussed the parameter setting of virtual cameras. The Near Clip Plane parameter setting is the main point in the first method, while the rotation angle of virtual cameras is the main point in the second method. In order to validate the results, we use the D3D and OpenGL to render scenes of different viewpoints and generate a stereoscopic image. A realistic visualization system for 3D models is constructed and demonstrated for viewing horizontally, which provides high-immersion 3D visualization. The displayed 3D scenes are compared with the real objects in the real world.
Ogihara, Takuo; Kano, Takashi; Kakinuma, Chihaya
2009-01-01
Currently, a new type of calcium channel blockers, which can inhibit not only L-type calcium channels abundantly expressed in vascular smooth muscles, but also N-type calcium channels that abound in the sympathetic nerve endings, have been developed. In this study, analysis on a like-for-like basis of the L- and N-type calcium channel-inhibitory activity of typical dihydropyridine-type calcium-channel blockers (DHPs) was performed. Moreover, to understand the differences of N-type calcium channel inhibition among DHPs, the binding of DHPs to the channel was investigated by means of hypothetical three-dimensional pharmacophore modeling using multiple calculated low-energy conformers of the DHPs. All of the tested compounds, i.e. cilnidipine (CAS 132203-70-4), efonidipine (CAS 111011-76-8), amlodipine (CAS 111470-99-6), benidipine (CAS 85387-35-5), azelnidipine (CAS 123524-52-7) and nifedipine (CAS 21829-25-4), potently inhibited the L-type calcium channel, whereas only cilnidipine inhibited the N-type calcium channel (IC50 value: 51.2 nM). A virtual three-dimensional structure of the N-type calcium channel was generated by using the structure of the peptide omega-conotoxin GVIA, a standard inhibitor of the channel, and cilnidipine was found to fit well into this pharmacophore model. Lipophilic potential maps of omega-conotoxin GVIA and cilnidipine supported this finding. Conformational overlay of cilnidipine and the other DHPs indicated that amlodipine and nifedipine were not compatible with the pharmacophore model because they did not contain an aromatic ring that was functionally equivalent to Tyr13 of omega-conotoxin GVIA. Azelnidipine, benidipine, and efonidipine, which have this type of aromatic ring, were not positively identified due to intrusions into the excluded volume. Estimation of virtual three-dimensional structures of proteins, such as ion channels, by using standard substrates and/or inhibitors may be a useful method to explore the mechanisms of pharmacological and toxicological effects of substrates and/or inhibitors, and to discover new drugs.
NASA Astrophysics Data System (ADS)
Duggan-Haas, D.; Ross, R. M.; Derry, L. A.; White, T.
2014-12-01
The Next Generation Science Standards (NGSS) offers a vision for K-12 science education that has important differences from common and long-standing classroom practice in many ways. NGSS's three dimensions (Scientific and Engineering Practices, Crosscutting Concepts, and Disciplinary Core Ideas), coupled with the recognition that it takes years to develop deep understandings of big ideas, do not mesh well with common K-12 (or K-16) teaching practices. NGSS also infuses systems and complexity into the K-12 curriculum. The Critical Zone lies between the bottom of the groundwater and the tops of the trees -- the layer of the Earth system where most life resides. Critical Zone Observatories (CZOs) are NSF-funded observatories in markedly varied ecosystems throughout the US, where interdisciplinary teams study the interplay of geological, biological, physical, and chemical sciences. The work being done in CZOs is three-dimensional science that is both deepening the scientific community's understandings of Earth systems and providing a cutting edge and highly relevant model for K-12 science education. Virtual Fieldwork Experiences (VFEs) are multi-media representations of actual field sites that are intended to mimic fieldwork by allowing for open-ended inquiry. The Paleontological Research Institution has developed tools and strategies to build VFEs of any site that use consistent formats, yet allow for inquiry to take multiple directions. Working together with CZO scientists, PRI staff are developing VFEs and accompanying curriculum materials for each CZO site. Ready-to-use VFEs act as models that teachers and students can use to create VFEs local to their schools. VFEs, like CZOs, facilitate use of interdisciplinary science to better understand the environment. A local VFE can be built up over time with contributions from students and teachers in middle school sciences, high school biology, Earth science, and environmental science -- classes where most curriculum units relate to processes outside the classroom door. A local VFE can also be used in chemistry and physics classes, where these sciences can be applied to understanding the environment. The Southern Sierra CZO draft VFE will be shown to demonstrate the concept and seek feedback.
Computer Assisted Virtual Environment - CAVE
DOE Office of Scientific and Technical Information (OSTI.GOV)
Erickson, Phillip; Podgorney, Robert; Weingartner,
Research at the Center for Advanced Energy Studies is taking on another dimension with a 3-D device known as a Computer Assisted Virtual Environment. The CAVE uses projection to display high-end computer graphics on three walls and the floor. By wearing 3-D glasses to create depth perception and holding a wand to move and rotate images, users can delve into data.
Using Augmented Reality and Virtual Environments in Historic Places to Scaffold Historical Empathy
ERIC Educational Resources Information Center
Sweeney, Sara K.; Newbill, Phyllis; Ogle, Todd; Terry, Krista
2018-01-01
The authors explore how 3D visualizations of historical sites can be used as pedagogical tools to support historical empathy. They provide three visualizations created by a team at Virginia Tech as examples. They discuss virtual environments and how the digital restoration process is applied. They also define historical empathy, explain why it is…
Computer Assisted Virtual Environment - CAVE
Erickson, Phillip; Podgorney, Robert; Weingartner,
2018-05-30
Research at the Center for Advanced Energy Studies is taking on another dimension with a 3-D device known as a Computer Assisted Virtual Environment. The CAVE uses projection to display high-end computer graphics on three walls and the floor. By wearing 3-D glasses to create depth perception and holding a wand to move and rotate images, users can delve into data.
ERIC Educational Resources Information Center
Lockwood, Nicholas S.
2011-01-01
Geographically dispersed teams rely on information and communication technologies (ICTs) to communicate and collaborate. Three ICTs that have received attention are audio conferencing (AC), video conferencing (VC), and, recently, 3D virtual environments (3D VEs). These ICTs offer modes of communication that differ primarily in the number and type…
ERIC Educational Resources Information Center
Mitchell, Peter; Parsons, Sarah; Leonard, Anne
2007-01-01
Six teenagers with Autistic Spectrum Disorders (ASDs) experienced a Virtual Environment (VE) of a cafe. They also watched three sets of videos of real cafe and buses and judged where they would sit and explained why. Half of the participants received their VE experience between the first and second sets of videos, and half experienced it between…
Three-Dimensional Audio Client Library
NASA Technical Reports Server (NTRS)
Rizzi, Stephen A.
2005-01-01
The Three-Dimensional Audio Client Library (3DAudio library) is a group of software routines written to facilitate development of both stand-alone (audio only) and immersive virtual-reality application programs that utilize three-dimensional audio displays. The library is intended to enable the development of three-dimensional audio client application programs by use of a code base common to multiple audio server computers. The 3DAudio library calls vendor-specific audio client libraries and currently supports the AuSIM Gold-Server and Lake Huron audio servers. 3DAudio library routines contain common functions for (1) initiation and termination of a client/audio server session, (2) configuration-file input, (3) positioning functions, (4) coordinate transformations, (5) audio transport functions, (6) rendering functions, (7) debugging functions, and (8) event-list-sequencing functions. The 3DAudio software is written in the C++ programming language and currently operates under the Linux, IRIX, and Windows operating systems.
Nanorobotics control design: a collective behavior approach for medicine
NASA Astrophysics Data System (ADS)
Cavalcanti, A.; Freitas, R. A., Jr.
2005-06-01
The authors present a new approach using genetic algorithms, neural networks, and nanorobotics concepts applied to the problem of control design for nanoassembly automation and its application in medicine. As a practical approach to validate the proposed design, we have elaborated and simulated a virtual environment focused on control automation for nanorobotics teams that exhibit collective behavior. This collective behavior is a suitable way to perform a large range of tasks and positional assembly manipulation in a complex three-dimensional workspace. We emphasize the application of such techniques as a feasible approach for the investigation of nanorobotics system design in nanomedicine. Theoretical and practical analyses of control modeling is one important aspect that will enable rapid development in the emerging field of nanotechnology.
Algorithms for Haptic Rendering of 3D Objects
NASA Technical Reports Server (NTRS)
Basdogan, Cagatay; Ho, Chih-Hao; Srinavasan, Mandayam
2003-01-01
Algorithms have been developed to provide haptic rendering of three-dimensional (3D) objects in virtual (that is, computationally simulated) environments. The goal of haptic rendering is to generate tactual displays of the shapes, hardnesses, surface textures, and frictional properties of 3D objects in real time. Haptic rendering is a major element of the emerging field of computer haptics, which invites comparison with computer graphics. We have already seen various applications of computer haptics in the areas of medicine (surgical simulation, telemedicine, haptic user interfaces for blind people, and rehabilitation of patients with neurological disorders), entertainment (3D painting, character animation, morphing, and sculpting), mechanical design (path planning and assembly sequencing), and scientific visualization (geophysical data analysis and molecular manipulation).
Interactive 3D Models and Simulations for Nuclear Security Education, Training, and Analysis.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Warner, David K.; Dickens, Brian Scott; Heimer, Donovan J.
By providing examples of products that have been produced in the past, it is the hopes of the authors that the audience will have a more thorough understanding of 3D modeling tools, potential applications, and capabilities that they can provide. Truly the applications and capabilities of these types of tools are only limited by one’s imagination. The future of three-dimensional models lies in the expansion into the world of virtual reality where one will experience a fully immersive first-person environment. The use of headsets and hand tools will allow students and instructors to have a more thorough spatial understanding ofmore » facilities and scenarios that they will encounter in the real world.« less
The development of the Canadian Mobile Servicing System Kinematic Simulation Facility
NASA Technical Reports Server (NTRS)
Beyer, G.; Diebold, B.; Brimley, W.; Kleinberg, H.
1989-01-01
Canada will develop a Mobile Servicing System (MSS) as its contribution to the U.S./International Space Station Freedom. Components of the MSS will include a remote manipulator (SSRMS), a Special Purpose Dexterous Manipulator (SPDM), and a mobile base (MRS). In order to support requirements analysis and the evaluation of operational concepts related to the use of the MSS, a graphics based kinematic simulation/human-computer interface facility has been created. The facility consists of the following elements: (1) A two-dimensional graphics editor allowing the rapid development of virtual control stations; (2) Kinematic simulations of the space station remote manipulators (SSRMS and SPDM), and mobile base; and (3) A three-dimensional graphics model of the space station, MSS, orbiter, and payloads. These software elements combined with state of the art computer graphics hardware provide the capability to prototype MSS workstations, evaluate MSS operational capabilities, and investigate the human-computer interface in an interactive simulation environment. The graphics technology involved in the development and use of this facility is described.
Computation of Coupled Thermal-Fluid Problems in Distributed Memory Environment
NASA Technical Reports Server (NTRS)
Wei, H.; Shang, H. M.; Chen, Y. S.
2001-01-01
The thermal-fluid coupling problems are very important to aerospace and engineering applications. Instead of analyzing heat transfer and fluid flow separately, this study merged two well-accepted engineering solution methods, SINDA for thermal analysis and FDNS for fluid flow simulation, into a unified multi-disciplinary thermal fluid prediction method. A fully conservative patched grid interface algorithm for arbitrary two-dimensional and three-dimensional geometry has been developed. The state-of-the-art parallel computing concept was used to couple SINDA and FDNS for the communication of boundary conditions through PVM (Parallel Virtual Machine) libraries. Therefore, the thermal analysis performed by SINDA and the fluid flow calculated by FDNS are fully coupled to obtain steady state or transient solutions. The natural convection between two thick-walled eccentric tubes was calculated and the predicted results match the experiment data perfectly. A 3-D rocket engine model and a real 3-D SSME geometry were used to test the current model, and the reasonable temperature field was obtained.
BEYOND THE PRINT—VIRTUAL PALEONTOLOGY IN SCIENCE PUBLISHING, OUTREACH, AND EDUCATION
LAUTENSCHLAGER, STEPHAN; RÜCKLIN, MARTIN
2015-01-01
Virtual paleontology unites a variety of computational techniques and methods for the visualization and analysis of fossils. Due to their great potential and increasing availability, these methods have become immensely popular in the last decade. However, communicating the wealth of digital information and results produced by the various techniques is still exacerbated by traditional methods of publication. Transferring and processing three-dimensional information, such as interactive models or animations, into scientific publications still poses a challenge. Here, we present different methods and applications to communicate digital data in academia, outreach and education. Three-dimensional PDFs, QR codes, anaglyph stereo imaging, and rapid prototyping—methods routinely used in the engineering, entertainment, or medical industries—are outlined and evaluated for their potential in science publishing and public engagement. Although limitations remain, these are simple, mostly cost-effective, and powerful tools to create novel and innovative resources for education, public engagement, or outreach. PMID:26306051
Heuts, Samuel; Sardari Nia, Peyman; Maessen, Jos G
2016-01-01
For the past decades, surgeries have become more complex, due to the increasing age of the patient population referred for thoracic surgery, more complex pathology and the emergence of minimally invasive thoracic surgery. Together with the early detection of thoracic disease as a result of innovations in diagnostic possibilities and the paradigm shift to personalized medicine, preoperative planning is becoming an indispensable and crucial aspect of surgery. Several new techniques facilitating this paradigm shift have emerged. Pre-operative marking and staining of lesions are already a widely accepted method of preoperative planning in thoracic surgery. However, three-dimensional (3D) image reconstructions, virtual simulation and rapid prototyping (RP) are still in development phase. These new techniques are expected to become an important part of the standard work-up of patients undergoing thoracic surgery in the future. This review aims at graphically presenting and summarizing these new diagnostic and therapeutic tools.
Santos, Rodrigo Mologni Gonçalves Dos; De Martino, José Mario; Passeri, Luis Augusto; Attux, Romis Ribeiro de Faissol; Haiter Neto, Francisco
2017-09-01
To develop a computer-based method for automating the repositioning of jaw segments in the skull during three-dimensional virtual treatment planning of orthognathic surgery. The method speeds up the planning phase of the orthognathic procedure, releasing surgeons from laborious and time-consuming tasks. The method finds the optimal positions for the maxilla, mandibular body, and bony chin in the skull. Minimization of cephalometric differences between measured and standard values is considered. Cone-beam computed tomographic images acquired from four preoperative patients with skeletal malocclusion were used for evaluating the method. Dentofacial problems of the four patients were rectified, including skeletal malocclusion, facial asymmetry, and jaw discrepancies. The results show that the method is potentially able to be used in routine clinical practice as support for treatment-planning decisions in orthognathic surgery. Copyright © 2017 European Association for Cranio-Maxillo-Facial Surgery. Published by Elsevier Ltd. All rights reserved.
Three-Dimensional Sensor Common Operating Picture (3-D Sensor COP)
2017-01-01
created. Additionally, a 3-D model of the sensor itself can be created. Using these 3-D models, along with emerging virtual and augmented reality tools...augmented reality 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT UU 18. NUMBER OF PAGES 20 19a...iii Contents List of Figures iv 1. Introduction 1 2. The 3-D Sensor COP 2 3. Virtual Sensor Placement 7 4. Conclusions 10 5. References 11
Perceptual impairment and psychomotor control in virtual laparoscopic surgery.
Wilson, Mark R; McGrath, John S; Vine, Samuel J; Brewer, James; Defriend, David; Masters, Richard S W
2011-07-01
It is recognised that one of the major difficulties in performing laparoscopic surgery is the translation of two-dimensional video image information to a three-dimensional working area. However, research has tended to ignore the gaze and eye-hand coordination strategies employed by laparoscopic surgeons as they attempt to overcome these perceptual constraints. This study sought to examine if measures related to tool movements, gaze strategy, and eye-hand coordination (the quiet eye) differentiate between experienced and novice operators performing a two-handed manoeuvres task on a virtual reality laparoscopic surgical simulator (LAP Mentor™). Twenty-five right-handed surgeons were categorised as being either experienced (having led more than 60 laparoscopic procedures) or novice (having performed fewer than 10 procedures) operators. The 10 experienced and 15 novice surgeons completed the "two-hand manoeuvres" task from the LAP Mentor basic skills learning environment while wearing a gaze registration system. Performance, movement, gaze, and eye-hand coordination parameters were recorded and compared between groups. The experienced surgeons completed the task significantly more quickly than the novices, used significantly fewer movements, and displayed shorter tool paths. Gaze analyses revealed that experienced surgeons spent significantly more time fixating the target locations than novices, who split their time between focusing on the targets and tracking the tools. A more detailed analysis of a difficult subcomponent of the task revealed that experienced operators used a significantly longer aiming fixation (the quiet eye period) to guide precision grasping movements and hence needed fewer grasp attempts. The findings of the study provide further support for the utility of examining strategic gaze behaviour and eye-hand coordination measures to help further our understanding of how experienced surgeons attempt to overcome the perceptual difficulties inherent in the laparoscopic environment.
[Virtual reality in neurosurgery].
Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S
2000-03-01
Virtual reality enables users to immerse themselves in a virtual three-dimensional world and to interact in this world. The simulation is different from the kind in computer games, in which the viewer is active but acts in a nonrealistic world, or on the TV screen, where we are passively driven in an active world. In virtual reality elements look realistic, they change their characteristics and have almost real-world unpredictability. Virtual reality is not only implemented in gambling dens and the entertainment industry but also in manufacturing processes (cars, furniture etc.), military applications and medicine. Especially the last two areas are strongly correlated, because telemedicine or telesurgery was originated for military reasons to operate on war victims from a secure distance or to perform surgery on astronauts in an orbiting space station. In medicine and especially neurosurgery virtual-reality methods are used for education, surgical planning and simulation on a virtual patient.
Gender issues in the use of virtual environments.
Larson, P; Rizzo, A A; Buckwalter, J G; Van Rooyen, A; Kratz, K; Neumann, U; Kesselman, C; Thiebaux, M; Van Der Zaag, C
1999-01-01
Gender differences in cognitive and behavioral performance have been reported throughout the psychological literature. Consequently, gender differences should be considered and controlled for when cognitive research is conducted in virtual environments (VEs). These variables may include gender-related differences in cognitive performance, susceptibility for cybersickness, and the impact of sex hormones on cognition. Such issues are addressed in the context of a recent VE study of the visuospatial ability referred to as mental rotation. The Mental Rotation Test (MRT), a paper and pencil measure, has been shown to produce one of the largest gender differences in the cognitive literature. The outcomes of the MRT are in favor of males. However, results reported from a Virtual Reality Spatial Rotation (VRSR) test demonstrate no gender differences when subjects were able to manually manipulate the stimuli in a VE. Further analysis uncovers gender differences in the patterns of associations between verbal and spatial tasks and performance on VRSR. Results are discussed in terms of dimensionality factors and hemispheric lateralization.
Virtual reality haptic human dissection.
Needham, Caroline; Wilkinson, Caroline; Soames, Roger
2011-01-01
This project aims to create a three-dimensional digital model of the human hand and wrist which can be virtually 'dissected' through a haptic interface. Tissue properties will be added to the various anatomical structures to replicate a realistic look and feel. The project will explore the role of the medical artist and investigate the cross-discipline collaborations required in the field of virtual anatomy. The software will be used to train anatomy students in dissection skills before experience on a real cadaver. The effectiveness of the software will be evaluated and assessed both quantitatively as well as qualitatively.
Three-Dimensional User Interfaces for Immersive Virtual Reality
NASA Technical Reports Server (NTRS)
vanDam, Andries
1997-01-01
The focus of this grant was to experiment with novel user interfaces for immersive Virtual Reality (VR) systems, and thus to advance the state of the art of user interface technology for this domain. Our primary test application was a scientific visualization application for viewing Computational Fluid Dynamics (CFD) datasets. This technology has been transferred to NASA via periodic status reports and papers relating to this grant that have been published in conference proceedings. This final report summarizes the research completed over the past year, and extends last year's final report of the first three years of the grant.
ERIC Educational Resources Information Center
Korallo, Liliya; Foreman, Nigel; Boyd-Davis, Stephen; Moar, Magnus; Coulson, Mark
2012-01-01
Single linear virtual timelines have been used effectively with undergraduates and primary school children to convey the chronological ordering of historical items, improving on PowerPoint and paper/textual displays. In the present study, a virtual environment (VE) consisting of three parallel related timelines (world history and the histories of…
iSee: Teaching Visual Learning in an Organic Virtual Learning Environment
ERIC Educational Resources Information Center
Han, Hsiao-Cheng
2017-01-01
This paper presents a three-year participatory action research project focusing on the graduate level course entitled Visual Learning in 3D Animated Virtual Worlds. The purpose of this research was to understand "How the virtual world processes of observing and creating can best help students learn visual theories". The first cycle of…
Evaluating statistical cloud schemes: What can we gain from ground-based remote sensing?
NASA Astrophysics Data System (ADS)
Grützun, V.; Quaas, J.; Morcrette, C. J.; Ament, F.
2013-09-01
Statistical cloud schemes with prognostic probability distribution functions have become more important in atmospheric modeling, especially since they are in principle scale adaptive and capture cloud physics in more detail. While in theory the schemes have a great potential, their accuracy is still questionable. High-resolution three-dimensional observational data of water vapor and cloud water, which could be used for testing them, are missing. We explore the potential of ground-based remote sensing such as lidar, microwave, and radar to evaluate prognostic distribution moments using the "perfect model approach." This means that we employ a high-resolution weather model as virtual reality and retrieve full three-dimensional atmospheric quantities and virtual ground-based observations. We then use statistics from the virtual observation to validate the modeled 3-D statistics. Since the data are entirely consistent, any discrepancy occurring is due to the method. Focusing on total water mixing ratio, we find that the mean ratio can be evaluated decently but that it strongly depends on the meteorological conditions as to whether the variance and skewness are reliable. Using some simple schematic description of different synoptic conditions, we show how statistics obtained from point or line measurements can be poor at representing the full three-dimensional distribution of water in the atmosphere. We argue that a careful analysis of measurement data and detailed knowledge of the meteorological situation is necessary to judge whether we can use the data for an evaluation of higher moments of the humidity distribution used by a statistical cloud scheme.
Xiaodan, Chen; Xiurong, Zhan; Xinyu, Wu; Chunyan, Zhao; Wanghong, Zhao
2015-04-01
The aim of this study is to analyze the three-dimensional crystal structure of SMU.2055 protein, a putative acetyltransferase from the major caries pathogen Streptococcus mutans (S. mutans). The design and selection of the structure-based small molecule inhibitors are also studied. The three-dimensional crystal structure of SMU.2055 protein was obtained by structural genomics research methods of gene cloning and expression, protein purification with Ni²⁺-chelating affinity chromatography, crystal screening, and X-ray diffraction data collection. An inhibitor virtual model matching with its target protein structure was set up using computer-aided drug design methods, virtual screening and fine docking, and Libdock and Autodock procedures. The crystal of SMU.2055 protein was obtained, and its three-dimensional crystal structure was analyzed. This crystal was diffracted to a resolution of 0.23 nm. It belongs to orthorhombic space group C222(1), with unit cell parameters of a = 9.20 nm, b = 9.46 nm, and c = 19.39 nm. The asymmetric unit contained four molecules, with a solvent content of 56.7%. Moreover, five small molecule compounds, whose structure matched with that of the target protein in high degree, were designed and selected. Protein crystallography research of S. mutans SMU.2055 helps to understand the structures and functions of proteins from S. mutans at the atomic level. These five compounds may be considered as effective inhibitors to SMU.2055. The virtual model of small molecule inhibitors we built will lay a foundation to the anticaries research based on the crystal structure of proteins.
Altering User Movement Behaviour in Virtual Environments.
Simeone, Adalberto L; Mavridou, Ifigeneia; Powell, Wendy
2017-04-01
In immersive Virtual Reality systems, users tend to move in a Virtual Environment as they would in an analogous physical environment. In this work, we investigated how user behaviour is affected when the Virtual Environment differs from the physical space. We created two sets of four environments each, plus a virtual replica of the physical environment as a baseline. The first focused on aesthetic discrepancies, such as a water surface in place of solid ground. The second focused on mixing immaterial objects together with those paired to tangible objects. For example, barring an area with walls or obstacles. We designed a study where participants had to reach three waypoints laid out in such a way to prompt a decision on which path to follow based on the conflict between the mismatching visual stimuli and their awareness of the real layout of the room. We analysed their performances to determine whether their trajectories were altered significantly from the shortest route. Our results indicate that participants altered their trajectories in presence of surfaces representing higher walking difficulty (for example, water instead of grass). However, when the graphical appearance was found to be ambiguous, there was no significant trajectory alteration. The environments mixing immaterial with physical objects had the most impact on trajectories with a mean deviation from the shortest route of 60 cm against the 37 cm of environments with aesthetic alterations. The co-existance of paired and unpaired virtual objects was reported to support the idea that all objects participants saw were backed by physical props. From these results and our observations, we derive guidelines on how to alter user movement behaviour in Virtual Environments.
Creation of virtual patients for midwifery education.
Urbanová, Eva; Bašková, Martina; Maskálová, Erika; Kvaltínyová, Eva
2018-07-01
The objective of the study was to create several new, original virtual patients (VPs) in the Slovak language, especially for educational purposes in midwifery. Virtual patients have been created for the needs of university midwifery education in Slovakia. The creation of the six virtual patients basically consisted of three fixed stages: preparation, design and development, implementation into the virtual environment. We used the Open Labyrinth (OL) virtual environment, an open-source system for creating VPs. The VPs include six various scenarios of the most common problems seen in midwifery practice: preterm birth, perinatal loss, gestational diabetes, ineffective breastfeeding, postpartum bleeding and sudden home birth. Currently, six original virtual patients are used in university midwifery education in Slovakia. We use them for contact teaching as well as self-study of students. They present the first VPs in Slovakia and the Czech Republic created in academic settings in these countries. The future perspective of a virtual patient as an interactive process between the student and the medium is that it can deepen and improve learning outcomes, solve specific midwifery issues, and reduce mistakes in the clinical environment. Copyright © 2018 Elsevier Ltd. All rights reserved.
Children's Age-Related Speed--Accuracy Strategies in Intercepting Moving Targets in Two Dimensions
ERIC Educational Resources Information Center
Rothenberg-Cunningham, Alek; Newell, Karl M.
2013-01-01
Purpose: This study investigated the age-related speed--accuracy strategies of children, adolescents, and adults in performing a rapid striking task that allowed the self-selection of the interception position in a virtual, two-dimensional environment. Method: The moving target had curvilinear trajectories that were determined by combinations of…
Simulating the decentralized processes of the human immune system in a virtual anatomy model.
Sarpe, Vladimir; Jacob, Christian
2013-01-01
Many physiological processes within the human body can be perceived and modeled as large systems of interacting particles or swarming agents. The complex processes of the human immune system prove to be challenging to capture and illustrate without proper reference to the spatial distribution of immune-related organs and systems. Our work focuses on physical aspects of immune system processes, which we implement through swarms of agents. This is our first prototype for integrating different immune processes into one comprehensive virtual physiology simulation. Using agent-based methodology and a 3-dimensional modeling and visualization environment (LINDSAY Composer), we present an agent-based simulation of the decentralized processes in the human immune system. The agents in our model - such as immune cells, viruses and cytokines - interact through simulated physics in two different, compartmentalized and decentralized 3-dimensional environments namely, (1) within the tissue and (2) inside a lymph node. While the two environments are separated and perform their computations asynchronously, an abstract form of communication is allowed in order to replicate the exchange, transportation and interaction of immune system agents between these sites. The distribution of simulated processes, that can communicate across multiple, local CPUs or through a network of machines, provides a starting point to build decentralized systems that replicate larger-scale processes within the human body, thus creating integrated simulations with other physiological systems, such as the circulatory, endocrine, or nervous system. Ultimately, this system integration across scales is our goal for the LINDSAY Virtual Human project. Our current immune system simulations extend our previous work on agent-based simulations by introducing advanced visualizations within the context of a virtual human anatomy model. We also demonstrate how to distribute a collection of connected simulations over a network of computers. As a future endeavour, we plan to use parameter tuning techniques on our model to further enhance its biological credibility. We consider these in silico experiments and their associated modeling and optimization techniques as essential components in further enhancing our capabilities of simulating a whole-body, decentralized immune system, to be used both for medical education and research as well as for virtual studies in immunoinformatics.
Modeling the C. elegans nematode and its environment using a particle system.
Rönkkö, Mauno; Wong, Garry
2008-07-21
A particle system, as understood in computer science, is a novel technique for modeling living organisms in their environment. Such particle systems have traditionally been used for modeling the complex dynamics of fluids and gases. In the present study, a particle system was devised to model the movement and feeding behavior of the nematode Caenorhabditis elegans in three different virtual environments: gel, liquid, and soil. The results demonstrate that distinct movements of the nematode can be attributed to its mechanical interactions with the virtual environment. These results also revealed emergent properties associated with modeling organisms within environment-based systems.