Sample records for virtual reality display

  1. Use of the stereoscopic virtual reality display system for the detection and characterization of intracranial aneurysms: A Icomparison with conventional computed tomography workstation and 3D rotational angiography.

    PubMed

    Liu, Xiujuan; Tao, Haiquan; Xiao, Xigang; Guo, Binbin; Xu, Shangcai; Sun, Na; Li, Maotong; Xie, Li; Wu, Changjun

    2018-07-01

    This study aimed to compare the diagnostic performance of the stereoscopic virtual reality display system with the conventional computed tomography (CT) workstation and three-dimensional rotational angiography (3DRA) for intracranial aneurysm detection and characterization, with a focus on small aneurysms and those near the bone. First, 42 patients with suspected intracranial aneurysms underwent both 256-row CT angiography (CTA) and 3DRA. Volume rendering (VR) images were captured using the conventional CT workstation. Next, VR images were transferred to the stereoscopic virtual reality display system. Two radiologists independently assessed the results that were obtained using the conventional CT workstation and stereoscopic virtual reality display system. The 3DRA results were considered as the ultimate reference standard. Based on 3DRA images, 38 aneurysms were confirmed in 42 patients. Two cases were misdiagnosed and 1 was missed when the traditional CT workstation was used. The sensitivity, specificity, positive predictive value (PPV), negative predictive value (NPV), and accuracy of the conventional CT workstation were 94.7%, 85.7%, 97.3%, 75%, and99.3%, respectively, on a per-aneurysm basis. The stereoscopic virtual reality display system missed a case. The sensitivity, specificity, PPV, NPV, and accuracy of the stereoscopic virtual reality display system were 100%, 85.7%, 97.4%, 100%, and 97.8%, respectively. No difference was observed in the accuracy of the traditional CT workstation, stereoscopic virtual reality display system, and 3DRA in detecting aneurysms. The stereoscopic virtual reality display system has some advantages in detecting small aneurysms and those near the bone. The virtual reality stereoscopic vision obtained through the system was found as a useful tool in intracranial aneurysm diagnosis and pre-operative 3D imaging. Copyright © 2018 Elsevier B.V. All rights reserved.

  2. Innovative application of virtual display technique in virtual museum

    NASA Astrophysics Data System (ADS)

    Zhang, Jiankang

    2017-09-01

    Virtual museum refers to display and simulate the functions of real museum on the Internet in the form of 3 Dimensions virtual reality by applying interactive programs. Based on Virtual Reality Modeling Language, virtual museum building and its effective interaction with the offline museum lie in making full use of 3 Dimensions panorama technique, virtual reality technique and augmented reality technique, and innovatively taking advantages of dynamic environment modeling technique, real-time 3 Dimensions graphics generating technique, system integration technique and other key virtual reality techniques to make sure the overall design of virtual museum.3 Dimensions panorama technique, also known as panoramic photography or virtual reality, is a technique based on static images of the reality. Virtual reality technique is a kind of computer simulation system which can create and experience the interactive 3 Dimensions dynamic visual world. Augmented reality, also known as mixed reality, is a technique which simulates and mixes the information (visual, sound, taste, touch, etc.) that is difficult for human to experience in reality. These technologies make virtual museum come true. It will not only bring better experience and convenience to the public, but also be conducive to improve the influence and cultural functions of the real museum.

  3. Towards Determination of Visual Requirements for Augmented Reality Displays and Virtual Environments for the Airport Tower

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R.

    2006-01-01

    The visual requirements for augmented reality or virtual environments displays that might be used in real or virtual towers are reviewed with respect to similar displays already used in aircraft. As an example of the type of human performance studies needed to determine the useful specifications of augmented reality displays, an optical see-through display was used in an ATC Tower simulation. Three different binocular fields of view (14deg, 28deg, and 47deg) were examined to determine their effect on subjects ability to detect aircraft maneuvering and landing. The results suggest that binocular fields of view much greater than 47deg are unlikely to dramatically improve search performance and that partial binocular overlap is a feasible display technique for augmented reality Tower applications.

  4. Integration Head Mounted Display Device and Hand Motion Gesture Device for Virtual Reality Laboratory

    NASA Astrophysics Data System (ADS)

    Rengganis, Y. A.; Safrodin, M.; Sukaridhoto, S.

    2018-01-01

    Virtual Reality Laboratory (VR Lab) is an innovation for conventional learning media which show us whole learning process in laboratory. There are many tools and materials are needed by user for doing practical in it, so user could feel new learning atmosphere by using this innovation. Nowadays, technologies more sophisticated than before. So it would carry in education and it will be more effective, efficient. The Supported technologies are needed us for making VR Lab such as head mounted display device and hand motion gesture device. The integration among them will be used us for making this research. Head mounted display device for viewing 3D environment of virtual reality laboratory. Hand motion gesture device for catching user real hand and it will be visualized in virtual reality laboratory. Virtual Reality will show us, if using the newest technologies in learning process it could make more interesting and easy to understand.

  5. Towards Determination of Visual Requirements for Augmented Reality Displays and Virtual Environments for the Airport Tower

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R.

    2006-01-01

    The visual requirements for augmented reality or virtual environments displays that might be used in real or virtual towers are reviewed wi th respect to similar displays already used in aircraft. As an example of the type of human performance studies needed to determine the use ful specifications of augmented reality displays, an optical see-thro ugh display was used in an ATC Tower simulation. Three different binocular fields of view (14 deg, 28 deg, and 47 deg) were examined to det ermine their effect on subjects# ability to detect aircraft maneuveri ng and landing. The results suggest that binocular fields of view much greater than 47 deg are unlikely to dramatically improve search perf ormance and that partial binocular overlap is a feasible display tech nique for augmented reality Tower applications.

  6. Surgery applications of virtual reality

    NASA Technical Reports Server (NTRS)

    Rosen, Joseph

    1994-01-01

    Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.

  7. 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.

  8. Sense of presence and anxiety during virtual social interactions between a human and virtual humans.

    PubMed

    Morina, Nexhmedin; Brinkman, Willem-Paul; Hartanto, Dwi; Emmelkamp, Paul M G

    2014-01-01

    Virtual reality exposure therapy (VRET) has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using different virtual reality displays. A non-clinical sample of 38 participants was randomly assigned to either a head-mounted display (HMD) with motion tracker and sterescopic view condition or a one-screen projection-based virtual reality display condition. Participants in both conditions engaged in free speech dialogues with virtual humans controlled by research assistants. It was hypothesized that exposure to virtual social interactions will elicit moderate levels of sense of presence and anxiety in both groups. Further it was expected that participants in the HMD condition will report higher scores of sense of presence and anxiety than participants in the one-screen projection-based display condition. Results revealed that in both conditions virtual social interactions were associated with moderate levels of sense of presence and anxiety. Additionally, participants in the HMD condition reported significantly higher levels of presence than those in the one-screen projection-based display condition (p = .001). However, contrary to the expectations neither the average level of anxiety nor the highest level of anxiety during exposure to social virtual environments differed between the groups (p = .97 and p = .75, respectively). The findings suggest that virtual social interactions can be successfully applied in VRET to enhance sense of presence and anxiety. Furthermore, our results indicate that one-screen projection-based displays can successfully activate levels of anxiety in social virtual environments. The outcome can prove helpful in using low-cost projection-based virtual reality environments for treating individuals with social phobia.

  9. The virtual environment display system

    NASA Technical Reports Server (NTRS)

    Mcgreevy, Michael W.

    1991-01-01

    Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition.

  10. Anatomical education and surgical simulation based on the Chinese Visible Human: a three-dimensional virtual model of the larynx region.

    PubMed

    Liu, Kaijun; Fang, Binji; Wu, Yi; Li, Ying; Jin, Jun; Tan, Liwen; Zhang, Shaoxiang

    2013-09-01

    Anatomical knowledge of the larynx region is critical for understanding laryngeal disease and performing required interventions. Virtual reality is a useful method for surgical education and simulation. Here, we assembled segmented cross-section slices of the larynx region from the Chinese Visible Human dataset. The laryngeal structures were precisely segmented manually as 2D images, then reconstructed and displayed as 3D images in the virtual reality Dextrobeam system. Using visualization and interaction with the virtual reality modeling language model, a digital laryngeal anatomy instruction was constructed using HTML and JavaScript languages. The volume larynx models can thus display an arbitrary section of the model and provide a virtual dissection function. This networked teaching system of the digital laryngeal anatomy can be read remotely, displayed locally, and manipulated interactively.

  11. Exploring Learner Acceptance of the Use of Virtual Reality in Medical Education: A Case Study of Desktop and Projection-Based Display Systems

    ERIC Educational Resources Information Center

    Huang, Hsiu-Mei; Liaw, Shu-Sheng; Lai, Chung-Min

    2016-01-01

    Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to…

  12. ISMCR 1994: Topical Workshop on Virtual Reality. Proceedings of the Fourth International Symposium on Measurement and Control in Robotics

    NASA Technical Reports Server (NTRS)

    1994-01-01

    This symposium on measurement and control in robotics included sessions on: (1) rendering, including tactile perception and applied virtual reality; (2) applications in simulated medical procedures and telerobotics; (3) tracking sensors in a virtual environment; (4) displays for virtual reality applications; (5) sensory feedback including a virtual environment application with partial gravity simulation; and (6) applications in education, entertainment, technical writing, and animation.

  13. Virtual Reality Exploration and Planning for Precision Colorectal Surgery.

    PubMed

    Guerriero, Ludovica; Quero, Giuseppe; Diana, Michele; Soler, Luc; Agnus, Vincent; Marescaux, Jacques; Corcione, Francesco

    2018-06-01

    Medical software can build a digital clone of the patient with 3-dimensional reconstruction of Digital Imaging and Communication in Medicine images. The virtual clone can be manipulated (rotations, zooms, etc), and the various organs can be selectively displayed or hidden to facilitate a virtual reality preoperative surgical exploration and planning. We present preliminary cases showing the potential interest of virtual reality in colorectal surgery for both cases of diverticular disease and colonic neoplasms. This was a single-center feasibility study. The study was conducted at a tertiary care institution. Two patients underwent a laparoscopic left hemicolectomy for diverticular disease, and 1 patient underwent a laparoscopic right hemicolectomy for cancer. The 3-dimensional virtual models were obtained from preoperative CT scans. The virtual model was used to perform preoperative exploration and planning. Intraoperatively, one of the surgeons was manipulating the virtual reality model, using the touch screen of a tablet, which was interactively displayed to the surgical team. The main outcome was evaluation of the precision of virtual reality in colorectal surgery planning and exploration. In 1 patient undergoing laparoscopic left hemicolectomy, an abnormal origin of the left colic artery beginning as an extremely short common trunk from the inferior mesenteric artery was clearly seen in the virtual reality model. This finding was missed by the radiologist on CT scan. The precise identification of this vascular variant granted a safe and adequate surgery. In the remaining cases, the virtual reality model helped to precisely estimate the vascular anatomy, providing key landmarks for a safer dissection. A larger sample size would be necessary to definitively assess the efficacy of virtual reality in colorectal surgery. Virtual reality can provide an enhanced understanding of crucial anatomical details, both preoperatively and intraoperatively, which could contribute to improve safety in colorectal surgery.

  14. 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.

  15. 'Putting it on the table': direct-manipulative interaction and multi-user display technologies for semi-immersive environments and augmented reality applications.

    PubMed

    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.

  16. Virtual Reality Calibration for Telerobotic Servicing

    NASA Technical Reports Server (NTRS)

    Kim, W.

    1994-01-01

    A virtual reality calibration technique of matching a virtual environment of simulated graphics models in 3-D geometry and perspective with actual camera views of the remote site task environment has been developed to enable high-fidelity preview/predictive displays with calibrated graphics overlay on live video.

  17. Markerless client-server augmented reality system with natural features

    NASA Astrophysics Data System (ADS)

    Ning, Shuangning; Sang, Xinzhu; Chen, Duo

    2017-10-01

    A markerless client-server augmented reality system is presented. In this research, the more extensive and mature virtual reality head-mounted display is adopted to assist the implementation of augmented reality. The viewer is provided an image in front of their eyes with the head-mounted display. The front-facing camera is used to capture video signals into the workstation. The generated virtual scene is merged with the outside world information received from the camera. The integrated video is sent to the helmet display system. The distinguishing feature and novelty is to realize the augmented reality with natural features instead of marker, which address the limitations of the marker, such as only black and white, the inapplicability of different environment conditions, and particularly cannot work when the marker is partially blocked. Further, 3D stereoscopic perception of virtual animation model is achieved. The high-speed and stable socket native communication method is adopted for transmission of the key video stream data, which can reduce the calculation burden of the system.

  18. 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.

  19. See-through 3D technology for augmented reality

    NASA Astrophysics Data System (ADS)

    Lee, Byoungho; Lee, Seungjae; Li, Gang; Jang, Changwon; Hong, Jong-Young

    2017-06-01

    Augmented reality is recently attracting a lot of attention as one of the most spotlighted next-generation technologies. In order to get toward realization of ideal augmented reality, we need to integrate 3D virtual information into real world. This integration should not be noticed by users blurring the boundary between the virtual and real worlds. Thus, ultimate device for augmented reality can reconstruct and superimpose 3D virtual information on the real world so that they are not distinguishable, which is referred to as see-through 3D technology. Here, we introduce our previous researches to combine see-through displays and 3D technologies using emerging optical combiners: holographic optical elements and index matched optical elements. Holographic optical elements are volume gratings that have angular and wavelength selectivity. Index matched optical elements are partially reflective elements using a compensation element for index matching. Using these optical combiners, we could implement see-through 3D displays based on typical methodologies including integral imaging, digital holographic displays, multi-layer displays, and retinal projection. Some of these methods are expected to be optimized and customized for head-mounted or wearable displays. We conclude with demonstration and analysis of fundamental researches for head-mounted see-through 3D displays.

  20. The Use of Haptic Display Technology in Education

    ERIC Educational Resources Information Center

    Barfield, Woodrow

    2009-01-01

    The experience of "virtual reality" can consist of head-tracked and stereoscopic virtual worlds, spatialized sound, haptic feedback, and to a lesser extent olfactory cues. Although virtual reality systems have been proposed for numerous applications, the field of education is one particular application that seems well-suited for virtual…

  1. Head Mounted Displays for Virtual Reality

    DTIC Science & Technology

    1993-02-01

    Produce an Image of Infinity 9 3 The Naval Ocean Systems Center HMD with Front-Mounted CRTs 10 4 The VR Group HMD with Side-Mounted CRTs. The Image is...Convergence Angles 34 vii SECTION 1 INTRODUCTION One of the goals in the development of Virtual Reality ( VR ) is to achieve "total immersion" where one...become transported out of the real world and into the virtual world. The developers of VR have utilized the head mounted display (HMD) as a means of

  2. 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.

  3. Virtual reality: a reality for future military pilotage?

    NASA Astrophysics Data System (ADS)

    McIntire, John P.; Martinsen, Gary L.; Marasco, Peter L.; Havig, Paul R.

    2009-05-01

    Virtual reality (VR) systems provide exciting new ways to interact with information and with the world. The visual VR environment can be synthetic (computer generated) or be an indirect view of the real world using sensors and displays. With the potential opportunities of a VR system, the question arises about what benefits or detriments a military pilot might incur by operating in such an environment. Immersive and compelling VR displays could be accomplished with an HMD (e.g., imagery on the visor), large area collimated displays, or by putting the imagery on an opaque canopy. But what issues arise when, instead of viewing the world directly, a pilot views a "virtual" image of the world? Is 20/20 visual acuity in a VR system good enough? To deliver this acuity over the entire visual field would require over 43 megapixels (MP) of display surface for an HMD or about 150 MP for an immersive CAVE system, either of which presents a serious challenge with current technology. Additionally, the same number of sensor pixels would be required to drive the displays to this resolution (and formidable network architectures required to relay this information), or massive computer clusters are necessary to create an entirely computer-generated virtual reality with this resolution. Can we presently implement such a system? What other visual requirements or engineering issues should be considered? With the evolving technology, there are many technological issues and human factors considerations that need to be addressed before a pilot is placed within a virtual cockpit.

  4. A Framework for Aligning Instructional Design Strategies with Affordances of CAVE Immersive Virtual Reality Systems

    ERIC Educational Resources Information Center

    Ritz, Leah T.; Buss, Alan R.

    2016-01-01

    Increasing availability of immersive virtual reality (IVR) systems, such as the Cave Automatic Virtual Environment (CAVE) and head-mounted displays, for use in education contexts is providing new opportunities and challenges for instructional designers. By highlighting the affordances of IVR specific to the CAVE, the authors emphasize the…

  5. Using Virtual Reality to Help Students with Social Interaction Skills

    ERIC Educational Resources Information Center

    Beach, Jason; Wendt, Jeremy

    2015-01-01

    The purpose of this study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity to…

  6. Virtual Reality.

    ERIC Educational Resources Information Center

    Newby, Gregory B.

    1993-01-01

    Discusses the current state of the art in virtual reality (VR), its historical background, and future possibilities. Highlights include applications in medicine, art and entertainment, science, business, and telerobotics; and VR for information science, including graphical display of bibliographic data, libraries and books, and cyberspace.…

  7. Augmenting the thermal flux experiment: A mixed reality approach with the HoloLens

    NASA Astrophysics Data System (ADS)

    Strzys, M. P.; Kapp, S.; Thees, M.; Kuhn, J.; Lukowicz, P.; Knierim, P.; Schmidt, A.

    2017-09-01

    In the field of Virtual Reality (VR) and Augmented Reality (AR), technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the real world on the other, has been successfully covered by the use of immersive technologies like head-mounted displays, which allow one to embed virtual objects into the real surroundings, leading to a Mixed Reality (MR) experience. In such an environment, digital and real objects do not only coexist, but moreover are also able to interact with each other in real time. These concepts can be used to merge human perception of reality with digitally visualized sensor data, thereby making the invisible visible. As a first example, in this paper we introduce alongside the basic idea of this column an MR experiment in thermodynamics for a laboratory course for freshman students in physics or other science and engineering subjects that uses physical data from mobile devices for analyzing and displaying physical phenomena to students.

  8. EXPLORING ENVIRONMENTAL DATA IN A HIGHLY IMMERSIVE VIRTUAL REALITY ENVIRONMENT

    EPA Science Inventory

    Geography inherently fills a 3D space and yet we struggle with displaying geography using, primaarily, 2D display devices. Virtual environments offer a more realistically-dimensioned display space and this is being realized in the expanding area of research on 3D Geographic Infor...

  9. Mobile viewer system for virtual 3D space using infrared LED point markers and camera

    NASA Astrophysics Data System (ADS)

    Sakamoto, Kunio; Taneji, Shoto

    2006-09-01

    The authors have developed a 3D workspace system using collaborative imaging devices. A stereoscopic display enables this system to project 3D information. In this paper, we describe the position detecting system for a see-through 3D viewer. A 3D display system is useful technology for virtual reality, mixed reality and augmented reality. We have researched spatial imaging and interaction system. We have ever proposed 3D displays using the slit as a parallax barrier, the lenticular screen and the holographic optical elements(HOEs) for displaying active image 1)2)3)4). The purpose of this paper is to propose the interactive system using these 3D imaging technologies. The observer can view virtual images in the real world when the user watches the screen of a see-through 3D viewer. The goal of our research is to build the display system as follows; when users see the real world through the mobile viewer, the display system gives users virtual 3D images, which is floating in the air, and the observers can touch these floating images and interact them such that kids can make play clay. The key technologies of this system are the position recognition system and the spatial imaging display. The 3D images are presented by the improved parallax barrier 3D display. Here the authors discuss the measuring method of the mobile viewer using infrared LED point markers and a camera in the 3D workspace (augmented reality world). The authors show the geometric analysis of the proposed measuring method, which is the simplest method using a single camera not the stereo camera, and the results of our viewer system.

  10. STS-118 Astronaut Dave Williams Trains Using Virtual Reality Hardware

    NASA Technical Reports Server (NTRS)

    2007-01-01

    STS-118 astronaut and mission specialist Dafydd R. 'Dave' Williams, representing the Canadian Space Agency, uses Virtual Reality Hardware in the Space Vehicle Mock Up Facility at the Johnson Space Center to rehearse some of his duties for the upcoming mission. This type of virtual reality training allows the astronauts to wear special gloves and other gear while looking at a computer that displays simulating actual movements around the various locations on the station hardware which with they will be working.

  11. Recent advances in head-mounted light field displays for virtual and augmented reality (Conference Presentation)

    NASA Astrophysics Data System (ADS)

    Hua, Hong

    2017-02-01

    Head-mounted light field displays render a true 3D scene by sampling either the projections of the 3D scene at different depths or the directions of the light rays apparently emitted by the 3D scene and viewed from different eye positions. They are capable of rendering correct or nearly correct focus cues and addressing the very well-known vergence-accommodation mismatch problem in conventional virtual and augmented reality displays. In this talk, I will focus on reviewing recent advancements of head-mounted light field displays for VR and AR applications. I will demonstrate examples of HMD systems developed in my group.

  12. 3D augmented reality with integral imaging display

    NASA Astrophysics Data System (ADS)

    Shen, Xin; Hua, Hong; Javidi, Bahram

    2016-06-01

    In this paper, a three-dimensional (3D) integral imaging display for augmented reality is presented. By implementing the pseudoscopic-to-orthoscopic conversion method, elemental image arrays with different capturing parameters can be transferred into the identical format for 3D display. With the proposed merging algorithm, a new set of elemental images for augmented reality display is generated. The newly generated elemental images contain both the virtual objects and real world scene with desired depth information and transparency parameters. The experimental results indicate the feasibility of the proposed 3D augmented reality with integral imaging.

  13. 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.

  14. Visual field examination method using virtual reality glasses compared with the Humphrey perimeter.

    PubMed

    Tsapakis, Stylianos; Papaconstantinou, Dimitrios; Diagourtas, Andreas; Droutsas, Konstantinos; Andreanos, Konstantinos; Moschos, Marilita M; Brouzas, Dimitrios

    2017-01-01

    To present a visual field examination method using virtual reality glasses and evaluate the reliability of the method by comparing the results with those of the Humphrey perimeter. Virtual reality glasses, a smartphone with a 6 inch display, and software that implements a fast-threshold 3 dB step staircase algorithm for the central 24° of visual field (52 points) were used to test 20 eyes of 10 patients, who were tested in a random and consecutive order as they appeared in our glaucoma department. The results were compared with those obtained from the same patients using the Humphrey perimeter. High correlation coefficient ( r =0.808, P <0.0001) was found between the virtual reality visual field test and the Humphrey perimeter visual field. Visual field examination results using virtual reality glasses have a high correlation with the Humphrey perimeter allowing the method to be suitable for probable clinical use.

  15. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Gonzalez Anez, Francisco

    This paper presents two development projects (STARMATE and VIRMAN) focused on supporting training on maintenance. Both projects aim at specifying, designing, developing, and demonstrating prototypes allowing computer guided maintenance of complex mechanical elements using Augmented and Virtual Reality techniques. VIRMAN is a Spanish development project. The objective is to create a computer tool for maintenance training course elaborations and training delivery based on 3D virtual reality models of complex components. The training delivery includes 3D record displays on maintenance procedures with all complementary information for intervention understanding. Users are requested to perform the maintenance intervention trying to follow up themore » procedure. Users can be evaluated about the level of knowledge achieved. Instructors can check the evaluation records left during the training sessions. VIRMAN is simple software supported by a regular computer and can be used in an Internet framework. STARMATE is a forward step in the area of virtual reality. STARMATE is a European Commission project in the frame of 'Information Societies Technologies'. A consortium of five companies and one research institute shares their expertise in this new technology. STARMATE provides two main functionalities (1) user assistance for achieving assembly/de-assembly and following maintenance procedures, and (2) workforce training. The project relies on Augmented Reality techniques, which is a growing area in Virtual Reality research. The idea of Augmented Reality is to combine a real scene, viewed by the user, with a virtual scene, generated by a computer, augmenting the reality with additional information. The user interface is see-through goggles, headphones, microphone and an optical tracking system. All these devices are integrated in a helmet connected with two regular computers. The user has his hands free for performing the maintenance intervention and he can navigate in the virtual world thanks to a voice recognition system and a virtual pointing device. The maintenance work is guided with audio instructions, 2D and 3D information are directly displayed into the user's goggles: There is a position-tracking system that allows 3D virtual models to be displayed in the real counterpart positions independently of the user allocation. The user can create his own virtual environment, placing the information required wherever he wants. The STARMATE system is applicable to a large variety of real work situations. (author)« less

  16. Immersive Training Systems: Virtual Reality and Education and Training.

    ERIC Educational Resources Information Center

    Psotka, Joseph

    1995-01-01

    Describes virtual reality (VR) technology and VR research on education and training. Focuses on immersion as the key added value of VR, analyzes cognitive variables connected to immersion, how it is generated in synthetic environments and its benefits. Discusses value of tracked, immersive visual displays over nonimmersive simulations. Contains 78…

  17. The Immersive Virtual Reality Experience: A Typology of Users Revealed Through Multiple Correspondence Analysis Combined with Cluster Analysis Technique.

    PubMed

    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.

  18. Beam steering for virtual/augmented reality displays with a cycloidal diffractive waveplate.

    PubMed

    Chen, Haiwei; Weng, Yishi; Xu, Daming; Tabiryan, Nelson V; Wu, Shin-Tson

    2016-04-04

    We proposed a switchable beam steering device with cycloidal diffractive waveplate (CDW) for eye tracking in a virtual reality (VR) or augmented reality (AR) display system. Such a CDW diffracts the incident circularly polarized light to the first order with over 95% efficiency. To convert the input linearly polarized light to right-handed or left-handed circular polarization, we developed a broadband polarization switch consisting of a twisted nematic liquid crystal cell and an achromatic quarter-wave retardation film. By cascading 2-3 CDWs together, multiple diffraction angles can be achieved. To suppress the color dispersion, we proposed two approaches to obtain the same diffraction angle for red, green, and blue LEDs-based full color displays. Our device exhibits several advantages, such as high diffraction efficiency, fast response time, low power consumption, and low cost. It holds promise for the emerging VR/AR displays.

  19. The Virtual Pelvic Floor, a tele-immersive educational environment.

    PubMed Central

    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

  20. Virtual reality 3D headset based on DMD light modulators

    NASA Astrophysics Data System (ADS)

    Bernacki, Bruce E.; Evans, Allan; Tang, Edward

    2014-06-01

    We present the design of an immersion-type 3D headset suitable for virtual reality applications based upon digital micromirror devices (DMD). Current methods for presenting information for virtual reality are focused on either polarizationbased modulators such as liquid crystal on silicon (LCoS) devices, or miniature LCD or LED displays often using lenses to place the image at infinity. LCoS modulators are an area of active research and development, and reduce the amount of viewing light by 50% due to the use of polarization. Viewable LCD or LED screens may suffer low resolution, cause eye fatigue, and exhibit a "screen door" or pixelation effect due to the low pixel fill factor. Our approach leverages a mature technology based on silicon micro mirrors delivering 720p resolution displays in a small form-factor with high fill factor. Supporting chip sets allow rapid integration of these devices into wearable displays with high-definition resolution and low power consumption, and many of the design methods developed for DMD projector applications can be adapted to display use. Potential applications include night driving with natural depth perception, piloting of UAVs, fusion of multiple sensors for pilots, training, vision diagnostics and consumer gaming. Our design concept is described in which light from the DMD is imaged to infinity and the user's own eye lens forms a real image on the user's retina resulting in a virtual retinal display.

  1. Controlled interaction: strategies for using virtual reality to study perception.

    PubMed

    Durgin, Frank H; Li, Zhi

    2010-05-01

    Immersive virtual reality systems employing head-mounted displays offer great promise for the investigation of perception and action, but there are well-documented limitations to most virtual reality systems. In the present article, we suggest strategies for studying perception/action interactions that try to depend on both scale-invariant metrics (such as power function exponents) and careful consideration of the requirements of the interactions under investigation. New data concerning the effect of pincushion distortion on the perception of surface orientation are presented, as well as data documenting the perception of dynamic distortions associated with head movements with uncorrected optics. A review of several successful uses of virtual reality to study the interaction of perception and action emphasizes scale-free analysis strategies that can achieve theoretical goals while minimizing assumptions about the accuracy of virtual simulations.

  2. The RoboCup Mixed Reality League - A Case Study

    NASA Astrophysics Data System (ADS)

    Gerndt, Reinhard; Bohnen, Matthias; da Silva Guerra, Rodrigo; Asada, Minoru

    In typical mixed reality systems there is only a one-way interaction from real to virtual. A human user or the physics of a real object may influence the behavior of virtual objects, but real objects usually cannot be influenced by the virtual world. By introducing real robots into the mixed reality system, we allow a true two-way interaction between virtual and real worlds. Our system has been used since 2007 to implement the RoboCup mixed reality soccer games and other applications for research and edutainment. Our framework system is freely programmable to generate any virtual environment, which may then be further supplemented with virtual and real objects. The system allows for control of any real object based on differential drive robots. The robots may be adapted for different applications, e.g., with markers for identification or with covers to change shape and appearance. They may also be “equipped” with virtual tools. In this chapter we present the hardware and software architecture of our system and some applications. The authors believe this can be seen as a first implementation of Ivan Sutherland’s 1965 idea of the ultimate display: “The ultimate display would, of course, be a room within which the computer can control the existence of matter …” (Sutherland, 1965, Proceedings of IFIPS Congress 2:506-508).

  3. Linking Audio and Visual Information while Navigating in a Virtual Reality Kiosk Display

    ERIC Educational Resources Information Center

    Sullivan, Briana; Ware, Colin; Plumlee, Matthew

    2006-01-01

    3D interactive virtual reality museum exhibits should be easy to use, entertaining, and informative. If the interface is intuitive, it will allow the user more time to learn the educational content of the exhibit. This research deals with interface issues concerning activating audio descriptions of images in such exhibits while the user is…

  4. Conceptual Framework for Therapeutic Training with Biofeedback in Virtual Reality: First Evaluation of a Relaxation Simulator

    ERIC Educational Resources Information Center

    Fominykh, Mikhail; Prasolova-Førland, Ekaterina; Stiles, Tore C.; Krogh, Anne Berit; Linde, Mattias

    2018-01-01

    This paper presents a concept for designing low-cost therapeutic training with biofeedback and virtual reality. We completed the first evaluation of a prototype--a mobile learning application for relaxation training, primarily for adolescents suffering from tension-type headaches. The system delivers visual experience on a head-mounted display. A…

  5. Brief Report: A Pilot Study of the Use of a Virtual Reality Headset in Autism Populations

    ERIC Educational Resources Information Center

    Newbutt, Nigel; Sung, Connie; Kuo, Hung-Jen; Leahy, Michael J.; Lin, Chien-Chun; Tong, Boyang

    2016-01-01

    The application of virtual reality technologies (VRTs) for users with autism spectrum disorder (ASD) has been studied for decades. However, a gap remains in our understanding surrounding VRT head-mounted displays (HMDs). As newly designed HMDs have become commercially available (in this study the Oculus Rift[superscript TM]) the need to…

  6. Optical methods for enabling focus cues in head-mounted displays for virtual and augmented reality

    NASA Astrophysics Data System (ADS)

    Hua, Hong

    2017-05-01

    Developing head-mounted displays (HMD) that offer uncompromised optical pathways to both digital and physical worlds without encumbrance and discomfort confronts many grand challenges, both from technological perspectives and human factors. Among the many challenges, minimizing visual discomfort is one of the key obstacles. One of the key contributing factors to visual discomfort is the lack of the ability to render proper focus cues in HMDs to stimulate natural eye accommodation responses, which leads to the well-known accommodation-convergence cue discrepancy problem. In this paper, I will provide a summary on the various optical methods approaches toward enabling focus cues in HMDs for both virtual reality (VR) and augmented reality (AR).

  7. Change Blindness Phenomena for Virtual Reality Display Systems.

    PubMed

    Steinicke, Frank; Bruder, Gerd; Hinrichs, Klaus; Willemsen, Pete

    2011-09-01

    In visual perception, change blindness describes the phenomenon that persons viewing a visual scene may apparently fail to detect significant changes in that scene. These phenomena have been observed in both computer-generated imagery and real-world scenes. Several studies have demonstrated that change blindness effects occur primarily during visual disruptions such as blinks or saccadic eye movements. However, until now the influence of stereoscopic vision on change blindness has not been studied thoroughly in the context of visual perception research. In this paper, we introduce change blindness techniques for stereoscopic virtual reality (VR) systems, providing the ability to substantially modify a virtual scene in a manner that is difficult for observers to perceive. We evaluate techniques for semiimmersive VR systems, i.e., a passive and active stereoscopic projection system as well as an immersive VR system, i.e., a head-mounted display, and compare the results to those of monoscopic viewing conditions. For stereoscopic viewing conditions, we found that change blindness phenomena occur with the same magnitude as in monoscopic viewing conditions. Furthermore, we have evaluated the potential of the presented techniques for allowing abrupt, and yet significant, changes of a stereoscopically displayed virtual reality environment.

  8. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170885 (1 Oct. 2010) --- NASA astronauts Alvin Drew (left) and Tim Kopra, both STS-133 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  9. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170892 (1 Oct. 2010) --- NASA astronaut Alvin Drew, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  10. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170871 (1 Oct. 2010) --- NASA astronaut Tim Kopra, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Crew trainer David Homan assisted Kopra. Photo credit: NASA or National Aeronautics and Space Administration

  11. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170897 (1 Oct. 2010) --- NASA astronaut Tim Kopra, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  12. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170873 (1 Oct. 2010) --- NASA astronaut Tim Kopra, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Crew trainer David Homan assisted Kopra. Photo credit: NASA or National Aeronautics and Space Administration

  13. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121053 (27 Aug. 2010) --- NASA astronaut Greg Chamitoff, STS-134 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  14. Virtual reality helmet display quality influences the magnitude of virtual reality analgesia.

    PubMed

    Hoffman, Hunter G; Seibel, Eric J; Richards, Todd L; Furness, Thomas A; Patterson, David R; Sharar, Sam R

    2006-11-01

    Immersive Virtual Reality (VR) distraction can be used in addition to traditional opioids to reduce procedural pain. The current study explored whether a High-Tech-VR helmet (ie, a 60-degree field-of-view head-mounted display) reduces pain more effectively than a Low-Tech-VR helmet (a 35-degree field-of-view head-mounted display). Using a double-blind between-groups design, 77 healthy volunteers (no patients) aged 18-23 were randomly assigned to 1 of 3 groups. Each subject received a brief baseline thermal pain stimulus, and the same stimulus again minutes later while in SnowWorld using a Low-Tech-VR helmet (Group 1), using a High-Tech-VR helmet (Group 2), or receiving no distraction (Group 3, control group). Each participant provided subjective 0-10 ratings of cognitive, sensory, and affective components of pain, and amount of fun during the pain stimulus. Compared to the Low-Tech-VR helmet group, subjects in the High-Tech-VR helmet group reported 34% more reduction in worst pain (P < .05), 46% more reduction in pain unpleasantness (P = .001), 29% more reduction in "time spent thinking about pain" (P < .05), and 32% more fun during the pain stimulus in VR (P < .05). Only 29% of participants in the Low-Tech helmet group, as opposed to 65% of participants in the High-Tech-VR helmet group, showed a clinically significant reduction in pain intensity during virtual reality. These results highlight the importance of using an appropriately designed VR helmet to achieve effective VR analgesia (see ). Pain during medical procedures (eg, burn wound care) is often excessive. Adjunctive virtual reality distraction can substantially reduce procedural pain. The results of the present study show that a higher quality VR helmet was more effective at reducing pain than a lower quality VR helmet.

  15. Molecular Rift: Virtual Reality for Drug Designers.

    PubMed

    Norrby, Magnus; Grebner, Christoph; Eriksson, Joakim; Boström, Jonas

    2015-11-23

    Recent advances in interaction design have created new ways to use computers. One example is the ability to create enhanced 3D environments that simulate physical presence in the real world--a virtual reality. This is relevant to drug discovery since molecular models are frequently used to obtain deeper understandings of, say, ligand-protein complexes. We have developed a tool (Molecular Rift), which creates a virtual reality environment steered with hand movements. Oculus Rift, a head-mounted display, is used to create the virtual settings. The program is controlled by gesture-recognition, using the gaming sensor MS Kinect v2, eliminating the need for standard input devices. The Open Babel toolkit was integrated to provide access to powerful cheminformatics functions. Molecular Rift was developed with a focus on usability, including iterative test-group evaluations. We conclude with reflections on virtual reality's future capabilities in chemistry and education. Molecular Rift is open source and can be downloaded from GitHub.

  16. A New Continent of Ideas

    NASA Technical Reports Server (NTRS)

    1990-01-01

    While a new technology called 'virtual reality' is still at the 'ground floor' level, one of its basic components, 3D computer graphics is already in wide commercial use and expanding. Other components that permit a human operator to 'virtually' explore an artificial environment and to interact with it are being demonstrated routinely at Ames and elsewhere. Virtual reality might be defined as an environment capable of being virtually entered - telepresence, it is called - or interacted with by a human. The Virtual Interface Environment Workstation (VIEW) is a head-mounted stereoscopic display system in which the display may be an artificial computer-generated environment or a real environment relayed from remote video cameras. Operator can 'step into' this environment and interact with it. The DataGlove has a series of fiber optic cables and sensors that detect any movement of the wearer's fingers and transmit the information to a host computer; a computer generated image of the hand will move exactly as the operator is moving his gloved hand. With appropriate software, the operator can use the glove to interact with the computer scene by grasping an object. The DataSuit is a sensor equipped full body garment that greatly increases the sphere of performance for virtual reality simulations.

  17. Stereoscopic virtual reality models for planning tumor resection in the sellar region.

    PubMed

    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.

  18. An Adaptive Display to Treat Stress-Related Disorders: EMMA's World

    ERIC Educational Resources Information Center

    Banos, R. M.; Botella, C.; Guillen, V.; Garcia-Palacios, A.; Quero, S.; Breton-Lopez, J.; Alcaniz, M.

    2009-01-01

    Most of the virtual environments currently available in the field of psychological treatments were designed to solve a specific problem. Our research group has developed a versatile virtual reality system (an adaptive display) called "EMMA's world", which can address a wide range of problems. It was designed to assist in clinical situations where…

  19. The future of the CAVE

    NASA Astrophysics Data System (ADS)

    Defanti, Thomas A.; Acevedo, Daniel; Ainsworth, Richard A.; Brown, Maxine D.; Cutchin, Steven; Dawe, Gregory; Doerr, Kai-Uwe; Johnson, Andrew; Knox, Chris; Kooima, Robert; Kuester, Falko; Leigh, Jason; Long, Lance; Otto, Peter; Petrovic, Vid; Ponto, Kevin; Prudhomme, Andrew; Rao, Ramesh; Renambot, Luc; Sandin, Daniel J.; Schulze, Jurgen P.; Smarr, Larry; Srinivasan, Madhu; Weber, Philip; Wickham, Gregory

    2011-03-01

    The CAVE, a walk-in virtual reality environment typically consisting of 4-6 3 m-by-3 m sides of a room made of rear-projected screens, was first conceived and built in 1991. In the nearly two decades since its conception, the supporting technology has improved so that current CAVEs are much brighter, at much higher resolution, and have dramatically improved graphics performance. However, rear-projection-based CAVEs typically must be housed in a 10 m-by-10 m-by-10 m room (allowing space behind the screen walls for the projectors), which limits their deployment to large spaces. The CAVE of the future will be made of tessellated panel displays, eliminating the projection distance, but the implementation of such displays is challenging. Early multi-tile, panel-based, virtual-reality displays have been designed, prototyped, and built for the King Abdullah University of Science and Technology (KAUST) in Saudi Arabia by researchers at the University of California, San Diego, and the University of Illinois at Chicago. New means of image generation and control are considered key contributions to the future viability of the CAVE as a virtual-reality device.

  20. Visual Stability of Objects and Environments Viewed through Head-Mounted Displays

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R.; Adelstein, Bernard D.

    2015-01-01

    Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.

  1. The CAVE (TM) automatic virtual environment: Characteristics and applications

    NASA Technical Reports Server (NTRS)

    Kenyon, Robert V.

    1995-01-01

    Virtual reality may best be defined as the wide-field presentation of computer-generated, multi-sensory information that tracks a user in real time. In addition to the more well-known modes of virtual reality -- head-mounted displays and boom-mounted displays -- the Electronic Visualization Laboratory at the University of Illinois at Chicago recently introduced a third mode: a room constructed from large screens on which the graphics are projected on to three walls and the floor. The CAVE is a multi-person, room sized, high resolution, 3D video and audio environment. Graphics are rear projected in stereo onto three walls and the floor, and viewed with stereo glasses. As a viewer wearing a location sensor moves within its display boundaries, the correct perspective and stereo projections of the environment are updated, and the image moves with and surrounds the viewer. The other viewers in the CAVE are like passengers in a bus, along for the ride. 'CAVE,' the name selected for the virtual reality theater, is both a recursive acronym (Cave Automatic Virtual Environment) and a reference to 'The Simile of the Cave' found in Plato's 'Republic,' in which the philosopher explores the ideas of perception, reality, and illusion. Plato used the analogy of a person facing the back of a cave alive with shadows that are his/her only basis for ideas of what real objects are. Rather than having evolved from video games or flight simulation, the CAVE has its motivation rooted in scientific visualization and the SIGGRAPH 92 Showcase effort. The CAVE was designed to be a useful tool for scientific visualization. The Showcase event was an experiment; the Showcase chair and committee advocated an environment for computational scientists to interactively present their research at a major professional conference in a one-to-many format on high-end workstations attached to large projection screens. The CAVE was developed as a 'virtual reality theater' with scientific content and projection that met the criteria of Showcase.

  2. Thermal feedback in virtual reality and telerobotic systems

    NASA Technical Reports Server (NTRS)

    Zerkus, Mike; Becker, Bill; Ward, Jon; Halvorsen, Lars

    1994-01-01

    A new concept has been developed that allows temperature to be part of the virtual world. The Displaced Temperature Sensing System (DTSS) can 'display' temperature in a virtual reality system.The DTSS can also serve as a feedback device for telerobotics. For virtual reality applications the virtual world software would be required to have a temperature map of its world. By whatever means (magnetic tracker, ultrasound tracker, etc.) the hand and fingers, which have been instrumented with thermodes, would be tracked. The temperature associated with the current position would be transmitted to the DRSS via a serial data link. The DTSS would provide that temperature to the fingers. For telerobotic operation the function of the DTSS is to transmit a temperature from a remote location to the fingers where the temperature can be felt.

  3. Virtual reality and hallucination: a technoetic perspective

    NASA Astrophysics Data System (ADS)

    Slattery, Diana R.

    2008-02-01

    Virtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMDs), navigation and pointing devices; and stereoscopic imaging. This presentation examines the experiential aspect of VR. Putting "virtual" in front of "reality" modifies the ontological status of a class of experience-that of "reality." Reality has also been modified [by artists, new media theorists, technologists and philosophers] as augmented, mixed, simulated, artificial, layered, and enhanced. Modifications of reality are closely tied to modifications of perception. Media theorist Roy Ascott creates a model of three "VR's": Verifiable Reality, Virtual Reality, and Vegetal (entheogenically induced) Reality. The ways in which we shift our perceptual assumptions, create and verify illusions, and enter "the willing suspension of disbelief" that allows us entry into imaginal worlds is central to the experience of VR worlds, whether those worlds are explicitly representational (robotic manipulations by VR) or explicitly imaginal (VR artistic creations). The early rhetoric surrounding VR was interwoven with psychedelics, a perception amplified by Timothy Leary's presence on the historic SIGGRAPH panel, and the Wall Street Journal's tag of VR as "electronic LSD." This paper discusses the connections-philosophical, social-historical, and psychological-perceptual between these two domains.

  4. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121058 (27 Aug. 2010) --- NASA astronauts Michael Fincke (foreground) and Greg Chamitoff, both STS-134 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  5. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121052 (27 Aug. 2010) --- NASA astronauts Michael Fincke (foreground) and Greg Chamitoff, both STS-134 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  6. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121055 (27 Aug. 2010) --- NASA astronauts Michael Fincke (right) and Greg Chamitoff, both STS-134 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  7. Virtual reality welder training

    NASA Astrophysics Data System (ADS)

    White, Steven A.; Reiners, Dirk; Prachyabrued, Mores; Borst, Christoph W.; Chambers, Terrence L.

    2010-01-01

    This document describes the Virtual Reality Simulated MIG Lab (sMIG), a system for Virtual Reality welder training. It is designed to reproduce the experience of metal inert gas (MIG) welding faithfully enough to be used as a teaching tool for beginning welding students. To make the experience as realistic as possible it employs physically accurate and tracked input devices, a real-time welding simulation, real-time sound generation and a 3D display for output. Thanks to being a fully digital system it can go beyond providing just a realistic welding experience by giving interactive and immediate feedback to the student to avoid learning wrong movements from day 1.

  8. Virtual reality at work

    NASA Technical Reports Server (NTRS)

    Brooks, Frederick P., Jr.

    1991-01-01

    The utility of virtual reality computer graphics in telepresence applications is not hard to grasp and promises to be great. When the virtual world is entirely synthetic, as opposed to real but remote, the utility is harder to establish. Vehicle simulators for aircraft, vessels, and motor vehicles are proving their worth every day. Entertainment applications such as Disney World's StarTours are technologically elegant, good fun, and economically viable. Nevertheless, some of us have no real desire to spend our lifework serving the entertainment craze of our sick culture; we want to see this exciting technology put to work in medicine and science. The topics covered include the following: testing a force display for scientific visualization -- molecular docking; and testing a head-mounted display for scientific and medical visualization.

  9. Binocular vision in a virtual world: visual deficits following the wearing of a head-mounted display.

    PubMed

    Mon-Williams, M; Wann, J P; Rushton, S

    1993-10-01

    The short-term effects on binocular stability of wearing a conventional head-mounted display (HMD) to explore a virtual reality environment were examined. Twenty adult subjects (aged 19-29 years) wore a commercially available HMD for 10 min while cycling around a computer generated 3-D world. The twin screen presentations were set to suit the average interpupillary distance of our subject population, to mimic the conditions of public access virtual reality systems. Subjects were examined before and after exposure to the HMD and there were clear signs of induced binocular stress for a number of the subjects. The implications of introducing such HMDs into the workplace and entertainment environments are discussed.

  10. Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.

    PubMed

    Friston, Sebastian; Steed, Anthony; Tilbury, Simon; Gaydadjiev, Georgi

    2016-04-01

    Latency - the delay between a user's action and the response to this action - is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space - but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of ~1 ms from 'tracker to pixel'. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of ~1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system - one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours.

  11. Immersive virtual reality improves movement patterns in patients after ACL reconstruction: implications for enhanced criteria-based return-to-sport rehabilitation.

    PubMed

    Gokeler, Alli; Bisschop, Marsha; Myer, Gregory D; Benjaminse, Anne; Dijkstra, Pieter U; van Keeken, Helco G; van Raay, Jos J A M; Burgerhof, Johannes G M; Otten, Egbert

    2016-07-01

    The purpose of this study was to evaluate the influence of immersion in a virtual reality environment on knee biomechanics in patients after ACL reconstruction (ACLR). It was hypothesized that virtual reality techniques aimed to change attentional focus would influence altered knee flexion angle, knee extension moment and peak vertical ground reaction force (vGRF) in patients following ACLR. Twenty athletes following ACLR and 20 healthy controls (CTRL) performed a step-down task in both a non-virtual reality environment and a virtual reality environment displaying a pedestrian traffic scene. A motion analysis system and force plates were used to measure kinematics and kinetics during a step-down task to analyse each single-leg landing. A significant main effect was found for environment for knee flexion excursion (P = n.s.). Significant interaction differences were found between environment and groups for vGRF (P = 0.004), knee moment (P < 0.001), knee angle at peak vGRF (P = 0.01) and knee flexion excursion (P = 0.03). There was larger effect of virtual reality environment on knee biomechanics in patients after ACLR compared with controls. Patients after ACLR immersed in virtual reality environment demonstrated knee joint biomechanics that approximate those of CTRL. The results of this study indicate that a realistic virtual reality scenario may distract patients after ACLR from conscious motor control. Application of clinically available technology may aid in current rehabilitation programmes to target altered movement patterns after ACLR. Diagnostic study, Level III.

  12. Virtual reality gaming in the rehabilitation of the upper extremities post-stroke.

    PubMed

    Yates, Michael; Kelemen, Arpad; Sik Lanyi, Cecilia

    2016-01-01

    Occurrences of strokes often result in unilateral upper limb dysfunction. Dysfunctions of this nature frequently persist and can present chronic limitations to activities of daily living. Research into applying virtual reality gaming systems to provide rehabilitation therapy have seen resurgence. Themes explored in stroke rehab for paretic limbs are action observation and imitation, versatility, intensity and repetition and preservation of gains. Fifteen articles were ultimately selected for review. The purpose of this literature review is to compare the various virtual reality gaming modalities in the current literature and ascertain their efficacy. The literature supports the use of virtual reality gaming rehab therapy as equivalent to traditional therapies or as successful augmentation to those therapies. While some degree of rigor was displayed in the literature, small sample sizes, variation in study lengths and therapy durations and unequal controls reduce generalizability and comparability. Future studies should incorporate larger sample sizes and post-intervention follow-up measures.

  13. AR Feels "Softer" than VR: Haptic Perception of Stiffness in Augmented versus Virtual Reality.

    PubMed

    Gaffary, Yoren; Le Gouis, Benoit; Marchal, Maud; Argelaguet, Ferran; Arnaldi, Bruno; Lecuyer, Anatole

    2017-11-01

    Does it feel the same when you touch an object in Augmented Reality (AR) or in Virtual Reality (VR)? In this paper we study and compare the haptic perception of stiffness of a virtual object in two situations: (1) a purely virtual environment versus (2) a real and augmented environment. We have designed an experimental setup based on a Microsoft HoloLens and a haptic force-feedback device, enabling to press a virtual piston, and compare its stiffness successively in either Augmented Reality (the virtual piston is surrounded by several real objects all located inside a cardboard box) or in Virtual Reality (the same virtual piston is displayed in a fully virtual scene composed of the same other objects). We have conducted a psychophysical experiment with 12 participants. Our results show a surprising bias in perception between the two conditions. The virtual piston is on average perceived stiffer in the VR condition compared to the AR condition. For instance, when the piston had the same stiffness in AR and VR, participants would select the VR piston as the stiffer one in 60% of cases. This suggests a psychological effect as if objects in AR would feel "softer" than in pure VR. Taken together, our results open new perspectives on perception in AR versus VR, and pave the way to future studies aiming at characterizing potential perceptual biases.

  14. 3-D surface reconstruction of patient specific anatomic data using a pre-specified number of polygons.

    PubMed

    Aharon, S; Robb, R A

    1997-01-01

    Virtual reality environments provide highly interactive, natural control of the visualization process, significantly enhancing the scientific value of the data produced by medical imaging systems. Due to the computational and real time display update requirements of virtual reality interfaces, however, the complexity of organ and tissue surfaces which can be displayed is limited. In this paper, we present a new algorithm for the production of a polygonal surface containing a pre-specified number of polygons from patient or subject specific volumetric image data. The advantage of this new algorithm is that it effectively tiles complex structures with a specified number of polygons selected to optimize the trade-off between surface detail and real-time display rates.

  15. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Markidis, S.; Rizwan, U.

    The use of virtual nuclear control room can be an effective and powerful tool for training personnel working in the nuclear power plants. Operators could experience and simulate the functioning of the plant, even in critical situations, without being in a real power plant or running any risk. 3D models can be exported to Virtual Reality formats and then displayed in the Virtual Reality environment providing an immersive 3D experience. However, two major limitations of this approach are that 3D models exhibit static textures, and they are not fully interactive and therefore cannot be used effectively in training personnel. Inmore » this paper we first describe a possible solution for embedding the output of a computer application in a 3D virtual scene, coupling real-world applications and VR systems. The VR system reported here grabs the output of an application running on an X server; creates a texture with the output and then displays it on a screen or a wall in the virtual reality environment. We then propose a simple model for providing interaction between the user in the VR system and the running simulator. This approach is based on the use of internet-based application that can be commanded by a laptop or tablet-pc added to the virtual environment. (authors)« less

  16. Virtual reality simulation in neurosurgery: technologies and evolution.

    PubMed

    Chan, Sonny; Conti, François; Salisbury, Kenneth; Blevins, Nikolas H

    2013-01-01

    Neurosurgeons are faced with the challenge of learning, planning, and performing increasingly complex surgical procedures in which there is little room for error. With improvements in computational power and advances in visual and haptic display technologies, virtual surgical environments can now offer potential benefits for surgical training, planning, and rehearsal in a safe, simulated setting. This article introduces the various classes of surgical simulators and their respective purposes through a brief survey of representative simulation systems in the context of neurosurgery. Many technical challenges currently limit the application of virtual surgical environments. Although we cannot yet expect a digital patient to be indistinguishable from reality, new developments in computational methods and related technology bring us closer every day. We recognize that the design and implementation of an immersive virtual reality surgical simulator require expert knowledge from many disciplines. This article highlights a selection of recent developments in research areas related to virtual reality simulation, including anatomic modeling, computer graphics and visualization, haptics, and physics simulation, and discusses their implication for the simulation of neurosurgery.

  17. An integrated pipeline to create and experience compelling scenarios in virtual reality

    NASA Astrophysics Data System (ADS)

    Springer, Jan P.; Neumann, Carsten; Reiners, Dirk; Cruz-Neira, Carolina

    2011-03-01

    One of the main barriers to create and use compelling scenarios in virtual reality is the complexity and time-consuming efforts for modeling, element integration, and the software development to properly display and interact with the content in the available systems. Still today, most virtual reality applications are tedious to create and they are hard-wired to the specific display and interaction system available to the developers when creating the application. Furthermore, it is not possible to alter the content or the dynamics of the content once the application has been created. We present our research on designing a software pipeline that enables the creation of compelling scenarios with a fair degree of visual and interaction complexity in a semi-automated way. Specifically, we are targeting drivable urban scenarios, ranging from large cities to sparsely populated rural areas that incorporate both static components (e. g., houses, trees) and dynamic components (e. g., people, vehicles) as well as events, such as explosions or ambient noise. Our pipeline has four basic components. First, an environment designer, where users sketch the overall layout of the scenario, and an automated method constructs the 3D environment from the information in the sketch. Second, a scenario editor used for authoring the complete scenario, incorporate the dynamic elements and events, fine tune the automatically generated environment, define the execution conditions of the scenario, and set up any data gathering that may be necessary during the execution of the scenario. Third, a run-time environment for different virtual-reality systems provides users with the interactive experience as designed with the designer and the editor. And fourth, a bi-directional monitoring system that allows for capturing and modification of information from the virtual environment. One of the interesting capabilities of our pipeline is that scenarios can be built and modified on-the-fly as they are being presented in the virtual-reality systems. Users can quickly prototype the basic scene using the designer and the editor on a control workstation. More elements can then be introduced into the scene from both the editor and the virtual-reality display. In this manner, users are able to gradually increase the complexity of the scenario with immediate feedback. The main use of this pipeline is the rapid development of scenarios for human-factors studies. However, it is applicable in a much more general context.

  18. HTC Vive MeVisLab integration via OpenVR for medical applications

    PubMed Central

    Egger, Jan; Gall, Markus; Wallner, Jürgen; Boechat, Pedro; Hann, Alexander; Li, Xing; Chen, Xiaojun; Schmalstieg, Dieter

    2017-01-01

    Virtual Reality, an immersive technology that replicates an environment via computer-simulated reality, gets a lot of attention in the entertainment industry. However, VR has also great potential in other areas, like the medical domain, Examples are intervention planning, training and simulation. This is especially of use in medical operations, where an aesthetic outcome is important, like for facial surgeries. Alas, importing medical data into Virtual Reality devices is not necessarily trivial, in particular, when a direct connection to a proprietary application is desired. Moreover, most researcher do not build their medical applications from scratch, but rather leverage platforms like MeVisLab, MITK, OsiriX or 3D Slicer. These platforms have in common that they use libraries like ITK and VTK, and provide a convenient graphical interface. However, ITK and VTK do not support Virtual Reality directly. In this study, the usage of a Virtual Reality device for medical data under the MeVisLab platform is presented. The OpenVR library is integrated into the MeVisLab platform, allowing a direct and uncomplicated usage of the head mounted display HTC Vive inside the MeVisLab platform. Medical data coming from other MeVisLab modules can directly be connected per drag-and-drop to the Virtual Reality module, rendering the data inside the HTC Vive for immersive virtual reality inspection. PMID:28323840

  19. HTC Vive MeVisLab integration via OpenVR for medical applications.

    PubMed

    Egger, Jan; Gall, Markus; Wallner, Jürgen; Boechat, Pedro; Hann, Alexander; Li, Xing; Chen, Xiaojun; Schmalstieg, Dieter

    2017-01-01

    Virtual Reality, an immersive technology that replicates an environment via computer-simulated reality, gets a lot of attention in the entertainment industry. However, VR has also great potential in other areas, like the medical domain, Examples are intervention planning, training and simulation. This is especially of use in medical operations, where an aesthetic outcome is important, like for facial surgeries. Alas, importing medical data into Virtual Reality devices is not necessarily trivial, in particular, when a direct connection to a proprietary application is desired. Moreover, most researcher do not build their medical applications from scratch, but rather leverage platforms like MeVisLab, MITK, OsiriX or 3D Slicer. These platforms have in common that they use libraries like ITK and VTK, and provide a convenient graphical interface. However, ITK and VTK do not support Virtual Reality directly. In this study, the usage of a Virtual Reality device for medical data under the MeVisLab platform is presented. The OpenVR library is integrated into the MeVisLab platform, allowing a direct and uncomplicated usage of the head mounted display HTC Vive inside the MeVisLab platform. Medical data coming from other MeVisLab modules can directly be connected per drag-and-drop to the Virtual Reality module, rendering the data inside the HTC Vive for immersive virtual reality inspection.

  20. Toward a comprehensive hybrid physical-virtual reality simulator of peripheral anesthesia with ultrasound and neurostimulator guidance.

    PubMed

    Samosky, Joseph T; Allen, Pete; Boronyak, Steve; Branstetter, Barton; Hein, Steven; Juhas, Mark; Nelson, Douglas A; Orebaugh, Steven; Pinto, Rohan; Smelko, Adam; Thompson, Mitch; Weaver, Robert A

    2011-01-01

    We are developing a simulator of peripheral nerve block utilizing a mixed-reality approach: the combination of a physical model, an MRI-derived virtual model, mechatronics and spatial tracking. Our design uses tangible (physical) interfaces to simulate surface anatomy, haptic feedback during needle insertion, mechatronic display of muscle twitch corresponding to the specific nerve stimulated, and visual and haptic feedback for the injection syringe. The twitch response is calculated incorporating the sensed output of a real neurostimulator. The virtual model is isomorphic with the physical model and is derived from segmented MRI data. This model provides the subsurface anatomy and, combined with electromagnetic tracking of a sham ultrasound probe and a standard nerve block needle, supports simulated ultrasound display and measurement of needle location and proximity to nerves and vessels. The needle tracking and virtual model also support objective performance metrics of needle targeting technique.

  1. Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters

    NASA Astrophysics Data System (ADS)

    Apostolellis, Panagiotis; Daradoumis, Thanasis

    Informal learning in public spaces like museums, science centers and planetariums is increasingly popular during the last years. Recent advancements in large-scale displays allowed contemporary technology-enhanced museums to get equipped with digital domes, some with real-time capabilities like Virtual Reality systems. By conducting extensive literature review we have come to the conclusion that little to no research has been carried out on the leaning outcomes that the combination of VR and audience interaction can provide in the immersive environments of dome theaters. Thus, we propose that audience collaboration in immersive virtual reality environments presents a promising approach to support effective learning in groups of school aged children.

  2. Virtual Reality and Augmented Reality in Plastic Surgery: A Review.

    PubMed

    Kim, Youngjun; Kim, Hannah; Kim, Yong Oock

    2017-05-01

    Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

  3. Virtual Reality and Augmented Reality in Plastic Surgery: A Review

    PubMed Central

    Kim, Youngjun; Kim, Hannah

    2017-01-01

    Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed. PMID:28573091

  4. Social Interaction Development through Immersive Virtual Environments

    ERIC Educational Resources Information Center

    Beach, Jason; Wendt, Jeremy

    2014-01-01

    The purpose of this pilot study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity…

  5. Virtual reality 3D headset based on DMD light modulators

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bernacki, Bruce E.; Evans, Allan; Tang, Edward

    We present the design of an immersion-type 3D headset suitable for virtual reality applications based upon digital micro-mirror devices (DMD). Our approach leverages silicon micro mirrors offering 720p resolution displays in a small form-factor. Supporting chip sets allow rapid integration of these devices into wearable displays with high resolution and low power consumption. Applications include night driving, piloting of UAVs, fusion of multiple sensors for pilots, training, vision diagnostics and consumer gaming. Our design is described in which light from the DMD is imaged to infinity and the user’s own eye lens forms a real image on the user’s retina.

  6. Virtual reality technology prevents accidents in extreme situations

    NASA Astrophysics Data System (ADS)

    Badihi, Y.; Reiff, M. N.; Beychok, S.

    2012-03-01

    This research is aimed at examining the added value of using Virtual Reality (VR) in a driving simulator to prevent road accidents, specifically by improving drivers' skills when confronted with extreme situations. In an experiment, subjects completed a driving scenario using two platforms: A 3-D Virtual Reality display system using an HMD (Head-Mounted Display), and a standard computerized display system based on a standard computer monitor. The results show that the average rate of errors (deviating from the driving path) in a VR environment is significantly lower than in the standard one. In addition, there was no compensation between speed and accuracy in completing the driving mission. On the contrary: The average speed was even slightly faster in the VR simulation than in the standard environment. Thus, generally, despite the lower rate of deviation in VR setting, it is not achieved by driving slower. When the subjects were asked about their personal experiences from the training session, most of the subjects responded that among other things, the VR session caused them to feel a higher sense of commitment to the task and their performance. Some of them even stated that the VR session gave them a real sensation of driving.

  7. Research on Collaborative Technology in Distributed Virtual Reality System

    NASA Astrophysics Data System (ADS)

    Lei, ZhenJiang; Huang, JiJie; Li, Zhao; Wang, Lei; Cui, JiSheng; Tang, Zhi

    2018-01-01

    Distributed virtual reality technology applied to the joint training simulation needs the CSCW (Computer Supported Cooperative Work) terminal multicast technology to display and the HLA (high-level architecture) technology to ensure the temporal and spatial consistency of the simulation, in order to achieve collaborative display and collaborative computing. In this paper, the CSCW’s terminal multicast technology has been used to modify and expand the implementation framework of HLA. During the simulation initialization period, this paper has used the HLA statement and object management service interface to establish and manage the CSCW network topology, and used the HLA data filtering mechanism for each federal member to establish the corresponding Mesh tree. During the simulation running period, this paper has added a new thread for the RTI and the CSCW real-time multicast interactive technology into the RTI, so that the RTI can also use the window message mechanism to notify the application update the display screen. Through many applications of submerged simulation training in substation under the operation of large power grid, it is shown that this paper has achieved satisfactory training effect on the collaborative technology used in distributed virtual reality simulation.

  8. Development and Validation of a Novel Robotic Procedure Specific Simulation Platform: Partial Nephrectomy.

    PubMed

    Hung, Andrew J; Shah, Swar H; Dalag, Leonard; Shin, Daniel; Gill, Inderbir S

    2015-08-01

    We developed a novel procedure specific simulation platform for robotic partial nephrectomy. In this study we prospectively evaluate its face, content, construct and concurrent validity. This hybrid platform features augmented reality and virtual reality. Augmented reality involves 3-dimensional robotic partial nephrectomy surgical videos overlaid with virtual instruments to teach surgical anatomy, technical skills and operative steps. Advanced technical skills are assessed with an embedded full virtual reality renorrhaphy task. Participants were classified as novice (no surgical training, 15), intermediate (less than 100 robotic cases, 13) or expert (100 or more robotic cases, 14) and prospectively assessed. Cohort performance was compared with the Kruskal-Wallis test (construct validity). Post-study questionnaire was used to assess the realism of simulation (face validity) and usefulness for training (content validity). Concurrent validity evaluated correlation between virtual reality renorrhaphy task and a live porcine robotic partial nephrectomy performance (Spearman's analysis). Experts rated the augmented reality content as realistic (median 8/10) and helpful for resident/fellow training (8.0-8.2/10). Experts rated the platform highly for teaching anatomy (9/10) and operative steps (8.5/10) but moderately for technical skills (7.5/10). Experts and intermediates outperformed novices (construct validity) in efficiency (p=0.0002) and accuracy (p=0.002). For virtual reality renorrhaphy, experts outperformed intermediates on GEARS metrics (p=0.002). Virtual reality renorrhaphy and in vivo porcine robotic partial nephrectomy performance correlated significantly (r=0.8, p <0.0001) (concurrent validity). This augmented reality simulation platform displayed face, content and construct validity. Performance in the procedure specific virtual reality task correlated highly with a porcine model (concurrent validity). Future efforts will integrate procedure specific virtual reality tasks and their global assessment. Copyright © 2015 American Urological Association Education and Research, Inc. Published by Elsevier Inc. All rights reserved.

  9. Can a virtual supermarket bring realism into the lab? Comparing shopping behavior using virtual and pictorial store representations to behavior in a physical store.

    PubMed

    van Herpen, Erica; van den Broek, Eva; van Trijp, Hans C M; Yu, Tian

    2016-12-01

    Immersive virtual reality techniques present new opportunities for research into consumer behavior. The current study examines whether the increased realism of a virtual store compared to pictorial (2D) stimuli elicits consumer behavior that is more in line with behavior in a physical store. We examine the number, variety, and type of products selected, amount of money spent, and responses to price promotions and shelf display, in three product categories (fruit & vegetables, milk, and biscuits). We find that virtual reality elicits behavior that is more similar to behavior in the physical store compared to the picture condition for the number of products selected (Milk: M store  = 1.19, M virtual  = 1.53, M pictures  = 2.58) and amount of money spent (Milk: M store  = 1.27, M virtual  = 1.53, M pictures  = 2.60 Euro), and for the selection of products from different areas of the shelf, both vertically (purchases from top shelves, milk and biscuits: P store  = 21.6%, P virtual  = 33.4%, P pictures  = 50.0%) and horizontally (purchase from left shelf, biscuits: P store  = 35.5%, P virtual  = 53.3%, P pictures  = 66.7%). This indicates that virtual reality can improve realism in responses to shelf allocation. Virtual reality was not able to diminish other differences between lab and physical store: participants bought more products and spent more money (for biscuits and fruit & vegetables), bought more national brands, and responded more strongly to price promotions in both virtual reality and pictorial representations than in the physical store. Implications for the use of virtual reality in studies of consumer food choice behavior as well as for future improvement of virtual reality techniques are discussed. Copyright © 2016 Elsevier Ltd. All rights reserved.

  10. An Introduction to 3-D Sound

    NASA Technical Reports Server (NTRS)

    Begault, Durand R.; Null, Cynthia H. (Technical Monitor)

    1997-01-01

    This talk will overview the basic technologies related to the creation of virtual acoustic images, and the potential of including spatial auditory displays in human-machine interfaces. Research into the perceptual error inherent in both natural and virtual spatial hearing is reviewed, since the formation of improved technologies is tied to psychoacoustic research. This includes a discussion of Head Related Transfer Function (HRTF) measurement techniques (the HRTF provides important perceptual cues within a virtual acoustic display). Many commercial applications of virtual acoustics have so far focused on games and entertainment ; in this review, other types of applications are examined, including aeronautic safety, voice communications, virtual reality, and room acoustic simulation. In particular, the notion that realistic simulation is optimized within a virtual acoustic display when head motion and reverberation cues are included within a perceptual model.

  11. The Development of a Virtual Marine Museum for Educational Applications

    ERIC Educational Resources Information Center

    Tarng, Wermhuar; Change, Mei-Yu; Ou, Kuo-Liang; Chang, Ya-Wen; Liou, Hsin-Hun

    2009-01-01

    The objective of this article is to investigate the computer animation and virtual reality technologies for developing a virtual marine museum. The museum consists of three exhibition areas. The first area displays fishes in freshwater, including creeks, rivers, and dams in Taiwan. The second area exhibits marine ecology and creatures of different…

  12. The German VR Simulation Realism Scale--psychometric construction for virtual reality applications with virtual humans.

    PubMed

    Poeschl, Sandra; Doering, Nicola

    2013-01-01

    Virtual training applications with high levels of immersion or fidelity (for example for social phobia treatment) produce high levels of presence and therefore belong to the most successful Virtual Reality developments. Whereas display and interaction fidelity (as sub-dimensions of immersion) and their influence on presence are well researched, realism of the displayed simulation depends on the specific application and is therefore difficult to measure. We propose to measure simulation realism by using a self-report questionnaire. The German VR Simulation Realism Scale for VR training applications was developed based on a translation of scene realism items from the Witmer-Singer-Presence Questionnaire. Items for realism of virtual humans (for example for social phobia training applications) were supplemented. A sample of N = 151 students rated simulation realism of a Fear of Public Speaking application. Four factors were derived by item- and principle component analysis (Varimax rotation), representing Scene Realism, Audience Behavior, Audience Appearance and Sound Realism. The scale developed can be used as a starting point for future research and measurement of simulation realism for applications including virtual humans.

  13. Virtual Reality Used to Serve the Glenn Engineering Community

    NASA Technical Reports Server (NTRS)

    Carney, Dorothy V.

    2001-01-01

    There are a variety of innovative new visualization tools available to scientists and engineers for the display and analysis of their models. At the NASA Glenn Research Center, we have an ImmersaDesk, a large, single-panel, semi-immersive display device. This versatile unit can interactively display three-dimensional images in visual stereo. Our challenge is to make this virtual reality platform accessible and useful to researchers. An example of a successful application of this computer technology is the display of blade out simulations. NASA Glenn structural dynamicists, Dr. Kelly Carney and Dr. Charles Lawrence, funded by the Ultra Safe Propulsion Project under Base R&T, are researching blade outs, when turbine engines lose a fan blade during operation. Key objectives of this research include minimizing danger to the aircraft via effective blade containment, predicting destructive loads due to the imbalance following a blade loss, and identifying safe, cost-effective designs and materials for future engines.

  14. Practical low-cost stereo head-mounted display

    NASA Astrophysics Data System (ADS)

    Pausch, Randy; Dwivedi, Pramod; Long, Allan C., Jr.

    1991-08-01

    A high-resolution head-mounted display has been developed from substantially cheaper components than previous systems. Monochrome displays provide 720 by 280 monochrome pixels to each eye in a one-inch-square region positioned approximately one inch from each eye. The display hardware is the Private Eye, manufactured by Reflection Technologies, Inc. The tracking system uses the Polhemus Isotrak, providing (x,y,z, azimuth, elevation and roll) information on the user''s head position and orientation 60 times per second. In combination with a modified Nintendo Power Glove, this system provides a full-functionality virtual reality/simulation system. Using two host 80386 computers, real-time wire frame images can be produced. Other virtual reality systems require roughly 250,000 in hardware, while this one requires only 5,000. Stereo is particularly useful for this system because shading or occlusion cannot be used as depth cues.

  15. Registration of an on-axis see-through head-mounted display and camera system

    NASA Astrophysics Data System (ADS)

    Luo, Gang; Rensing, Noa M.; Weststrate, Evan; Peli, Eli

    2005-02-01

    An optical see-through head-mounted display (HMD) system integrating a miniature camera that is aligned with the user's pupil is developed and tested. Such an HMD system has a potential value in many augmented reality applications, in which registration of the virtual display to the real scene is one of the critical aspects. The camera alignment to the user's pupil results in a simple yet accurate calibration and a low registration error across a wide range of depth. In reality, a small camera-eye misalignment may still occur in such a system due to the inevitable variations of HMD wearing position with respect to the eye. The effects of such errors are measured. Calculation further shows that the registration error as a function of viewing distance behaves nearly the same for different virtual image distances, except for a shift. The impact of prismatic effect of the display lens on registration is also discussed.

  16. Holographic and light-field imaging for augmented reality

    NASA Astrophysics Data System (ADS)

    Lee, Byoungho; Hong, Jong-Young; Jang, Changwon; Jeong, Jinsoo; Lee, Chang-Kun

    2017-02-01

    We discuss on the recent state of the augmented reality (AR) display technology. In order to realize AR, various seethrough three-dimensional (3D) display techniques have been reported. We describe the AR display with 3D functionality such as light-field display and holography. See-through light-field display can be categorized by the optical elements which are used for see-through property: optical elements controlling path of the light-fields and those generating see-through light-field. Holographic display can be also a good candidate for AR display because it can reconstruct wavefront information and provide realistic virtual information. We introduce the see-through holographic display using various optical techniques.

  17. A novel augmented reality system for displaying inferior alveolar nerve bundles in maxillofacial surgery

    PubMed Central

    Zhu, Ming; Liu, Fei; Chai, Gang; Pan, Jun J.; Jiang, Taoran; Lin, Li; Xin, Yu; Zhang, Yan; Li, Qingfeng

    2017-01-01

    Augmented reality systems can combine virtual images with a real environment to ensure accurate surgery with lower risk. This study aimed to develop a novel registration and tracking technique to establish a navigation system based on augmented reality for maxillofacial surgery. Specifically, a virtual image is reconstructed from CT data using 3D software. The real environment is tracked by the augmented reality (AR) software. The novel registration strategy that we created uses an occlusal splint compounded with a fiducial marker (OSM) to establish a relationship between the virtual image and the real object. After the fiducial marker is recognized, the virtual image is superimposed onto the real environment, forming the “integrated image” on semi-transparent glass. Via the registration process, the integral image, which combines the virtual image with the real scene, is successfully presented on the semi-transparent helmet. The position error of this navigation system is 0.96 ± 0.51 mm. This augmented reality system was applied in the clinic and good surgical outcomes were obtained. The augmented reality system that we established for maxillofacial surgery has the advantages of easy manipulation and high accuracy, which can improve surgical outcomes. Thus, this system exhibits significant potential in clinical applications. PMID:28198442

  18. A novel augmented reality system for displaying inferior alveolar nerve bundles in maxillofacial surgery.

    PubMed

    Zhu, Ming; Liu, Fei; Chai, Gang; Pan, Jun J; Jiang, Taoran; Lin, Li; Xin, Yu; Zhang, Yan; Li, Qingfeng

    2017-02-15

    Augmented reality systems can combine virtual images with a real environment to ensure accurate surgery with lower risk. This study aimed to develop a novel registration and tracking technique to establish a navigation system based on augmented reality for maxillofacial surgery. Specifically, a virtual image is reconstructed from CT data using 3D software. The real environment is tracked by the augmented reality (AR) software. The novel registration strategy that we created uses an occlusal splint compounded with a fiducial marker (OSM) to establish a relationship between the virtual image and the real object. After the fiducial marker is recognized, the virtual image is superimposed onto the real environment, forming the "integrated image" on semi-transparent glass. Via the registration process, the integral image, which combines the virtual image with the real scene, is successfully presented on the semi-transparent helmet. The position error of this navigation system is 0.96 ± 0.51 mm. This augmented reality system was applied in the clinic and good surgical outcomes were obtained. The augmented reality system that we established for maxillofacial surgery has the advantages of easy manipulation and high accuracy, which can improve surgical outcomes. Thus, this system exhibits significant potential in clinical applications.

  19. Application of Virtual, Augmented, and Mixed Reality to Urology.

    PubMed

    Hamacher, Alaric; Kim, Su Jin; Cho, Sung Tae; Pardeshi, Sunil; Lee, Seung Hyun; Eun, Sung-Jong; Whangbo, Taeg Keun

    2016-09-01

    Recent developments in virtual, augmented, and mixed reality have introduced a considerable number of new devices into the consumer market. This momentum is also affecting the medical and health care sector. Although many of the theoretical and practical foundations of virtual reality (VR) were already researched and experienced in the 1980s, the vastly improved features of displays, sensors, interactivity, and computing power currently available in devices offer a new field of applications to the medical sector and also to urology in particular. The purpose of this review article is to review the extent to which VR technology has already influenced certain aspects of medicine, the applications that are currently in use in urology, and the future development trends that could be expected.

  20. Application of Virtual, Augmented, and Mixed Reality to Urology

    PubMed Central

    2016-01-01

    Recent developments in virtual, augmented, and mixed reality have introduced a considerable number of new devices into the consumer market. This momentum is also affecting the medical and health care sector. Although many of the theoretical and practical foundations of virtual reality (VR) were already researched and experienced in the 1980s, the vastly improved features of displays, sensors, interactivity, and computing power currently available in devices offer a new field of applications to the medical sector and also to urology in particular. The purpose of this review article is to review the extent to which VR technology has already influenced certain aspects of medicine, the applications that are currently in use in urology, and the future development trends that could be expected. PMID:27706017

  1. Comparative evaluation of monocular augmented-reality display for surgical microscopes.

    PubMed

    Rodriguez Palma, Santiago; Becker, Brian C; Lobes, Louis A; Riviere, Cameron N

    2012-01-01

    Medical augmented reality has undergone much development recently. However, there is a lack of studies quantitatively comparing the different display options available. This paper compares the effects of different graphical overlay systems in a simple micromanipulation task with "soft" visual servoing. We compared positioning accuracy in a real-time visually-guided task using Micron, an active handheld tremor-canceling microsurgical instrument, using three different displays: 2D screen, 3D screen, and microscope with monocular image injection. Tested with novices and an experienced vitreoretinal surgeon, display of virtual cues in the microscope via an augmented reality injection system significantly decreased 3D error (p < 0.05) compared to the 2D and 3D monitors when confounding factors such as magnification level were normalized.

  2. DJ Sim: a virtual reality DJ simulation game

    NASA Astrophysics Data System (ADS)

    Tang, Ka Yin; Loke, Mei Hwan; Chin, Ching Ling; Chua, Gim Guan; Chong, Jyh Herng; Manders, Corey; Khan, Ishtiaq Rasool; Yuan, Miaolong; Farbiz, Farzam

    2009-02-01

    This work describes the process of developing a 3D Virtual Reality (VR) DJ simulation game intended to be displayed on a stereoscopic display. Using a DLP projector and shutter glasses, the user of the system plays a game in which he or she is a DJ in a night club. The night club's music is playing, and the DJ is "scratching" in correspondence to this music. Much in the flavor of Guitar Hero or Dance Dance Revolution, a virtual turntable is manipulated to project information about how the user should perform. The user only needs a small set of hand gestures, corresponding to the turntable scratch movements to play the game. As the music plays, a series of moving arrows approaching the DJ's turntable instruct the user as to when and how to perform the scratches.

  3. Virtual Application of Darul Arif Palace from Serdang Sultanate using Virtual Reality

    NASA Astrophysics Data System (ADS)

    Syahputra, M. F.; Annisa, T.; Rahmat, R. F.; Muchtar, M. A.

    2017-01-01

    Serdang Sultanate is one of Malay Sultanate in Sumatera Utara. In the 18th century, many Malay Aristocrats have developed in Sumatera Utara. Social revolution has happened in 1946, many sultanates were overthrown and member of PKI (Communist Party of Indonesia) did mass killing on members of the sultanate families. As the results of this incident, many cultural and historical heritage destroyed. The integration of heritage preservation and the digital technology has become recent trend. The digital technology is not only able to record, preserve detailed documents and information of heritage completely, but also effectively bring the value-added. In this research, polygonal modelling techniques from 3D modelling technology is used to reconstruct Darul Arif Palace of Serdang Sultanate. After modelling the palace, it will be combined with virtual reality technology to allow user to explore the palace and the environment around the palace. Virtual technology is simulation of real objects in virtual world. The results in this research is that virtual reality application can run using Head-Mounted Display.

  4. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

    JSC2001-00754 (15 March 2001) --- Astronaut Patrick G. Forrester, STS-105 mission specialist, uses specialized gear in the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  5. International Space Station (ISS)

    NASA Image and Video Library

    2007-05-21

    STS-118 astronaut and mission specialist Dafydd R. “Dave” Williams, representing the Canadian Space Agency, uses Virtual Reality Hardware in the Space Vehicle Mock Up Facility at the Johnson Space Center to rehearse some of his duties for the upcoming mission. This type of virtual reality training allows the astronauts to wear special gloves and other gear while looking at a computer that displays simulating actual movements around the various locations on the station hardware which with they will be working.

  6. Optoelectronics technologies for Virtual Reality systems

    NASA Astrophysics Data System (ADS)

    Piszczek, Marek; Maciejewski, Marcin; Pomianek, Mateusz; Szustakowski, Mieczysław

    2017-08-01

    Solutions in the field of virtual reality are very strongly associated with optoelectronic technologies. This applies to both process design and operation of VR applications. Technologies such as 360 cameras and 3D scanners significantly improve the design work. What is more, HMD displays with high field of view or optoelectronic Motion Capture systems and 3D cameras guarantee an extraordinary experience in immersive VR applications. This article reviews selected technologies from the perspective of their use in a broadly defined process of creating and implementing solutions for virtual reality. There is also the ability to create, modify and adapt new approaches that show team own work (SteamVR tracker). Most of the introduced examples are effectively used by authors to create different VR applications. The use of optoelectronic technology in virtual reality is presented in terms of design and operation of the system as well as referring to specific applications. Designers and users of VR systems should take a close look on new optoelectronics solutions, as they can significantly contribute to increased work efficiency and offer completely new opportunities for virtual world reception.

  7. Contextualized Interdisciplinary Learning in Mainstream Schools Using Augmented Reality-Based Technology: A Dream or Reality?

    ERIC Educational Resources Information Center

    Ong, Alex

    2010-01-01

    The use of augmented reality (AR) tools, where virtual objects such as tables and graphs can be displayed and be interacted with in real scenes created from imaging devices, in mainstream school curriculum is uncommon, as they are potentially costly and sometimes bulky. Thus, such learning tools are mainly applied in tertiary institutions, such as…

  8. Virtual surface characteristics of a tactile display using magneto-rheological fluids.

    PubMed

    Lee, Chul-Hee; Jang, Min-Gyu

    2011-01-01

    Virtual surface characteristics of tactile displays are investigated to characterize the feeling of human touch for a haptic interface application. In order to represent the tactile feeling, a prototype tactile display incorporating Magneto-Rheological (MR) fluid has been developed. Tactile display devices simulate the finger's skin to feel the sensations of contact such as compliance, friction, and topography of the surface. Thus, the tactile display can provide information on the surface of an organic tissue to the surgeon in virtual reality. In order to investigate the compliance feeling of a human finger's touch, normal force responses of a tactile display under various magnetic fields have been assessed. Also, shearing friction force responses of the tactile display are investigated to simulate the action of finger dragging on the surface. Moreover, different matrix arrays of magnetic poles are applied to form the virtual surface topography. From the results, different tactile feelings are observed according to the applied magnetic field strength as well as the arrays of magnetic poles combinations. This research presents a smart tactile display technology for virtual surfaces.

  9. 3D virtual environment of Taman Mini Indonesia Indah in a web

    NASA Astrophysics Data System (ADS)

    Wardijono, B. A.; Wardhani, I. P.; Chandra, Y. I.; Pamungkas, B. U. G.

    2018-05-01

    Taman Mini Indonesia Indah known as TMII is a largest recreational park based on culture in Indonesia. This park has 250 acres that consist of houses from provinces in Indonesia. In TMII, there are traditional houses of the various provinces in Indonesia. The official website of TMII has informed the traditional houses, but the information was limited to public. To provide information more detail about TMII to the public, this research aims to create and develop virtual traditional houses as 3d graphics models and show it via website. The Virtual Reality (VR) technology was used to display the visualization of the TMII and the surrounding environment. This research used Blender software to create the 3D models and Unity3D software to make virtual reality models that can be showed on a web. This research has successfully created 33 virtual traditional houses of province in Indonesia. The texture of traditional house was taken from original to make the culture house realistic. The result of this research was the website of TMII including virtual culture houses that can be displayed through the web browser. The website consists of virtual environment scenes and internet user can walkthrough and navigates inside the scenes.

  10. Virtually There.

    ERIC Educational Resources Information Center

    Lanier, Jaron

    2001-01-01

    Describes tele-immersion, a new medium for human interaction enabled by digital technologies. It combines the display and interaction techniques of virtual reality with new vision technologies that transcend the traditional limitations of a camera. Tele-immersion stations observe people as moving sculptures without favoring a single point of view.…

  11. Immersive Virtual Reality Therapy with Myoelectric Control for Treatment-resistant Phantom Limb Pain: Case Report.

    PubMed

    Chau, Brian; Phelan, Ivan; Ta, Phillip; Humbert, Sarah; Hata, Justin; Tran, Duc

    2017-01-01

    Objective: Phantom limb pain is a condition frequently experienced after amputation. One treatment for phantom limb pain is traditional mirror therapy, yet some patients do not respond to this intervention, and immersive virtual reality mirror therapy offers some potential advantages. We report the case of a patient with severe phantom limb pain following an upper limb amputation and successful treatment with therapy in a custom virtual reality environment. Methods: An interactive 3-D kitchen environment was developed based on the principles of mirror therapy to allow for control of virtual hands while wearing a motion-tracked, head-mounted virtual reality display. The patient used myoelectric control of a virtual hand as well as motion-tracking control in this setting for five therapy sessions. Pain scale measurements and subjective feedback was elicited at each session. Results: Analysis of the measured pain scales showed statistically significant decreases per session [Visual Analog Scale, Short Form McGill Pain Questionnaire, and Wong-Baker FACES pain scores decreased by 55 percent (p=0.0143), 60 percent (p=0.023), and 90 percent (p=0.0024), respectively]. Significant subjective pain relief persisting between sessions was also reported, as well as marked immersion within the virtual environments. On followup at six weeks, the patient noted continued decrease in phantom limb pain symptoms. Conclusions: Currently available immersive virtual reality technology with myolectric and motion tracking control may represent a possible therapy option for treatment-resistant phantom limb pain.

  12. Immersive Virtual Reality Therapy with Myoelectric Control for Treatment-resistant Phantom Limb Pain: Case Report

    PubMed Central

    Phelan, Ivan; Ta, Phillip; Humbert, Sarah; Hata, Justin; Tran, Duc

    2017-01-01

    Objective: Phantom limb pain is a condition frequently experienced after amputation. One treatment for phantom limb pain is traditional mirror therapy, yet some patients do not respond to this intervention, and immersive virtual reality mirror therapy offers some potential advantages. We report the case of a patient with severe phantom limb pain following an upper limb amputation and successful treatment with therapy in a custom virtual reality environment. Methods: An interactive 3-D kitchen environment was developed based on the principles of mirror therapy to allow for control of virtual hands while wearing a motion-tracked, head-mounted virtual reality display. The patient used myoelectric control of a virtual hand as well as motion-tracking control in this setting for five therapy sessions. Pain scale measurements and subjective feedback was elicited at each session. Results: Analysis of the measured pain scales showed statistically significant decreases per session [Visual Analog Scale, Short Form McGill Pain Questionnaire, and Wong-Baker FACES pain scores decreased by 55 percent (p=0.0143), 60 percent (p=0.023), and 90 percent (p=0.0024), respectively]. Significant subjective pain relief persisting between sessions was also reported, as well as marked immersion within the virtual environments. On followup at six weeks, the patient noted continued decrease in phantom limb pain symptoms. Conclusions: Currently available immersive virtual reality technology with myolectric and motion tracking control may represent a possible therapy option for treatment-resistant phantom limb pain. PMID:29616149

  13. Using virtual reality and game technology to assist command and control

    NASA Astrophysics Data System (ADS)

    Riead, Lorien H.; Straub, James; Mangino, Joseph

    2017-04-01

    Recent improvements in virtual reality hardware have brought this technology to the point where easily-obtained commercial equipment can conceivably provide an affordable and relatively unexplored alternative to the traditional monitor and keyboard view of the tactical space. In addition, commercially available game engines provide several advantages for tactical applications. Using these technologies, we have created a concept of a low-cost display that allows for real-time immersive planning and strategy, with suggestions for further exploration.

  14. Folded optics with birefringent reflective polarizers

    NASA Astrophysics Data System (ADS)

    Wong, Timothy L.; Yun, Zhisheng; Ambur, Gregg; Etter, Jo

    2017-06-01

    Polymeric, birefringent reflective polarizers have been used to produce compact, mid-field-of-view eyepieces and wide field-of-view optics for virtual reality (VR) head-mounted displays using the "pancake" lens configuration. Multiple configurations for pancake lens systems are discussed as are their advantages and disadvantages relative to refractive systems. Polarization control is an important consideration and the polarizing effects of different components are discussed. Designs for mid-FOV and wide FOV are presented and additional benefits of using folded optics for virtual reality systems are explored.

  15. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

    JSC2001-00748 (15 March 2001) --- Astronaut Patrick G. Forrester, STS-105 mission specialist, prepares to use specialized gear in the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  16. STS-111 Training in VR lab with Expedition IV and V Crewmembers

    NASA Image and Video Library

    2001-10-18

    JSC2001-E-39083 (18 October 2001) --- Astronaut Franklin R. Chang-Diaz, STS-111 mission specialist, uses specialized gear in the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Endeavour. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  17. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41535 (9 Aug. 2007) --- Astronaut Douglas H. Wheelock, STS-120 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear special gloves and other gear while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  18. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043660 (25 March 2010) --- NASA astronaut Greg Chamitoff, STS-134 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  19. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043685 (25 March 2010) --- NASA astronaut Michael Fincke, STS-134 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  20. jsc2005e04513

    NASA Image and Video Library

    2005-02-03

    JSC2005-E-04513 (3 Feb. 2005) --- European Space Agency (ESA) astronaut Christer Fuglesang, STS-116 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at the Johnson Space Center to rehearse some of his duties on the upcoming mission to the international space station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  1. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41538 (9 Aug. 2007) --- Astronauts Stephanie Wilson, STS-120 mission specialist; Sandra Magnus, Expedition 17 flight engineer; and Dan Tani, Expedition 16 flight engineer, use the virtual reality lab at Johnson Space Center to train for their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements. A computer display is visible in the foreground.

  2. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41537 (9 Aug. 2007) --- Astronaut Douglas H. Wheelock, STS-120 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear special gloves and other gear while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  3. Fast-response LCDs for virtual reality applications

    NASA Astrophysics Data System (ADS)

    Chen, Haiwei; Peng, Fenglin; Gou, Fangwang; Wand, Michael; Wu, Shin-Tson

    2017-02-01

    We demonstrate a fast-response liquid crystal display (LCD) with an ultra-low-viscosity nematic LC mixture. The measured average motion picture response time is only 6.88 ms, which is comparable to 6.66 ms for an OLED at a 120 Hz frame rate. If we slightly increase the TFT frame rate and/or reduce the backlight duty ratio, image blurs can be further suppressed to unnoticeable level. Potential applications of such an image-blur-free LCD for virtual reality, gaming monitors, and TVs are foreseeable.

  4. Perceiving interpersonally-mediated risk in virtual environments

    PubMed Central

    Portnoy, David B.; Smoak, Natalie D.; Marsh, Kerry L.

    2009-01-01

    Using virtual reality (VR) to examine risky behavior that is mediated by interpersonal contact, such as agreeing to have sex, drink, or smoke with someone, offers particular promise and challenges. Social contextual stimuli that might trigger impulsive responses can be carefully controlled in virtual environments (VE), and yet manipulations of risk might be implausible to participants if they do not feel sufficiently immersed in the environment. The current study examined whether individuals can display adequate evidence of presence in a VE that involved potential interpersonally-induced risk: meeting a potential dating partner. Results offered some evidence for the potential of VR for the study of such interpersonal risk situations. Participants’ reaction to the scenario and risk-associated responses to the situation suggested that the embodied nature of virtual reality override the reality of the risk’s impossibility, allowing participants to experience adequate situational embedding, or presence. PMID:20228871

  5. Perceiving interpersonally-mediated risk in virtual environments.

    PubMed

    Portnoy, David B; Smoak, Natalie D; Marsh, Kerry L

    2010-03-01

    Using virtual reality (VR) to examine risky behavior that is mediated by interpersonal contact, such as agreeing to have sex, drink, or smoke with someone, offers particular promise and challenges. Social contextual stimuli that might trigger impulsive responses can be carefully controlled in virtual environments (VE), and yet manipulations of risk might be implausible to participants if they do not feel sufficiently immersed in the environment. The current study examined whether individuals can display adequate evidence of presence in a VE that involved potential interpersonally-induced risk: meeting a potential dating partner. Results offered some evidence for the potential of VR for the study of such interpersonal risk situations. Participants' reaction to the scenario and risk-associated responses to the situation suggested that the embodied nature of virtual reality override the reality of the risk's impossibility, allowing participants to experience adequate situational embedding, or presence.

  6. Frames of Reference in Mobile Augmented Reality Displays

    ERIC Educational Resources Information Center

    Mou, Weimin; Biocca, Frank; Owen, Charles B.; Tang, Arthur; Xiao, Fan; Lim, Lynette

    2004-01-01

    In 3 experiments, the authors investigated spatial updating in augmented reality environments. Participants learned locations of virtual objects on the physical floor. They were turned to appropriate facing directions while blindfolded before making pointing judgments (e.g., "Imagine you are facing X. Point to Y"). Experiments manipulated the…

  7. The Use of Virtual Reality in Patients with Eating Disorders: Systematic Review

    PubMed Central

    Clus, Damien; Larsen, Mark Erik; Lemey, Christophe

    2018-01-01

    Background Patients with eating disorders are characterized by pathological eating habits and a tendency to overestimate their weight and body shape. Virtual reality shows promise for the evaluation and management of patients with eating disorders. This technology, when accepted by this population, allows immersion in virtual environments, assessment, and therapeutic approaches, by exposing users to high-calorie foods or changes in body shape. Objective To better understand the value of virtual reality, we conducted a review of the literature, including clinical studies proposing the use of virtual reality for the evaluation and management of patients with eating disorders. Methods We searched PubMed, PsycINFO, ScienceDirect, the Cochrane Library, Scopus, and Web of Science up to April 2017. We created the list of keywords based on two domains: virtual reality and eating disorders. We used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses to identify, select, and critically appraise relevant research while minimizing bias. Results The initial database searches identified 311 articles, 149 of which we removed as duplicates. We analyzed the resulting set of 26 unique studies that met the inclusion criteria. Of these, 8 studies were randomized controlled trials, 13 were nonrandomized studies, and 5 were clinical trials with only 1 participant. Most articles focused on clinical populations (19/26, 73%), with the remainder reporting case-control studies (7/26, 27%). Most of the studies used visual immersive equipment (16/26, 62%) with a head-mounted display (15/16, 94%). Two main areas of interest emerged from these studies: virtual work on patients’ body image (7/26, 27%) and exposure to virtual food stimuli (10/26, 38%). Conclusions We conducted a broad analysis of studies on the use of virtual reality in patients with eating disorders. This review of the literature showed that virtual reality is an acceptable and promising therapeutic tool for patients with eating disorders. PMID:29703715

  8. [Virtual reality therapy in anxiety disorders].

    PubMed

    Mitrousia, V; Giotakos, O

    2016-01-01

    During the last decade a number of studies have been conducted in order to examine if virtual reality exposure therapy can be an alternative form of therapy for the treatment of mental disorders and particularly for the treatment of anxiety disorders. Imaginal exposure therapy, which is one of the components of Cognitive Behavioral Therapy, cannot be easily applied to all patients and in cases like those virtual reality can be used as an alternative or a supportive psychotherapeutic technique. Most studies using virtual reality have focused on anxiety disorders, mainly in specific phobias, but some extend to other disorders such as eating disorders, drug dependence, pain control and palliative care and rehabilitation. Main characteristics of virtual reality therapy are: "interaction", "immersion", and "presence". High levels of "immersion" and "presence" are associated with increased response to exposure therapy in virtual environments, as well as better therapeutic outcomes and sustained therapeutic gains. Typical devices that are used in order patient's immersion to be achieved are the Head-Mounted Displays (HMD), which are only for individual use, and the computer automatic virtual environment (CAVE), which is a multiuser. Virtual reality therapy's disadvantages lie in the difficulties that arise due to the demanded specialized technology skills, devices' cost and side effects. Therapists' training is necessary in order for them to be able to manipulate the software and the hardware and to adjust it to each case's needs. Devices' cost is high but as technology continuously improves it constantly decreases. Immersion during virtual reality therapy can induce mild and temporary side effects such as nausea, dizziness or headache. Until today, however, experience shows that virtual reality offers several advantages. Patient's avoidance to be exposed in phobic stimuli is reduced via the use of virtual reality since the patient is exposed to them as many times as he wishes and under the supervision of the therapist. The technique takes place in the therapist's office which ensures confidentiality and privacy. The therapist is able to control unpredicted events that can occur during patient's exposure in real environments. Mainly the therapist can control the intensity of exposure and adapt it to the patient's needs. Virtual reality can be proven particularly useful in some specific psychological states. For instance, patients with post-traumatic stress disorder (PTSD) who prone to avoid the reminders of the traumatic events. Exposure in virtual reality can solve this problem providing to the patient a large number of stimuli that activate the senses causing the necessary physiological and psychological anxiety reactions, regardless of his willingness or ability to recall in his imagination the traumatic event.

  9. Virtual reality interface devices in the reorganization of neural networks in the brain of patients with neurological diseases.

    PubMed

    Gatica-Rojas, Valeska; Méndez-Rebolledo, Guillermo

    2014-04-15

    Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual reality interface devices such as the Nintendo® Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addition, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients' brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies.

  10. Virtual reality interface devices in the reorganization of neural networks in the brain of patients with neurological diseases

    PubMed Central

    Gatica-Rojas, Valeska; Méndez-Rebolledo, Guillermo

    2014-01-01

    Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual reality interface devices such as the Nintendo® Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addition, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients’ brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies. PMID:25206907

  11. Visuo-Haptic Mixed Reality with Unobstructed Tool-Hand Integration.

    PubMed

    Cosco, Francesco; Garre, Carlos; Bruno, Fabio; Muzzupappa, Maurizio; Otaduy, Miguel A

    2013-01-01

    Visuo-haptic mixed reality consists of adding to a real scene the ability to see and touch virtual objects. It requires the use of see-through display technology for visually mixing real and virtual objects, and haptic devices for adding haptic interaction with the virtual objects. Unfortunately, the use of commodity haptic devices poses obstruction and misalignment issues that complicate the correct integration of a virtual tool and the user's real hand in the mixed reality scene. In this work, we propose a novel mixed reality paradigm where it is possible to touch and see virtual objects in combination with a real scene, using commodity haptic devices, and with a visually consistent integration of the user's hand and the virtual tool. We discuss the visual obstruction and misalignment issues introduced by commodity haptic devices, and then propose a solution that relies on four simple technical steps: color-based segmentation of the hand, tracking-based segmentation of the haptic device, background repainting using image-based models, and misalignment-free compositing of the user's hand. We have developed a successful proof-of-concept implementation, where a user can touch virtual objects and interact with them in the context of a real scene, and we have evaluated the impact on user performance of obstruction and misalignment correction.

  12. Virtual reality in surgery and medicine.

    PubMed

    Chinnock, C

    1994-01-01

    This report documents the state of development of enhanced and virtual reality-based systems in medicine. Virtual reality systems seek to simulate a surgical procedure in a computer-generated world in order to improve training. Enhanced reality systems seek to augment or enhance reality by providing improved imaging alternatives for specific patient data. Virtual reality represents a paradigm shift in the way we teach and evaluate the skills of medical personnel. Driving the development of virtual reality-based simulators is laparoscopic abdominal surgery, where there is a perceived need for better training techniques; within a year, systems will be fielded for second-year residency students. Further refinements over perhaps the next five years should allow surgeons to evaluate and practice new techniques in a simulator before using them on patients. Technical developments are rapidly improving the realism of these machines to an amazing degree, as well as bringing the price down to affordable levels. In the next five years, many new anatomical models, procedures, and skills are likely to become available on simulators. Enhanced reality systems are generally being developed to improve visualization of specific patient data. Three-dimensional (3-D) stereovision systems for endoscopic applications, head-mounted displays, and stereotactic image navigation systems are being fielded now, with neurosurgery and laparoscopic surgery being major driving influences. Over perhaps the next five years, enhanced and virtual reality systems are likely to merge. This will permit patient-specific images to be used on virtual reality simulators or computer-generated landscapes to be input into surgical visualization instruments. Percolating all around these activities are developments in robotics and telesurgery. An advanced information infrastructure eventually will permit remote physicians to share video, audio, medical records, and imaging data with local physicians in real time. Surgical robots are likely to be deployed for specific tasks in the operating room (OR) and to support telesurgery applications. Technical developments in robotics and motion control are key components of many virtual reality systems. Since almost all of the virtual reality and enhanced reality systems will be digitally based, they are also capable of being put "on-line" for tele-training, consulting, and even surgery. Advancements in virtual and enhanced reality systems will be driven in part by consumer applications of this technology. Many of the companies that will supply systems for medical applications are also working on commercial products. A big consumer hit can benefit the entire industry by increasing volumes and bringing down costs.(ABSTRACT TRUNCATED AT 400 WORDS)

  13. Large depth of focus dynamic micro integral imaging for optical see-through augmented reality display using a focus-tunable lens.

    PubMed

    Shen, Xin; Javidi, Bahram

    2018-03-01

    We have developed a three-dimensional (3D) dynamic integral-imaging (InIm)-system-based optical see-through augmented reality display with enhanced depth range of a 3D augmented image. A focus-tunable lens is adopted in the 3D display unit to relay the elemental images with various positions to the micro lens array. Based on resolution priority integral imaging, multiple lenslet image planes are generated to enhance the depth range of the 3D image. The depth range is further increased by utilizing both the real and virtual 3D imaging fields. The 3D reconstructed image and the real-world scene are overlaid using an optical see-through display for augmented reality. The proposed system can significantly enhance the depth range of a 3D reconstructed image with high image quality in the micro InIm unit. This approach provides enhanced functionality for augmented information and adjusts the vergence-accommodation conflict of a traditional augmented reality display.

  14. A telescope with augmented reality functions

    NASA Astrophysics Data System (ADS)

    Hou, Qichao; Cheng, Dewen; Wang, Qiwei; Wang, Yongtian

    2016-10-01

    This study introduces a telescope with virtual reality (VR) and augmented reality (AR) functions. In this telescope, information on the micro-display screen is integrated to the reticule of telescope through a beam splitter and is then received by the observer. The design and analysis of telescope optical system with AR and VR ability is accomplished and the opto-mechanical structure is designed. Finally, a proof-of-concept prototype is fabricated and demonstrated. The telescope has an exit pupil diameter of 6 mm at an eye relief of 19 mm, 6° field of view, 5 to 8 times visual magnification , and a 30° field of view of the virtual image.

  15. The Impact of Virtual Reality on Chronic Pain.

    PubMed

    Jones, Ted; Moore, Todd; Choo, James

    2016-01-01

    The treatment of chronic pain could benefit from additional non-opioid interventions. Virtual reality (VR) has been shown to be effective in decreasing pain for procedural or acute pain but to date there have been few studies on its use in chronic pain. The present study was an investigation of the impact of a virtual reality application for chronic pain. Thirty (30) participants with various chronic pain conditions were offered a five-minute session using a virtual reality application called Cool! Participants were asked about their pain using a 0-10 visual analog scale rating before the VR session, during the session and immediately after the session. They were also asked about immersion into the VR world and about possible side effects. Pain was reduced from pre-session to post-session by 33%. Pain was reduced from pre-session during the VR session by 60%. These changes were both statistically significant at the p < .001 level. Three participants (10%) reported no change between pre and post pain ratings. Ten participants (33%) reported complete pain relief while doing the virtual reality session. All participants (100%) reported a decrease in pain to some degree between pre-session pain and during-session pain. The virtual reality experience was found here to provide a significant amount of pain relief. A head mounted display (HMD) was used with all subjects and no discomfort was experienced. Only one participant noted any side effects. VR seems to have promise as a non-opioid treatment for chronic pain and further investigation is warranted.

  16. Efficacy of virtual reality in pedestrian safety research.

    PubMed

    Deb, Shuchisnigdha; Carruth, Daniel W; Sween, Richard; Strawderman, Lesley; Garrison, Teena M

    2017-11-01

    Advances in virtual reality technology present new opportunities for human factors research in areas that are dangerous, difficult, or expensive to study in the real world. The authors developed a new pedestrian simulator using the HTC Vive head mounted display and Unity software. Pedestrian head position and orientation were tracked as participants attempted to safely cross a virtual signalized intersection (5.5 m). In 10% of 60 trials, a vehicle violated the traffic signal and in 10.84% of these trials, a collision between the vehicle and the pedestrian was observed. Approximately 11% of the participants experienced simulator sickness and withdrew from the study. Objective measures, including the average walking speed, indicate that participant behavior in VR matches published real world norms. Subjective responses indicate that the virtual environment was realistic and engaging. Overall, the study results confirm the effectiveness of the new virtual reality technology for research on full motion tasks. Copyright © 2017 Elsevier Ltd. All rights reserved.

  17. Virtual reality enhanced mannequin (VREM) that is well received by resuscitation experts.

    PubMed

    Semeraro, Federico; Frisoli, Antonio; Bergamasco, Massimo; Cerchiari, Erga L

    2009-04-01

    The objective of this study was to test acceptance of, and interest in, a newly developed prototype of virtual reality enhanced mannequin (VREM) on a sample of congress attendees who volunteered to participate in the evaluation session and to respond to a specifically designed questionnaire. A commercial Laerdal HeartSim 4000 mannequin was developed to integrate virtual reality (VR) technologies with specially developed virtual reality software to increase the immersive perception of emergency scenarios. To evaluate the acceptance of a virtual reality enhanced mannequin (VREM), we presented it to a sample of 39 possible users. Each evaluation session involved one trainee and two instructors with a standardized procedure and scenario: the operator was invited by the instructor to wear the data-gloves and the head mounted display and was briefly introduced to the scope of the simulation. The instructor helped the operator familiarize himself with the environment. After the patient's collapse, the operator was asked to check the patient's clinical conditions and start CPR. Finally, the patient started to recover signs of circulation and the evaluation session was concluded. Each participant was then asked to respond to a questionnaire designed to explore the trainee's perception in the areas of user-friendliness, realism, and interaction/immersion. Overall, the evaluation of the system was very positive, as was the feeling of immersion and realism of the environment and simulation. Overall, 84.6% of the participants judged the virtual reality experience as interesting and believed that its development could be very useful for healthcare training. The prototype of the virtual reality enhanced mannequin was well-liked, without interfence by interaction devices, and deserves full technological development and validation in emergency medical training.

  18. [Self-regulation and virtual reality in forensic psychiatry: An emphasis on theoretical underpinnings].

    PubMed

    Benbouriche, M; Renaud, P; Pelletier, J-F; De Loor, P

    2016-12-01

    Forensic psychiatry is the field whose expertise is the assessment and treatment of offending behaviours, in particular when offenses are related to mental illness. An underlying question for all etiological models concerns the manner in which an individual's behaviours are organized. Specifically, it becomes crucial to understand how certain individuals come to display maladaptive behaviours in a given environment, especially when considering issues such as offenders' responsibility and their ability to change their behaviours. Thanks to its ability to generate specific environments, associated with a high experimental control on generated simulations, virtual reality is gaining recognition in forensic psychiatry. Virtual reality has generated promising research data and may turn out to be a remarkable clinical tool in the near future. While research has increased, a conceptual work about its theoretical underpinnings is still lacking. However, no important benefit should be expected from the introduction of a new tool (as innovative as virtual reality) without an explicit and heuristic theoretical framework capable of clarifying its benefits in forensic psychiatry. Our paper introduces self-regulation perspective as the most suitable theoretical framework for virtual reality in forensic psychiatry. It will be argued that virtual reality does not solely help to increase ecological validity. However, it does allow one to grant access to an improved understanding of violent offending behaviours by probing into the underlying mechanisms involved in the self-regulation of behaviours in a dynamical environment. Illustrations are given as well as a discussion regarding perspectives in the use of virtual reality in forensic psychiatry. Copyright © 2015 L’Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.

  19. 64.1: Display Technologies for Therapeutic Applications of Virtual Reality

    PubMed Central

    Hoffman, Hunter G.; Schowengerdt, Brian T.; Lee, Cameron M.; Magula, Jeff; Seibel, Eric J.

    2015-01-01

    A paradigm shift in image source technology for VR helmets is needed. Using scanning fiber displays to replace LCD displays creates lightweight, safe, low cost, wide field of view, portable VR goggles ideal for reducing pain during severe burn wound care in hospitals and possibly in austere combat-transport environments. PMID:26146424

  20. Evaluating display fidelity and interaction fidelity in a virtual reality game.

    PubMed

    McMahan, Ryan P; Bowman, Doug A; Zielinski, David J; Brady, Rachael B

    2012-04-01

    In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world).

  1. Using Auditory Cues to Perceptually Extract Visual Data in Collaborative, Immersive Big-Data Display Systems

    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.

  2. Studies of the field-of-view resolution tradeoff in virtual-reality systems

    NASA Technical Reports Server (NTRS)

    Piantanida, Thomas P.; Boman, Duane; Larimer, James; Gille, Jennifer; Reed, Charles

    1992-01-01

    Most virtual-reality systems use LCD-based displays that achieve a large field-of-view at the expense of resolution. A typical display will consist of approximately 86,000 pixels uniformly distributed over an 80-degree by 60-degree image. Thus, each pixel subtends about 13 minutes of arc at the retina; about the same as the resolvable features of the 20/200 line of a Snellen Eye Chart. The low resolution of LCD-based systems limits task performance in some applications. We have examined target-detection performance in a low-resolution virtual world. Our synthesized three-dimensional virtual worlds consisted of target objects that could be positioned at a fixed distance from the viewer, but at random azimuth and constrained elevation. A virtual world could be bounded by chromatic walls or by wire-frame, or it could be unbounded. Viewers scanned these worlds and indicated by appropriate gestures when they had detected the target object. By manipulating the viewer's field size and the chromatic and luminance contrast of annuli surrounding the field-of-view, we were able to assess the effect of field size on the detection of virtual objects in low-resolution synthetic worlds.

  3. Virtual reality intervention for older women with breast cancer.

    PubMed

    Schneider, Susan M; Ellis, Mathew; Coombs, William T; Shonkwiler, Erin L; Folsom, Linda C

    2003-06-01

    This study examined the effects of a virtual reality distraction intervention on chemotherapy-related symptom distress levels in 16 women aged 50 and older. A cross-over design was used to answer the following research questions: (1) Is virtual reality an effective distraction intervention for reducing chemotherapy-related symptom distress levels in older women with breast cancer? (2) Does virtual reality have a lasting effect? Chemotherapy treatments are intensive and difficult to endure. One way to cope with chemotherapy-related symptom distress is through the use of distraction. For this study, a head-mounted display (Sony PC Glasstron PLM - S700) was used to display encompassing images and block competing stimuli during chemotherapy infusions. The Symptom Distress Scale (SDS), Revised Piper Fatigue Scale (PFS), and the State Anxiety Inventory (SAI) were used to measure symptom distress. For two matched chemotherapy treatments, one pre-test and two post-test measures were employed. Participants were randomly assigned to receive the VR distraction intervention during one chemotherapy treatment and received no distraction intervention (control condition) during an alternate chemotherapy treatment. Analysis using paired t-tests demonstrated a significant decrease in the SAI (p = 0.10) scores immediately following chemotherapy treatments when participants used VR. No significant changes were found in SDS or PFS values. There was a consistent trend toward improved symptoms on all measures 48 h following completion of chemotherapy. Evaluation of the intervention indicated that women thought the head mounted device was easy to use, they experienced no cybersickness, and 100% would use VR again.

  4. Sensor supervision and multiagent commanding by means of projective virtual reality

    NASA Astrophysics Data System (ADS)

    Rossmann, Juergen

    1998-10-01

    When autonomous systems with multiple agents are considered, conventional control- and supervision technologies are often inadequate because the amount of information available is often presented in a way that the user is effectively overwhelmed by the displayed data. New virtual reality (VR) techniques can help to cope with this problem, because VR offers the chance to convey information in an intuitive manner and can combine supervision capabilities and new, intuitive approaches to the control of autonomous systems. In the approach taken, control and supervision issues were equally stressed and finally led to the new ideas and the general framework for Projective Virtual Reality. The key idea of this new approach for an intuitively operable man machine interface for decentrally controlled multi-agent systems is to let the user act in the virtual world, detect the changes and have an action planning component automatically generate task descriptions for the agents involved to project actions that have been carried out by users in the virtual world into the physical world, e.g. with the help of robots. Thus the Projective Virtual Reality approach is to split the job between the task deduction in the VR and the task `projection' onto the physical automation components by the automatic action planning component. Besides describing the realized projective virtual reality system, the paper will also describe in detail the metaphors and visualization aids used to present different types of (e.g. sensor-) information in an intuitively comprehensible manner.

  5. A succinct overview of virtual reality technology use in Alzheimer's disease.

    PubMed

    García-Betances, Rebeca I; Arredondo Waldmeyer, María Teresa; Fico, Giuseppe; Cabrera-Umpiérrez, María Fernanda

    2015-01-01

    We provide a brief review and appraisal of recent and current virtual reality (VR) technology for Alzheimer's disease (AD) applications. We categorize them according to their intended purpose (e.g., diagnosis, patient cognitive training, caregivers' education, etc.), focus feature (e.g., spatial impairment, memory deficit, etc.), methodology employed (e.g., tasks, games, etc.), immersion level, and passive or active interaction. Critical assessment indicates that most of them do not yet take full advantage of virtual environments with high levels of immersion and interaction. Many still rely on conventional 2D graphic displays to create non-immersive or semi-immersive VR scenarios. Important improvements are needed to make VR a better and more versatile assessment and training tool for AD. The use of the latest display technologies available, such as emerging head-mounted displays and 3D smart TV technologies, together with realistic multi-sensorial interaction devices, and neuro-physiological feedback capacity, are some of the most beneficial improvements this mini-review suggests. Additionally, it would be desirable that such VR applications for AD be easily and affordably transferable to in-home and nursing home environments.

  6. Advanced Visual and Instruction Systems for Maintenance Support (AVIS-MS)

    DTIC Science & Technology

    2006-12-01

    Hayashi , "Augmentable Reality: Situated Communication through Physical and Digital Spaces," Proc. 2nd Int’l Symp. Wearable Computers, IEEE CS Press...H. Ohno , "An Optical See-through Display for Mutual Occlusion of Real and Virtual Environments," Proc. Int’l Symp. Augmented Reality 2000 (ISARO0

  7. CAVE2: a hybrid reality environment for immersive simulation and information analysis

    NASA Astrophysics Data System (ADS)

    Febretti, Alessandro; Nishimoto, Arthur; Thigpen, Terrance; Talandis, Jonas; Long, Lance; Pirtle, J. D.; Peterka, Tom; Verlo, Alan; Brown, Maxine; Plepys, Dana; Sandin, Dan; Renambot, Luc; Johnson, Andrew; Leigh, Jason

    2013-03-01

    Hybrid Reality Environments represent a new kind of visualization spaces that blur the line between virtual environments and high resolution tiled display walls. This paper outlines the design and implementation of the CAVE2TM Hybrid Reality Environment. CAVE2 is the world's first near-seamless flat-panel-based, surround-screen immersive system. Unique to CAVE2 is that it will enable users to simultaneously view both 2D and 3D information, providing more flexibility for mixed media applications. CAVE2 is a cylindrical system of 24 feet in diameter and 8 feet tall, and consists of 72 near-seamless, off-axisoptimized passive stereo LCD panels, creating an approximately 320 degree panoramic environment for displaying information at 37 Megapixels (in stereoscopic 3D) or 74 Megapixels in 2D and at a horizontal visual acuity of 20/20. Custom LCD panels with shifted polarizers were built so the images in the top and bottom rows of LCDs are optimized for vertical off-center viewing- allowing viewers to come closer to the displays while minimizing ghosting. CAVE2 is designed to support multiple operating modes. In the Fully Immersive mode, the entire room can be dedicated to one virtual simulation. In 2D model, the room can operate like a traditional tiled display wall enabling users to work with large numbers of documents at the same time. In the Hybrid mode, a mixture of both 2D and 3D applications can be simultaneously supported. The ability to treat immersive work spaces in this Hybrid way has never been achieved before, and leverages the special abilities of CAVE2 to enable researchers to seamlessly interact with large collections of 2D and 3D data. To realize this hybrid ability, we merged the Scalable Adaptive Graphics Environment (SAGE) - a system for supporting 2D tiled displays, with Omegalib - a virtual reality middleware supporting OpenGL, OpenSceneGraph and Vtk applications.

  8. Development of a surgical navigation system based on augmented reality using an optical see-through head-mounted display.

    PubMed

    Chen, Xiaojun; Xu, Lu; Wang, Yiping; Wang, Huixiang; Wang, Fang; Zeng, Xiangsen; Wang, Qiugen; Egger, Jan

    2015-06-01

    The surgical navigation system has experienced tremendous development over the past decades for minimizing the risks and improving the precision of the surgery. Nowadays, Augmented Reality (AR)-based surgical navigation is a promising technology for clinical applications. In the AR system, virtual and actual reality are mixed, offering real-time, high-quality visualization of an extensive variety of information to the users (Moussa et al., 2012) [1]. For example, virtual anatomical structures such as soft tissues, blood vessels and nerves can be integrated with the real-world scenario in real time. In this study, an AR-based surgical navigation system (AR-SNS) is developed using an optical see-through HMD (head-mounted display), aiming at improving the safety and reliability of the surgery. With the use of this system, including the calibration of instruments, registration, and the calibration of HMD, the 3D virtual critical anatomical structures in the head-mounted display are aligned with the actual structures of patient in real-world scenario during the intra-operative motion tracking process. The accuracy verification experiment demonstrated that the mean distance and angular errors were respectively 0.809±0.05mm and 1.038°±0.05°, which was sufficient to meet the clinical requirements. Copyright © 2015 Elsevier Inc. All rights reserved.

  9. STS-116 Preflight Training, VR Lab

    NASA Image and Video Library

    2006-08-07

    JSC2006-E-33308 (7 Aug. 2006) --- European Space Agency (ESA) astronaut Christer Fuglesang, STS-116 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at the Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. David J. Homan assisted Fuglesang.

  10. STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training

    NASA Image and Video Library

    2009-09-25

    JSC2009-E-214340 (25 Sept. 2009) --- NASA astronaut Clayton Anderson, STS-131 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  11. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014958 (28 Jan. 2010) --- NASA astronaut Michael Good, STS-132 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  12. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014962 (28 Jan. 2010) --- NASA astronauts Michael Good (foreground) and Garrett Reisman, both STS-132 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  13. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014957 (28 Jan. 2010) --- NASA astronaut Michael Good, STS-132 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. David Homan assisted Good.

  14. Photographic coverage of STS-112 during EVA 3 in VR Lab.

    NASA Image and Video Library

    2002-08-21

    JSC2002-E-34618 (21 August 2002) --- Astronaut Piers J. Sellers, STS-112 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at the Johnson Space Center (JSC) to rehearse some of his duties on the upcoming mission to the International Space Station (ISS). This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  15. Designing and researching of the virtual display system based on the prism elements

    NASA Astrophysics Data System (ADS)

    Vasilev, V. N.; Grimm, V. A.; Romanova, G. E.; Smirnov, S. A.; Bakholdin, A. V.; Grishina, N. Y.

    2014-05-01

    Problems of designing of systems for virtual display systems for augmented reality placed near the observers eye (so called head worn displays) with the light guide prismatic elements are considered. Systems of augmented reality is the complex consists of the image generator (most often it's the microdisplay with the illumination system if the display is not self-luminous), the objective which forms the display image practically in infinity and the combiner which organizes the light splitting so that an observer could see the information of the microdisplay and the surrounding environment as the background at the same time. This work deals with the system with the combiner based on the composite structure of the prism elements. In the work three cases of the prism combiner design are considered and also the results of the modeling with the optical design software are presented. In the model the question of the large pupil zone was analyzed and also the discontinuous character (mosaic structure) of the angular field in transmission of the information from the microdisplay to the observer's eye with the prismatic structure are discussed.

  16. Mass production of holographic transparent components for augmented and virtual reality applications

    NASA Astrophysics Data System (ADS)

    Russo, Juan Manuel; Dimov, Fedor; Padiyar, Joy; Coe-Sullivan, Seth

    2017-06-01

    Diffractive optics such as holographic optical elements (HOEs) can provide transparent and narrow band components with arbitrary incident and diffracted angles for near-to-eye commercial electronic products for augmented reality (AR), virtual reality (VR), and smart glass applications. In this paper, we will summarize the operational parameters and general optical geometries relevant for near-to-eye displays, the holographic substrates available for these applications, and their performance characteristics and ease of manufacture. We will compare the holographic substrates available in terms of fabrication, manufacturability, and end-user performance characteristics. Luminit is currently emplacing the manufacturing capacity to serve this market, and this paper will discuss the capabilities and limitations of this unique facility.

  17. The Impact of Virtual Reality on Chronic Pain

    PubMed Central

    Jones, Ted; Moore, Todd; Choo, James

    2016-01-01

    The treatment of chronic pain could benefit from additional non-opioid interventions. Virtual reality (VR) has been shown to be effective in decreasing pain for procedural or acute pain but to date there have been few studies on its use in chronic pain. The present study was an investigation of the impact of a virtual reality application for chronic pain. Thirty (30) participants with various chronic pain conditions were offered a five-minute session using a virtual reality application called Cool! Participants were asked about their pain using a 0–10 visual analog scale rating before the VR session, during the session and immediately after the session. They were also asked about immersion into the VR world and about possible side effects. Pain was reduced from pre-session to post-session by 33%. Pain was reduced from pre-session during the VR session by 60%. These changes were both statistically significant at the p < .001 level. Three participants (10%) reported no change between pre and post pain ratings. Ten participants (33%) reported complete pain relief while doing the virtual reality session. All participants (100%) reported a decrease in pain to some degree between pre-session pain and during-session pain. The virtual reality experience was found here to provide a significant amount of pain relief. A head mounted display (HMD) was used with all subjects and no discomfort was experienced. Only one participant noted any side effects. VR seems to have promise as a non-opioid treatment for chronic pain and further investigation is warranted. PMID:27997539

  18. Surgical planning for microsurgical excision of cerebral arterio-venous malformations using virtual reality technology.

    PubMed

    Ng, Ivan; Hwang, Peter Y K; Kumar, Dinesh; Lee, Cheng Kiang; Kockro, Ralf A; Sitoh, Y Y

    2009-05-01

    To evaluate the feasibility of surgical planning using a virtual reality platform workstation in the treatment of cerebral arterio-venous malformations (AVMs) Patient-specific data of multiple imaging modalities were co-registered, fused and displayed as a 3D stereoscopic object on the Dextroscope, a virtual reality surgical planning platform. This system allows for manipulation of 3D data and for the user to evaluate and appreciate the angio-architecture of the nidus with regards to position and spatial relationships of critical feeders and draining veins. We evaluated the ability of the Dextroscope to influence surgical planning by providing a better understanding of the angio-architecture as well as its impact on the surgeon's pre- and intra-operative confidence and ability to tackle these lesions. Twenty four patients were studied. The mean age was 29.65 years. Following pre-surgical planning on the Dextroscope, 23 patients underwent microsurgical resection after pre-surgical virtual reality planning, during which all had documented complete resection of the AVM. Planning on the virtual reality platform allowed for identification of critical feeders and draining vessels in all patients. The appreciation of the complex patient specific angio-architecture to establish a surgical plan was found to be invaluable in the conduct of the procedure and was found to enhance the surgeon's confidence significantly. Surgical planning of resection of an AVM with a virtual reality system allowed detailed and comprehensive analysis of 3D multi-modality imaging data and, in our experience, proved very helpful in establishing a good surgical strategy, enhancing intra-operative spatial orientation and increasing surgeon's confidence.

  19. Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality

    NASA Astrophysics Data System (ADS)

    Parmar, Dhaval

    Virtual reality is on its advent of becoming mainstream household technology, as technologies such as head-mounted displays, trackers, and interaction devices are becoming affordable and easily available. Virtual reality (VR) has immense potential in enhancing the fields of education and training, and its power can be used to spark interest and enthusiasm among learners. It is, therefore, imperative to evaluate the risks and benefits that immersive virtual reality poses to the field of education. Research suggests that learning is an embodied process. Learning depends on grounded aspects of the body including action, perception, and interactions with the environment. This research aims to study if immersive embodiment through the means of virtual reality facilitates embodied cognition. A pedagogical VR solution which takes advantage of embodied cognition can lead to enhanced learning benefits. Towards achieving this goal, this research presents a linear continuum for immersive embodied interaction within virtual reality. This research evaluates the effects of three levels of immersive embodied interactions on cognitive thinking, presence, usability, and satisfaction among users in the fields of science, technology, engineering, and mathematics (STEM) education. Results from the presented experiments show that immersive virtual reality is greatly effective in knowledge acquisition and retention, and highly enhances user satisfaction, interest and enthusiasm. Users experience high levels of presence and are profoundly engaged in the learning activities within the immersive virtual environments. The studies presented in this research evaluate pedagogical VR software to train and motivate students in STEM education, and provide an empirical analysis comparing desktop VR (DVR), immersive VR (IVR), and immersive embodied VR (IEVR) conditions for learning. This research also proposes a fully immersive embodied interaction metaphor (IEIVR) for learning of computational concepts as a future direction, and presents the challenges faced in implementing the IEIVR metaphor due to extended periods of immersion. Results from the conducted studies help in formulating guidelines for virtual reality and education researchers working in STEM education and training, and for educators and curriculum developers seeking to improve student engagement in the STEM fields.

  20. Psychological and physiological human responses to simulated and real environments: A comparison between Photographs, 360° Panoramas, and Virtual Reality.

    PubMed

    Higuera-Trujillo, Juan Luis; López-Tarruella Maldonado, Juan; Llinares Millán, Carmen

    2017-11-01

    Psychological research into human factors frequently uses simulations to study the relationship between human behaviour and the environment. Their validity depends on their similarity with the physical environments. This paper aims to validate three environmental-simulation display formats: photographs, 360° panoramas, and virtual reality. To do this we compared the psychological and physiological responses evoked by simulated environments set-ups to those from a physical environment setup; we also assessed the users' sense of presence. Analysis show that 360° panoramas offer the closest to reality results according to the participants' psychological responses, and virtual reality according to the physiological responses. Correlations between the feeling of presence and physiological and other psychological responses were also observed. These results may be of interest to researchers using environmental-simulation technologies currently available in order to replicate the experience of physical environments. Copyright © 2017 Elsevier Ltd. All rights reserved.

  1. Marshall Engineers Use Virtual Reality

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. Marshall Spce Flight Center (MSFC) is begirning to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models are used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  2. Inducing physiological stress recovery with sounds of nature in a virtual reality forest--results from a pilot study.

    PubMed

    Annerstedt, Matilda; Jönsson, Peter; Wallergård, Mattias; Johansson, Gerd; Karlson, Björn; Grahn, Patrik; Hansen, Ase Marie; Währborg, Peter

    2013-06-13

    Experimental research on stress recovery in natural environments is limited, as is study of the effect of sounds of nature. After inducing stress by means of a virtual stress test, we explored physiological recovery in two different virtual natural environments (with and without exposure to sounds of nature) and in one control condition. Cardiovascular data and saliva cortisol were collected. Repeated ANOVA measurements indicated parasympathetic activation in the group subjected to sounds of nature in a virtual natural environment, suggesting enhanced stress recovery may occur in such surroundings. The group that recovered in virtual nature without sound and the control group displayed no particular autonomic activation or deactivation. The results demonstrate a potential mechanistic link between nature, the sounds of nature, and stress recovery, and suggest the potential importance of virtual reality as a tool in this research field. Copyright © 2013 Elsevier Inc. All rights reserved.

  3. Using mixed methods to evaluate efficacy and user expectations of a virtual reality-based training system for upper-limb recovery in patients after stroke: a study protocol for a randomised controlled trial.

    PubMed

    Schuster-Amft, Corina; Eng, Kynan; Lehmann, Isabelle; Schmid, Ludwig; Kobashi, Nagisa; Thaler, Irène; Verra, Martin L; Henneke, Andrea; Signer, Sandra; McCaskey, Michael; Kiper, Daniel

    2014-09-06

    In recent years, virtual reality has been introduced to neurorehabilitation, in particular with the intention of improving upper-limb training options and facilitating motor function recovery. The proposed study incorporates a quantitative part and a qualitative part, termed a mixed-methods approach: (1) a quantitative investigation of the efficacy of virtual reality training compared to conventional therapy in upper-limb motor function are investigated, (2a) a qualitative investigation of patients' experiences and expectations of virtual reality training and (2b) a qualitative investigation of therapists' experiences using the virtual reality training system in the therapy setting. At three participating clinics, 60 patients at least 6 months after stroke onset will be randomly allocated to an experimental virtual reality group (EG) or to a control group that will receive conventional physiotherapy or occupational therapy (16 sessions, 45 minutes each, over the course of 4 weeks). Using custom data gloves, patients' finger and arm movements will be displayed in real time on a monitor, and they will move and manipulate objects in various virtual environments. A blinded assessor will test patients' motor and cognitive performance twice before, once during, and twice after the 4-week intervention. The primary outcome measure is the Box and Block Test. Secondary outcome measures are the Chedoke-McMaster Stroke Assessments (hand, arm and shoulder pain subscales), the Chedoke-McMaster Arm and Hand Activity Inventory, the Line Bisection Test, the Stroke Impact Scale, the MiniMentalState Examination and the Extended Barthel Index. Semistructured face-to-face interviews will be conducted with patients in the EG after intervention finalization with a focus on the patients' expectations and experiences regarding the virtual reality training. Therapists' perspectives on virtual reality training will be reviewed in three focus groups comprising four to six occupational therapists and physiotherapists. The interviews will help to gain a deeper understanding of the phenomena under investigation to provide sound recommendations for the implementation of the virtual reality training system for routine use in neurorehabilitation complementing the quantitative clinical assessments. Cliniclatrials.gov Identifier: NCT01774669 (15 January 2013).

  4. Tools virtualization for command and control systems

    NASA Astrophysics Data System (ADS)

    Piszczek, Marek; Maciejewski, Marcin; Pomianek, Mateusz; Szustakowski, Mieczysław

    2017-10-01

    Information management is an inseparable part of the command process. The result is that the person making decisions at the command post interacts with data providing devices in various ways. Tools virtualization process can introduce a number of significant modifications in the design of solutions for management and command. The general idea involves replacing physical devices user interface with their digital representation (so-called Virtual instruments). A more advanced level of the systems "digitalization" is to use the mixed reality environments. In solutions using Augmented reality (AR) customized HMI is displayed to the operator when he approaches to each device. Identification of device is done by image recognition of photo codes. Visualization is achieved by (optical) see-through head mounted display (HMD). Control can be done for example by means of a handheld touch panel. Using the immersive virtual environment, the command center can be digitally reconstructed. Workstation requires only VR system (HMD) and access to information network. Operator can interact with devices in such a way as it would perform in real world (for example with the virtual hands). Because of their procedures (an analysis of central vision, eye tracking) MR systems offers another useful feature of reducing requirements for system data throughput. Due to the fact that at the moment we focus on the single device. Experiments carried out using Moverio BT-200 and SteamVR systems and the results of experimental application testing clearly indicate the ability to create a fully functional information system with the use of mixed reality technology.

  5. Software Aids Visualization Of Mars Pathfinder Mission

    NASA Technical Reports Server (NTRS)

    Weidner, Richard J.

    1996-01-01

    Report describes Simulator for Imager for Mars Pathfinder (SIMP) computer program. SIMP generates "virtual reality" display of view through video camera on Mars lander spacecraft of Mars Pathfinder mission, along with display of pertinent textual and graphical data, for use by scientific investigators in planning sequences of activities for mission.

  6. The Use of Virtual Reality in Patients with Eating Disorders: Systematic Review.

    PubMed

    Clus, Damien; Larsen, Mark Erik; Lemey, Christophe; Berrouiguet, Sofian

    2018-04-27

    Patients with eating disorders are characterized by pathological eating habits and a tendency to overestimate their weight and body shape. Virtual reality shows promise for the evaluation and management of patients with eating disorders. This technology, when accepted by this population, allows immersion in virtual environments, assessment, and therapeutic approaches, by exposing users to high-calorie foods or changes in body shape. To better understand the value of virtual reality, we conducted a review of the literature, including clinical studies proposing the use of virtual reality for the evaluation and management of patients with eating disorders. We searched PubMed, PsycINFO, ScienceDirect, the Cochrane Library, Scopus, and Web of Science up to April 2017. We created the list of keywords based on two domains: virtual reality and eating disorders. We used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses to identify, select, and critically appraise relevant research while minimizing bias. The initial database searches identified 311 articles, 149 of which we removed as duplicates. We analyzed the resulting set of 26 unique studies that met the inclusion criteria. Of these, 8 studies were randomized controlled trials, 13 were nonrandomized studies, and 5 were clinical trials with only 1 participant. Most articles focused on clinical populations (19/26, 73%), with the remainder reporting case-control studies (7/26, 27%). Most of the studies used visual immersive equipment (16/26, 62%) with a head-mounted display (15/16, 94%). Two main areas of interest emerged from these studies: virtual work on patients’ body image (7/26, 27%) and exposure to virtual food stimuli (10/26, 38%). We conducted a broad analysis of studies on the use of virtual reality in patients with eating disorders. This review of the literature showed that virtual reality is an acceptable and promising therapeutic tool for patients with eating disorders. ©Damien Clus, Mark Erik Larsen, Christophe Lemey, Sofian Berrouiguet. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 27.04.2018.

  7. Virtual interactive presence and augmented reality (VIPAR) for remote surgical assistance.

    PubMed

    Shenai, Mahesh B; Dillavou, Marcus; Shum, Corey; Ross, Douglas; Tubbs, Richard S; Shih, Alan; Guthrie, Barton L

    2011-03-01

    Surgery is a highly technical field that combines continuous decision-making with the coordination of spatiovisual tasks. We designed a virtual interactive presence and augmented reality (VIPAR) platform that allows a remote surgeon to deliver real-time virtual assistance to a local surgeon, over a standard Internet connection. The VIPAR system consisted of a "local" and a "remote" station, each situated over a surgical field and a blue screen, respectively. Each station was equipped with a digital viewpiece, composed of 2 cameras for stereoscopic capture, and a high-definition viewer displaying a virtual field. The virtual field was created by digitally compositing selected elements within the remote field into the local field. The viewpieces were controlled by workstations mutually connected by the Internet, allowing virtual remote interaction in real time. Digital renderings derived from volumetric MRI were added to the virtual field to augment the surgeon's reality. For demonstration, a fixed-formalin cadaver head and neck were obtained, and a carotid endarterectomy (CEA) and pterional craniotomy were performed under the VIPAR system. The VIPAR system allowed for real-time, virtual interaction between a local (resident) and remote (attending) surgeon. In both carotid and pterional dissections, major anatomic structures were visualized and identified. Virtual interaction permitted remote instruction for the local surgeon, and MRI augmentation provided spatial guidance to both surgeons. Camera resolution, color contrast, time lag, and depth perception were identified as technical issues requiring further optimization. Virtual interactive presence and augmented reality provide a novel platform for remote surgical assistance, with multiple applications in surgical training and remote expert assistance.

  8. Virtual Reality Intervention for Older Women with Breast Cancer

    PubMed Central

    SCHNEIDER, SUSAN M.; ELLIS, MATHEW; COOMBS, WILLIAM T.; SHONKWILER, ERIN L.; FOLSOM, LINDA C.

    2013-01-01

    This study examined the effects of a virtual reality distraction intervention on chemotherapy-related symptom distress levels in 16 women aged 50 and older. A cross-over design was used to answer the following research questions: (1) Is virtual reality an effective distraction intervention for reducing chemotherapy-related symptom distress levels in older women with breast cancer? (2) Does virtual reality have a lasting effect? Chemotherapy treatments are intensive and difficult to endure. One way to cope with chemotherapy-related symptom distress is through the use of distraction. For this study, a head-mounted display (Sony PC Glasstron PLM—S700) was used to display encompassing images and block competing stimuli during chemotherapy infusions. The Symptom Distress Scale (SDS), Revised Piper Fatigue Scale (PFS), and the State Anxiety Inventory (SAI) were used to measure symptom distress. For two matched chemotherapy treatments, one pre-test and two post-test measures were employed. Participants were randomly assigned to receive the VR distraction intervention during one chemotherapy treatment and received no distraction intervention (control condition) during an alternate chemotherapy treatment. Analysis using paired t-tests demonstrated a significant decrease in the SAI (p = 0.10) scores immediately following chemotherapy treatments when participants used VR. No significant changes were found in SDS or PFS values. There was a consistent trend toward improved symptoms on all measures 48 h following completion of chemotherapy. Evaluation of the intervention indicated that women thought the head mounted device was easy to use, they experienced no cybersickness, and 100% would use VR again. PMID:12855087

  9. STS-61 crew utilizing Virtual Reality in training for HST repair mission

    NASA Image and Video Library

    1993-06-11

    Astronaut Jeffrey A. Hoffman, one of four crewmembers for STS-61 that will conduct scheduled spacewalks during the flight, wears a special helmet and gloves designed to assist in proper positioning near the telescope while on the end of the robot arm. Crewmembers are utilizing a new virtual reality training aid which assists in refining positioning patterns for Space Shuttle Endeavour's Remote Manipulator System (RMS) (36890); Astronaut Claude Nicollier looks at a computer display of the Shuttle's robot arm movements as Thomas D. Akers and Kathryn C. Thornton, mission specialists look on. Nicollier will be responsible for maneuvering the astronauts while they stand in a foot restraint on the end of the RMS arm (36891,36894); Hoffman wears a special helmet and gloves designed to assist in proper positioning near the telescope while on the end of the robot arm (35892); Nicollier looks at a computer display of the Shuttle's robot arm movements as Akers looks on (36893); While (l-r) Astronauts Kenneth Bowersox, Kathryn Thornton, Richard O. Covey and Thomas D. Akers watch, Nicollier moves the Robot arm to desired locations in the Shuttle's payload bay using the Virtual Reality program (36895); Bowersox takes his turn maneuvering the RMS while mission specialist Hoffman, wearing the Virtual Reality helmet, follows his own progress on the end of the robot arm. Crewmembers participating during the training session are (l-r) Astronauts Akers, Hoffman, Bowersox, Nicollier, Covey, and Thornton. In the background, David Homan, an engineer in the JSC Engineering Directorate's Automation and Robotics Division, looks on (36896).

  10. 3D Image Display Courses for Information Media Students.

    PubMed

    Yanaka, Kazuhisa; Yamanouchi, Toshiaki

    2016-01-01

    Three-dimensional displays are used extensively in movies and games. These displays are also essential in mixed reality, where virtual and real spaces overlap. Therefore, engineers and creators should be trained to master 3D display technologies. For this reason, the Department of Information Media at the Kanagawa Institute of Technology has launched two 3D image display courses specifically designed for students who aim to become information media engineers and creators.

  11. Assessment of wheelchair driving performance in a virtual reality-based simulator

    PubMed Central

    Mahajan, Harshal P.; Dicianno, Brad E.; Cooper, Rory A.; Ding, Dan

    2013-01-01

    Objective To develop a virtual reality (VR)-based simulator that can assist clinicians in performing standardized wheelchair driving assessments. Design A completely within-subjects repeated measures design. Methods Participants drove their wheelchairs along a virtual driving circuit modeled after the Power Mobility Road Test (PMRT) and in a hallway with decreasing width. The virtual simulator was displayed on computer screen and VR screens and participants interacted with it using a set of instrumented rollers and a wheelchair joystick. Driving performances of participants were estimated and compared using quantitative metrics from the simulator. Qualitative ratings from two experienced clinicians were used to estimate intra- and inter-rater reliability. Results Ten regular wheelchair users (seven men, three women; mean age ± SD, 39.5 ± 15.39 years) participated. The virtual PMRT scores from the two clinicians show high inter-rater reliability (78–90%) and high intra-rater reliability (71–90%) for all test conditions. More research is required to explore user preferences and effectiveness of the two control methods (rollers and mathematical model) and the display screens. Conclusions The virtual driving simulator seems to be a promising tool for wheelchair driving assessment that clinicians can use to supplement their real-world evaluations. PMID:23820148

  12. 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.

  13. Exercise/recreation facility for a lunar or Mars analog

    NASA Technical Reports Server (NTRS)

    1991-01-01

    The University of Idaho, NASA/USRA project for the 1990-91 school year is an exercise/recreation station for an Earth-based simulator of a lunar or martian habitat. Specifically, a stationary bicycle that will help people keep fit and prevent muscular atrophy while stationed in space was designed. To help with motivation and provide an element of recreation during the workout, the bicycle is to be enhanced by a virtual reality system. The system simulates various riding situations, including the choice of a mountain bike or a road bike. The bike employs a magnetic brake that provides continuously changing tension to simulate actual riding conditions. This braking system is interfaced directly with the virtual reality system. Also, integrated into the virtual reality display will be a monitoring system that regulates heart rate, work rate, and other functions during the course of the session.

  14. Amblyopia treatment of adults with dichoptic training using the virtual reality oculus rift head mounted display: preliminary results.

    PubMed

    Žiak, Peter; Holm, Anders; Halička, Juraj; Mojžiš, Peter; Piñero, David P

    2017-06-28

    The gold standard treatments in amblyopia are penalizing therapies, such as patching or blurring vision with atropine that are aimed at forcing the use of the amblyopic eye. However, in the last years, new therapies are being developed and validated, such as dichoptic visual training, aimed at stimulating the amblyopic eye and eliminating the interocular supression. To evaluate the effect of dichoptic visual training using a virtual reality head mounted display in a sample of anisometropic amblyopic adults and to evaluate the potential usefulness of this option of treatment. A total of 17 subjects (10 men, 7 women) with a mean age of 31.2 years (range, 17-69 year) and anisometropic amblyopia were enrolled. Best corrected visual acuity (BCVA) and stereoacuity (Stereo Randot graded circle test) changes were evaluated after 8 sessions (40 min per session) of dichoptic training with the computer game Diplopia Game (Vivid Vision) run in the Oculus Rift OC DK2 virtual reality head mounted display (Oculus VR). Mean BCVA in amblyopic eye improved significantly from a logMAR value of 0.58 ± 0.35 before training to a post-training value of 0.43 ± 0.38 (p < 0.01). Forty-seven percent of the participants achieved BCVA of 20/40 or better after the training as compared to 30% before the training. Mean stereoacuity changed from a value of 263.3 ± 135.1 before dichoptic training to a value of 176.7 ± 152.4 s of arc after training (p < 0.01). A total of 8 patients (47.1%) before dichoptic treatment had unmeasurable stereoacuity while this only occurred in 2 patients (11.8%) after training. Dichoptic training using a virtual reality head mounted display seems to be an effective option of treatment in adults with anisometropic amblyopia. Future clinical trials are needed to confirm this preliminary evidence. Trial ID: ISRCTN62086471 . Date registered: 13/06/2017. Retrospectively registered.

  15. Usability Comparisons of Head-Mounted vs. Stereoscopic Desktop Displays in a Virtual Reality Environment with Pain Patients.

    PubMed

    Tong, Xin; Gromala, Diane; Gupta, Dimple; Squire, Pam

    2016-01-01

    Researchers have shown that immersive Virtual Reality (VR) can serve as an unusually powerful pain control technique. However, research assessing the reported symptoms and negative effects of VR systems indicate that it is important to ascertain if these symptoms arise from the use of particular VR display devices, particularly for users who are deemed "at risk," such as chronic pain patients Moreover, these patients have specific and often complex needs and requirements, and because basic issues such as 'comfort' may trigger anxiety or panic attacks, it is important to examine basic questions of the feasibility of using VR displays. Therefore, this repeated-measured experiment was conducted with two VR displays: the Oculus Rift's head-mounted display (HMD) and Firsthand Technologies' immersive desktop display, DeepStream3D. The characteristics of these immersive desktop displays differ: one is worn, enabling patients to move their heads, while the other is peered into, allowing less head movement. To assess the severity of physical discomforts, 20 chronic pain patients tried both displays while watching a VR pain management demo in clinical settings. Results indicated that participants experienced higher levels of Simulator Sickness using the Oculus Rift HMD. However, results also indicated other preferences of the two VR displays among patients, including physical comfort levels and a sense of immersion. Few studies have been conducted that compare usability of specific VR devices specifically with chronic pain patients using a therapeutic virtual environment in pain clinics. Thus, the results may help clinicians and researchers to choose the most appropriate VR displays for chronic pain patients and guide VR designers to enhance the usability of VR displays for long-term pain management interventions.

  16. Astronauts Prepare for Mission With Virtual Reality Hardware

    NASA Technical Reports Server (NTRS)

    2001-01-01

    Astronauts John M. Grunsfeld (left), STS-109 payload commander, and Nancy J. Currie, mission specialist, use the virtual reality lab at Johnson Space Center to train for upcoming duties aboard the Space Shuttle Columbia. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team to perform its duties for the fourth Hubble Space Telescope Servicing mission. The most familiar form of virtual reality technology is some form of headpiece, which fits over your eyes and displays a three dimensional computerized image of another place. Turn your head left and right, and you see what would be to your sides; turn around, and you see what might be sneaking up on you. An important part of the technology is some type of data glove that you use to propel yourself through the virtual world. Currently, the medical community is using the new technologies in four major ways: To see parts of the body more accurately, for study, to make better diagnosis of disease and to plan surgery in more detail; to obtain a more accurate picture of a procedure during surgery; to perform more types of surgery with the most noninvasive, accurate methods possible; and to model interactions among molecules at a molecular level.

  17. Utilizing media arts principles for developing effective interactive neurorehabilitation systems.

    PubMed

    Rikakis, Thanassis

    2011-01-01

    This paper discusses how interactive neurorehabilitation systems can increase their effectiveness through systematic integration of media arts principles and practice. Media arts expertise can foster the development of complex yet intuitive extrinsic feedback displays that match the inherent complexity and intuitive nature of motor learning. Abstract, arts-based feedback displays can be powerful metaphors that provide re-contextualization, engagement and appropriate reward mechanisms for mature adults. Such virtual feedback displays must be seamlessly integrated with physical components to produce mixed reality training environments that promote active, generalizable learning. The proposed approaches are illustrated through examples from mixed reality rehabilitation systems developed by our team.

  18. Assessing the Utility of a Virtual Environment for Enhancing Facial Affect Recognition in Adolescents with Autism

    ERIC Educational Resources Information Center

    Bekele, Esubalew; Crittendon, Julie; Zheng, Zhi; Swanson, Amy; Weitlauf, Amy; Warren, Zachary; Sarkar, Nilanjan

    2014-01-01

    Teenagers with autism spectrum disorder (ASD) and age-matched controls participated in a dynamic facial affect recognition task within a virtual reality (VR) environment. Participants identified the emotion of a facial expression displayed at varied levels of intensity by a computer generated avatar. The system assessed performance (i.e.,…

  19. A Succinct Overview of Virtual Reality Technology Use in Alzheimer’s Disease

    PubMed Central

    García-Betances, Rebeca I.; Arredondo Waldmeyer, María Teresa; Fico, Giuseppe; Cabrera-Umpiérrez, María Fernanda

    2015-01-01

    We provide a brief review and appraisal of recent and current virtual reality (VR) technology for Alzheimer’s disease (AD) applications. We categorize them according to their intended purpose (e.g., diagnosis, patient cognitive training, caregivers’ education, etc.), focus feature (e.g., spatial impairment, memory deficit, etc.), methodology employed (e.g., tasks, games, etc.), immersion level, and passive or active interaction. Critical assessment indicates that most of them do not yet take full advantage of virtual environments with high levels of immersion and interaction. Many still rely on conventional 2D graphic displays to create non-immersive or semi-immersive VR scenarios. Important improvements are needed to make VR a better and more versatile assessment and training tool for AD. The use of the latest display technologies available, such as emerging head-mounted displays and 3D smart TV technologies, together with realistic multi-sensorial interaction devices, and neuro-physiological feedback capacity, are some of the most beneficial improvements this mini-review suggests. Additionally, it would be desirable that such VR applications for AD be easily and affordably transferable to in-home and nursing home environments. PMID:26029101

  20. Vision-based augmented reality system

    NASA Astrophysics Data System (ADS)

    Chen, Jing; Wang, Yongtian; Shi, Qi; Yan, Dayuan

    2003-04-01

    The most promising aspect of augmented reality lies in its ability to integrate the virtual world of the computer with the real world of the user. Namely, users can interact with the real world subjects and objects directly. This paper presents an experimental augmented reality system with a video see-through head-mounted device to display visual objects, as if they were lying on the table together with real objects. In order to overlay virtual objects on the real world at the right position and orientation, the accurate calibration and registration are most important. A vision-based method is used to estimate CCD external parameters by tracking 4 known points with different colors. It achieves sufficient accuracy for non-critical applications such as gaming, annotation and so on.

  1. Immersive and interactive virtual reality to improve learning and retention of neuroanatomy in medical students: a randomized controlled study.

    PubMed

    Ekstrand, Chelsea; Jamal, Ali; Nguyen, Ron; Kudryk, Annalise; Mann, Jennifer; Mendez, Ivar

    2018-02-23

    Spatial 3-dimensional understanding of the brain is essential to learning neuroanatomy, and 3-dimensional learning techniques have been proposed as tools to enhance neuroanatomy training. The aim of this study was to examine the impact of immersive virtual-reality neuroanatomy training and compare it to traditional paper-based methods. In this randomized controlled study, participants consisted of first- or second-year medical students from the University of Saskatchewan recruited via email and posters displayed throughout the medical school. Participants were randomly assigned to the virtual-reality group or the paper-based group and studied the spatial relations between neural structures for 12 minutes after performing a neuroanatomy baseline test, with both test and control questions. A postintervention test was administered immediately after the study period and 5-9 days later. Satisfaction measures were obtained. Of the 66 participants randomly assigned to the study groups, 64 were included in the final analysis, 31 in the virtual-reality group and 33 in the paper-based group. The 2 groups performed comparably on the baseline questions and showed significant performance improvement on the test questions following study. There were no significant differences between groups for the control questions, the postintervention test questions or the 7-day postintervention test questions. Satisfaction survey results indicated that neurophobia was decreased. Results from this study provide evidence that training in neuroanatomy in an immersive and interactive virtual-reality environment may be an effective neuroanatomy learning tool that warrants further study. They also suggest that integration of virtual-reality into neuroanatomy training may improve knowledge retention, increase study motivation and decrease neurophobia. Copyright 2018, Joule Inc. or its licensors.

  2. Immersive and interactive virtual reality to improve learning and retention of neuroanatomy in medical students: a randomized controlled study

    PubMed Central

    Ekstrand, Chelsea; Jamal, Ali; Nguyen, Ron; Kudryk, Annalise; Mann, Jennifer; Mendez, Ivar

    2018-01-01

    Background: Spatial 3-dimensional understanding of the brain is essential to learning neuroanatomy, and 3-dimensional learning techniques have been proposed as tools to enhance neuroanatomy training. The aim of this study was to examine the impact of immersive virtual-reality neuroanatomy training and compare it to traditional paper-based methods. Methods: In this randomized controlled study, participants consisted of first- or second-year medical students from the University of Saskatchewan recruited via email and posters displayed throughout the medical school. Participants were randomly assigned to the virtual-reality group or the paper-based group and studied the spatial relations between neural structures for 12 minutes after performing a neuroanatomy baseline test, with both test and control questions. A postintervention test was administered immediately after the study period and 5-9 days later. Satisfaction measures were obtained. Results: Of the 66 participants randomly assigned to the study groups, 64 were included in the final analysis, 31 in the virtual-reality group and 33 in the paper-based group. The 2 groups performed comparably on the baseline questions and showed significant performance improvement on the test questions following study. There were no significant differences between groups for the control questions, the postintervention test questions or the 7-day postintervention test questions. Satisfaction survey results indicated that neurophobia was decreased. Interpretation: Results from this study provide evidence that training in neuroanatomy in an immersive and interactive virtual-reality environment may be an effective neuroanatomy learning tool that warrants further study. They also suggest that integration of virtual-reality into neuroanatomy training may improve knowledge retention, increase study motivation and decrease neurophobia. PMID:29510979

  3. The Student Experience With Varying Immersion Levels of Virtual Reality Simulation.

    PubMed

    Farra, Sharon L; Smith, Sherrill J; Ulrich, Deborah L

    With increasing use of virtual reality simulation (VRS) in nursing education and given the vast array of technologies available, a variety of levels of immersion and experiences can be provided to students. This study explored two different levels of immersive VRS capability. Study participants included baccalaureate nursing students from three universities across four campuses. Students were trained in the skill of decontamination using traditional methods or with VRS options of mouse and keyboard or head-mounted display technology. Results of focus group interviews reflect the student experience and satisfaction with two different immersive levels of VRS.

  4. Learning Science in Virtual Reality Multimedia Environments: Role of Methods and Media.

    ERIC Educational Resources Information Center

    Moreno, Roxana; Mayer, Richard E.

    2002-01-01

    College students learned about botany through an agent-based multimedia game. Students received either spoken or identical on-screen text explanations. Results reveal that students scored higher on retention, transfer, and program ratings in narration conditions than in text conditions. The media--desktop displays or headmounted displays--did not…

  5. Virtual reality for automotive design evaluation

    NASA Technical Reports Server (NTRS)

    Dodd, George G.

    1995-01-01

    A general description of Virtual Reality technology and possible applications was given from publicly available material. A video tape was shown demonstrating the use of multiple large-screen stereoscopic displays, configured in a 10' x 10' x 10' room, to allow a person to evaluate and interact with a vehicle which exists only as mathematical data, and is made only of light. The correct viewpoint of the vehicle is maintained by tracking special glasses worn by the subject. Interior illumination was changed by moving a virtual light around by hand; interior colors are changed by pointing at a color on a color palette, then pointing at the desired surface to change. We concluded by discussing research needed to move this technology forward.

  6. Demonstration of three gorges archaeological relics based on 3D-visualization technology

    NASA Astrophysics Data System (ADS)

    Xu, Wenli

    2015-12-01

    This paper mainly focuses on the digital demonstration of three gorges archeological relics to exhibit the achievements of the protective measures. A novel and effective method based on 3D-visualization technology, which includes large-scaled landscape reconstruction, virtual studio, and virtual panoramic roaming, etc, is proposed to create a digitized interactive demonstration system. The method contains three stages: pre-processing, 3D modeling and integration. Firstly, abundant archaeological information is classified according to its history and geographical information. Secondly, build up a 3D-model library with the technology of digital images processing and 3D modeling. Thirdly, use virtual reality technology to display the archaeological scenes and cultural relics vividly and realistically. The present work promotes the application of virtual reality to digital projects and enriches the content of digital archaeology.

  7. Interrater Reliability of the Power Mobility Road Test in the Virtual Reality-Based Simulator-2.

    PubMed

    Kamaraj, Deepan C; Dicianno, Brad E; Mahajan, Harshal P; Buhari, Alhaji M; Cooper, Rory A

    2016-07-01

    To assess interrater reliability of the Power Mobility Road Test (PMRT) when administered through the Virtual Reality-based SIMulator-version 2 (VRSIM-2). Within-subjects repeated-measures design. Participants interacted with VRSIM-2 through 2 display options (desktop monitor vs immersive virtual reality screens) using 2 control interfaces (roller system vs conventional movement-sensing joystick), providing 4 different driving scenarios (driving conditions 1-4). Participants performed 3 virtual driving sessions for each of the 2 display screens and 1 session through a real-world driving course (driving condition 5). The virtual PMRT was conducted in a simulated indoor office space, and an equivalent course was charted in an open space for the real-world assessment. After every change in driving condition, participants completed a self-reported workload assessment questionnaire, the Task Load Index, developed by the National Aeronautics and Space Administration. A convenience sample of electric-powered wheelchair (EPW) athletes (N=21) recruited at the 31st National Veterans Wheelchair Games. Not applicable. Total composite PMRT score. The PMRT had high interrater reliability (intraclass correlation coefficient [ICC]>.75) between the 2 raters in all 5 driving conditions. Post hoc analyses revealed that the reliability analyses had >80% power to detect high ICCs in driving conditions 1 and 4. The PMRT has high interrater reliability in conditions 1 and 4 and could be used to assess EPW driving performance virtually in VRSIM-2. However, further psychometric assessment is necessary to assess the feasibility of administering the PMRT using the different interfaces of VRSIM-2. Copyright © 2016 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  8. Novel Web-based Education Platforms for Information Communication utilizing Gamification, Virtual and Immersive Reality

    NASA Astrophysics Data System (ADS)

    Demir, I.

    2015-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. This presentation showcase information communication interfaces, games, and virtual and immersive reality applications for supporting teaching and learning of concepts in atmospheric and hydrological sciences. The information communication platforms utilizes latest web technologies and allow accessing and visualizing large scale data on the web. The simulation system is a web-based 3D interactive learning environment for teaching hydrological and atmospheric processes and concepts. The simulation systems provides a visually striking platform with realistic terrain and weather information, and water simulation. The web-based simulation system provides an environment for students to learn about the earth science processes, and effects of development and human activity on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users.

  9. Immersive Earth Science: Data Visualization in Virtual Reality

    NASA Astrophysics Data System (ADS)

    Skolnik, S.; Ramirez-Linan, R.

    2017-12-01

    Utilizing next generation technology, Navteca's exploration of 3D and volumetric temporal data in Virtual Reality (VR) takes advantage of immersive user experiences where stakeholders are literally inside the data. No longer restricted by the edges of a screen, VR provides an innovative way of viewing spatially distributed 2D and 3D data that leverages a 360 field of view and positional-tracking input, allowing users to see and experience data differently. These concepts are relevant to many sectors, industries, and fields of study, as real-time collaboration in VR can enhance understanding and mission with VR visualizations that display temporally-aware 3D, meteorological, and other volumetric datasets. The ability to view data that is traditionally "difficult" to visualize, such as subsurface features or air columns, is a particularly compelling use of the technology. Various development iterations have resulted in Navteca's proof of concept that imports and renders volumetric point-cloud data in the virtual reality environment by interfacing PC-based VR hardware to a back-end server and popular GIS software. The integration of the geo-located data in VR and subsequent display of changeable basemaps, overlaid datasets, and the ability to zoom, navigate, and select specific areas show the potential for immersive VR to revolutionize the way Earth data is viewed, analyzed, and communicated.

  10. Hybrid diffractive-refractive optical system design of head-mounted display for augmented reality

    NASA Astrophysics Data System (ADS)

    Zhang, Huijuan

    2005-02-01

    An optical see-through head-mounted display for augmented reality is designed in this paper. Considering the factors, such as the optical performance, the utilization ratios of energy of real world and virtual world, the feelings of users when he wears it and etc., a structure of the optical see-through is adopted. With the characteristics of the particular negative dispersive and the power of realizing random-phase modulation, the diffractive surface is helpful for optical system of reducing weight, simplifying structure and etc., and a diffractive surface is introduced in our optical system. The optical system with 25 mm eye relief, 12 mm exit pupil and 20° (H)x15.4° (V) field-of-view is designed. The utilization ratios of energy of real world and virtual world are 1/4 and 1/2, respectively. The angular resolution of display is 0.27 mrad and it less than that of the minimum of human eyes. The diameter of this system is less than 46mm, and it applies the binocular. This diffractive-refractive optical system of see-through head-mounted display not only satisfies the demands of user"s factors in structure, but also with high resolution, very small chromatic aberration and distortion, and satisfies the need of augmented reality. In the end, the parameters of the diffractive surface are discussed.

  11. Cranial implant design using augmented reality immersive system.

    PubMed

    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.

  12. Virtual reality hardware for use in interactive 3D data fusion and visualization

    NASA Astrophysics Data System (ADS)

    Gourley, Christopher S.; Abidi, Mongi A.

    1997-09-01

    Virtual reality has become a tool for use in many areas of research. We have designed and built a VR system for use in range data fusion and visualization. One major VR tool is the CAVE. This is the ultimate visualization tool, but comes with a large price tag. Our design uses a unique CAVE whose graphics are powered by a desktop computer instead of a larger rack machine making it much less costly. The system consists of a screen eight feet tall by twenty-seven feet wide giving a variable field-of-view currently set at 160 degrees. A silicon graphics Indigo2 MaxImpact with the impact channel option is used for display. This gives the capability to drive three projectors at a resolution of 640 by 480 for use in displaying the virtual environment and one 640 by 480 display for a user control interface. This machine is also the first desktop package which has built-in hardware texture mapping. This feature allows us to quickly fuse the range and intensity data and other multi-sensory data. The final goal is a complete 3D texture mapped model of the environment. A dataglove, magnetic tracker, and spaceball are to be used for manipulation of the data and navigation through the virtual environment. This system gives several users the ability to interactively create 3D models from multiple range images.

  13. Virtual reality hardware and graphic display options for brain-machine interfaces

    PubMed Central

    Marathe, Amar R.; Carey, Holle L.; Taylor, Dawn M.

    2009-01-01

    Virtual reality hardware and graphic displays are reviewed here as a development environment for brain-machine interfaces (BMIs). Two desktop stereoscopic monitors and one 2D monitor were compared in a visual depth discrimination task and in a 3D target-matching task where able-bodied individuals used actual hand movements to match a virtual hand to different target hands. Three graphic representations of the hand were compared: a plain sphere, a sphere attached to the fingertip of a realistic hand and arm, and a stylized pacman-like hand. Several subjects had great difficulty using either stereo monitor for depth perception when perspective size cues were removed. A mismatch in stereo and size cues generated inappropriate depth illusions. This phenomenon has implications for choosing target and virtual hand sizes in BMI experiments. Target matching accuracy was about as good with the 2D monitor as with either 3D monitor. However, users achieved this accuracy by exploring the boundaries of the hand in the target with carefully controlled movements. This method of determining relative depth may not be possible in BMI experiments if movement control is more limited. Intuitive depth cues, such as including a virtual arm, can significantly improve depth perception accuracy with or without stereo viewing. PMID:18006069

  14. Three-Dimensional Tactical Display and Method for Visualizing Data with a Probability of Uncertainty

    DTIC Science & Technology

    2009-08-03

    replacing the more complex and less intuitive displays presently provided in such contexts as commercial aircraft , marine vehicles, and air traffic...free space-virtual reality, 3-D image display system which is enabled by using a unique form of Aerogel as the primary display media. A preferred...generates and displays a real 3-D image in the Aerogel matrix. [0014] U.S. Patent No. 6,285,317, issued September 4, 2001, to Ong, discloses a

  15. Three-Dimensional Tactical Display and Method for Visualizing Data with a Probability of Uncertainty

    DTIC Science & Technology

    2009-08-03

    replacing the more complex and less intuitive displays presently provided in such contexts as commercial aircraft , marine vehicles, and air traffic...space-virtual reality, 3-D image display system which is enabled by using a unique form of Aerogel as the primary display media. A preferred...and displays a real 3-D image in the Aerogel matrix. [0014] U.S. Patent No. 6,285,317, issued September 4, 2001, to Ong, discloses a navigation

  16. Astronaut Prepares for Mission With Virtual Reality Hardware

    NASA Technical Reports Server (NTRS)

    2001-01-01

    Astronaut John M. Grunsfeld, STS-109 payload commander, uses virtual reality hardware at Johnson Space Center to rehearse some of his duties prior to the STS-109 mission. The most familiar form of virtual reality technology is some form of headpiece, which fits over your eyes and displays a three dimensional computerized image of another place. Turn your head left and right, and you see what would be to your sides; turn around, and you see what might be sneaking up on you. An important part of the technology is some type of data glove that you use to propel yourself through the virtual world. This technology allows NASA astronauts to practice International Space Station work missions in advance. Currently, the medical community is using the new technologies in four major ways: To see parts of the body more accurately, for study, to make better diagnosis of disease and to plan surgery in more detail; to obtain a more accurate picture of a procedure during surgery; to perform more types of surgery with the most noninvasive, accurate methods possible; and to model interactions among molecules at a molecular level.

  17. How virtual reality works: illusions of vision in "real" and virtual environments

    NASA Astrophysics Data System (ADS)

    Stark, Lawrence W.

    1995-04-01

    Visual illusions abound in normal vision--illusions of clarity and completeness, of continuity in time and space, of presence and vivacity--and are part and parcel of the visual world inwhich we live. These illusions are discussed in terms of the human visual system, with its high- resolution fovea, moved from point to point in the visual scene by rapid saccadic eye movements (EMs). This sampling of visual information is supplemented by a low-resolution, wide peripheral field of view, especially sensitive to motion. Cognitive-spatial models controlling perception, imagery, and 'seeing,' also control the EMs that shift the fovea in the Scanpath mode. These illusions provide for presence, the sense off being within an environment. They equally well lead to 'Telepresence,' the sense of being within a virtual display, especially if the operator is intensely interacting within an eye-hand and head-eye human-machine interface that provides for congruent visual and motor frames of reference. Interaction, immersion, and interest compel telepresence; intuitive functioning and engineered information flows can optimize human adaptation to the artificial new world of virtual reality, as virtual reality expands into entertainment, simulation, telerobotics, and scientific visualization and other professional work.

  18. Eye Gaze Correlates of Motor Impairment in VR Observation of Motor Actions.

    PubMed

    Alves, J; Vourvopoulos, A; Bernardino, A; Bermúdez I Badia, S

    2016-01-01

    This article is part of the Focus Theme of Methods of Information in Medicine on "Methodologies, Models and Algorithms for Patients Rehabilitation". Identify eye gaze correlates of motor impairment in a virtual reality motor observation task in a study with healthy participants and stroke patients. Participants consisted of a group of healthy subjects (N = 20) and a group of stroke survivors (N = 10). Both groups were required to observe a simple reach-and-grab and place-and-release task in a virtual environment. Additionally, healthy subjects were required to observe the task in a normal condition and a constrained movement condition. Eye movements were recorded during the observation task for later analysis. For healthy participants, results showed differences in gaze metrics when comparing the normal and arm-constrained conditions. Differences in gaze metrics were also found when comparing dominant and non-dominant arm for saccades and smooth pursuit events. For stroke patients, results showed longer smooth pursuit segments in action observation when observing the paretic arm, thus providing evidence that the affected circuitry may be activated for eye gaze control during observation of the simulated motor action. This study suggests that neural motor circuits are involved, at multiple levels, in observation of motor actions displayed in a virtual reality environment. Thus, eye tracking combined with action observation tasks in a virtual reality display can be used to monitor motor deficits derived from stroke, and consequently can also be used for rehabilitation of stroke patients.

  19. 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.

  20. Virtual reality: new method of teaching anorectal and pelvic floor anatomy.

    PubMed

    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.

  1. Seamless 3D interaction for virtual tables, projection planes, and CAVEs

    NASA Astrophysics Data System (ADS)

    Encarnacao, L. M.; Bimber, Oliver; Schmalstieg, Dieter; Barton, Robert J., III

    2000-08-01

    The Virtual Table presents stereoscopic graphics to a user in a workbench-like setting. This device shares with other large- screen display technologies (such as data walls and surround- screen projection systems) the lack of human-centered unencumbered user interfaces and 3D interaction technologies. Such shortcomings present severe limitations to the application of virtual reality (VR) technology to time- critical applications as well as employment scenarios that involve heterogeneous groups of end-users without high levels of computer familiarity and expertise. Traditionally such employment scenarios are common in planning-related application areas such as mission rehearsal and command and control. For these applications, a high grade of flexibility with respect to the system requirements (display and I/O devices) as well as to the ability to seamlessly and intuitively switch between different interaction modalities and interaction are sought. Conventional VR techniques may be insufficient to meet this challenge. This paper presents novel approaches for human-centered interfaces to Virtual Environments focusing on the Virtual Table visual input device. It introduces new paradigms for 3D interaction in virtual environments (VE) for a variety of application areas based on pen-and-clipboard, mirror-in-hand, and magic-lens metaphors, and introduces new concepts for combining VR and augmented reality (AR) techniques. It finally describes approaches toward hybrid and distributed multi-user interaction environments and concludes by hypothesizing on possible use cases for defense applications.

  2. Augmented reality system

    NASA Astrophysics Data System (ADS)

    Lin, Chien-Liang; Su, Yu-Zheng; Hung, Min-Wei; Huang, Kuo-Cheng

    2010-08-01

    In recent years, Augmented Reality (AR)[1][2][3] is very popular in universities and research organizations. The AR technology has been widely used in Virtual Reality (VR) fields, such as sophisticated weapons, flight vehicle development, data model visualization, virtual training, entertainment and arts. AR has characteristics to enhance the display output as a real environment with specific user interactive functions or specific object recognitions. It can be use in medical treatment, anatomy training, precision instrument casting, warplane guidance, engineering and distance robot control. AR has a lot of vantages than VR. This system developed combines sensors, software and imaging algorithms to make users feel real, actual and existing. Imaging algorithms include gray level method, image binarization method, and white balance method in order to make accurate image recognition and overcome the effects of light.

  3. Experiments in mixed reality

    NASA Astrophysics Data System (ADS)

    Krum, David M.; Sadek, Ramy; Kohli, Luv; Olson, Logan; Bolas, Mark

    2010-01-01

    As part of the Institute for Creative Technologies and the School of Cinematic Arts at the University of Southern California, the Mixed Reality lab develops technologies and techniques for presenting realistic immersive training experiences. Such experiences typically place users within a complex ecology of social actors, physical objects, and collections of intents, motivations, relationships, and other psychological constructs. Currently, it remains infeasible to completely synthesize the interactivity and sensory signatures of such ecologies. For this reason, the lab advocates mixed reality methods for training and conducts experiments exploring such methods. Currently, the lab focuses on understanding and exploiting the elasticity of human perception with respect to representational differences between real and virtual environments. This paper presents an overview of three projects: techniques for redirected walking, displays for the representation of virtual humans, and audio processing to increase stress.

  4. Addition of Olfactory Stimuli to Virtual Reality Simulations for Medical Training Applications

    DTIC Science & Technology

    1996-11-01

    surveyed and a working set of odorants were indentified or developed in sufficient quantities to support further testing. Extensive studies were performed...Olfactory Displays for HMD Systems 8 Ambulatory Olfactory HMD Display 11 Odor Display--Booth Environment 19 Odor Display in CAVE 20 Odor Survey and Odor...HMDs, it may be welcome in some scenarios such as those that might be used for training medics. Odorant Survey and Odor Development A second area of

  5. Effects of videogame distraction using a virtual reality type head-mounted display helmet on cold pressor pain in children.

    PubMed

    Dahlquist, Lynnda M; Weiss, Karen E; Clendaniel, Lindsay Dillinger; Law, Emily F; Ackerman, Claire Sonntag; McKenna, Kristine D

    2009-06-01

    To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain. Forty-one children, aged 6-14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial. Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited.

  6. Effects of Videogame Distraction and a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Young Elementary School-Aged Children

    PubMed Central

    Weiss, Karen E.; Law, Emily F.; Sil, Soumitri; Herbert, Linda Jones; Horn, Susan Berrin; Wohlheiter, Karen; Ackerman, Claire Sonntag

    2010-01-01

    Objective This study examined the effects of videogame distraction and a virtual reality (VR) type head-mounted display helmet for children undergoing cold pressor pain. Methods Fifty children between the ages of 6 and 10 years underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered via a VR helmet or without a VR helmet in counterbalanced order. Results As expected, children demonstrated significant improvements in pain threshold and pain tolerance during both distraction conditions. However, the two distraction conditions did not differ in effectiveness. Conclusions Using the VR helmet did not result in improved pain tolerance over and above the effects of interactive videogame distraction without VR technology. Clinical implications and possible developmental differences in elementary school-aged children's ability to use VR technology are discussed. PMID:19786489

  7. Effects of videogame distraction and a virtual reality type head-mounted display helmet on cold pressor pain in young elementary school-aged children.

    PubMed

    Dahlquist, Lynnda M; Weiss, Karen E; Law, Emily F; Sil, Soumitri; Herbert, Linda Jones; Horn, Susan Berrin; Wohlheiter, Karen; Ackerman, Claire Sonntag

    2010-07-01

    This study examined the effects of videogame distraction and a virtual reality (VR) type head-mounted display helmet for children undergoing cold pressor pain. Fifty children between the ages of 6 and 10 years underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered via a VR helmet or without a VR helmet in counterbalanced order. As expected, children demonstrated significant improvements in pain threshold and pain tolerance during both distraction conditions. However, the two distraction conditions did not differ in effectiveness. Using the VR helmet did not result in improved pain tolerance over and above the effects of interactive videogame distraction without VR technology. Clinical implications and possible developmental differences in elementary school-aged children's ability to use VR technology are discussed.

  8. Using virtual reality to analyze sports performance.

    PubMed

    Bideau, Benoit; Kulpa, Richard; Vignais, Nicolas; Brault, Sébastien; Multon, Franck; Craig, Cathy

    2010-01-01

    Improving performance in sports can be difficult because many biomechanical, physiological, and psychological factors come into play during competition. A better understanding of the perception-action loop employed by athletes is necessary. This requires isolating contributing factors to determine their role in player performance. Because of its inherent limitations, video playback doesn't permit such in-depth analysis. Interactive, immersive virtual reality (VR) can overcome these limitations and foster a better understanding of sports performance from a behavioral-neuroscience perspective. Two case studies using VR technology and a sophisticated animation engine demonstrate how to use information from visual displays to inform a player's future course of action.

  9. Virtual reality in urban water management: communicating urban flooding with particle-based CFD simulations.

    PubMed

    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.

  10. Low-Cost, Portable, Multi-Wall Virtual Reality

    NASA Technical Reports Server (NTRS)

    Miller, Samuel A.; Misch, Noah J.; Dalton, Aaron J.

    2005-01-01

    Virtual reality systems make compelling outreach displays, but some such systems, like the CAVE, have design features that make their use for that purpose inconvenient. In the case of the CAVE, the equipment is difficult to disassemble, transport, and reassemble, and typically CAVEs can only be afforded by large-budget research facilities. We implemented a system like the CAVE that costs less than $30,000, weighs about 500 pounds, and fits into a fifteen-passenger van. A team of six people have unpacked, assembled, and calibrated the system in less than two hours. This cost reduction versus similar virtual-reality systems stems from the unique approach we took to stereoscopic projection. We used an assembly of optical chopper wheels and commodity LCD projectors to create true active stereo at less than a fifth of the cost of comparable active-stereo technologies. The screen and frame design also optimized portability; the frame assembles in minutes with only two fasteners, and both it and the screen pack into small bundles for easy and secure shipment.

  11. Developing a virtual reality application for training nuclear power plant operators: setting up a database containing dose rates in the refuelling plant.

    PubMed

    Ródenas, J; Zarza, I; Burgos, M C; Felipe, A; Sánchez-Mayoral, M L

    2004-01-01

    Operators in Nuclear Power Plants can receive high doses during refuelling operations. A training programme for simulating refuelling operations will be useful in reducing the doses received by workers as well as minimising operation time. With this goal in mind, a virtual reality application is developed within the framework of the CIPRES project. The application requires doses, both instantaneous and accumulated, to be displayed at all times during operator training. Therefore, it is necessary to set up a database containing dose rates at every point in the refuelling plant. This database is based on radiological protection surveillance data measured in the plant during refuelling operations. Some interpolation routines have been used to estimate doses through the refuelling plant. Different assumptions have been adopted in order to perform the interpolation and obtain consistent data. In this paper, the procedures developed to set up the dose database for the virtual reality application are presented and analysed.

  12. Amplified Head Rotation in Virtual Reality and the Effects on 3D Search, Training Transfer, and Spatial Orientation.

    PubMed

    Ragan, Eric D; Scerbo, Siroberto; Bacim, Felipe; Bowman, Doug A

    2017-08-01

    Many types of virtual reality (VR) systems allow users to use natural, physical head movements to view a 3D environment. In some situations, such as when using systems that lack a fully surrounding display or when opting for convenient low-effort interaction, view control can be enabled through a combination of physical and virtual turns to view the environment, but the reduced realism could potentially interfere with the ability to maintain spatial orientation. One solution to this problem is to amplify head rotations such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the entire surrounding environment with small head movements. This solution is attractive because it allows semi-natural physical view control rather than requiring complete physical rotations or a fully-surrounding display. However, the effects of amplified head rotations on spatial orientation and many practical tasks are not well understood. In this paper, we present an experiment that evaluates the influence of amplified head rotation on 3D search, spatial orientation, and cybersickness. In the study, we varied the amount of amplification and also varied the type of display used (head-mounted display or surround-screen CAVE) for the VR search task. By evaluating participants first with amplification and then without, we were also able to study training transfer effects. The findings demonstrate the feasibility of using amplified head rotation to view 360 degrees of virtual space, but noticeable problems were identified when using high amplification with a head-mounted display. In addition, participants were able to more easily maintain a sense of spatial orientation when using the CAVE version of the application, which suggests that visibility of the user's body and awareness of the CAVE's physical environment may have contributed to the ability to use the amplification technique while keeping track of orientation.

  13. Virtual Reality Model of the Three-Dimensional Anatomy of the Cavernous Sinus Based on a Cadaveric Image and Dissection.

    PubMed

    Qian, Zeng-Hui; Feng, Xu; Li, Yang; Tang, Ke

    2018-01-01

    Studying the three-dimensional (3D) anatomy of the cavernous sinus is essential for treating lesions in this region with skull base surgeries. Cadaver dissection is a conventional method that has insurmountable flaws with regard to understanding spatial anatomy. The authors' research aimed to build an image model of the cavernous sinus region in a virtual reality system to precisely, individually and objectively elucidate the complete and local stereo-anatomy. Computed tomography and magnetic resonance imaging scans were performed on 5 adult cadaver heads. Latex mixed with contrast agent was injected into the arterial system and then into the venous system. Computed tomography scans were performed again following the 2 injections. Magnetic resonance imaging scans were performed again after the cranial nerves were exposed. Image data were input into a virtual reality system to establish a model of the cavernous sinus. Observation results of the image models were compared with those of the cadaver heads. Visualization of the cavernous sinus region models built using the virtual reality system was good for all the cadavers. High resolutions were achieved for the images of different tissues. The observed results were consistent with those of the cadaver head. The spatial architecture and modality of the cavernous sinus were clearly displayed in the 3D model by rotating the model and conveniently changing its transparency. A 3D virtual reality model of the cavernous sinus region is helpful for globally and objectively understanding anatomy. The observation procedure was accurate, convenient, noninvasive, and time and specimen saving.

  14. 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.

  15. Distractibility in Attention/Deficit/ Hyperactivity Disorder (ADHD): the virtual reality classroom.

    PubMed

    Adams, Rebecca; Finn, Paul; Moes, Elisabeth; Flannery, Kathleen; Rizzo, Albert Skip

    2009-03-01

    Nineteen boys aged 8 to 14 with a diagnosis of ADHD and 16 age-matched controls were compared in a virtual reality (VR) classroom version of a continuous performance task (CPT), with a second standard CPT presentation using the same projection display dome system. The Virtual Classroom included simulated "real-world" auditory and visual distracters. Parent ratings of attention, hyperactivity, internalizing problems, and adaptive skills on the Behavior Assessment System for Children (BASC) Monitor for ADHD confirmed that the ADHD children had more problems in these areas than controls. The difference between the ADHD group (who performed worse) and the control group approached significance (p = .05; adjusted p = .02) in the Virtual Classroom presentation, and the classification rate of the Virtual Classroom was better than when the standard CPT was used (87.5% versus 68.8%). Children with ADHD were more affected by distractions in the VR classroom than those without ADHD. Results are discussed in relation to distractibility in ADHD.

  16. Using mixed reality, force feedback and tactile augmentation to improve the realism of medical simulation.

    PubMed

    Fisher, J Brian; Porter, Susan M

    2002-01-01

    This paper describes an application of a display approach which uses chromakey techniques to composite real and computer-generated images allowing a user to see his hands and medical instruments collocated with the display of virtual objects during a medical training simulation. Haptic feedback is provided through the use of a PHANTOM force feedback device in addition to tactile augmentation, which allows the user to touch virtual objects by introducing corresponding real objects in the workspace. A simplified catheter introducer insertion simulation was developed to demonstrate the capabilities of this approach.

  17. Use of display technologies for augmented reality enhancement

    NASA Astrophysics Data System (ADS)

    Harding, Kevin

    2016-06-01

    Augmented reality (AR) is seen as an important tool for the future of user interfaces as well as training applications. An important application area for AR is expected to be in the digitization of training and worker instructions used in the Brilliant Factory environment. The transition of work instructions methods from printed pages in a book or taped to a machine to virtual simulations is a long step with many challenges along the way. A variety of augmented reality tools are being explored today for industrial applications that range from simple programmable projections in the work space to 3D displays and head mounted gear. This paper will review where some of these tool are today and some of the pros and cons being considered for the future worker environment.

  18. Inexpensive Monocular Pico-Projector-based Augmented Reality Display for Surgical Microscope

    PubMed Central

    Shi, Chen; Becker, Brian C.; Riviere, Cameron N.

    2013-01-01

    This paper describes an inexpensive pico-projector-based augmented reality (AR) display for a surgical microscope. The system is designed for use with Micron, an active handheld surgical tool that cancels hand tremor of surgeons to improve microsurgical accuracy. Using the AR display, virtual cues can be injected into the microscope view to track the movement of the tip of Micron, show the desired position, and indicate the position error. Cues can be used to maintain high performance by helping the surgeon to avoid drifting out of the workspace of the instrument. Also, boundary information such as the view range of the cameras that record surgical procedures can be displayed to tell surgeons the operation area. Furthermore, numerical, textual, or graphical information can be displayed, showing such things as tool tip depth in the work space and on/off status of the canceling function of Micron. PMID:25264542

  19. Exploring Virtual Reality for Classroom Use: The Virtual Reality and Education Lab at East Carolina University.

    ERIC Educational Resources Information Center

    Auld, Lawrence W. S.; Pantelidis, Veronica S.

    1994-01-01

    Describes the Virtual Reality and Education Lab (VREL) established at East Carolina University to study the implications of virtual reality for elementary and secondary education. Highlights include virtual reality software evaluation; hardware evaluation; computer-based curriculum objectives which could use virtual reality; and keeping current…

  20. Helmet-mounted displays: why haven't they taken off?

    NASA Astrophysics Data System (ADS)

    Havig, P.; Goff, C.; McIntire, J.; Franck, D.

    2009-05-01

    Helmet-Mounted Display (HMD) technologies have been developing for over 3 decades and have been studied for multiple applications ranging from military aircraft, to virtual reality, augmented reality, entertainment and a host of other ideas. It would not be unreasonable to assume that after this much time they would be employed in our daily lives as ubiquitously as the common desktop monitor. However, this is simply not the case. How can this be when they can be used in so many ways for so many tasks? Throughout this work we will look at some of the reasons why as well of some of the ways they can be used.

  1. The development of the virtual reality system for the treatment of the fears of public speaking.

    PubMed

    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.

  2. The Responses of Medical General Practitioners to Unreasonable Patient Demand for Antibiotics - A Study of Medical Ethics Using Immersive Virtual Reality

    PubMed Central

    Pan, Xueni; Slater, Mel; Beacco, Alejandro; Navarro, Xavi; Bellido Rivas, Anna I.; Swapp, David; Hale, Joanna; Forbes, Paul Alexander George; Denvir, Catrina; de C. Hamilton, Antonia F.; Delacroix, Sylvie

    2016-01-01

    Background Dealing with insistent patient demand for antibiotics is an all too common part of a General Practitioner’s daily routine. This study explores the extent to which portable Immersive Virtual Reality technology can help us gain an accurate understanding of the factors that influence a doctor’s response to the ethical challenge underlying such tenacious requests for antibiotics (given the threat posed by growing anti-bacterial resistance worldwide). It also considers the potential of such technology to train doctors to face such dilemmas. Experiment Twelve experienced GPs and nine trainees were confronted with an increasingly angry demand by a woman to prescribe antibiotics to her mother in the face of inconclusive evidence that such antibiotic prescription is necessary. The daughter and mother were virtual characters displayed in immersive virtual reality. The specific purposes of the study were twofold: first, whether experienced GPs would be more resistant to patient demands than the trainees, and second, to investigate whether medical doctors would take the virtual situation seriously. Results Eight out of the 9 trainees prescribed the antibiotics, whereas 7 out of the 12 GPs did so. On the basis of a Bayesian analysis, these results yield reasonable statistical evidence in favor of the notion that experienced GPs are more likely to withstand the pressure to prescribe antibiotics than trainee doctors, thus answering our first question positively. As for the second question, a post experience questionnaire assessing the participants’ level of presence (together with participants’ feedback and body language) suggested that overall participants did tend towards the illusion of being in the consultation room depicted in the virtual reality and that the virtual consultation taking place was really happening. PMID:26889676

  3. The Responses of Medical General Practitioners to Unreasonable Patient Demand for Antibiotics--A Study of Medical Ethics Using Immersive Virtual Reality.

    PubMed

    Pan, Xueni; Slater, Mel; Beacco, Alejandro; Navarro, Xavi; Bellido Rivas, Anna I; Swapp, David; Hale, Joanna; Forbes, Paul Alexander George; Denvir, Catrina; Hamilton, Antonia F de C; Delacroix, Sylvie

    2016-01-01

    Dealing with insistent patient demand for antibiotics is an all too common part of a General Practitioner's daily routine. This study explores the extent to which portable Immersive Virtual Reality technology can help us gain an accurate understanding of the factors that influence a doctor's response to the ethical challenge underlying such tenacious requests for antibiotics (given the threat posed by growing anti-bacterial resistance worldwide). It also considers the potential of such technology to train doctors to face such dilemmas. Twelve experienced GPs and nine trainees were confronted with an increasingly angry demand by a woman to prescribe antibiotics to her mother in the face of inconclusive evidence that such antibiotic prescription is necessary. The daughter and mother were virtual characters displayed in immersive virtual reality. The specific purposes of the study were twofold: first, whether experienced GPs would be more resistant to patient demands than the trainees, and second, to investigate whether medical doctors would take the virtual situation seriously. Eight out of the 9 trainees prescribed the antibiotics, whereas 7 out of the 12 GPs did so. On the basis of a Bayesian analysis, these results yield reasonable statistical evidence in favor of the notion that experienced GPs are more likely to withstand the pressure to prescribe antibiotics than trainee doctors, thus answering our first question positively. As for the second question, a post experience questionnaire assessing the participants' level of presence (together with participants' feedback and body language) suggested that overall participants did tend towards the illusion of being in the consultation room depicted in the virtual reality and that the virtual consultation taking place was really happening.

  4. Virtual environment application with partial gravity simulation

    NASA Technical Reports Server (NTRS)

    Ray, David M.; Vanchau, Michael N.

    1994-01-01

    To support manned missions to the surface of Mars and missions requiring manipulation of payloads and locomotion in space, a training facility is required to simulate the conditions of both partial and microgravity. A partial gravity simulator (Pogo) which uses pneumatic suspension is being studied for use in virtual reality training. Pogo maintains a constant partial gravity simulation with a variation of simulated body force between 2.2 and 10 percent, depending on the type of locomotion inputs. this paper is based on the concept and application of a virtual environment system with Pogo including a head-mounted display and glove. The reality engine consists of a high end SGI workstation and PC's which drive Pogo's sensors and data acquisition hardware used for tracking and control. The tracking system is a hybrid of magnetic and optical trackers integrated for this application.

  5. Augmented reality 3D display based on integral imaging

    NASA Astrophysics Data System (ADS)

    Deng, Huan; Zhang, Han-Le; He, Min-Yang; Wang, Qiong-Hua

    2017-02-01

    Integral imaging (II) is a good candidate for augmented reality (AR) display, since it provides various physiological depth cues so that viewers can freely change the accommodation and convergence between the virtual three-dimensional (3D) images and the real-world scene without feeling any visual discomfort. We propose two AR 3D display systems based on the theory of II. In the first AR system, a micro II display unit reconstructs a micro 3D image, and the mciro-3D image is magnified by a convex lens. The lateral and depth distortions of the magnified 3D image are analyzed and resolved by the pitch scaling and depth scaling. The magnified 3D image and real 3D scene are overlapped by using a half-mirror to realize AR 3D display. The second AR system uses a micro-lens array holographic optical element (HOE) as an image combiner. The HOE is a volume holographic grating which functions as a micro-lens array for the Bragg-matched light, and as a transparent glass for Bragg mismatched light. A reference beam can reproduce a virtual 3D image from one side and a reference beam with conjugated phase can reproduce the second 3D image from other side of the micro-lens array HOE, which presents double-sided 3D display feature.

  6. Space Shuttle Projects

    NASA Image and Video Library

    2001-08-08

    Astronauts John M. Grunsfeld (left), STS-109 payload commander, and Nancy J. Currie, mission specialist, use the virtual reality lab at Johnson Space Center to train for upcoming duties aboard the Space Shuttle Columbia. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team to perform its duties for the fourth Hubble Space Telescope Servicing mission. The most familiar form of virtual reality technology is some form of headpiece, which fits over your eyes and displays a three dimensional computerized image of another place. Turn your head left and right, and you see what would be to your sides; turn around, and you see what might be sneaking up on you. An important part of the technology is some type of data glove that you use to propel yourself through the virtual world. Currently, the medical community is using the new technologies in four major ways: To see parts of the body more accurately, for study, to make better diagnosis of disease and to plan surgery in more detail; to obtain a more accurate picture of a procedure during surgery; to perform more types of surgery with the most noninvasive, accurate methods possible; and to model interactions among molecules at a molecular level.

  7. Accessible virtual reality therapy using portable media devices.

    PubMed

    Bruck, Susan; Watters, Paul A

    2010-01-01

    Simulated immersive environments displayed on large screens are a valuable therapeutic asset in the treatment of a range of psychological disorders. Permanent environments are expensive to build and maintain, require specialized clinician training and technical support and often have limited accessibility for clients. Ideally, virtual reality exposure therapy (VRET) could be accessible to the broader community if we could use inexpensive hardware with specifically designed software. This study tested whether watching a handheld non-immersive media device causes nausea and other cybersickness responses. Using a repeated measure design we found that nausea, general discomfort, eyestrain, blurred vision and an increase in salivation significantly increased in response to handheld non-immersive media device exposure.

  8. VEVI: A Virtual Reality Tool For Robotic Planetary Explorations

    NASA Technical Reports Server (NTRS)

    Piguet, Laurent; Fong, Terry; Hine, Butler; Hontalas, Phil; Nygren, Erik

    1994-01-01

    The Virtual Environment Vehicle Interface (VEVI), developed by the NASA Ames Research Center's Intelligent Mechanisms Group, is a modular operator interface for direct teleoperation and supervisory control of robotic vehicles. Virtual environments enable the efficient display and visualization of complex data. This characteristic allows operators to perceive and control complex systems in a natural fashion, utilizing the highly-evolved human sensory system. VEVI utilizes real-time, interactive, 3D graphics and position / orientation sensors to produce a range of interface modalities from the flat panel (windowed or stereoscopic) screen displays to head mounted/head-tracking stereo displays. The interface provides generic video control capability and has been used to control wheeled, legged, air bearing, and underwater vehicles in a variety of different environments. VEVI was designed and implemented to be modular, distributed and easily operated through long-distance communication links, using a communication paradigm called SYNERGY.

  9. User-Centered Design Driven Development of a Virtual Reality Therapy Application for Iraq War Combat-Related Post Traumatic Stress Disorder

    DTIC Science & Technology

    2006-09-01

    application with the aim of finding an affordable display with acceptable resolution and field of view (5DT, Cyvisor, eMagin ). The HMD that was chosen was the... eMagin z800, which contains OLED displays capable of 800x600 (SVGA) resolution with a 40 degree diagonal field of view (http://www.emagin.com

  10. Vroom: designing an augmented environment for remote collaboration in digital cinema production

    NASA Astrophysics Data System (ADS)

    Margolis, Todd; Cornish, Tracy

    2013-03-01

    As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.

  11. Distortion of depth perception in virtual environments using stereoscopic displays: quantitative assessment and corrective measures

    NASA Astrophysics Data System (ADS)

    Kleiber, Michael; Winkelholz, Carsten

    2008-02-01

    The aim of the presented research was to quantify the distortion of depth perception when using stereoscopic displays. The visualization parameters of the used virtual reality system such as perspective, haploscopic separation and width of stereoscopic separation were varied. The experiment was designed to measure distortion in depth perception according to allocentric frames of reference. The results of the experiments indicate that some of the parameters have an antithetic effect which allows to compensate the distortion of depth perception for a range of depths. In contrast to earlier research which reported underestimation of depth perception we found that depth was overestimated when using true projection parameters according to the position of the eyes of the user and display geometry.

  12. Display technologies for augmented reality

    NASA Astrophysics Data System (ADS)

    Lee, Byoungho; Lee, Seungjae; Jang, Changwon; Hong, Jong-Young; Li, Gang

    2018-02-01

    With the virtue of rapid progress in optics, sensors, and computer science, we are witnessing that commercial products or prototypes for augmented reality (AR) are penetrating into the consumer markets. AR is spotlighted as expected to provide much more immersive and realistic experience than ordinary displays. However, there are several barriers to be overcome for successful commercialization of AR. Here, we explore challenging and important topics for AR such as image combiners, enhancement of display performance, and focus cue reproduction. Image combiners are essential to integrate virtual images with real-world. Display performance (e.g. field of view and resolution) is important for more immersive experience and focus cue reproduction may mitigate visual fatigue caused by vergence-accommodation conflict. We also demonstrate emerging technologies to overcome these issues: index-matched anisotropic crystal lens (IMACL), retinal projection displays, and 3D display with focus cues. For image combiners, a novel optical element called IMACL provides relatively wide field of view. Retinal projection displays may enhance field of view and resolution of AR displays. Focus cues could be reconstructed via multi-layer displays and holographic displays. Experimental results of our prototypes are explained.

  13. Virtual-reality-based system for controlled study of cataplexy

    NASA Astrophysics Data System (ADS)

    Augustine, Kurt E.; Cameron, Bruce M.; Camp, Jon J.; Krahn, Lois E.; Robb, Richard A.

    2002-05-01

    Cataplexy is a sudden loss of voluntary muscle control experienced by narcolepsy patients. It is usually triggered by strong, spontaneous emotions and is more common in times of stress. The Sleep Disorders Unit and the Biomedical Imaging Resource at Mayo Clinic are developing interactive display technology for reliably inducing cataplexy during clinical monitoring. The project is referred to as the Cataplexy/Narcolepsy Activation Program, or CatNAP. We have developed an automobile driving simulation that introduces humorous, surprising, and stress-inducing events and objects as the patient attempts to navigate a vehicle through a virtual town. The patient wears a head-mounted display and controls the vehicle via a driving simulator steering wheel and pedal cluster. As the patient attempts to drive through the town, various objects, sounds or conditions occur that distract, startle, frustrate or amuse. These responses may trigger a cataplectic episode, which can then be clinically evaluated. We believe CatNAP is a novel and innovative example of the effective application of virtual reality technology to study an important clinical problem that has resisted previous approaches. An evaluation phase with volunteer patients previously diagnosed with cataplexy has been completed. The prototype system is being prepared for a full clinical study.

  14. Image-guided surgery.

    PubMed

    Wagner, A; Ploder, O; Enislidis, G; Truppe, M; Ewers, R

    1996-04-01

    Interventional video tomography (IVT), a new imaging modality, achieves virtual visualization of anatomic structures in three dimensions for intraoperative stereotactic navigation. Partial immersion into a virtual data space, which is orthotopically coregistered to the surgical field, enhances, by means of a see-through head-mounted display (HMD), the surgeon's visual perception and technique by providing visual access to nonvisual data of anatomy, physiology, and function. The presented cases document the potential of augmented reality environments in maxillofacial surgery.

  15. The Optokinetic Cervical Reflex (OKCR) in Pilots of High-Performance Aircraft.

    DTIC Science & Technology

    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

  16. The segmentation of the HMD market: optics for smart glasses, smart eyewear, AR and VR headsets

    NASA Astrophysics Data System (ADS)

    Kress, Bernard; Saeedi, Ehsan; Brac-de-la-Perriere, Vincent

    2014-09-01

    This paper reviews the various optical technologies that have been developed to implement HMDs (Head Mounted Displays), both as AR (Augmented Reality) devices, VR (Virtual Reality) devices and more recently as smart glasses, smart eyewear or connected glasses. We review the typical requirements and optical performances of such devices and categorize them into distinct groups, which are suited for different (and constantly evolving) market segments, and analyze such market segmentation.

  17. An experiment on fear of public speaking in virtual reality.

    PubMed

    Pertaub, D P; Slater, M; Barker, C

    2001-01-01

    Can virtual reality exposure therapy be used to treat people with social phobia? To answer this question it is vital to known if people will respond to virtual humans (avatars) in a virtual social setting in the same way they would to real humans. If someone is extremely anxious with real people, will they also be anxious when faced with simulated people, despite knowing that the avatars are computer generated? In [17] we described a small pilot study that placed 10 people before a virtual audience. The purpose was to assess the extent to which social anxiety, specifically fear of public speaking, was induced by the virtual audience and the extent of influence of degree of immersion (head mounted display or desktop monitor. The current paper describes a follow up study conducted with 40 subjects and the results clearly show that not only is social anxiety induced by the audience, but the degree of anxiety experienced is directly related to the type of virtual audience feedback the speaker receives. In particular, a hostile negative audience scenario was found to generate strong affect in speakers, regardless of whether or not they normally suffered from fear of public speaking.

  18. Effects of Videogame Distraction using a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Children

    PubMed Central

    Weiss, Karen E.; Dillinger Clendaniel, Lindsay; Law, Emily F.; Ackerman, Claire Sonntag; McKenna, Kristine D.

    2009-01-01

    Objective To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain. Method Forty-one children, aged 6–14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial. Results Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited. PMID:18367495

  19. STS-61 crew utilizing Virtual Reality in training for HST repair mission

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Astronaut Jeffrey A. Hoffman, one of four crewmembers for STS-61 that will conduct scheduled spacewalks during the flight, wears a special helmet and gloves designed to assist in proper positioning near the telescope while on the end of the robot arm. Crewmembers are utilizing a new virtual reality training aid which assists in refining positioning patterns for Space Shuttle Endeavour's Remote Manipulator System (RMS) (36890); Astronaut Claude Nicollier looks at a computer display of the Shuttle's robot arm movements as Thomas D. Akers and Kathryn C. Thornton, mission specialists look on. Nicollier will be responsible for maneuvering the astronauts while they stand in a foot restraint on the end of the RMS arm (36891,36894); Hoffman wears a special helmet and gloves designed to assist in proper positioning near the telescope while on the end of the robot arm (35892); Nicollier looks at a computer display of the Shuttle's robot arm movements as Akers looks on (36893); While (l-r) Astron

  20. Multi-Robot Interfaces and Operator Situational Awareness: Study of the Impact of Immersion and Prediction

    PubMed Central

    Peña-Tapia, Elena; Martín-Barrio, Andrés; Olivares-Méndez, Miguel A.

    2017-01-01

    Multi-robot missions are a challenge for operators in terms of workload and situational awareness. These operators have to receive data from the robots, extract information, understand the situation properly, make decisions, generate the adequate commands, and send them to the robots. The consequences of excessive workload and lack of awareness can vary from inefficiencies to accidents. This work focuses on the study of future operator interfaces of multi-robot systems, taking into account relevant issues such as multimodal interactions, immersive devices, predictive capabilities and adaptive displays. Specifically, four interfaces have been designed and developed: a conventional, a predictive conventional, a virtual reality and a predictive virtual reality interface. The four interfaces have been validated by the performance of twenty-four operators that supervised eight multi-robot missions of fire surveillance and extinguishing. The results of the workload and situational awareness tests show that virtual reality improves the situational awareness without increasing the workload of operators, whereas the effects of predictive components are not significant and depend on their implementation. PMID:28749407

  1. Virtual reality-based prospective memory training program for people with acquired brain injury.

    PubMed

    Yip, Ben C B; Man, David W K

    2013-01-01

    Acquired brain injuries (ABI) may display cognitive impairments and lead to long-term disabilities including prospective memory (PM) failure. Prospective memory serves to remember to execute an intended action in the future. PM problems would be a challenge to an ABI patient's successful community reintegration. While retrospective memory (RM) has been extensively studied, treatment programs for prospective memory are rarely reported. The development of a treatment program for PM, which is considered timely, can be cost-effective and appropriate to the patient's environment. A 12-session virtual reality (VR)-based cognitive rehabilitation program was developed using everyday PM activities as training content. 37 subjects were recruited to participate in a pretest-posttest control experimental study to evaluate its treatment effectiveness. Results suggest that significantly better changes were seen in both VR-based and real-life PM outcome measures, related cognitive attributes such as frontal lobe functions and semantic fluency. VR-based training may be well accepted by ABI patients as encouraging improvement has been shown. Large-scale studies of a virtual reality-based prospective memory (VRPM) training program are indicated.

  2. Spatial Data Management System (SDMS)

    NASA Technical Reports Server (NTRS)

    Hutchison, Mark W.

    1994-01-01

    The Spatial Data Management System (SDMS) is a testbed for retrieval and display of spatially related material. SDMS permits the linkage of large graphical display objects with detail displays and explanations of its smaller components. SDMS combines UNIX workstations, MIT's X Window system, TCP/IP and WAIS information retrieval technology to prototype a means of associating aggregate data linked via spatial orientation. SDMS capitalizes upon and extends previous accomplishments of the Software Technology Branch in the area of Virtual Reality and Automated Library Systems.

  3. Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality

    ERIC Educational Resources Information Center

    Pantelidis, Veronica S.

    2009-01-01

    Many studies have been conducted on the use of virtual reality in education and training. This article lists examples of such research. Reasons to use virtual reality are discussed. Advantages and disadvantages of using virtual reality are presented, as well as suggestions on when to use and when not to use virtual reality. A model that can be…

  4. 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.

  5. Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays.

    PubMed

    Padmanaban, Nitish; Konrad, Robert; Stramer, Tal; Cooper, Emily A; Wetzstein, Gordon

    2017-02-28

    From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues can be overcome using display modes that adapt to the user via computational optics. By using focus-tunable lenses, mechanically actuated displays, and mobile gaze-tracking technology, these displays can be tailored to correct common refractive errors and provide natural focus cues by dynamically updating the system based on where a user looks in a virtual scene. Indeed, the opportunities afforded by recent advances in computational optics open up the possibility of creating a computing platform in which some users may experience better quality vision in the virtual world than in the real one.

  6. Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays

    NASA Astrophysics Data System (ADS)

    Padmanaban, Nitish; Konrad, Robert; Stramer, Tal; Cooper, Emily A.; Wetzstein, Gordon

    2017-02-01

    From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues can be overcome using display modes that adapt to the user via computational optics. By using focus-tunable lenses, mechanically actuated displays, and mobile gaze-tracking technology, these displays can be tailored to correct common refractive errors and provide natural focus cues by dynamically updating the system based on where a user looks in a virtual scene. Indeed, the opportunities afforded by recent advances in computational optics open up the possibility of creating a computing platform in which some users may experience better quality vision in the virtual world than in the real one.

  7. Time multiplexing for increased FOV and resolution in virtual reality

    NASA Astrophysics Data System (ADS)

    Miñano, Juan C.; Benitez, Pablo; Grabovičkić, Dejan; Zamora, Pablo; Buljan, Marina; Narasimhan, Bharathwaj

    2017-06-01

    We introduce a time multiplexing strategy to increase the total pixel count of the virtual image seen in a VR headset. This translates into an improvement of the pixel density or the Field of View FOV (or both) A given virtual image is displayed by generating a succession of partial real images, each representing part of the virtual image and together representing the virtual image. Each partial real image uses the full set of physical pixels available in the display. The partial real images are successively formed and combine spatially and temporally to form a virtual image viewable from the eye position. Partial real images are imaged through different optical channels depending of its time slot. Shutters or other schemes are used to avoid that a partial real image be imaged through the wrong optical channels or at the wrong time slot. This time multiplexing strategy needs real images be shown at high frame rates (>120fps). Available display and shutters technologies are discussed. Several optical designs for achieving this time multiplexing scheme in a compact format are shown. This time multiplexing scheme allows increasing the resolution/FOV of the virtual image not only by increasing the physical pixel density but also by decreasing the pixels switching time, a feature that may be simpler to achieve in certain circumstances.

  8. Low-cost, smartphone based frequency doubling technology visual field testing using virtual reality (Conference Presentation)

    NASA Astrophysics Data System (ADS)

    Alawa, Karam A.; Sayed, Mohamed; Arboleda, Alejandro; Durkee, Heather A.; Aguilar, Mariela C.; Lee, Richard K.

    2017-02-01

    Glaucoma is the leading cause of irreversible blindness worldwide. Due to its wide prevalence, effective screening tools are necessary. The purpose of this project is to design and evaluate a system that enables portable, cost effective, smartphone based visual field screening based on frequency doubling technology. The system is comprised of an Android smartphone to display frequency doubling stimuli and handle processing, a Bluetooth remote for user input, and a virtual reality headset to simulate the exam. The LG Nexus 5 smartphone and BoboVR Z3 virtual reality headset were used for their screen size and lens configuration, respectively. The system is capable of running the C-20, N-30, 24-2, and 30-2 testing patterns. Unlike the existing system, the smartphone FDT tests both eyes concurrently by showing the same background to both eyes but only displaying the stimulus to one eye at a time. Both the Humphrey Zeiss FDT and the smartphone FDT were tested on five subjects without a history of ocular disease with the C-20 testing pattern. The smartphone FDT successfully produced frequency doubling stimuli at the correct spatial and temporal frequency. Subjects could not tell which eye was being tested. All five subjects preferred the smartphone FDT to the Humphrey Zeiss FDT due to comfort and ease of use. The smartphone FDT is a low-cost, portable visual field screening device that can be used as a screening tool for glaucoma.

  9. Modulation of thermal pain-related brain activity with virtual reality: evidence from fMRI.

    PubMed

    Hoffman, Hunter G; Richards, Todd L; Coda, Barbara; Bills, Aric R; Blough, David; Richards, Anne L; Sharar, Sam R

    2004-06-07

    This study investigated the neural correlates of virtual reality analgesia. Virtual reality significantly reduced subjective pain ratings (i.e. analgesia). Using fMRI, pain-related brain activity was measured for each participant during conditions of no virtual reality and during virtual reality (order randomized). As predicted, virtual reality significantly reduced pain-related brain activity in all five regions of interest; the anterior cingulate cortex, primary and secondary somatosensory cortex, insula, and thalamus (p<0.002, corrected). Results showed direct modulation of human brain pain responses by virtual reality distraction. Copyright 2004 Lippincott Williams and Wilkins

  10. 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.

  11. Effects of Head-Mounted Display on the Oculomotor System and Refractive Error in Normal Adolescents.

    PubMed

    Ha, Suk-Gyu; Na, Kun-Hoo; Kweon, Il-Joo; Suh, Young-Woo; Kim, Seung-Hyun

    2016-07-01

    To investigate the clinical effects of head-mounted display on the refractive error and oculomotor system in normal adolescents. Sixty volunteers (age: 13 to 18 years) watched a three-dimensional movie and virtual reality application of head-mounted display for 30 minutes. The refractive error (diopters [D]), angle of deviation (prism diopters [PD]) at distance (6 m) and near (33 cm), near point of accommodation, and stereoacuity were measured before, immediately after, and 10 minutes after watching the head-mounted display. The refractive error was presented as spherical equivalent (SE). Refractive error was measured repeatedly after every 10 minutes when a myopic shift greater than 0.15 D was observed after watching the head-mounted display. The mean age of the participants was 14.7 ± 1.3 years and the mean SE before watching head-mounted display was -3.1 ± 2.6 D. One participant in the virtual reality application group was excluded due to motion sickness and nausea. After 30 minutes of watching the head-mounted display, the SE, near point of accommodation, and stereoacuity in both eyes did not change significantly (all P > .05). Immediately after watching the head-mounted display, esophoric shift was observed (0.6 ± 1.5 to 0.2 ± 1.5 PD), although it was not significant (P = .06). Transient myopic shifts of 17.2% to 30% were observed immediately after watching the head-mounted display in both groups, but recovered fully within 40 minutes after watching the head-mounted display. There were no significant clinical effects of watching head-mounted display for 30 minutes on the normal adolescent eye. Transient changes in refractive error and binocular alignment were noted, but were not significant. [J Pediatr Ophthalmol Strabismus. 2016;53(4):238-245.]. Copyright 2016, SLACK Incorporated.

  12. A virtual reality environment for telescope operation

    NASA Astrophysics Data System (ADS)

    Martínez, Luis A.; Villarreal, José L.; Ángeles, Fernando; Bernal, Abel

    2010-07-01

    Astronomical observatories and telescopes are becoming increasingly large and complex systems, demanding to any potential user the acquirement of great amount of information previous to access them. At present, the most common way to overcome that information is through the implementation of larger graphical user interfaces and computer monitors to increase the display area. Tonantzintla Observatory has a 1-m telescope with a remote observing system. As a step forward in the improvement of the telescope software, we have designed a Virtual Reality (VR) environment that works as an extension of the remote system and allows us to operate the telescope. In this work we explore this alternative technology that is being suggested here as a software platform for the operation of the 1-m telescope.

  13. Augmented Reality versus Virtual Reality for 3D Object Manipulation.

    PubMed

    Krichenbauer, Max; Yamamoto, Goshiro; Taketom, Takafumi; Sandor, Christian; Kato, Hirokazu

    2018-02-01

    Virtual Reality (VR) Head-Mounted Displays (HMDs) are on the verge of becoming commodity hardware available to the average user and feasible to use as a tool for 3D work. Some HMDs include front-facing cameras, enabling Augmented Reality (AR) functionality. Apart from avoiding collisions with the environment, interaction with virtual objects may also be affected by seeing the real environment. However, whether these effects are positive or negative has not yet been studied extensively. For most tasks it is unknown whether AR has any advantage over VR. In this work we present the results of a user study in which we compared user performance measured in task completion time on a 9 degrees of freedom object selection and transformation task performed either in AR or VR, both with a 3D input device and a mouse. Our results show faster task completion time in AR over VR. When using a 3D input device, a purely VR environment increased task completion time by 22.5 percent on average compared to AR ( ). Surprisingly, a similar effect occurred when using a mouse: users were about 17.3 percent slower in VR than in AR ( ). Mouse and 3D input device produced similar task completion times in each condition (AR or VR) respectively. We further found no differences in reported comfort.

  14. Virtual reality in the treatment of persecutory delusions: randomised controlled experimental study testing how to reduce delusional conviction.

    PubMed

    Freeman, Daniel; Bradley, Jonathan; Antley, Angus; Bourke, Emilie; DeWeever, Natalie; Evans, Nicole; Černis, Emma; Sheaves, Bryony; Waite, Felicity; Dunn, Graham; Slater, Mel; Clark, David M

    2016-07-01

    Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). Cognitive therapy using virtual reality could prove highly effective in treating delusions. © The Royal College of Psychiatrists 2016.

  15. Virtual reality in the treatment of persecutory delusions: randomised controlled experimental study testing how to reduce delusional conviction

    PubMed Central

    Freeman, Daniel; Bradley, Jonathan; Antley, Angus; Bourke, Emilie; DeWeever, Natalie; Evans, Nicole; Černis, Emma; Sheaves, Bryony; Waite, Felicity; Dunn, Graham; Slater, Mel; Clark, David M.

    2016-01-01

    Background Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. Aims To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). Method Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. Results In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). Conclusion Cognitive therapy using virtual reality could prove highly effective in treating delusions. PMID:27151071

  16. Virtual reality and paranoid ideations in people with an 'at-risk mental state' for psychosis.

    PubMed

    Valmaggia, Lucia R; Freeman, Daniel; Green, Catherine; Garety, Philippa; Swapp, David; Antley, Angus; Prescott, Corinne; Fowler, David; Kuipers, Elizabeth; Bebbington, Paul; Slater, Mel; Broome, Matthew; McGuire, Philip K

    2007-12-01

    Virtual reality provides a means of studying paranoid thinking in controlled laboratory conditions. However, this method has not been used with a clinical group. To establish the feasibility and safety of using virtual reality methodology in people with an at-risk mental state and to investigate the applicability of a cognitive model of paranoia to this group. Twenty-one participants with an at-risk mental state were assessed before and after entering a virtual reality environment depicting the inside of an underground train. Virtual reality did not raise levels of distress at the time of testing or cause adverse experiences over the subsequent week. Individuals attributed mental states to virtual reality characters including hostile intent. Persecutory ideation in virtual reality was predicted by higher levels of trait paranoia, anxiety, stress, immersion in virtual reality, perseveration and interpersonal sensitivity. Virtual reality is an acceptable experimental technique for use with individuals with at-risk mental states. Paranoia in virtual reality was understandable in terms of the cognitive model of persecutory delusions.

  17. Monocular display unit for 3D display with correct depth perception

    NASA Astrophysics Data System (ADS)

    Sakamoto, Kunio; Hosomi, Takashi

    2009-11-01

    A study of virtual-reality system has been popular and its technology has been applied to medical engineering, educational engineering, a CAD/CAM system and so on. The 3D imaging display system has two types in the presentation method; one is a 3-D display system using a special glasses and the other is the monitor system requiring no special glasses. A liquid crystal display (LCD) recently comes into common use. It is possible for this display unit to provide the same size of displaying area as the image screen on the panel. A display system requiring no special glasses is useful for a 3D TV monitor, but this system has demerit such that the size of a monitor restricts the visual field for displaying images. Thus the conventional display can show only one screen, but it is impossible to enlarge the size of a screen, for example twice. To enlarge the display area, the authors have developed an enlarging method of display area using a mirror. Our extension method enables the observers to show the virtual image plane and to enlarge a screen area twice. In the developed display unit, we made use of an image separating technique using polarized glasses, a parallax barrier or a lenticular lens screen for 3D imaging. The mirror can generate the virtual image plane and it enlarges a screen area twice. Meanwhile the 3D display system using special glasses can also display virtual images over a wide area. In this paper, we present a monocular 3D vision system with accommodation mechanism, which is useful function for perceiving depth.

  18. Virtual reality simulators and training in laparoscopic surgery.

    PubMed

    Yiannakopoulou, Eugenia; Nikiteas, Nikolaos; Perrea, Despina; Tsigris, Christos

    2015-01-01

    Virtual reality simulators provide basic skills training without supervision in a controlled environment, free of pressure of operating on patients. Skills obtained through virtual reality simulation training can be transferred on the operating room. However, relative evidence is limited with data available only for basic surgical skills and for laparoscopic cholecystectomy. No data exist on the effect of virtual reality simulation on performance on advanced surgical procedures. Evidence suggests that performance on virtual reality simulators reliably distinguishes experienced from novice surgeons Limited available data suggest that independent approach on virtual reality simulation training is not different from proctored approach. The effect of virtual reality simulators training on acquisition of basic surgical skills does not seem to be different from the effect the physical simulators. Limited data exist on the effect of virtual reality simulation training on the acquisition of visual spatial perception and stress coping skills. Undoubtedly, virtual reality simulation training provides an alternative means of improving performance in laparoscopic surgery. However, future research efforts should focus on the effect of virtual reality simulation on performance in the context of advanced surgical procedure, on standardization of training, on the possibility of synergistic effect of virtual reality simulation training combined with mental training, on personalized training. Copyright © 2014 Surgical Associates Ltd. Published by Elsevier Ltd. All rights reserved.

  19. 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).

  20. Learning Rationales and Virtual Reality Technology in Education.

    ERIC Educational Resources Information Center

    Chiou, Guey-Fa

    1995-01-01

    Defines and describes virtual reality technology and differentiates between virtual learning environment, learning material, and learning tools. Links learning rationales to virtual reality technology to pave conceptual foundations for application of virtual reality technology education. Constructivism, case-based learning, problem-based learning,…

  1. Virtual reality for emergency training

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Altinkemer, K.

    1995-12-31

    Virtual reality is a sequence of scenes generated by a computer as a response to the five different senses. These senses are sight, sound, taste, touch, smell. Other senses that can be used in virtual reality include balance, pheromonal, and immunological senses. Many application areas include: leisure and entertainment, medicine, architecture, engineering, manufacturing, and training. Virtual reality is especially important when it is used for emergency training and management of natural disasters including earthquakes, floods, tornados and other situations which are hard to emulate. Classical training methods for these extraordinary environments lack the realistic surroundings that virtual reality can provide.more » In order for virtual reality to be a successful training tool the design needs to include certain aspects; such as how real virtual reality should be and how much fixed cost is entailed in setting up the virtual reality trainer. There are also pricing questions regarding the price per training session on virtual reality trainer, and the appropriate training time length(s).« less

  2. Direct manipulation of virtual objects

    NASA Astrophysics Data System (ADS)

    Nguyen, Long K.

    Interacting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user's real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world. Complicating matters further, VEs presented by currently available visual displays may be inaccurate or distorted due to technological limitations. Fundamental physiological and psychological aspects of vision as they pertain to the task of object manipulation were thoroughly reviewed. Other sensory modalities -- proprioception, haptics, and audition -- and their cross-interactions with each other and with vision are briefly discussed. Visual display technologies, the primary component of any VE, were canvassed and compared. Current applications and research were gathered and categorized by different VE types and object interaction techniques. While object interaction research abounds in the literature, pockets of research gaps remain. Direct, dexterous, manual interaction with virtual objects in Mixed Reality (MR), where the real, seen hand accurately and effectively interacts with virtual objects, has not yet been fully quantified. An experimental test bed was designed to provide the highest accuracy attainable for salient visual cues in personal space. Optical alignment and user calibration were carefully performed. The test bed accommodated the full continuum of VE types and sensory modalities for comprehensive comparison studies. Experimental designs included two sets, each measuring depth perception and object interaction. The first set addressed the extreme end points of the Reality-Virtuality (R-V) continuum -- Immersive Virtual Environment (IVE) and Reality Environment (RE). This validated, linked, and extended several previous research findings, using one common test bed and participant pool. The results provided a proven method and solid reference points for further research. The second set of experiments leveraged the first to explore the full R-V spectrum and included additional, relevant sensory modalities. It consisted of two full-factorial experiments providing for rich data and key insights into the effect of each type of environment and each modality on accuracy and timeliness of virtual object interaction. The empirical results clearly showed that mean depth perception error in personal space was less than four millimeters whether the stimuli presented were real, virtual, or mixed. Likewise, mean error for the simple task of pushing a button was less than four millimeters whether the button was real or virtual. Mean task completion time was less than one second. Key to the high accuracy and quick task performance time observed was the correct presentation of the visual cues, including occlusion, stereoscopy, accommodation, and convergence. With performance results already near optimal level with accurate visual cues presented, adding proprioception, audio, and haptic cues did not significantly improve performance. Recommendations for future research include enhancement of the visual display and further experiments with more complex tasks and additional control variables.

  3. Towards Determination of Visual Requirements for Augmented Reality Displays and Virtual Environments for the Airport Tower

    DTIC Science & Technology

    2006-06-01

    allowing substantial see-around capability. Regions of visual suppression due to binocular rivalry ( luning ) are shown along the shaded flanks of...that the visual suppression of binocular rivalry, luning , (Velger, 1998, p.56-58) associated with the partial overlap conditions did not materially...tags were displayed. Thus, the frequency of conflicting binocular contours was reduced. In any case, luning does not seem to introduce major

  4. Restocking the optical designers' toolbox for next-generation wearable displays (Presentation Recording)

    NASA Astrophysics Data System (ADS)

    Kress, Bernard C.

    2015-09-01

    Three years ago, industry and consumers learned that there was more to Head Mounted Displays (HMDs) than the long-lasting but steady market for defense or the market for gadget video player headsets: the first versions of Smart Glasses were introduced to the public. Since then, most major consumer electronics companies unveiled their own versions of Connected Glasses, Smart Glasses or Smart Eyewear, AR (Augmented Reality) and VR (Virtual Reality) headsets. This rush resulted in the build-up of a formidable zoo of optical technologies, each claiming to be best suited for the task on hand. Today, the question is not so much anymore "will the Smart Glass market happen?" but rather "which optical technologies will be best fitted for the various declinations of the existing wearable display market," one of the main declination being the Smart Glasses market.

  5. Image fusion in craniofacial virtual reality modeling based on CT and 3dMD photogrammetry.

    PubMed

    Xin, Pengfei; Yu, Hongbo; Cheng, Huanchong; Shen, Shunyao; Shen, Steve G F

    2013-09-01

    The aim of this study was to demonstrate the feasibility of building a craniofacial virtual reality model by image fusion of 3-dimensional (3D) CT models and 3 dMD stereophotogrammetric facial surface. A CT scan and stereophotography were performed. The 3D CT models were reconstructed by Materialise Mimics software, and the stereophotogrammetric facial surface was reconstructed by 3 dMD patient software. All 3D CT models were exported as Stereo Lithography file format, and the 3 dMD model was exported as Virtual Reality Modeling Language file format. Image registration and fusion were performed in Mimics software. Genetic algorithm was used for precise image fusion alignment with minimum error. The 3D CT models and the 3 dMD stereophotogrammetric facial surface were finally merged into a single file and displayed using Deep Exploration software. Errors between the CT soft tissue model and 3 dMD facial surface were also analyzed. Virtual model based on CT-3 dMD image fusion clearly showed the photorealistic face and bone structures. Image registration errors in virtual face are mainly located in bilateral cheeks and eyeballs, and the errors are more than 1.5 mm. However, the image fusion of whole point cloud sets of CT and 3 dMD is acceptable with a minimum error that is less than 1 mm. The ease of use and high reliability of CT-3 dMD image fusion allows the 3D virtual head to be an accurate, realistic, and widespread tool, and has a great benefit to virtual face model.

  6. Virtual reality for the assessment of frontotemporal dementia, a feasibility study.

    PubMed

    Mendez, Mario F; Joshi, Aditi; Jimenez, Elvira

    2015-03-01

    Behavioral variant frontotemporal dementia (bvFTD) is a non-Alzheimer dementia characterized by difficulty in documenting social-emotional changes. Few investigations have used virtual reality (VR) for documentation and rehabilitation of non-Alzheimer dementias. Five bvFTD patients underwent insight interviews while immersed in a virtual environment. They were interviewed by avatars, their answers were recorded, and their heart rates were monitored. They were asked to give ratings of their stress immediately at the beginning and at the end of the session. The patients tolerated the head-mounted display and VR without nausea or disorientation, heart rate changes, or worsening stress ratings. Their insight responses were comparable to real world interviews. All bvFTD patients showed their presence in the VR environment as they moved their heads to face and respond to each avatar's questions. The bvFTD patients tended to greater verbal elaboration of answers with larger mean length of utterances compared to their real world interviews. VR is feasible and well-tolerated in bvFTD. These patients may have VR responses comparable to real world performance and they may display a presence in the virtual environment which could even facilitate assessment. Further research can explore the promise of VR for the evaluation and rehabilitation of dementias beyond Alzheimer's disease. Implications for Rehabilitation Clinicians need effective evaluation and rehabilitation strategies for dementia, a neurological syndrome of epidemic proportions and a leading cause of disability. Memory and cognitive deficits are the major disabilities and targets for rehabilitation in Alzheimer's disease, the most common dementia. In contrast, social and emotional disturbances are the major disabilities and targets for rehabilitation in behavioral variant frontotemporal dementia (bvFTD), an incompletely understood non-Alzheimer dementia. Virtual reality is a technology that holds great promise for the evaluation and rehabilitation of patients with bvFTD and other non-Alzheimer dementias, and preliminary evidence suggests that this technology is feasible in patients with bvFTD.

  7. Virtual Reality and the Virtual Library.

    ERIC Educational Resources Information Center

    Oppenheim, Charles

    1993-01-01

    Explains virtual reality, including proper and improper uses of the term, and suggests ways that libraries might be affected by it. Highlights include elements of virtual reality systems; possible virtual reality applications, including architecture, the chemical industry, transport planning, armed forces, and entertainment; and the virtual…

  8. Virtual Reality

    DTIC Science & Technology

    1993-04-01

    until exhausted. SECURITY CLASSIFICATION OF THIS PAGE All other editions are obsolete. UNCLASSIFIED " VIRTUAL REALITY JAMES F. DAILEY, LIEUTENANT COLONEL...US" This paper reviews the exciting field of virtual reality . The author describes the basic concepts of virtual reality and finds that its numerous...potential benefits to society could revolutionize everyday life. The various components that make up a virtual reality system are described in detail

  9. Sensorimotor enhancement with a mixed reality system for balance and mobility rehabilitation.

    PubMed

    Fung, Joyce; Perez, Claire F

    2011-01-01

    We have developed a mixed reality system incorporating virtual reality (VR), surface perturbations and light touch for gait rehabilitation. Haptic touch has emerged as a novel and efficient technique to improve postural control and dynamic stability. Our system combines visual display with the manipulation of physical environments and addition of haptic feedback to enhance balance and mobility post stroke. A research study involving 9 participants with stroke and 9 age-matched healthy individuals show that the haptic cue provided while walking is an effective means of improving gait stability in people post stroke, especially during challenging environmental conditions such as downslope walking.

  10. Multisensory Stimulation Can Induce an Illusion of Larger Belly Size in Immersive Virtual Reality

    PubMed Central

    Normand, Jean-Marie; Giannopoulos, Elias; Spanlang, Bernhard; Slater, Mel

    2011-01-01

    Background Body change illusions have been of great interest in recent years for the understanding of how the brain represents the body. Appropriate multisensory stimulation can induce an illusion of ownership over a rubber or virtual arm, simple types of out-of-the-body experiences, and even ownership with respect to an alternate whole body. Here we use immersive virtual reality to investigate whether the illusion of a dramatic increase in belly size can be induced in males through (a) first person perspective position (b) synchronous visual-motor correlation between real and virtual arm movements, and (c) self-induced synchronous visual-tactile stimulation in the stomach area. Methodology Twenty two participants entered into a virtual reality (VR) delivered through a stereo head-tracked wide field-of-view head-mounted display. They saw from a first person perspective a virtual body substituting their own that had an inflated belly. For four minutes they repeatedly prodded their real belly with a rod that had a virtual counterpart that they saw in the VR. There was a synchronous condition where their prodding movements were synchronous with what they felt and saw and an asynchronous condition where this was not the case. The experiment was repeated twice for each participant in counter-balanced order. Responses were measured by questionnaire, and also a comparison of before and after self-estimates of belly size produced by direct visual manipulation of the virtual body seen from the first person perspective. Conclusions The results show that first person perspective of a virtual body that substitutes for the own body in virtual reality, together with synchronous multisensory stimulation can temporarily produce changes in body representation towards the larger belly size. This was demonstrated by (a) questionnaire results, (b) the difference between the self-estimated belly size, judged from a first person perspective, after and before the experimental manipulation, and (c) significant positive correlations between these two measures. We discuss this result in the general context of body ownership illusions, and suggest applications including treatment for body size distortion illnesses. PMID:21283823

  11. An augmented-reality edge enhancement application for Google Glass.

    PubMed

    Hwang, Alex D; Peli, Eli

    2014-08-01

    Google Glass provides a platform that can be easily extended to include a vision enhancement tool. We have implemented an augmented vision system on Glass, which overlays enhanced edge information over the wearer's real-world view, to provide contrast-improved central vision to the Glass wearers. The enhanced central vision can be naturally integrated with scanning. Google Glass' camera lens distortions were corrected by using an image warping. Because the camera and virtual display are horizontally separated by 16 mm, and the camera aiming and virtual display projection angle are off by 10°, the warped camera image had to go through a series of three-dimensional transformations to minimize parallax errors before the final projection to the Glass' see-through virtual display. All image processes were implemented to achieve near real-time performance. The impacts of the contrast enhancements were measured for three normal-vision subjects, with and without a diffuser film to simulate vision loss. For all three subjects, significantly improved contrast sensitivity was achieved when the subjects used the edge enhancements with a diffuser film. The performance boost is limited by the Glass camera's performance. The authors assume that this accounts for why performance improvements were observed only with the diffuser filter condition (simulating low vision). Improvements were measured with simulated visual impairments. With the benefit of see-through augmented reality edge enhancement, natural visual scanning process is possible and suggests that the device may provide better visual function in a cosmetically and ergonomically attractive format for patients with macular degeneration.

  12. A virtual reality oriented clinical experiment on post-stroke rehabilitation: performance and preference comparison among different stereoscopic displays­

    NASA Astrophysics Data System (ADS)

    Yeh, Shih-Ching; Rizzo, Albert; Sawchuk, Alexander A.

    2007-02-01

    We have developed a novel VR task: the Dynamic Reaching Test, that measures human forearm movement in 3D space. In this task, three different stereoscopic displays: autostereoscopic (AS), shutter glasses (SG) and head mounted display (HMD), are used in tests in which subjects must catch a virtual ball thrown at them. Parameters such as percentage of successful catches, movement efficiency (subject path length compared to minimal path length), and reaction time are measured to evaluate differences in 3D perception among the three stereoscopic displays. The SG produces the highest percentage of successful catches, though the difference between the three displays is small, implying that users can perform the VR task with any of the displays. The SG and HMD produced the best movement efficiency, while the AS was slightly less efficient. Finally, the AS and HMD produced similar reaction times that were slightly higher (by 0.1 s) than the SG. We conclude that SG and HMD displays were the most effective, but only slightly better than the AS display.

  13. Virtual Reality and Its Potential Application in Education and Training.

    ERIC Educational Resources Information Center

    Milheim, William D.

    1995-01-01

    An overview is provided of current trends in virtual reality research and development, including discussion of hardware, types of virtual reality, and potential problems with virtual reality. Implications for education and training are explored. (Author/JKP)

  14. Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays

    PubMed Central

    Padmanaban, Nitish; Konrad, Robert; Stramer, Tal; Wetzstein, Gordon

    2017-01-01

    From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues can be overcome using display modes that adapt to the user via computational optics. By using focus-tunable lenses, mechanically actuated displays, and mobile gaze-tracking technology, these displays can be tailored to correct common refractive errors and provide natural focus cues by dynamically updating the system based on where a user looks in a virtual scene. Indeed, the opportunities afforded by recent advances in computational optics open up the possibility of creating a computing platform in which some users may experience better quality vision in the virtual world than in the real one. PMID:28193871

  15. Talk to the virtual hands: self-animated avatars improve communication in head-mounted display virtual environments.

    PubMed

    Dodds, Trevor J; Mohler, Betty J; Bülthoff, Heinrich H

    2011-01-01

    When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking technology enables us to include body gestures in avatar-mediated communication, by mapping one's movements onto one's own 3D avatar in real time, so the avatar is self-animated. We conducted two experiments to investigate (a) whether head-mounted display virtual reality is useful for researching the influence of body gestures in communication; and (b) whether body gestures are used to help in communicating the meaning of a word. Participants worked in pairs and played a communication game, where one person had to describe the meanings of words to the other. In experiment 1, participants used significantly more hand gestures and successfully described significantly more words when nonverbal communication was available to both participants (i.e. both describing and guessing avatars were self-animated, compared with both avatars in a static neutral pose). Participants 'passed' (gave up describing) significantly more words when they were talking to a static avatar (no nonverbal feedback available). In experiment 2, participants' performance was significantly worse when they were talking to an avatar with a prerecorded listening animation, compared with an avatar animated by their partners' real movements. In both experiments participants used significantly more hand gestures when they played the game in the real world. Taken together, the studies show how (a) virtual reality can be used to systematically study the influence of body gestures; (b) it is important that nonverbal communication is bidirectional (real nonverbal feedback in addition to nonverbal communication from the describing participant); and (c) there are differences in the amount of body gestures that participants use with and without the head-mounted display, and we discuss possible explanations for this and ideas for future investigation.

  16. Near-to-eye electroholography via guided-wave acousto-optics for augmented reality

    NASA Astrophysics Data System (ADS)

    Jolly, Sundeep; Savidis, Nickolaos; Datta, Bianca; Smalley, Daniel; Bove, V. Michael

    2017-03-01

    Near-to-eye holographic displays act to directly project wavefronts into a viewer's eye in order to recreate 3-D scenes for augmented or virtual reality applications. Recently, several solutions for near-to-eye electroholography have been proposed based on digital spatial light modulators in conjunction with supporting optics, such as holographic waveguides for light delivery; however, such schemes are limited by the inherent low space-bandwidth product available with current digital SLMs. In this paper, we depict a fully monolithic, integrated optical platform for transparent near-to-eye holographic display requiring no supporting optics. Our solution employs a guided-wave acousto-optic spatial light modulator implemented in lithium niobate in conjunction with an integrated Bragg-regime reflection volume hologram.

  17. A Virtual Reality-Based Simulation of Abdominal Surgery

    DTIC Science & Technology

    1994-06-30

    415) 591-7881 In! IhNiI 1 SHORT TITLE: A Virtual Reality -Based Simulation of Abdominal Surgery REPORTING PERIOD: October 31, 1993-June 30, 1994 The...Report - A Virtual Reality -Based Simulation Of Abdominal Surgery Page 2 June 21, 1994 TECHNICAL REPORT SUMMARY Virtual Reality is a marriage between...applications of this technology. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations. simulate and

  18. Development of virtual reality exercise of hand motion assist robot for rehabilitation therapy by patient self-motion control.

    PubMed

    Ueki, Satoshi; Nishimoto, Yutaka; Abe, Motoyuki; Kawasaki, Haruhisa; Ito, Satoshi; Ishigure, Yasuhiko; Mizumoto, Jun; Ojika, Takeo

    2008-01-01

    This paper presents a virtual reality-enhanced hand rehabilitation support system with a symmetric master-slave motion assistant for independent rehabilitation therapies. Our aim is to provide fine motion exercise for a hand and fingers, which allows the impaired hand of a patient to be driven by his or her healthy hand on the opposite side. Since most disabilities caused by cerebral vascular accidents or bone fractures are hemiplegic, we adopted a symmetric master-slave motion assistant system in which the impaired hand is driven by the healthy hand on the opposite side. A VR environment displaying an effective exercise was created in consideration of system's characteristic. To verify the effectiveness of this system, a clinical test was executed by applying to six patients.

  19. Advanced helmet mounted display (AHMD)

    NASA Astrophysics Data System (ADS)

    Sisodia, Ashok; Bayer, Michael; Townley-Smith, Paul; Nash, Brian; Little, Jay; Cassarly, William; Gupta, Anurag

    2007-04-01

    Due to significantly increased U.S. military involvement in deterrent, observer, security, peacekeeping and combat roles around the world, the military expects significant future growth in the demand for deployable virtual reality trainers with networked simulation capability of the battle space visualization process. The use of HMD technology in simulated virtual environments has been initiated by the demand for more effective training tools. The AHMD overlays computer-generated data (symbology, synthetic imagery, enhanced imagery) augmented with actual and simulated visible environment. The AHMD can be used to support deployable reconfigurable training solutions as well as traditional simulation requirements, UAV augmented reality, air traffic control and Command, Control, Communications, Computers, Intelligence, Surveillance, and Reconnaissance (C4ISR) applications. This paper will describe the design improvements implemented for production of the AHMD System.

  20. Virtual reality and the unfolding of higher dimensions

    NASA Astrophysics Data System (ADS)

    Aguilera, Julieta C.

    2006-02-01

    As virtual/augmented reality evolves, the need for spaces that are responsive to structures independent from three dimensional spatial constraints, become apparent. The visual medium of computer graphics may also challenge these self imposed constraints. If one can get used to how projections affect 3D objects in two dimensions, it may also be possible to compose a situation in which to get used to the variations that occur while moving through higher dimensions. The presented application is an enveloping landscape of concave and convex forms, which are determined by the orientation and displacement of the user in relation to a grid made of tesseracts (cubes in four dimensions). The interface accepts input from tridimensional and four-dimensional transformations, and smoothly displays such interactions in real-time. The motion of the user becomes the graphic element whereas the higher dimensional grid references to his/her position relative to it. The user learns how motion inputs affect the grid, recognizing a correlation between the input and the transformations. Mapping information to complex grids in virtual reality is valuable for engineers, artists and users in general because navigation can be internalized like a dance pattern, and further engage us to maneuver space in order to know and experience.

  1. Head-mounted display augmented reality to guide pedicle screw placement utilizing computed tomography.

    PubMed

    Gibby, Jacob T; Swenson, Samuel A; Cvetko, Steve; Rao, Raj; Javan, Ramin

    2018-06-22

    Augmented reality has potential to enhance surgical navigation and visualization. We determined whether head-mounted display augmented reality (HMD-AR) with superimposed computed tomography (CT) data could allow the wearer to percutaneously guide pedicle screw placement in an opaque lumbar model with no real-time fluoroscopic guidance. CT imaging was obtained of a phantom composed of L1-L3 Sawbones vertebrae in opaque silicone. Preprocedural planning was performed by creating virtual trajectories of appropriate angle and depth for ideal approach into the pedicle, and these data were integrated into the Microsoft HoloLens using the Novarad OpenSight application allowing the user to view the virtual trajectory guides and CT images superimposed on the phantom in two and three dimensions. Spinal needles were inserted following the virtual trajectories to the point of contact with bone. Repeat CT revealed actual needle trajectory, allowing comparison with the ideal preprocedural paths. Registration of AR to phantom showed a roughly circular deviation with maximum average radius of 2.5 mm. Users took an average of 200 s to place a needle. Extrapolation of needle trajectory into the pedicle showed that of 36 needles placed, 35 (97%) would have remained within the pedicles. Needles placed approximated a mean distance of 4.69 mm in the mediolateral direction and 4.48 mm in the craniocaudal direction from pedicle bone edge. To our knowledge, this is the first peer-reviewed report and evaluation of HMD-AR with superimposed 3D guidance utilizing CT for spinal pedicle guide placement for the purpose of cannulation without the use of fluoroscopy.

  2. The impact of pre-existing anxiety on affective and cognitive processing of a Virtual Reality analogue trauma.

    PubMed

    Schweizer, Tina; Schmitz, Julian; Plempe, Laura; Sun, Dali; Becker-Asano, Christian; Leonhart, Rainer; Tuschen-Caffier, Brunna

    2017-01-01

    Dysfunctional processing of traumatic events may be in particular related to high trait anxiety as a pre-traumatic risk factor for the development of post-traumatic stress disorder (PTSD). However, as this has rarely been investigated in prospective, experimental studies, we aimed to analyse the association between high trait anxiety and affective as well as cognitive processing of stress using a new prospective Virtual Reality analogue trauma paradigm to overcome limitations of retrospective or current analogue designs. Individuals with high and low trait anxiety (N = 80) were exposed to a multi-sensory Virtual Reality emergency scenario while psychophysiological stress response, emotion regulation and intrusive memories were assessed. Our results showed that high trait anxiety individuals display increased (i) subjective stress responses, (ii) emotion dysregulation and (iii) intrusive memories upon VR analogue trauma exposure. In particular, our sample of high trait anxiety individuals displayed limited access to different emotion regulation strategies as well as increased worry and rumination regarding perceived intrusive memories. Considering the complex interplay of multiple risk factors, our findings suggests that peri-traumatic affective processing seems to mediate high trait anxiety and post-traumatic intrusive memories thereby pointing out the central role of peri-traumatic processes for intrusion development. In addition, HA as a modulating pre-traumatic risk factor might further increase the risk of later dysfunctional processing of an analogue trauma by interacting with factors of affective processing during analogue trauma exposure. Implications of these findings which may contribute to a higher risk to develop PTSD are discussed.

  3. The impact of pre-existing anxiety on affective and cognitive processing of a Virtual Reality analogue trauma

    PubMed Central

    Schmitz, Julian; Plempe, Laura; Sun, Dali; Becker-Asano, Christian; Leonhart, Rainer; Tuschen-Caffier, Brunna

    2017-01-01

    Dysfunctional processing of traumatic events may be in particular related to high trait anxiety as a pre-traumatic risk factor for the development of post-traumatic stress disorder (PTSD). However, as this has rarely been investigated in prospective, experimental studies, we aimed to analyse the association between high trait anxiety and affective as well as cognitive processing of stress using a new prospective Virtual Reality analogue trauma paradigm to overcome limitations of retrospective or current analogue designs. Individuals with high and low trait anxiety (N = 80) were exposed to a multi-sensory Virtual Reality emergency scenario while psychophysiological stress response, emotion regulation and intrusive memories were assessed. Our results showed that high trait anxiety individuals display increased (i) subjective stress responses, (ii) emotion dysregulation and (iii) intrusive memories upon VR analogue trauma exposure. In particular, our sample of high trait anxiety individuals displayed limited access to different emotion regulation strategies as well as increased worry and rumination regarding perceived intrusive memories. Considering the complex interplay of multiple risk factors, our findings suggests that peri-traumatic affective processing seems to mediate high trait anxiety and post-traumatic intrusive memories thereby pointing out the central role of peri-traumatic processes for intrusion development. In addition, HA as a modulating pre-traumatic risk factor might further increase the risk of later dysfunctional processing of an analogue trauma by interacting with factors of affective processing during analogue trauma exposure. Implications of these findings which may contribute to a higher risk to develop PTSD are discussed. PMID:29287111

  4. New dimensions in surgical training: immersive virtual reality laparoscopic simulation exhilarates surgical staff.

    PubMed

    Huber, Tobias; Paschold, Markus; Hansen, Christian; Wunderling, Tom; Lang, Hauke; Kneist, Werner

    2017-11-01

    Virtual reality (VR) and head mount displays (HMDs) have been advanced for multimedia and information technologies but have scarcely been used in surgical training. Motion sickness and individual psychological changes have been associated with VR. The goal was to observe first experiences and performance scores using a new combined highly immersive virtual reality (IVR) laparoscopy setup. During the study, 10 members of the surgical department performed three tasks (fine dissection, peg transfer, and cholecystectomy) on a VR simulator. We then combined a VR HMD with the VR laparoscopic simulator and displayed the simulation on a 360° video of a laparoscopic operation to create an IVR laparoscopic simulation. The tasks were then repeated. Validated questionnaires on immersion and motion sickness were used for the study. Participants' times for fine dissection were significantly longer during the IVR session (regular: 86.51 s [62.57 s; 119.62 s] vs. IVR: 112.35 s [82.08 s; 179.40 s]; p = 0.022). The cholecystectomy task had higher error rates during IVR. Motion sickness did not occur at any time for any participant. Participants experienced a high level of exhilaration, rarely thought about others in the room, and had a high impression of presence in the generated IVR world. This is the first clinical and technical feasibility study using the full IVR laparoscopy setup combined with the latest laparoscopic simulator in a 360° surrounding. Participants were exhilarated by the high level of immersion. The setup enables a completely new generation of surgical training.

  5. From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality.

    PubMed

    Lincoln, Peter; Blate, Alex; Singh, Montek; Whitted, Turner; State, Andrei; Lastra, Anselmo; Fuchs, Henry

    2016-04-01

    We describe an augmented reality, optical see-through display based on a DMD chip with an extremely fast (16 kHz) binary update rate. We combine the techniques of post-rendering 2-D offsets and just-in-time tracking updates with a novel modulation technique for turning binary pixels into perceived gray scale. These processing elements, implemented in an FPGA, are physically mounted along with the optical display elements in a head tracked rig through which users view synthetic imagery superimposed on their real environment. The combination of mechanical tracking at near-zero latency with reconfigurable display processing has given us a measured average of 80 µs of end-to-end latency (from head motion to change in photons from the display) and also a versatile test platform for extremely-low-latency display systems. We have used it to examine the trade-offs between image quality and cost (i.e. power and logical complexity) and have found that quality can be maintained with a fairly simple display modulation scheme.

  6. Exploring virtual reality technology and the Oculus Rift for the examination of digital pathology slides.

    PubMed

    Farahani, Navid; Post, Robert; Duboy, Jon; Ahmed, Ishtiaque; Kolowitz, Brian J; Krinchai, Teppituk; Monaco, Sara E; Fine, Jeffrey L; Hartman, Douglas J; Pantanowitz, Liron

    2016-01-01

    Digital slides obtained from whole slide imaging (WSI) platforms are typically viewed in two dimensions using desktop personal computer monitors or more recently on mobile devices. To the best of our knowledge, we are not aware of any studies viewing digital pathology slides in a virtual reality (VR) environment. VR technology enables users to be artificially immersed in and interact with a computer-simulated world. Oculus Rift is among the world's first consumer-targeted VR headsets, intended primarily for enhanced gaming. Our aim was to explore the use of the Oculus Rift for examining digital pathology slides in a VR environment. An Oculus Rift Development Kit 2 (DK2) was connected to a 64-bit computer running Virtual Desktop software. Glass slides from twenty randomly selected lymph node cases (ten with benign and ten malignant diagnoses) were digitized using a WSI scanner. Three pathologists reviewed these digital slides on a 27-inch 5K display and with the Oculus Rift after a 2-week washout period. Recorded endpoints included concordance of final diagnoses and time required to examine slides. The pathologists also rated their ease of navigation, image quality, and diagnostic confidence for both modalities. There was 90% diagnostic concordance when reviewing WSI using a 5K display and Oculus Rift. The time required to examine digital pathology slides on the 5K display averaged 39 s (range 10-120 s), compared to 62 s with the Oculus Rift (range 15-270 s). All pathologists confirmed that digital pathology slides were easily viewable in a VR environment. The ratings for image quality and diagnostic confidence were higher when using the 5K display. Using the Oculus Rift DK2 to view and navigate pathology whole slide images in a virtual environment is feasible for diagnostic purposes. However, image resolution using the Oculus Rift device was limited. Interactive VR technologies such as the Oculus Rift are novel tools that may be of use in digital pathology.

  7. Virtual reality flight control display with six-degree-of-freedom controller and spherical orientation overlay

    NASA Technical Reports Server (NTRS)

    Beckman, Brian C. (Inventor)

    1995-01-01

    A virtual reality flight control system displays to the pilot the image of a scene surrounding a vehicle or pod having six degrees of freedom of acceleration or velocity control by the pilot and traveling through inertial space, the image itself including a superimposed figure providing the pilot an instant reference of orientation consisting of superimposed sets of geometric figures whose relative orientations provide the pilot an instantaneous feel or sense of orientation changes with respect to some fixed coordinate system. They include a first set of geometric figures whose orientations are fixed to the pilot's vehicle and a second set of geometric figures whose orientations are fixed with respect to a fixed or interstellar coordinate system. The first set of figures is a first set of orthogonal great circles about the three orthogonal axes of the flight vehicle or pod and centered at and surrounding the pilot's head, while the second set of figures is a second set of orthogonal great circles about the three orthogonal axes of a fixed or interstellar coordinate system, also centered at and surrounding the pilot's head.

  8. Manipulation of volumetric patient data in a distributed virtual reality environment.

    PubMed

    Dech, F; Ai, Z; Silverstein, J C

    2001-01-01

    Due to increases in network speed and bandwidth, distributed exploration of medical data in immersive Virtual Reality (VR) environments is becoming increasingly feasible. The volumetric display of radiological data in such environments presents a unique set of challenges. The shear size and complexity of the datasets involved not only make them difficult to transmit to remote sites, but these datasets also require extensive user interaction in order to make them understandable to the investigator and manageable to the rendering hardware. A sophisticated VR user interface is required in order for the clinician to focus on the aspects of the data that will provide educational and/or diagnostic insight. We will describe a software system of data acquisition, data display, Tele-Immersion, and data manipulation that supports interactive, collaborative investigation of large radiological datasets. The hardware required in this strategy is still at the high-end of the graphics workstation market. Future software ports to Linux and NT, along with the rapid development of PC graphics cards, open the possibility for later work with Linux or NT PCs and PC clusters.

  9. Virtual Reality as Innovative Approach to the Interior Designing

    NASA Astrophysics Data System (ADS)

    Kaleja, Pavol; Kozlovská, Mária

    2017-06-01

    We can observe significant potential of information and communication technologies (ICT) in interior designing field, by development of software and hardware virtual reality tools. Using ICT tools offer realistic perception of proposal in its initial idea (the study). A group of real-time visualization, supported by hardware tools like Oculus Rift HTC Vive, provides free walkthrough and movement in virtual interior with the possibility of virtual designing. By improving of ICT software tools for designing in virtual reality we can achieve still more realistic virtual environment. The contribution presented proposal of an innovative approach of interior designing in virtual reality, using the latest software and hardware ICT virtual reality technologies

  10. The virtues of virtual reality in exposure therapy.

    PubMed

    Gega, Lina

    2017-04-01

    Virtual reality can be more effective and less burdensome than real-life exposure. Optimal virtual reality delivery should incorporate in situ direct dialogues with a therapist, discourage safety behaviours, allow for a mismatch between virtual and real exposure tasks, and encourage self-directed real-life practice between and beyond virtual reality sessions. © The Royal College of Psychiatrists 2017.

  11. Virtual Reality in the Classroom.

    ERIC Educational Resources Information Center

    Pantelidis, Veronica S.

    1993-01-01

    Considers the concept of virtual reality; reviews its history; describes general uses of virtual reality, including entertainment, medicine, and design applications; discusses classroom uses of virtual reality, including a software program called Virtus WalkThrough for use with a computer monitor; and suggests future possibilities. (34 references)…

  12. Artificial Versus Video-Based Immersive Virtual Surroundings: Analysis of Performance and User's Preference.

    PubMed

    Huber, Tobias; Paschold, Markus; Hansen, Christian; Lang, Hauke; Kneist, Werner

    2018-06-01

    Immersive virtual reality (VR) laparoscopy simulation connects VR simulation with head-mounted displays to increase presence during VR training. The goal of the present study was the comparison of 2 different surroundings according to performance and users' preference. With a custom immersive virtual reality laparoscopy simulator, an artificially created VR operating room (AVR) and a highly immersive VR operating room (IVR) were compared. Participants (n = 30) performed 3 tasks (peg transfer, fine dissection, and cholecystectomy) in AVR and IVR in a crossover study design. No overall difference in virtual laparoscopic performance was obtained when comparing results from AVR with IVR. Most participants preferred the IVR surrounding (n = 24). Experienced participants (n = 10) performed significantly better than novices (n = 10) in all tasks regardless of the surrounding ( P < .05). Participants with limited experience (n = 10) showed differing results. Presence, immersion, and exhilaration were significantly higher in IVR. Two thirds assumed that IVR would have a positive influence on their laparoscopic simulator use. This first study comparing AVR and IVR did not reveal differences in virtual laparoscopic performance. IVR is considered the more realistic surrounding and is therefore preferred by the participants.

  13. Development of a virtual reality training system for endoscope-assisted submandibular gland removal.

    PubMed

    Miki, Takehiro; Iwai, Toshinori; Kotani, Kazunori; Dang, Jianwu; Sawada, Hideyuki; Miyake, Minoru

    2016-11-01

    Endoscope-assisted surgery has widely been adopted as a basic surgical procedure, with various training systems using virtual reality developed for this procedure. In the present study, a basic training system comprising virtual reality for the removal of submandibular glands under endoscope assistance was developed. The efficacy of the training system was verified in novice oral surgeons. A virtual reality training system was developed using existing haptic devices. Virtual reality models were constructed from computed tomography data to ensure anatomical accuracy. Novice oral surgeons were trained using the developed virtual reality training system. The developed virtual reality training system included models of the submandibular gland and surrounding connective tissues and blood vessels entering the submandibular gland. Cutting or abrasion of the connective tissue and manipulations, such as elevation of blood vessels, were reproduced by the virtual reality system. A training program using the developed system was devised. Novice oral surgeons were trained in accordance with the devised training program. Our virtual reality training system for endoscope-assisted removal of the submandibular gland is effective in the training of novice oral surgeons in endoscope-assisted surgery. Copyright © 2016 The Author(s). Published by Elsevier Ltd.. All rights reserved.

  14. Virtual reality: past, present and future.

    PubMed

    Gobbetti, E; Scateni, R

    1998-01-01

    This report provides a short survey of the field of virtual reality, highlighting application domains, technological requirements, and currently available solutions. The report is organized as follows: section 1 presents the background and motivation of virtual environment research and identifies typical application domain, section 2 discusses the characteristics a virtual reality system must have in order to exploit the perceptual and spatial skills of users, section 3 surveys current input/output devices for virtual reality, section 4 surveys current software approaches to support the creation of virtual reality systems, and section 5 summarizes the report.

  15. 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…

  16. Virtual Reality in Schools: The Ultimate Educational Technology.

    ERIC Educational Resources Information Center

    Reid, Robert D.; Sykes, Wylmarie

    1999-01-01

    Discusses the use of virtual reality as an educational tool. Highlights include examples of virtual reality in public schools that lead to a more active learning process, simulated environments, integrating virtual reality into any curriculum, benefits to teachers and students, and overcoming barriers to implementation. (LRW)

  17. The need for virtual reality simulators in dental education: A review.

    PubMed

    Roy, Elby; Bakr, Mahmoud M; George, Roy

    2017-04-01

    Virtual reality simulators are becoming an essential part of modern education. The benefits of Virtual reality in dentistry is constantly being assessed as a method or an adjunct to improve fine motor skills, hand-eye coordination in pre-clinical settings and overcome the monetary and intellectual challenges involved with such training. This article, while providing an overview of the virtual reality dental simulators, also looks at the link between virtual reality simulation and current pedagogical knowledge.

  18. Walking training associated with virtual reality-based training increases walking speed of individuals with chronic stroke: systematic review with meta-analysis.

    PubMed

    Rodrigues-Baroni, Juliana M; Nascimento, Lucas R; Ada, Louise; Teixeira-Salmela, Luci F

    2014-01-01

    To systematically review the available evidence on the efficacy of walking training associated with virtual reality-based training in patients with stroke. The specific questions were: Is walking training associated with virtual reality-based training effective in increasing walking speed after stroke? Is this type of intervention more effective in increasing walking speed, than non-virtual reality-based walking interventions? A systematic review with meta-analysis of randomized clinical trials was conducted. Participants were adults with chronic stroke and the experimental intervention was walking training associated with virtual reality-based training to increase walking speed. The outcome data regarding walking speed were extracted from the eligible trials and were combined using a meta-analysis approach. Seven trials representing eight comparisons were included in this systematic review. Overall, the virtual reality-based training increased walking speed by 0.17 m/s (IC 95% 0.08 to 0.26), compared with placebo/nothing or non-walking interventions. In addition, the virtual reality-based training increased walking speed by 0.15 m/s (IC 95% 0.05 to 0.24), compared with non-virtual reality walking interventions. This review provided evidence that walking training associated with virtual reality-based training was effective in increasing walking speed after stroke, and resulted in better results than non-virtual reality interventions.

  19. Walking training associated with virtual reality-based training increases walking speed of individuals with chronic stroke: systematic review with meta-analysis

    PubMed Central

    Rodrigues-Baroni, Juliana M.; Nascimento, Lucas R.; Ada, Louise; Teixeira-Salmela, Luci F.

    2014-01-01

    OBJECTIVE: To systematically review the available evidence on the efficacy of walking training associated with virtual reality-based training in patients with stroke. The specific questions were: Is walking training associated with virtual reality-based training effective in increasing walking speed after stroke? Is this type of intervention more effective in increasing walking speed, than non-virtual reality-based walking interventions? METHOD: A systematic review with meta-analysis of randomized clinical trials was conducted. Participants were adults with chronic stroke and the experimental intervention was walking training associated with virtual reality-based training to increase walking speed. The outcome data regarding walking speed were extracted from the eligible trials and were combined using a meta-analysis approach. RESULTS: Seven trials representing eight comparisons were included in this systematic review. Overall, the virtual reality-based training increased walking speed by 0.17 m/s (IC 95% 0.08 to 0.26), compared with placebo/nothing or non-walking interventions. In addition, the virtual reality-based training increased walking speed by 0.15 m/s (IC 95% 0.05 to 0.24), compared with non-virtual reality walking interventions. CONCLUSIONS: This review provided evidence that walking training associated with virtual reality-based training was effective in increasing walking speed after stroke, and resulted in better results than non-virtual reality interventions. PMID:25590442

  20. The effects of belongingness on the Simultaneous Lightness Contrast: a virtual reality study.

    PubMed

    Soranzo, Alessandro; Lugrin, Jean-Luc; Wilson, Christopher J

    2013-06-28

    Simultaneous Lightness Contrast (SLC) is the phenomenon whereby a grey patch on a dark background appears lighter than an equal patch on a light background. Interestingly, the lightness difference between these patches undergoes substantial augmentation when the two backgrounds are patterned, thereby forming the articulated-SLC display. There are two main interpretations of these phenomena: The mid-level interpretation maintains that the visual system groups the luminance within a set of contiguous frameworks, whilst the high-level one claims that the visual system splits the luminance into separate overlapping layers corresponding to separate physical contributions. This research aimed to test these two interpretations by systematically manipulating the viewing distance and the horizontal distance between the backgrounds of both the articulated and plain SLC displays. An immersive 3D Virtual Reality system was employed to reproduce identical alignment and distances, as well as isolating participants from interfering luminance. Results showed that reducing the viewing distance resulted in increased contrast in both the plain- and articulated-SLC displays and that, increasing the horizontal distance between the backgrounds resulted in decreased contrast in the articulated condition but increased contrast in the plain condition. These results suggest that a comprehensive lightness theory should combine the two interpretations. Crown Copyright © 2013. Published by Elsevier Ltd. All rights reserved.

  1. Therapists' perception of benefits and costs of using virtual reality treatments.

    PubMed

    Segal, Robert; Bhatia, Maneet; Drapeau, Martin

    2011-01-01

    Research indicates that virtual reality is effective in the treatment of many psychological difficulties and is being used more frequently. However, little is known about therapists' perception of the benefits and costs related to the use of virtual therapy in treatment delivery. In the present study, 271 therapists completed an online questionnaire that assessed their perceptions about the potential benefits and costs of using virtual reality in psychotherapy. Results indicated that therapists perceived the potential benefits as outweighing the potential costs. Therapists' self-reported knowledge of virtual reality, theoretical orientation, and interest in using virtual reality were found to be associated with perceptual measures. These findings contribute to the current knowledge of the perception of virtual reality amongst psychotherapists.

  2. The Perceptions of CEIT Postgraduate Students Regarding Reality Concepts: Augmented, Virtual, Mixed and Mirror Reality

    ERIC Educational Resources Information Center

    Taçgin, Zeynep; Arslan, Ahmet

    2017-01-01

    The purpose of this study is to determine perception of postgraduate Computer Education and Instructional Technologies (CEIT) students regarding the concepts of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Augmented Virtuality (AV) and Mirror Reality; and to offer a table that includes differences and similarities between…

  3. Does the Level of Graphical Detail of a Virtual Handball Thrower Influence a Goalkeeper’s Motor Response?

    PubMed Central

    Vignais, Nicolas; Bideau, Benoit; Craig, Cathy; Brault, Sébastien; Multon, Franck; Delamarche, Paul; Kulpa, Richard

    2009-01-01

    The authors investigated how different levels of detail (LODs) of a virtual throwing action can influence a handball goalkeeper’s motor response. Goalkeepers attempted to stop a virtual ball emanating from five different graphical LODs of the same virtual throwing action. The five levels of detail were: a textured reference level (L0), a non-textured level (L1), a wire-frame level (L2), a point-light-display (PLD) representation (L3) and a PLD level with reduced ball size (L4). For each motor response made by the goalkeeper we measured and analyzed the time to respond (TTR), the percentage of successful motor responses, the distance between the ball and the closest limb (when the stopping motion was incorrect) and the kinematics of the motion. Results showed that TTR, percentage of successful motor responses and distance with the closest limb were not significantly different for any of the five different graphical LODs. However the kinematics of the motion revealed that the trajectory of the stopping limb was significantly different when comparing the L1 and L3 levels, and when comparing the L1 and L4 levels. These differences in the control of the goalkeeper’s actions suggests that the different level of information available in the PLD representations (L3 and L4) are causing the goalkeeper to adopt different motor strategies to control the approach of their limb to stop the ball. Key points Virtual reality technology can be used to analyze sport performance because it enables standardization and reproduction of sport situations. Defining a minimal graphical level of detail of a virtual action could decrease the real time calculation of a virtual reality system. A Point Light Display graphical representation of a virtual throwing motion seems to influence the regulation of action of real handball goalkeepers. PMID:24149589

  4. 3D interactive augmented reality-enhanced digital learning systems for mobile devices

    NASA Astrophysics Data System (ADS)

    Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie

    2013-03-01

    With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.

  5. Anxiety provocation and measurement using virtual reality in patients with obsessive-compulsive disorder.

    PubMed

    Kim, Kwanguk; Kim, Chan-Hyung; Cha, Kyung Ryeol; Park, Junyoung; Han, Kiwan; Kim, Yun Ki; Kim, Jae-Jin; Kim, In Young; Kim, Sun I

    2008-12-01

    The current study is a preliminary test of a virtual reality (VR) anxiety-provoking tool using a sample of participants with obsessive-compulsive disorder (OCD). The tasks were administrated to 33 participants with OCD and 30 healthy control participants. In the VR task, participants navigated through a virtual environment using a joystick and head-mounted display. The virtual environment consisted of three phases: training, distraction, and the main task. After the training and distraction phases, participants were allowed to check (a common OCD behavior) freely, as they would in the real world, and a visual analogy scale of anxiety was recorded during VR. Participants' anxiety in the virtual environment was measured with a validated measure of psychiatric symptoms and functions and analyzed with a VR questionnaire. Results revealed that those with OCD had significantly higher anxiety in the virtual environment than did healthy controls, and the decreased ratio of anxiety in participants with OCD was also higher than that of healthy controls. Moreover, the degree of anxiety of an individual with OCD was positively correlated with a his or her symptom score and immersive tendency score. These results suggest the possibility that VR technology has a value as an anxiety-provoking or treatment tool for OCD.

  6. Simulators and virtual reality in surgical education.

    PubMed

    Chou, Betty; Handa, Victoria L

    2006-06-01

    This article explores the pros and cons of virtual reality simulators, their abilities to train and assess surgical skills, and their potential future applications. Computer-based virtual reality simulators and more conventional box trainers are compared and contrasted. The virtual reality simulator provides objective assessment of surgical skills and immediate feedback further to enhance training. With this ability to provide standardized, unbiased assessment of surgical skills, the virtual reality trainer has the potential to be a tool for selecting, instructing, certifying, and recertifying gynecologists.

  7. The effects of immersiveness on physiology.

    PubMed

    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.

  8. Will Anything Useful Come Out of Virtual Reality? Examination of a Naval Application

    DTIC Science & Technology

    1993-05-01

    The term virtual reality can encompass varying meanings, but some generally accepted attributes of a virtual environment are that it is immersive...technology, but at present there are few practical applications which are utilizing the broad range of virtual reality technology. This paper will discuss an...Operability, operator functions, Virtual reality , Man-machine interface, Decision aids/decision making, Decision support. ASW.

  9. Bifocal computational near eye light field displays and Structure parameters determination scheme for bifocal computational display.

    PubMed

    Liu, Mali; Lu, Chihao; Li, Haifeng; Liu, Xu

    2018-02-19

    We propose a bifocal computational near eye light field display (bifocal computational display) and structure parameters determination scheme (SPDS) for bifocal computational display that achieves greater depth of field (DOF), high resolution, accommodation and compact form factor. Using a liquid varifocal lens, two single-focal computational light fields are superimposed to reconstruct a virtual object's light field by time multiplex and avoid the limitation on high refresh rate. By minimizing the deviation between reconstructed light field and original light field, we propose a determination framework to determine the structure parameters of bifocal computational light field display. When applied to different objective to SPDS, it can achieve high average resolution or uniform resolution display over scene depth range. To analyze the advantages and limitation of our proposed method, we have conducted simulations and constructed a simple prototype which comprises a liquid varifocal lens, dual-layer LCDs and a uniform backlight. The results of simulation and experiments with our method show that the proposed system can achieve expected performance well. Owing to the excellent performance of our system, we motivate bifocal computational display and SPDS to contribute to a daily-use and commercial virtual reality display.

  10. Cognitive training on stroke patients via virtual reality-based serious games.

    PubMed

    Gamito, Pedro; Oliveira, Jorge; Coelho, Carla; Morais, Diogo; Lopes, Paulo; Pacheco, José; Brito, Rodrigo; Soares, Fabio; Santos, Nuno; Barata, Ana Filipa

    2017-02-01

    Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients. A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.

  11. The Potential of Using Virtual Reality Technology in Physical Activity Settings

    ERIC Educational Resources Information Center

    Pasco, Denis

    2013-01-01

    In recent years, virtual reality technology has been successfully used for learning purposes. The purposes of the article are to examine current research on the role of virtual reality in physical activity settings and discuss potential application of using virtual reality technology to enhance learning in physical education. The article starts…

  12. Education about Hallucinations Using an Internet Virtual Reality System: A Qualitative Survey

    ERIC Educational Resources Information Center

    Yellowlees, Peter M.; Cook, James N.

    2006-01-01

    Objective: The authors evaluate an Internet virtual reality technology as an education tool about the hallucinations of psychosis. Method: This is a pilot project using Second Life, an Internet-based virtual reality system, in which a virtual reality environment was constructed to simulate the auditory and visual hallucinations of two patients…

  13. Virtual reality measures in neuropsychological assessment: a meta-analytic review.

    PubMed

    Neguț, Alexandra; Matu, Silviu-Andrei; Sava, Florin Alin; David, Daniel

    2016-02-01

    Virtual reality-based assessment is a new paradigm for neuropsychological evaluation, that might provide an ecological assessment, compared to paper-and-pencil or computerized neuropsychological assessment. Previous research has focused on the use of virtual reality in neuropsychological assessment, but no meta-analysis focused on the sensitivity of virtual reality-based measures of cognitive processes in measuring cognitive processes in various populations. We found eighteen studies that compared the cognitive performance between clinical and healthy controls on virtual reality measures. Based on a random effects model, the results indicated a large effect size in favor of healthy controls (g = .95). For executive functions, memory and visuospatial analysis, subgroup analysis revealed moderate to large effect sizes, with superior performance in the case of healthy controls. Participants' mean age, type of clinical condition, type of exploration within virtual reality environments, and the presence of distractors were significant moderators. Our findings support the sensitivity of virtual reality-based measures in detecting cognitive impairment. They highlight the possibility of using virtual reality measures for neuropsychological assessment in research applications, as well as in clinical practice.

  14. Effects of virtual reality-based bilateral upper-extremity training on brain activity in post-stroke patients.

    PubMed

    Lee, Su-Hyun; Kim, Yu-Mi; Lee, Byoung-Hee

    2015-07-01

    [Purpose] This study investigated the therapeutic effects of virtual reality-based bilateral upper-extremity training on brain activity in patients with stroke. [Subjects and Methods] Eighteen chronic stroke patients were divided into two groups: the virtual reality-based bilateral upper-extremity training group (n = 10) and the bilateral upper-limb training group (n = 8). The virtual reality-based bilateral upper-extremity training group performed bilateral upper-extremity exercises in a virtual reality environment, while the bilateral upper-limb training group performed only bilateral upper-extremity exercise. All training was conducted 30 minutes per day, three times per week for six weeks, followed by brain activity evaluation. [Results] Electroencephalography showed significant increases in concentration in the frontopolar 2 and frontal 4 areas, and significant increases in brain activity in the frontopolar 1 and frontal 3 areas in the virtual reality-based bilateral upper-extremity training group. [Conclusion] Virtual reality-based bilateral upper-extremity training can improve the brain activity of stroke patients. Thus, virtual reality-based bilateral upper-extremity training is feasible and beneficial for improving brain activation in stroke patients.

  15. Use of Virtual Reality Tools for Vestibular Disorders Rehabilitation: A Comprehensive Analysis.

    PubMed

    Bergeron, Mathieu; Lortie, Catherine L; Guitton, Matthieu J

    2015-01-01

    Classical peripheral vestibular disorders rehabilitation is a long and costly process. While virtual reality settings have been repeatedly suggested to represent possible tools to help the rehabilitation process, no systematic study had been conducted so far. We systematically reviewed the current literature to analyze the published protocols documenting the use of virtual reality settings for peripheral vestibular disorders rehabilitation. There is an important diversity of settings and protocols involving virtual reality settings for the treatment of this pathology. Evaluation of the symptoms is often not standardized. However, our results unveil a clear effect of virtual reality settings-based rehabilitation of the patients' symptoms, assessed by objectives tools such as the DHI (mean decrease of 27 points), changing symptoms handicap perception from moderate to mild impact on life. Furthermore, we detected a relationship between the duration of the exposure to virtual reality environments and the magnitude of the therapeutic effects, suggesting that virtual reality treatments should last at least 150 minutes of cumulated exposure to ensure positive outcomes. Virtual reality offers a pleasant and safe environment for the patient. Future studies should standardize evaluation tools, document putative side effects further, compare virtual reality to conventional physical therapy, and evaluate economical costs/benefits of such strategies.

  16. Use of Virtual Reality Tools for Vestibular Disorders Rehabilitation: A Comprehensive Analysis

    PubMed Central

    Bergeron, Mathieu; Lortie, Catherine L.; Guitton, Matthieu J.

    2015-01-01

    Classical peripheral vestibular disorders rehabilitation is a long and costly process. While virtual reality settings have been repeatedly suggested to represent possible tools to help the rehabilitation process, no systematic study had been conducted so far. We systematically reviewed the current literature to analyze the published protocols documenting the use of virtual reality settings for peripheral vestibular disorders rehabilitation. There is an important diversity of settings and protocols involving virtual reality settings for the treatment of this pathology. Evaluation of the symptoms is often not standardized. However, our results unveil a clear effect of virtual reality settings-based rehabilitation of the patients' symptoms, assessed by objectives tools such as the DHI (mean decrease of 27 points), changing symptoms handicap perception from moderate to mild impact on life. Furthermore, we detected a relationship between the duration of the exposure to virtual reality environments and the magnitude of the therapeutic effects, suggesting that virtual reality treatments should last at least 150 minutes of cumulated exposure to ensure positive outcomes. Virtual reality offers a pleasant and safe environment for the patient. Future studies should standardize evaluation tools, document putative side effects further, compare virtual reality to conventional physical therapy, and evaluate economical costs/benefits of such strategies. PMID:26556560

  17. Minimally invasive superficial temporal artery to middle cerebral artery bypass through a minicraniotomy: benefit of three-dimensional virtual reality planning using magnetic resonance angiography.

    PubMed

    Fischer, Gerrit; Stadie, Axel; Schwandt, Eike; Gawehn, Joachim; Boor, Stephan; Marx, Juergen; Oertel, Joachim

    2009-05-01

    The aim of the authors in this study was to introduce a minimally invasive superficial temporal artery to middle cerebral artery (STA-MCA) bypass surgery by the preselection of appropriate donor and recipient branches in a 3D virtual reality setting based on 3-T MR angiography data. An STA-MCA anastomosis was performed in each of 5 patients. Before surgery, 3-T MR imaging was performed with 3D magnetization-prepared rapid acquisition gradient echo sequences, and a high-resolution CT 3D dataset was obtained. Image fusion and the construction of a 3D virtual reality model of each patient were completed. In the 3D virtual reality setting, the skin surface, skull surface, and extra- and intracranial arteries as well as the cortical brain surface could be displayed in detail. The surgical approach was successfully visualized in virtual reality. The anatomical relationship of structures of interest could be evaluated based on different values of translucency in all cases. The closest point of the appropriate donor branch of the STA and the most suitable recipient M(3) or M(4) segment could be calculated with high accuracy preoperatively and determined as the center point of the following minicraniotomy. Localization of the craniotomy and the skin incision on top of the STA branch was calculated with the system, and these data were transferred onto the patient's skin before surgery. In all cases the preselected arteries could be found intraoperatively in exact agreement with the preoperative planning data. Successful extracranial-intracranial bypass surgery was achieved without stereotactic neuronavigation via a preselected minimally invasive approach in all cases. Subsequent enlargement of the craniotomy was not necessary. Perioperative complications were not observed. All bypasses remained patent on follow-up. With the application of a 3D virtual reality planning system, the extent of skin incision and tissue trauma as well as the size of the bone flap was minimal. The closest point of the appropriate donor branch of the STA and the most suitable recipient M(3) or M(4) segment could be preoperatively determined with high accuracy so that the STA-MCA bypass could be safely and effectively performed through an optimally located minicraniotomy with a mean diameter of 22 mm without the need for stereotactic guidance.

  18. Virtual reality training improves balance function.

    PubMed

    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.

  19. Virtual reality training improves balance function

    PubMed Central

    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

  20. A Novel Augmented Reality-Based Navigation System in Perforator Flap Transplantation - A Feasibility Study.

    PubMed

    Jiang, Taoran; Zhu, Ming; Zan, Tao; Gu, Bin; Li, Qingfeng

    2017-08-01

    In perforator flap transplantation, dissection of the perforator is an important but difficult procedure because of the high variability in vascular anatomy. Preoperative imaging techniques could provide substantial information about vascular anatomy; however, it cannot provide direct guidance for surgeons during the operation. In this study, a navigation system (NS) was established to overlie a vascular map on surgical sites to further provide a direct guide for perforator flap transplantation. The NS was established based on computed tomographic angiography and augmented reality techniques. A virtual vascular map was reconstructed according to computed tomographic angiography data and projected onto real patient images using ARToolKit software. Additionally, a screw-fixation marker holder was created to facilitate registration. With the use of a tracking and display system, we conducted the NS on an animal model and measured the system error on a rapid prototyping model. The NS assistance allowed for correct identification, as well as a safe and precise dissection of the perforator. The mean value of the system error was determined to be 3.474 ± 1.546 mm. Augmented reality-based NS can provide precise navigation information by directly displaying a 3-dimensional individual anatomical virtual model onto the operative field in real time. It will allow rapid identification and safe dissection of a perforator in free flap transplantation surgery.

  1. Man, mind, and machine: the past and future of virtual reality simulation in neurologic surgery.

    PubMed

    Robison, R Aaron; Liu, Charles Y; Apuzzo, Michael L J

    2011-11-01

    To review virtual reality in neurosurgery, including the history of simulation and virtual reality and some of the current implementations; to examine some of the technical challenges involved; and to propose a potential paradigm for the development of virtual reality in neurosurgery going forward. A search was made on PubMed using key words surgical simulation, virtual reality, haptics, collision detection, and volumetric modeling to assess the current status of virtual reality in neurosurgery. Based on previous results, investigators extrapolated the possible integration of existing efforts and potential future directions. Simulation has a rich history in surgical training, and there are numerous currently existing applications and systems that involve virtual reality. All existing applications are limited to specific task-oriented functions and typically sacrifice visual realism for real-time interactivity or vice versa, owing to numerous technical challenges in rendering a virtual space in real time, including graphic and tissue modeling, collision detection, and direction of the haptic interface. With ongoing technical advancements in computer hardware and graphic and physical rendering, incremental or modular development of a fully immersive, multipurpose virtual reality neurosurgical simulator is feasible. The use of virtual reality in neurosurgery is predicted to change the nature of neurosurgical education, and to play an increased role in surgical rehearsal and the continuing education and credentialing of surgical practitioners. Copyright © 2011 Elsevier Inc. All rights reserved.

  2. Technical note: real-time web-based wireless visual guidance system for radiotherapy.

    PubMed

    Lee, Danny; Kim, Siyong; Palta, Jatinder R; Kim, Taeho

    2017-06-01

    Describe a Web-based wireless visual guidance system that mitigates issues associated with hard-wired audio-visual aided patient interactive motion management systems that are cumbersome to use in routine clinical practice. Web-based wireless visual display duplicates an existing visual display of a respiratory-motion management system for visual guidance. The visual display of the existing system is sent to legacy Web clients over a private wireless network, thereby allowing a wireless setting for real-time visual guidance. In this study, active breathing coordinator (ABC) trace was used as an input for visual display, which captured and transmitted to Web clients. Virtual reality goggles require two (left and right eye view) images for visual display. We investigated the performance of Web-based wireless visual guidance by quantifying (1) the network latency of visual displays between an ABC computer display and Web clients of a laptop, an iPad mini 2 and an iPhone 6, and (2) the frame rate of visual display on the Web clients in frames per second (fps). The network latency of visual display between the ABC computer and Web clients was about 100 ms and the frame rate was 14.0 fps (laptop), 9.2 fps (iPad mini 2) and 11.2 fps (iPhone 6). In addition, visual display for virtual reality goggles was successfully shown on the iPhone 6 with 100 ms and 11.2 fps. A high network security was maintained by utilizing the private network configuration. This study demonstrated that a Web-based wireless visual guidance can be a promising technique for clinical motion management systems, which require real-time visual display of their outputs. Based on the results of this study, our approach has the potential to reduce clutter associated with wired-systems, reduce space requirements, and extend the use of medical devices from static usage to interactive and dynamic usage in a radiotherapy treatment vault.

  3. Virtual Realities and the Future of Text.

    ERIC Educational Resources Information Center

    Marcus, Stephen

    1992-01-01

    Discusses issues surrounding virtual reality and "virtual books." Suggests that those who are exploring the territory of virtual realities are already helping to expand and enrich expectations and visions for integrating technology into reading and writing. (RS)

  4. An Augmented-Reality Edge Enhancement Application for Google Glass

    PubMed Central

    Hwang, Alex D.; Peli, Eli

    2014-01-01

    Purpose Google Glass provides a platform that can be easily extended to include a vision enhancement tool. We have implemented an augmented vision system on Glass, which overlays enhanced edge information over the wearer’s real world view, to provide contrast-improved central vision to the Glass wearers. The enhanced central vision can be naturally integrated with scanning. Methods Goggle Glass’s camera lens distortions were corrected by using an image warping. Since the camera and virtual display are horizontally separated by 16mm, and the camera aiming and virtual display projection angle are off by 10°, the warped camera image had to go through a series of 3D transformations to minimize parallax errors before the final projection to the Glass’ see-through virtual display. All image processes were implemented to achieve near real-time performance. The impacts of the contrast enhancements were measured for three normal vision subjects, with and without a diffuser film to simulate vision loss. Results For all three subjects, significantly improved contrast sensitivity was achieved when the subjects used the edge enhancements with a diffuser film. The performance boost is limited by the Glass camera’s performance. The authors assume this accounts for why performance improvements were observed only with the diffuser filter condition (simulating low vision). Conclusions Improvements were measured with simulated visual impairments. With the benefit of see-through augmented reality edge enhancement, natural visual scanning process is possible, and suggests that the device may provide better visual function in a cosmetically and ergonomically attractive format for patients with macular degeneration. PMID:24978871

  5. The effect of viewing a virtual environment through a head-mounted display on balance.

    PubMed

    Robert, Maxime T; Ballaz, Laurent; Lemay, Martin

    2016-07-01

    In the next few years, several head-mounted displays (HMD) will be publicly released making virtual reality more accessible. HMD are expected to be widely popular at home for gaming but also in clinical settings, notably for training and rehabilitation. HMD can be used in both seated and standing positions; however, presently, the impact of HMD on balance remains largely unknown. It is therefore crucial to examine the impact of viewing a virtual environment through a HMD on standing balance. To compare static and dynamic balance in a virtual environment perceived through a HMD and the physical environment. The visual representation of the virtual environment was based on filmed image of the physical environment and was therefore highly similar. This is an observational study in healthy adults. No significant difference was observed between the two environments for static balance. However, dynamic balance was more perturbed in the virtual environment when compared to that of the physical environment. HMD should be used with caution because of its detrimental impact on dynamic balance. Sensorimotor conflict possibly explains the impact of HMD on balance. Copyright © 2016 Elsevier B.V. All rights reserved.

  6. 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.

  7. 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.

  8. Using Virtual Reality Environment to Improve Joint Attention Associated with Pervasive Developmental Disorder

    ERIC Educational Resources Information Center

    Cheng, Yufang; Huang, Ruowen

    2012-01-01

    The focus of this study is using data glove to practice Joint attention skill in virtual reality environment for people with pervasive developmental disorder (PDD). The virtual reality environment provides a safe environment for PDD people. Especially, when they made errors during practice in virtual reality environment, there is no suffering or…

  9. Naval Applications of Virtual Reality,

    DTIC Science & Technology

    1993-01-01

    Expert Virtual Reality Special Report 󈨡, pp. 67- 72. 14. SUBJECT TERMS 15 NUMBER o0 PAGES man-machine interface virtual reality decision support...collective and individual performance. -" Virtual reality projects could help *y by Mark Gembicki Av-t-abilty CodesA Avafllat Idt Iofe and David Rousseau...alt- 67 VIRTUAL . REALITY SPECIAl, REPORT r-OPY avcriaikxb to DD)C qg .- 154,41X~~~~~~~~~~~~j 1411 iI..:41 T a].’ 1,1 4 1111 I 4 1 * .11 ~ 4 l.~w111511 I

  10. Usability engineering: domain analysis activities for augmented-reality systems

    NASA Astrophysics Data System (ADS)

    Gabbard, Joseph; Swan, J. E., II; Hix, Deborah; Lanzagorta, Marco O.; Livingston, Mark; Brown, Dennis B.; Julier, Simon J.

    2002-05-01

    This paper discusses our usability engineering process for the Battlefield Augmented Reality System (BARS). Usability engineering is a structured, iterative, stepwise development process. Like the related disciplines of software and systems engineering, usability engineering is a combination of management principals and techniques, formal and semi- formal evaluation techniques, and computerized tools. BARS is an outdoor augmented reality system that displays heads- up battlefield intelligence information to a dismounted warrior. The paper discusses our general usability engineering process. We originally developed the process in the context of virtual reality applications, but in this work we are adapting the procedures to an augmented reality system. The focus of this paper is our work on domain analysis, the first activity of the usability engineering process. We describe our plans for and our progress to date on our domain analysis for BARS. We give results in terms of a specific urban battlefield use case we have designed.

  11. 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…

  12. Virtual Reality: An Overview.

    ERIC Educational Resources Information Center

    Franchi, Jorge

    1994-01-01

    Highlights of this overview of virtual reality include optics; interface devices; virtual worlds; potential applications, including medicine and archaeology; problems, including costs; current research and development; future possibilities; and a listing of vendors and suppliers of virtual reality products. (Contains 11 references.) (LRW)

  13. The force pyramid: a spatial analysis of force application during virtual reality brain tumor resection.

    PubMed

    Azarnoush, Hamed; Siar, Samaneh; Sawaya, Robin; Zhrani, Gmaan Al; Winkler-Schwartz, Alexander; Alotaibi, Fahad Eid; Bugdadi, Abdulgadir; Bajunaid, Khalid; Marwa, Ibrahim; Sabbagh, Abdulrahman Jafar; Del Maestro, Rolando F

    2017-07-01

    OBJECTIVE Virtual reality simulators allow development of novel methods to analyze neurosurgical performance. The concept of a force pyramid is introduced as a Tier 3 metric with the ability to provide visual and spatial analysis of 3D force application by any instrument used during simulated tumor resection. This study was designed to answer 3 questions: 1) Do study groups have distinct force pyramids? 2) Do handedness and ergonomics influence force pyramid structure? 3) Are force pyramids dependent on the visual and haptic characteristics of simulated tumors? METHODS Using a virtual reality simulator, NeuroVR (formerly NeuroTouch), ultrasonic aspirator force application was continually assessed during resection of simulated brain tumors by neurosurgeons, residents, and medical students. The participants performed simulated resections of 18 simulated brain tumors with different visual and haptic characteristics. The raw data, namely, coordinates of the instrument tip as well as contact force values, were collected by the simulator. To provide a visual and qualitative spatial analysis of forces, the authors created a graph, called a force pyramid, representing force sum along the z-coordinate for different xy coordinates of the tool tip. RESULTS Sixteen neurosurgeons, 15 residents, and 84 medical students participated in the study. Neurosurgeon, resident and medical student groups displayed easily distinguishable 3D "force pyramid fingerprints." Neurosurgeons had the lowest force pyramids, indicating application of the lowest forces, followed by resident and medical student groups. Handedness, ergonomics, and visual and haptic tumor characteristics resulted in distinct well-defined 3D force pyramid patterns. CONCLUSIONS Force pyramid fingerprints provide 3D spatial assessment displays of instrument force application during simulated tumor resection. Neurosurgeon force utilization and ergonomic data form a basis for understanding and modulating resident force application and improving patient safety during tumor resection.

  14. Psychological benefits of virtual reality for patients in rehabilitation therapy.

    PubMed

    Chen, Chih-Hung; Jeng, Ming-Chang; Fung, Chin-Ping; Doong, Ji-Liang; Chuang, Tien-Yow

    2009-05-01

    Whether virtual rehabilitation is beneficial has not been determined. To investigate the psychological benefits of virtual reality in rehabilitation. An experimental group underwent therapy with a virtual-reality-based exercise bike, and a control group underwent the therapy without virtual-reality equipment. Hospital laboratory. 30 patients suffering from spinal-cord injury. A designed rehabilitation therapy. Endurance, Borg's rating-of-perceived-exertion scale, the Activation-Deactivation Adjective Check List (AD-ACL), and the Simulator Sickness Questionnaire. The differences between the experimental and control groups were significant for AD-ACL calmness and tension. A virtual-reality-based rehabilitation program can ease patients' tension and induce calm.

  15. Feasibility of training athletes for high-pressure situations using virtual reality.

    PubMed

    Stinson, Cheryl; Bowman, Doug A

    2014-04-01

    Virtual reality (VR) has been successfully applied to a broad range of training domains; however, to date there is little research investigating its benefits for sport psychology training. We hypothesized that using high-fidelity VR systems to display realistic 3D sport environments could trigger anxiety, allowing resilience-training systems to prepare athletes for real-world, highpressure situations. In this work we investigated the feasibility and usefulness of using VR for sport psychology training. We developed a virtual soccer goalkeeping application for the Virginia Tech Visionarium VisCube (a CAVE-like display system), in which users defend against simulated penalty kicks using their own bodies. Using the application, we ran a controlled, within-subjects experiment with three independent variables: known anxiety triggers, field of regard, and simulation fidelity. The results demonstrate that a VR sport-oriented system can induce increased anxiety (physiological and subjective measures) compared to a baseline condition. There were a number of main effects and interaction effects for all three independent variables in terms of the subjective measures of anxiety. Both known anxiety triggers and simulation fidelity had a direct relationship to anxiety, while field of regard had an inverse relationship. Overall, the results demonstrate great potential for VR sport psychology training systems; however, further research is needed to determine if training in a VR environment can lead to long-term reduction in sport-induced anxiety.

  16. Methamphetamine craving induced in an online virtual reality environment.

    PubMed

    Culbertson, Christopher; Nicolas, Sam; Zaharovits, Itay; London, Edythe D; De La Garza, Richard; Brody, Arthur L; Newton, Thomas F

    2010-10-01

    The main aim of this study was to assess self-reported craving and physiological reactivity in a methamphetamine virtual reality (METH-VR) cue model created using Second Life, a freely available online gaming platform. Seventeen, non-treatment seeking, individuals that abuse methamphetamine (METH) completed this 1-day, outpatient, within-subjects study. Participants completed four test sessions: 1) METH-VR, 2) neutral-VR, 3) METH-video, and 4) neutral-video in a counterbalanced (Latin square) fashion. The participants provided subjective ratings of urges to use METH, mood, and physical state throughout each cue presentation. Measures of physiological reactivity (heart rate variability) were also collected during each cue presentation and at rest. The METH-VR condition elicited the greatest change in subjective reports of "crave METH", "desire METH", and "want METH" at all time points. The "high craving" participants displayed more high frequency cardiovascular activity while the "low craving" participants displayed more low frequency cardiovascular activity during the cue conditions, with the greatest difference seen during the METH-VR and METH-video cues. These findings reveal a physiological divergence between high and low craving METH abusers using heart rate variability, and demonstrate the usefulness of VR cues for eliciting subjective craving in METH abusers, as well as the effectiveness of a novel VR drug cue model created within an online virtual world. (c) 2010 Elsevier Inc. All rights reserved.

  17. Methamphetamine Craving Induced in an Online Virtual Reality Environment

    PubMed Central

    Culbertson, Christopher; Nicolas, Sam; Zaharovits, Itay; London, Edythe D.; De La Garza, Richard; Brody, Arthur L.; Newton, Thomas F.

    2010-01-01

    The main aim of this study was to assess self-reported craving and physiological reactivity in a methamphetamine virtual reality (METH-VR) cue model created using Second Life, a freely available online gaming platform. Seventeen, non-treatment seeking, individuals that abuse methamphetamine (METH) completed this one-day, outpatient, within-subjects study. Participants completed four test sessions: 1) METH-VR 2) neutral-VR 3) METH-video 4) neutral-video in a counterbalanced (latin square) fashion. The participants provided subjective ratings of urges to use METH, mood, and physical state throughout each cue presentation. Measures of physiological reactivity (heart rate variability) were also collected during each cue presentation and at rest. The METH-VR condition elicited the greatest change in subjective reports of “crave METH”, “desire METH”, and “want METH” at all time points. The “high craving” participants displayed more high frequency cardiovascular activity while the “low craving” participants displayed more low frequency cardiovascular activity during the cue conditions, with the greatest difference seen during the METH-VR and METH-video cues. These findings reveal a physiological divergence between high and low craving METH abusers using heart rate variability, and demonstrate the usefulness of VR cues for eliciting subjective craving in METH abusers, as well as the effectiveness of a novel VR drug cue model created within an online virtual world. PMID:20643158

  18. Virtual Reality for Pediatric Sedation: A Randomized Controlled Trial Using Simulation.

    PubMed

    Zaveri, Pavan P; Davis, Aisha B; O'Connell, Karen J; Willner, Emily; Aronson Schinasi, Dana A; Ottolini, Mary

    2016-02-09

    Team training for procedural sedation for pediatric residents has traditionally consisted of didactic presentations and simulated scenarios using high-fidelity mannequins. We assessed the effectiveness of a virtual reality module in teaching preparation for and management of sedation for procedures. After developing a virtual reality environment in Second Life® (Linden Lab, San Francisco, CA) where providers perform and recover patients from procedural sedation, we conducted a randomized controlled trial to assess the effectiveness of the virtual reality module versus a traditional web-based educational module. A 20 question pre- and post-test was administered to assess knowledge change. All subjects participated in a simulated pediatric procedural sedation scenario that was video recorded for review and assessed using a 32-point checklist. A brief survey elicited feedback on the virtual reality module and the simulation scenario. The median score on the assessment checklist was 75% for the intervention group and 70% for the control group (P = 0.32). For the knowledge tests, there was no statistically significant difference between the groups (P = 0.14). Users had excellent reviews of the virtual reality module and reported that the module added to their education. Pediatric residents performed similarly in simulation and on a knowledge test after a virtual reality module compared with a traditional web-based module on procedural sedation. Although users enjoyed the virtual reality experience, these results question the value virtual reality adds in improving the performance of trainees. Further inquiry is needed into how virtual reality provides true value in simulation-based education.

  19. Virtual Reality for Pediatric Sedation: A Randomized Controlled Trial Using Simulation

    PubMed Central

    Davis, Aisha B; O'Connell, Karen J; Willner, Emily; Aronson Schinasi, Dana A; Ottolini, Mary

    2016-01-01

    Introduction: Team training for procedural sedation for pediatric residents has traditionally consisted of didactic presentations and simulated scenarios using high-fidelity mannequins. We assessed the effectiveness of a virtual reality module in teaching preparation for and management of sedation for procedures. Methods: After developing a virtual reality environment in Second Life® (Linden Lab, San Francisco, CA) where providers perform and recover patients from procedural sedation, we conducted a randomized controlled trial to assess the effectiveness of the virtual reality module versus a traditional web-based educational module. A 20 question pre- and post-test was administered to assess knowledge change. All subjects participated in a simulated pediatric procedural sedation scenario that was video recorded for review and assessed using a 32-point checklist. A brief survey elicited feedback on the virtual reality module and the simulation scenario. Results: The median score on the assessment checklist was 75% for the intervention group and 70% for the control group (P = 0.32). For the knowledge tests, there was no statistically significant difference between the groups (P = 0.14). Users had excellent reviews of the virtual reality module and reported that the module added to their education. Conclusions: Pediatric residents performed similarly in simulation and on a knowledge test after a virtual reality module compared with a traditional web-based module on procedural sedation. Although users enjoyed the virtual reality experience, these results question the value virtual reality adds in improving the performance of trainees. Further inquiry is needed into how virtual reality provides true value in simulation-based education. PMID:27014520

  20. History Educators and the Challenge of Immersive Pasts: A Critical Review of Virtual Reality "Tools" and History Pedagogy

    ERIC Educational Resources Information Center

    Allison, John

    2008-01-01

    This paper will undertake a critical review of the impact of virtual reality tools on the teaching of history. Virtual reality is useful in several different ways. History educators, elementary and secondary school teachers and professors, can all profit from the digital environment. Challenges arise quickly however. Virtual reality technologies…

  1. Immersive virtual reality simulations in nursing education.

    PubMed

    Kilmon, Carol A; Brown, Leonard; Ghosh, Sumit; Mikitiuk, Artur

    2010-01-01

    This article explores immersive virtual reality as a potential educational strategy for nursing education and describes an immersive learning experience now being developed for nurses. This pioneering project is a virtual reality application targeting speed and accuracy of nurse response in emergency situations requiring cardiopulmonary resuscitation. Other potential uses and implications for the development of virtual reality learning programs are discussed.

  2. Virtual reality simulation: using three-dimensional technology to teach nursing students.

    PubMed

    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.

  3. A 3-D mixed-reality system for stereoscopic visualization of medical dataset.

    PubMed

    Ferrari, Vincenzo; Megali, Giuseppe; Troia, Elena; Pietrabissa, Andrea; Mosca, Franco

    2009-11-01

    We developed a simple, light, and cheap 3-D visualization device based on mixed reality that can be used by physicians to see preoperative radiological exams in a natural way. The system allows the user to see stereoscopic "augmented images," which are created by mixing 3-D virtual models of anatomies obtained by processing preoperative volumetric radiological images (computed tomography or MRI) with real patient live images, grabbed by means of cameras. The interface of the system consists of a head-mounted display equipped with two high-definition cameras. Cameras are mounted in correspondence of the user's eyes and allow one to grab live images of the patient with the same point of view of the user. The system does not use any external tracker to detect movements of the user or the patient. The movements of the user's head and the alignment of virtual patient with the real one are done using machine vision methods applied on pairs of live images. Experimental results, concerning frame rate and alignment precision between virtual and real patient, demonstrate that machine vision methods used for localization are appropriate for the specific application and that systems based on stereoscopic mixed reality are feasible and can be proficiently adopted in clinical practice.

  4. Virtual Reality at the PC Level

    NASA Technical Reports Server (NTRS)

    Dean, John

    1998-01-01

    The main objective of my research has been to incorporate virtual reality at the desktop level; i.e., create virtual reality software that can be run fairly inexpensively on standard PC's. The standard language used for virtual reality on PC's is VRML (Virtual Reality Modeling Language). It is a new language so it is still undergoing a lot of changes. VRML 1.0 came out only a couple years ago and VRML 2.0 came out around last September. VRML is an interpreted language that is run by a web browser plug-in. It is fairly flexible in terms of allowing you to create different shapes and animations. Before this summer, I knew very little about virtual reality and I did not know VRML at all. I learned the VRML language by reading two books and experimenting on a PC. The following topics are presented: CAD to VRML, VRML 1.0 to VRML 2.0, VRML authoring tools, VRML browsers, finding virtual reality applications, the AXAF project, the VRML generator program, web communities and future plans.

  5. Interpretations of virtual reality.

    PubMed

    Voiskounsky, Alexander

    2011-01-01

    University students were surveyed to learn what they know about virtual realities. The two studies were administered with a half-year interval in which the students (N=90, specializing either in mathematics and science, or in social science and humanities) were asked to name particular examples of virtual realities. The second, but not the first study, was administered after the participants had the chance to see the movie "Avatar" (no investigation was held into whether they really saw it). While the students in both studies widely believed that activities such as social networking and online gaming represent virtual realities, some other examples provided by the students in the two studies differ: in the second study the participants expressed a better understanding of the items related to virtual realities. At the same time, not a single participant reported particular psychological states (either regular or altered) as examples of virtual realities. Profound popularization efforts need to be done to acquaint the public, including college students, with virtual realities and let the public adequately understand how such systems work.

  6. Stepping into the virtual unknown: feasibility study of a virtual reality-based test of ocular misalignment.

    PubMed

    Nesaratnam, N; Thomas, P; Vivian, A

    2017-10-01

    IntroductionDissociated tests of strabismus provide valuable information for diagnosis and monitoring of ocular misalignment in patients with normal retinal correspondence. However, they are vulnerable to operator error and rely on a fixed head position. Virtual reality headsets obviate the need for head fixation, while providing other clear theoretical advantages, including complete control over the illumination and targets presented for the patient's interaction.PurposeWe compared the performance of a virtual reality-based test of ocular misalignment to that of the traditional Lees screen, to establish the feasibility of using virtual reality technology in ophthalmic settings in the future.MethodsThree patients underwent a traditional Lees screen test, and a virtual reality headset-based test of ocular motility. The virtual reality headset-based programme consisted of an initial test to measure horizontal and vertical deviation, followed by a test for torsion.ResultsThe pattern of deviation obtained using the virtual reality-based test showed agreement with that obtained from the Lees screen for patients with a fourth nerve palsy, comitant esotropia, and restrictive thyroid eye disease.ConclusionsThis study reports the first use of a virtual reality headset in assessing ocular misalignment, and demonstrates that it is a feasible dissociative test of strabismus.

  7. A standardized set of 3-D objects for virtual reality research and applications.

    PubMed

    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.

  8. [Application of virtual reality in surgical treatment of complex head and neck carcinoma].

    PubMed

    Zhou, Y Q; Li, C; Shui, C Y; Cai, Y C; Sun, R H; Zeng, D F; Wang, W; Li, Q L; Huang, L; Tu, J; Jiang, J

    2018-01-07

    Objective: To investigate the application of virtual reality technology in the preoperative evaluation of complex head and neck carcinoma and he value of virtual reality technology in surgical treatment of head and neck carcinoma. Methods: The image data of eight patients with complex head and neck carcinoma treated from December 2016 to May 2017 was acquired. The data were put into virtual reality system to built the three-dimensional anatomical model of carcinoma and to created the surgical scene. The process of surgery was stimulated by recognizing the relationship between tumor and surrounding important structures. Finally all patients were treated with surgery. And two typical cases were reported. Results: With the help of virtual reality, surgeons could adequately assess the condition of carcinoma and the security of operation and ensured the safety of operations. Conclusions: Virtual reality can provide the surgeons with the sensory experience in virtual surgery scenes and achieve the man-computer cooperation and stereoscopic assessment, which will ensure the safety of surgery. Virtual reality has a huge impact on guiding the traditional surgical procedure of head and neck carcinoma.

  9. Role of virtual reality simulation in endoscopy training

    PubMed Central

    Harpham-Lockyer, Louis; Laskaratos, Faidon-Marios; Berlingieri, Pasquale; Epstein, Owen

    2015-01-01

    Recent advancements in virtual reality graphics and models have allowed virtual reality simulators to be incorporated into a variety of endoscopic training programmes. Use of virtual reality simulators in training programmes is thought to improve skill acquisition amongst trainees which is reflected in improved patient comfort and safety. Several studies have already been carried out to ascertain the impact that usage of virtual reality simulators may have upon trainee learning curves and how this may translate to patient comfort. This article reviews the available literature in this area of medical education which is particularly relevant to all parties involved in endoscopy training and curriculum development. Assessment of the available evidence for an optimal exposure time with virtual reality simulators and the long-term benefits of their use are also discussed. PMID:26675895

  10. Role of virtual reality simulation in endoscopy training.

    PubMed

    Harpham-Lockyer, Louis; Laskaratos, Faidon-Marios; Berlingieri, Pasquale; Epstein, Owen

    2015-12-10

    Recent advancements in virtual reality graphics and models have allowed virtual reality simulators to be incorporated into a variety of endoscopic training programmes. Use of virtual reality simulators in training programmes is thought to improve skill acquisition amongst trainees which is reflected in improved patient comfort and safety. Several studies have already been carried out to ascertain the impact that usage of virtual reality simulators may have upon trainee learning curves and how this may translate to patient comfort. This article reviews the available literature in this area of medical education which is particularly relevant to all parties involved in endoscopy training and curriculum development. Assessment of the available evidence for an optimal exposure time with virtual reality simulators and the long-term benefits of their use are also discussed.

  11. Hybrid Reality Lab Capabilities - Video 2

    NASA Technical Reports Server (NTRS)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

    Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created objects that have the same shape, size, location to their physical object counterpart in virtual reality environment can be a game changer when it comes to training, planning, engineering analysis, science, entertainment, etc. Our Project is developing such capabilities for various types of environments. The video outlined with this abstract is a representation of an ISS Hybrid Reality experience. In the video you can see various Hybrid Reality elements that provide immersion beyond just standard Virtual Reality or Augmented Reality.

  12. Virtual reality in surgical training.

    PubMed

    Lange, T; Indelicato, D J; Rosen, J M

    2000-01-01

    Virtual reality in surgery and, more specifically, in surgical training, faces a number of challenges in the future. These challenges are building realistic models of the human body, creating interface tools to view, hear, touch, feel, and manipulate these human body models, and integrating virtual reality systems into medical education and treatment. A final system would encompass simulators specifically for surgery, performance machines, telemedicine, and telesurgery. Each of these areas will need significant improvement for virtual reality to impact medicine successfully in the next century. This article gives an overview of, and the challenges faced by, current systems in the fast-changing field of virtual reality technology, and provides a set of specific milestones for a truly realistic virtual human body.

  13. An artificial reality environment for remote factory control and monitoring

    NASA Technical Reports Server (NTRS)

    Kosta, Charles Paul; Krolak, Patrick D.

    1993-01-01

    Work has begun on the merger of two well known systems, VEOS (HITLab) and CLIPS (NASA). In the recent past, the University of Massachusetts Lowell developed a parallel version of NASA CLIPS, called P-CLIPS. This modification allows users to create smaller expert systems which are able to communicate with each other to jointly solve problems. With the merger of a VEOS message system, PCLIPS-V can now act as a group of entities working within VEOS. To display the 3D virtual world we have been using a graphics package called HOOPS, from Ithaca Software. The artificial reality environment we have set up contains actors and objects as found in our Lincoln Logs Factory of the Future project. The environment allows us to view and control the objects within the virtual world. All communication between the separate CLIPS expert systems is done through VEOS. A graphical renderer generates camera views on X-Windows devices; Head Mounted Devices are not required. This allows more people to make use of this technology. We are experimenting with different types of virtual vehicles to give the user a sense that he or she is actually moving around inside the factory looking ahead through windows and virtual monitors.

  14. Immersive Education, an Annotated Webliography

    ERIC Educational Resources Information Center

    Pricer, Wayne F.

    2011-01-01

    In this second installment of a two-part feature on immersive education a webliography will provide resources discussing the use of various types of computer simulations including: (a) augmented reality, (b) virtual reality programs, (c) gaming resources for teaching with technology, (d) virtual reality lab resources, (e) virtual reality standards…

  15. Height effects in real and virtual environments.

    PubMed

    Simeonov, Peter I; Hsiao, Hongwei; Dotson, Brian W; Ammons, Douglas E

    2005-01-01

    The study compared human perceptions of height, danger, and anxiety, as well as skin conductance and heart rate responses and postural instability effects, in real and virtual height environments. The 24 participants (12 men, 12 women), whose average age was 23.6 years, performed "lean-over-the-railing" and standing tasks on real and comparable virtual balconies, using a surround-screen virtual reality (SSVR) system. The results indicate that the virtual display of elevation provided realistic perceptual experience and induced some physiological responses and postural instability effects comparable to those found in a real environment. It appears that a simulation of elevated work environment in a SSVR system, although with reduced visual fidelity, is a valid tool for safety research. Potential applications of this study include the design of virtual environments that will help in safe evaluation of human performance at elevation, identification of risk factors leading to fall incidents, and assessment of new fall prevention strategies.

  16. Computer Applications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. Marshall SPace Flight Center (MSFC) is begirning to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models are used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  17. ComputerApplications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Center (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability providedgeneral visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  18. ComputerApplications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Centerr (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provided general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  19. Around Marshall

    NASA Image and Video Library

    1993-09-15

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. Marshall SPace Flight Center (MSFC) is begirning to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models are used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  20. Around Marshall

    NASA Image and Video Library

    1993-12-15

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. Marshall Spce Flight Center (MSFC) is begirning to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models are used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  1. Multi-modal virtual environment research at Armstrong Laboratory

    NASA Technical Reports Server (NTRS)

    Eggleston, Robert G.

    1995-01-01

    One mission of the Paul M. Fitts Human Engineering Division of Armstrong Laboratory is to improve the user interface for complex systems through user-centered exploratory development and research activities. In support of this goal, many current projects attempt to advance and exploit user-interface concepts made possible by virtual reality (VR) technologies. Virtual environments may be used as a general purpose interface medium, an alternative display/control method, a data visualization and analysis tool, or a graphically based performance assessment tool. An overview is given of research projects within the division on prototype interface hardware/software development, integrated interface concept development, interface design and evaluation tool development, and user and mission performance evaluation tool development.

  2. Time Series Data Visualization in World Wide Telescope

    NASA Astrophysics Data System (ADS)

    Fay, J.

    WorldWide Telescope provides a rich set of timer series visualization for both archival and real time data. WWT consists of both interactive desktop tools for interactive immersive visualization and HTML5 web based controls that can be utilized in customized web pages. WWT supports a range of display options including full dome, power walls, stereo and virtual reality headsets.

  3. Not just fun and games: applications of virtual reality in the identification and rehabilitation of cognitive disorders of the elderly.

    PubMed

    Cherniack, E Paul

    2011-01-01

    To outline the evidence in the published medical literature suggesting the potential applications of virtual reality (VR) for the identification and rehabilitation of cognitive disorders of the elderly. Non-systematic literature review. VR, despite its more common usage by younger persons, is a potentially promising source of techniques useful in the identification and rehabilitation of cognitive disorders of the elderly. Systems employing VR can include desktop and head-mounted visual displays among other devices. Thus far, published studies have described VR-based applications in the identification and treatment of deficits in navigational skills in ambulation and driving. In addition, VR has been utilised to enhance the ability to perform activities of daily living in patients with dementia, stroke, and Parkinson's Disease. Such investigations have thus far been small, and unblinded. VR-based applications can potentially offer more versatile, comprehensive, and safer assessments of function. However, they also might be more expensive, complex and more difficult to use by elderly patients. Side effects of head-mounted visual displays include nausea and disorientation, but, have not been reported specifically in older subjects.

  4. Modified virtual reality technology for treatment of amblyopia.

    PubMed

    Eastgate, R M; Griffiths, G D; Waddingham, P E; Moody, A D; Butler, T K H; Cobb, S V; Comaish, I F; Haworth, S M; Gregson, R M; Ash, I M; Brown, S M

    2006-03-01

    The conventional patching/occlusion treatment for amblyopia sometimes gives disappointing results for a number of reasons: it is unpopular, prolonged, frequently resulting in poor or noncompliance, and also disrupts fusion. The aim of this research was to develop a novel virtual-reality (VR)-based display system that facilitates the treatment of amblyopia with both eyes stimulated simultaneously. We have adopted a multidisciplinary approach, combining VR expertise with a team of ophthalmologists and orthoptists to develop the Interactive Binocular Treatment (I-BiT) system. This system incorporates adapted VR technology and specially written software providing interactive 2D and 3D games and videos to the patient via a stereo (binocular) display, and a control screen for the clinician. We developed a prototype research system designed for treatment of amblyopia in children. The result is a novel way to treat amblyopia, which allows binocular treatment. It is interactive, and as it is partially software based, can be adapted to suit the age/ability, and needs of the patient. This means that the treatment can be made captivating and enjoyable. Further research is on-going to determine the efficacy of this new modality in the treatment of amblyopia.

  5. Transduction between worlds: using virtual and mixed reality for earth and planetary science

    NASA Astrophysics Data System (ADS)

    Hedley, N.; Lochhead, I.; Aagesen, S.; Lonergan, C. D.; Benoy, N.

    2017-12-01

    Virtual reality (VR) and augmented reality (AR) have the potential to transform the way we visualize multidimensional geospatial datasets in support of geoscience research, exploration and analysis. The beauty of virtual environments is that they can be built at any scale, users can view them at many levels of abstraction, move through them in unconventional ways, and experience spatial phenomena as if they had superpowers. Similarly, augmented reality allows you to bring the power of virtual 3D data visualizations into everyday spaces. Spliced together, these interface technologies hold incredible potential to support 21st-century geoscience. In my ongoing research, my team and I have made significant advances to connect data and virtual simulations with real geographic spaces, using virtual environments, geospatial augmented reality and mixed reality. These research efforts have yielded new capabilities to connect users with spatial data and phenomena. These innovations include: geospatial x-ray vision; flexible mixed reality; augmented 3D GIS; situated augmented reality 3D simulations of tsunamis and other phenomena interacting with real geomorphology; augmented visual analytics; and immersive GIS. These new modalities redefine the ways in which we can connect digital spaces of spatial analysis, simulation and geovisualization, with geographic spaces of data collection, fieldwork, interpretation and communication. In a way, we are talking about transduction between real and virtual worlds. Taking a mixed reality approach to this, we can link real and virtual worlds. This paper presents a selection of our 3D geovisual interface projects in terrestrial, coastal, underwater and other environments. Using rigorous applied geoscience data, analyses and simulations, our research aims to transform the novelty of virtual and augmented reality interface technologies into game-changing mixed reality geoscience.

  6. The Virtual Reality Roving Vehicle Project.

    ERIC Educational Resources Information Center

    Winn, William

    1995-01-01

    Describes the Virtual Reality Roving Vehicle project developed at the University of Washington to teach students in grades 4 through 12 about virtual reality. Topics include teacher workshops; virtual worlds created by students; learning outcomes compared with traditional instruction; and the effect of student characteristics, including gender, on…

  7. World Reaction to Virtual Space

    NASA Technical Reports Server (NTRS)

    1999-01-01

    DRaW Computing developed virtual reality software for the International Space Station. Open Worlds, as the software has been named, can be made to support Java scripting and virtual reality hardware devices. Open Worlds permits the use of VRML script nodes to add virtual reality capabilities to the user's applications.

  8. 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?

  9. Developmental gender differences in children in a virtual spatial memory task.

    PubMed

    León, Irene; Cimadevilla, José Manuel; Tascón, Laura

    2014-07-01

    Behavioral achievements are the product of brain maturation. During postnatal development, the medial temporal lobe completes its maturation, and children acquire new memory abilities. In recent years, virtual reality-based tasks have been introduced in the neuropsychology field to assess different cognitive functions. In this work, desktop virtual reality tasks are combined with classic psychometric tests to assess spatial abilities in 4- to 10-year-old children. Fifty boys and 50 girls 4-10-years of age participated in this study. Spatial reference memory and spatial working memory were assessed using a desktop virtual reality-based task. Other classic psychometric tests were also included in this work (e.g., the Corsi Block Tapping Test, digit tests, 10/36 Spatial Recall Test). In general terms, 4- and 5-year-old groups showed poorer performance than the older groups. However, 5-year-old children showed basic spatial navigation abilities with little difficulty. In addition, boys outperformed girls from the 6-8-year-old groups. Gender differences only emerged in the reference-memory version of the spatial task, whereas both sexes displayed similar performances in the working-memory version. There was general improvement in the performance of different tasks in children older than 5 years. However, results also suggest that brain regions involved in allocentric memory are functional even at the age of 5. In addition, the brain structures underlying reference memory mature later in girls than those required for the working memory.

  10. Virtual Reality: An Instructional Medium for Visual-Spatial Tasks.

    ERIC Educational Resources Information Center

    Regian, J. Wesley; And Others

    1992-01-01

    Describes an empirical exploration of the instructional potential of virtual reality as an interface for simulation-based training. Shows that subjects learned spatial-procedural and spatial-navigational skills in virtual reality. (SR)

  11. Mixed Reality with HoloLens: Where Virtual Reality Meets Augmented Reality in the Operating Room.

    PubMed

    Tepper, Oren M; Rudy, Hayeem L; Lefkowitz, Aaron; Weimer, Katie A; Marks, Shelby M; Stern, Carrie S; Garfein, Evan S

    2017-11-01

    Virtual reality and augmented reality devices have recently been described in the surgical literature. The authors have previously explored various iterations of these devices, and although they show promise, it has become clear that virtual reality and/or augmented reality devices alone do not adequately meet the demands of surgeons. The solution may lie in a hybrid technology known as mixed reality, which merges many virtual reality and augmented realty features. Microsoft's HoloLens, the first commercially available mixed reality device, provides surgeons intraoperative hands-free access to complex data, the real environment, and bidirectional communication. This report describes the use of HoloLens in the operating room to improve decision-making and surgical workflow. The pace of mixed reality-related technological development will undoubtedly be rapid in the coming years, and plastic surgeons are ideally suited to both lead and benefit from this advance.

  12. A Case-Based Study with Radiologists Performing Diagnosis Tasks in Virtual Reality.

    PubMed

    Venson, José Eduardo; Albiero Berni, Jean Carlo; Edmilson da Silva Maia, Carlos; Marques da Silva, Ana Maria; Cordeiro d'Ornellas, Marcos; Maciel, Anderson

    2017-01-01

    In radiology diagnosis, medical images are most often visualized slice by slice. At the same time, the visualization based on 3D volumetric rendering of the data is considered useful and has increased its field of application. In this work, we present a case-based study with 16 medical specialists to assess the diagnostic effectiveness of a Virtual Reality interface in fracture identification over 3D volumetric reconstructions. We developed a VR volume viewer compatible with both the Oculus Rift and handheld-based head mounted displays (HMDs). We then performed user experiments to validate the approach in a diagnosis environment. In addition, we assessed the subjects' perception of the 3D reconstruction quality, ease of interaction and ergonomics, and also the users opinion on how VR applications can be useful in healthcare. Among other results, we have found a high level of effectiveness of the VR interface in identifying superficial fractures on head CTs.

  13. Practice of aerobic sports is associated with better spatial memory in adults and older men.

    PubMed

    Sánchez-Horcajo, Rubén; Llamas-Alonso, Juan; Cimadevilla, José Manuel

    2015-01-01

    BACKGROUND/STUDY CONTEXT: Cognitive abilities experience diverse age-related changes. Memory complaints are common in aging. The practice of sports is known to benefit brain functioning, improving memory among other abilities. Introduction of virtual reality tasks makes it possible to easily assess cognitive functions such as spatial memory, a hippocampus-dependent cognitive ability. In this study, the authors applied a virtual reality-based task to study spatial reference memory in two groups of men, sportsmen (n=28) and sedentary (n=28), across three different age groups: 50-59, 60-69, and 70-77 years. The data showed that sportsmen outperformed sedentary participants. In addition, there was also a significant effect of the factor age. Hence, older men (70-77 years old) displayed a poorer performance in comparison with the other age groups. These results support the beneficial effect of habitual physical activity in spatial memory.

  14. Augmented Reality in Neurosurgery: A Review of Current Concepts and Emerging Applications.

    PubMed

    Guha, Daipayan; Alotaibi, Naif M; Nguyen, Nhu; Gupta, Shaurya; McFaul, Christopher; Yang, Victor X D

    2017-05-01

    Augmented reality (AR) superimposes computer-generated virtual objects onto the user's view of the real world. Among medical disciplines, neurosurgery has long been at the forefront of image-guided surgery, and it continues to push the frontiers of AR technology in the operating room. In this systematic review, we explore the history of AR in neurosurgery and examine the literature on current neurosurgical applications of AR. Significant challenges to surgical AR exist, including compounded sources of registration error, impaired depth perception, visual and tactile temporal asynchrony, and operator inattentional blindness. Nevertheless, the ability to accurately display multiple three-dimensional datasets congruently over the area where they are most useful, coupled with future advances in imaging, registration, display technology, and robotic actuation, portend a promising role for AR in the neurosurgical operating room.

  15. Virtual Reality: Emerging Applications and Future Directions

    ERIC Educational Resources Information Center

    Ludlow, Barbara L.

    2015-01-01

    Virtual reality is an emerging technology that has resulted in rapid expansion in the development of virtual immersive environments for use as educational simulations in schools, colleges and universities. This article presents an overview of virtual reality, describes a number of applications currently being used by special educators for…

  16. Virtual Reality: A Dream Come True or a Nightmare.

    ERIC Educational Resources Information Center

    Cornell, Richard; Bailey, Dan

    Virtual Reality (VR) is a new medium which allows total stimulation of one's senses through human/computer interfaces. VR has applications in training simulators, nano-science, medicine, entertainment, electronic technology, and manufacturing. This paper focuses on some current and potential problems of virtual reality and virtual environments…

  17. Virtual reality in surgical skills training.

    PubMed

    Palter, Vanessa N; Grantcharov, Teodor P

    2010-06-01

    With recent concerns regarding patient safety, and legislation regarding resident work hours, it is accepted that a certain amount of surgical skills training will transition to the surgical skills laboratory. Virtual reality offers enormous potential to enhance technical and non-technical skills training outside the operating room. Virtual-reality systems range from basic low-fidelity devices to highly complex virtual environments. These systems can act as training and assessment tools, with the learned skills effectively transferring to an analogous clinical situation. Recent developments include expanding the role of virtual reality to allow for holistic, multidisciplinary team training in simulated operating rooms, and focusing on the role of virtual reality in evidence-based surgical curriculum design. Copyright 2010 Elsevier Inc. All rights reserved.

  18. Restoring movement representation and alleviating phantom limb pain through short-term neurorehabilitation with a virtual reality system.

    PubMed

    Osumi, M; Ichinose, A; Sumitani, M; Wake, N; Sano, Y; Yozu, A; Kumagaya, S; Kuniyoshi, Y; Morioka, S

    2017-01-01

    We developed a quantitative method to measure movement representations of a phantom upper limb using a bimanual circle-line coordination task (BCT). We investigated whether short-term neurorehabilitation with a virtual reality (VR) system would restore voluntary movement representations and alleviate phantom limb pain (PLP). Eight PLP patients were enrolled. In the BCT, they repeatedly drew vertical lines using the intact hand and intended to draw circles using the phantom limb. Drawing circles mentally using the phantom limb led to the emergence of an oval transfiguration of the vertical lines ('bimanual-coupling' effect). We quantitatively measured the degree of this bimanual-coupling effect as movement representations of the phantom limb before and immediately after short-term VR neurorehabilitation. This was achieved using an 11-point numerical rating scale (NRS) for PLP intensity and the Short-Form McGill Pain Questionnaire (SF-MPQ). During VR neurorehabilitation, patients wore a head-mounted display that showed a mirror-reversed computer graphic image of an intact arm (the virtual phantom limb). By intending to move both limbs simultaneously and similarly, the patients perceived voluntary execution of movement in their phantom limb. Short-term VR neurorehabilitation promptly restored voluntary movement representations in the BCT and alleviated PLP (NRS: p = 0.015; 39.1 ± 28.4% relief, SF-MPQ: p = 0.015; 61.5 ± 48.5% relief). Restoration of phantom limb movement representations and reduced PLP intensity were linearly correlated (p < 0.05). VR rehabilitation may encourage patient's motivation and multimodal sensorimotor re-integration of a phantom limb and subsequently have a potent analgesic effect. There was no objective evidence that restoring movement representation by neurorehabilitation with virtual reality alleviated phantom limb pain. This study revealed quantitatively that restoring movement representation with virtual reality rehabilitation using a bimanual coordination task correlated with alleviation of phantom limb pain. © 2016 European Pain Federation - EFIC®.

  19. Virtual Reality and Computer-Enhanced Training Applied to Wheeled Mobility: An Overview of Work in Pittsburgh

    ERIC Educational Resources Information Center

    Cooper, Rory A.; Ding, Dan; Simpson, Richard; Fitzgerald, Shirley G.; Spaeth, Donald M.; Guo, Songfeng; Koontz, Alicia M.; Cooper, Rosemarie; Kim, Jongbae; Boninger, Michael L.

    2005-01-01

    Some aspects of assistive technology can be enhanced by the application of virtual reality. Although virtual simulation offers a range of new possibilities, learning to navigate in a virtual environment is not equivalent to learning to navigate in the real world. Therefore, virtual reality simulation is advocated as a useful preparation for…

  20. The benefits of virtual reality simulator training for laparoscopic surgery.

    PubMed

    Hart, Roger; Karthigasu, Krishnan

    2007-08-01

    Virtual reality is a computer-generated system that provides a representation of an environment. This review will analyse the literature with regard to any benefit to be derived from training with virtual reality equipment and to describe the current equipment available. Virtual reality systems are not currently realistic of the live operating environment because they lack tactile sensation, and do not represent a complete operation. The literature suggests that virtual reality training is a valuable learning tool for gynaecologists in training, particularly those in the early stages of their careers. Furthermore, it may be of benefit for the ongoing audit of surgical skills and for the early identification of a surgeon's deficiencies before operative incidents occur. It is only a matter of time before realistic virtual reality models of most complete gynaecological operations are available, with improved haptics as a result of improved computer technology. It is inevitable that in the modern climate of litigation virtual reality training will become an essential part of clinical training, as evidence for its effectiveness as a training tool exists, and in many countries training by operating on live animals is not possible.

  1. Case studies evaluating the quality of synthetic environments

    NASA Astrophysics Data System (ADS)

    Deisinger, Joachim; Blach, Roland; Simon, Andreas

    1999-03-01

    Multi wall stereo projection systems (MWSP) are an emerging display paradigm, promising a new quality in 3D-real-time interactions. Not much is known about the ergonomics of these systems. In this paper some basics of perception and approaches to improve the visual quality will be discussed and results of four experiments will be presented in order to obtain a better understanding of user interactions with existing projection technology. Due to the limited number of participants the experiments are considered as case-studies only. The first task was the estimation of absolute geometrical dimensions of simple objects. The second task was grabbing simple objects of different sizes. In order to classify MWSP, these tasks were compared to other display devices and compared to physical reality. We conducted two further experiments to compare different viewing devices for virtual reality (VR) like Head Mounted Displays (HMD), monitor, and the MWSP. For all of those experiments quantitative data was collected as a measure of interaction quality. The last two tests were supported by pre- and post questionnaires to obtain subjective judgement of the displays as well.

  2. Visual appearance of a virtual upper limb modulates the temperature of the real hand: a thermal imaging study in Immersive Virtual Reality.

    PubMed

    Tieri, Gaetano; Gioia, Annamaria; Scandola, Michele; Pavone, Enea F; Aglioti, Salvatore M

    2017-05-01

    To explore the link between Sense of Embodiment (SoE) over a virtual hand and physiological regulation of skin temperature, 24 healthy participants were immersed in virtual reality through a Head Mounted Display and had their real limb temperature recorded by means of a high-sensitivity infrared camera. Participants observed a virtual right upper limb (appearing either normally, or with the hand detached from the forearm) or limb-shaped non-corporeal control objects (continuous or discontinuous wooden blocks) from a first-person perspective. Subjective ratings of SoE were collected in each observation condition, as well as temperatures of the right and left hand, wrist and forearm. The observation of these complex, body and body-related virtual scenes resulted in increased real hand temperature when compared to a baseline condition in which a 3d virtual ball was presented. Crucially, observation of non-natural appearances of the virtual limb (discontinuous limb) and limb-shaped non-corporeal objects elicited high increase in real hand temperature and low SoE. In contrast, observation of the full virtual limb caused high SoE and low temperature changes in the real hand with respect to the other conditions. Interestingly, the temperature difference across the different conditions occurred according to a topographic rule that included both hands. Our study sheds new light on the role of an external hand's visual appearance and suggests a tight link between higher-order bodily self-representations and topographic regulation of skin temperature. © 2017 Federation of European Neuroscience Societies and John Wiley & Sons Ltd.

  3. Talk to the Virtual Hands: Self-Animated Avatars Improve Communication in Head-Mounted Display Virtual Environments

    PubMed Central

    Dodds, Trevor J.; Mohler, Betty J.; Bülthoff, Heinrich H.

    2011-01-01

    Background When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking technology enables us to include body gestures in avatar-mediated communication, by mapping one's movements onto one's own 3D avatar in real time, so the avatar is self-animated. We conducted two experiments to investigate (a) whether head-mounted display virtual reality is useful for researching the influence of body gestures in communication; and (b) whether body gestures are used to help in communicating the meaning of a word. Participants worked in pairs and played a communication game, where one person had to describe the meanings of words to the other. Principal Findings In experiment 1, participants used significantly more hand gestures and successfully described significantly more words when nonverbal communication was available to both participants (i.e. both describing and guessing avatars were self-animated, compared with both avatars in a static neutral pose). Participants ‘passed’ (gave up describing) significantly more words when they were talking to a static avatar (no nonverbal feedback available). In experiment 2, participants' performance was significantly worse when they were talking to an avatar with a prerecorded listening animation, compared with an avatar animated by their partners' real movements. In both experiments participants used significantly more hand gestures when they played the game in the real world. Conclusions Taken together, the studies show how (a) virtual reality can be used to systematically study the influence of body gestures; (b) it is important that nonverbal communication is bidirectional (real nonverbal feedback in addition to nonverbal communication from the describing participant); and (c) there are differences in the amount of body gestures that participants use with and without the head-mounted display, and we discuss possible explanations for this and ideas for future investigation. PMID:22022442

  4. Neurofeedback training with virtual reality for inattention and impulsiveness.

    PubMed

    Cho, Baek-Hwan; Kim, Saebyul; Shin, Dong Ik; Lee, Jang Han; Lee, Sang Min; Kim, In Young; Kim, Sun I

    2004-10-01

    In this research, the effectiveness of neurofeedback, along with virtual reality (VR), in reducing the level of inattention and impulsiveness was investigated. Twenty-eight male participants, aged 14-18, with social problems, took part in this study. They were separated into three groups: a control group, a VR group, and a non-VR group. The VR and non-VR groups underwent eight sessions of neurofeedback training over 2 weeks, while the control group just waited during the same period. The VR group used a head-mounted display (HMD) and a head tracker, which let them look around the virtual world. Conversely, the non-VR group used only a computer monitor with a fixed viewpoint. All participants performed a continuous performance task (CPT) before and after the complete training session. The results showed that both the VR and non-VR groups achieved better scores in the CPT after the training session, while the control group showed no significant difference. Compared with the other groups, the VR group presented a tendency to get better results, suggesting that immersive VR is applicable to neurofeedback for the rehabilitation of inattention and impulsiveness.

  5. [What do virtual reality tools bring to child and adolescent psychiatry?

    PubMed

    Bioulac, S; de Sevin, E; Sagaspe, P; Claret, A; Philip, P; Micoulaud-Franchi, J A; Bouvard, M P

    2018-06-01

    Virtual reality is a relatively new technology that enables individuals to immerse themselves in a virtual world. It offers several advantages including a more realistic, lifelike environment that may allow subjects to "forget" they are being assessed, allow a better participation and an increased generalization of learning. Moreover, the virtual reality system can provide multimodal stimuli, such as visual and auditory stimuli, and can also be used to evaluate the patient's multimodal integration and to aid rehabilitation of cognitive abilities. The use of virtual reality to treat various psychiatric disorders in adults (phobic anxiety disorders, post-traumatic stress disorder, eating disorders, addictions…) and its efficacy is supported by numerous studies. Similar research for children and adolescents is lagging behind. This may be particularly beneficial to children who often show great interest and considerable success on computer, console or videogame tasks. This article will expose the main studies that have used virtual reality with children and adolescents suffering from psychiatric disorders. The use of virtual reality to treat anxiety disorders in adults is gaining popularity and its efficacy is supported by various studies. Most of the studies attest to the significant efficacy of the virtual reality exposure therapy (or in virtuo exposure). In children, studies have covered arachnophobia social anxiety and school refusal phobia. Despite the limited number of studies, results are very encouraging for treatment in anxiety disorders. Several studies have reported the clinical use of virtual reality technology for children and adolescents with autistic spectrum disorders (ASD). Extensive research has proven the efficiency of technologies as support tools for therapy. Researches are found to be focused on communication and on learning and social imitation skills. Virtual reality is also well accepted by subjects with ASD. The virtual environment offers the opportunity to administer controlled tasks such as the typical neuropsychological tools, but in an environment much more like a standard classroom. The virtual reality classroom offers several advantages compared to classical tools such as more realistic and lifelike environment but also records various measures in standardized conditions. Most of the studies using a virtual classroom have found that children with Attention Deficit/Hyperactivity Disorder make significantly fewer correct hits and more commission errors compared with controls. The virtual classroom has proven to be a good clinical tool for evaluation of attention in ADHD. For eating disorders, cognitive behavioural therapy (CBT) program enhanced by a body image specific component using virtual reality techniques was shown to be more efficient than cognitive behavioural therapy alone. The body image-specific component using virtual reality techniques boots efficiency and accelerates the CBT change process for eating disorders. Virtual reality is a relatively new technology and its application in child and adolescent psychiatry is recent. However, this technique is still in its infancy and much work is needed including controlled trials before it can be introduced in routine clinical use. Virtual reality interventions should also investigate how newly acquired skills are transferred to the real world. At present virtual reality can be considered a useful tool in evaluation and treatment for child and adolescent disorders. Copyright © 2017 L'Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.

  6. Improving Balance in TBI Using a Low-Cost Customized Virtual Reality Rehabilitation Tool

    DTIC Science & Technology

    2016-10-01

    AWARD NUMBER: W81XWH-14-2-0150 TITLE: Improving Balance in TBI Using a Low-Cost Customized Virtual Reality Rehabilitation Tool PRINCIPAL...AND SUBTITLE Improving Balance in TBI Using a Low-Cost Customized Virtual Reality Rehabilitation Tool 5a. CONTRACT NUMBER 5b. GRANT NUMBER W81XWH...Distribution Unlimited 13. SUPPLEMENTARY NOTES 14. ABSTRACT The proposed study will implement and evaluate a novel, low-cost, Virtual Reality (VR

  7. Review of virtual reality treatment for mental health.

    PubMed

    Gourlay, D; Lun, K C; Liya, G

    2001-01-01

    This paper describes recent research that proposes virtual reality techniques as a therapy for patients with cognitive and psychological problems. Specifically this applies to victims of conditions such as traumatic brain injury, Alzheimers and Parkinsons. Additionally virtual reality therapy offers an alternative to current desensitization techniques for the treatment of phobias Some important issues are examined including means of user interaction, skills transfer to the real world, and side-effects of virtual reality exposure.

  8. Virtual reality for dermatologic surgery: virtually a reality in the 21st century.

    PubMed

    Gladstone, H B; Raugi, G J; Berg, D; Berkley, J; Weghorst, S; Ganter, M

    2000-01-01

    In the 20th century, virtual reality has predominantly played a role in training pilots and in the entertainment industry. Despite much publicity, virtual reality did not live up to its perceived potential. During the past decade, it has also been applied for medical uses, particularly as training simulators, for minimally invasive surgery. Because of advances in computer technology, virtual reality is on the cusp of becoming an effective medical educational tool. At the University of Washington, we are developing a virtual reality soft tissue surgery simulator. Based on fast finite element modeling and using a personal computer, this device can simulate three-dimensional human skin deformations with real-time tactile feedback. Although there are many cutaneous biomechanical challenges to solve, it will eventually provide more realistic dermatologic surgery training for medical students and residents than the currently used models.

  9. Exploring virtual reality technology and the Oculus Rift for the examination of digital pathology slides

    PubMed Central

    Farahani, Navid; Post, Robert; Duboy, Jon; Ahmed, Ishtiaque; Kolowitz, Brian J.; Krinchai, Teppituk; Monaco, Sara E.; Fine, Jeffrey L.; Hartman, Douglas J.; Pantanowitz, Liron

    2016-01-01

    Background: Digital slides obtained from whole slide imaging (WSI) platforms are typically viewed in two dimensions using desktop personal computer monitors or more recently on mobile devices. To the best of our knowledge, we are not aware of any studies viewing digital pathology slides in a virtual reality (VR) environment. VR technology enables users to be artificially immersed in and interact with a computer-simulated world. Oculus Rift is among the world's first consumer-targeted VR headsets, intended primarily for enhanced gaming. Our aim was to explore the use of the Oculus Rift for examining digital pathology slides in a VR environment. Methods: An Oculus Rift Development Kit 2 (DK2) was connected to a 64-bit computer running Virtual Desktop software. Glass slides from twenty randomly selected lymph node cases (ten with benign and ten malignant diagnoses) were digitized using a WSI scanner. Three pathologists reviewed these digital slides on a 27-inch 5K display and with the Oculus Rift after a 2-week washout period. Recorded endpoints included concordance of final diagnoses and time required to examine slides. The pathologists also rated their ease of navigation, image quality, and diagnostic confidence for both modalities. Results: There was 90% diagnostic concordance when reviewing WSI using a 5K display and Oculus Rift. The time required to examine digital pathology slides on the 5K display averaged 39 s (range 10–120 s), compared to 62 s with the Oculus Rift (range 15–270 s). All pathologists confirmed that digital pathology slides were easily viewable in a VR environment. The ratings for image quality and diagnostic confidence were higher when using the 5K display. Conclusion: Using the Oculus Rift DK2 to view and navigate pathology whole slide images in a virtual environment is feasible for diagnostic purposes. However, image resolution using the Oculus Rift device was limited. Interactive VR technologies such as the Oculus Rift are novel tools that may be of use in digital pathology. PMID:27217972

  10. An Intelligent Virtual Human System For Providing Healthcare Information And Support

    DTIC Science & Technology

    2011-01-01

    for clinical purposes. Shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality ...College; dMadigan Army Medical Center Army Abstract. Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality ... Virtual Reality with the “birth” of intelligent virtual humans. Seminal research and development has appeared in the creation of highly interactive

  11. The social perceptual salience effect.

    PubMed

    Inderbitzin, Martin P; Betella, Alberto; Lanatá, Antonio; Scilingo, Enzo P; Bernardet, Ulysses; Verschure, Paul F M J

    2013-02-01

    Affective processes appraise the salience of external stimuli preparing the agent for action. So far, the relationship between stimuli, affect, and action has been mainly studied in highly controlled laboratory conditions. In order to find the generalization of this relationship to social interaction, we assess the influence of the salience of social stimuli on human interaction. We constructed reality ball game in a mixed reality space where pairs of people collaborated in order to compete with an opposing team. We coupled the players with team members with varying social salience by using both physical and virtual representations of remote players (i.e., avatars). We observe that, irrespective of the team composition, winners and losers display significantly different inter- and intrateam spatial behaviors. We show that subjects regulate their interpersonal distance to both virtual and physical team members in similar ways, but in proportion to the vividness of the stimulus. As an independent validation of this social salience effect, we show that this behavioral effect is also displayed in physiological correlates of arousal. In addition, we found a strong correlation between performance, physiology, and the subjective reports of the subjects. Our results show that proxemics is consistent with affective responses, confirming the existence of a social salience effect. This provides further support for the so-called law of apparent reality, and it generalizes it to the social realm, where it can be used to design more efficient social artifacts. PsycINFO Database Record (c) 2013 APA, all rights reserved.

  12. Reality Check: Basics of Augmented, Virtual, and Mixed Reality.

    PubMed

    Brigham, Tara J

    2017-01-01

    Augmented, virtual, and mixed reality applications all aim to enhance a user's current experience or reality. While variations of this technology are not new, within the last few years there has been a significant increase in the number of artificial reality devices or applications available to the general public. This column will explain the difference between augmented, virtual, and mixed reality and how each application might be useful in libraries. It will also provide an overview of the concerns surrounding these different reality applications and describe how and where they are currently being used.

  13. A Virtual Audio Guidance and Alert System for Commercial Aircraft Operations

    NASA Technical Reports Server (NTRS)

    Begault, Durand R.; Wenzel, Elizabeth M.; Shrum, Richard; Miller, Joel; Null, Cynthia H. (Technical Monitor)

    1996-01-01

    Our work in virtual reality systems at NASA Ames Research Center includes the area of aurally-guided visual search, using specially-designed audio cues and spatial audio processing (also known as virtual or "3-D audio") techniques (Begault, 1994). Previous studies at Ames had revealed that use of 3-D audio for Traffic Collision Avoidance System (TCAS) advisories significantly reduced head-down time, compared to a head-down map display (0.5 sec advantage) or no display at all (2.2 sec advantage) (Begault, 1993, 1995; Begault & Pittman, 1994; see Wenzel, 1994, for an audio demo). Since the crew must keep their head up and looking out the window as much as possible when taxiing under low-visibility conditions, and the potential for "blunder" is increased under such conditions, it was sensible to evaluate the audio spatial cueing for a prototype audio ground collision avoidance warning (GCAW) system, and a 3-D audio guidance system. Results were favorable for GCAW, but not for the audio guidance system.

  14. Instrument Motion Metrics for Laparoscopic Skills Assessment in Virtual Reality and Augmented Reality.

    PubMed

    Fransson, Boel A; Chen, Chi-Ya; Noyes, Julie A; Ragle, Claude A

    2016-11-01

    To determine the construct and concurrent validity of instrument motion metrics for laparoscopic skills assessment in virtual reality and augmented reality simulators. Evaluation study. Veterinarian students (novice, n = 14) and veterinarians (experienced, n = 11) with no or variable laparoscopic experience. Participants' minimally invasive surgery (MIS) experience was determined by hospital records of MIS procedures performed in the Teaching Hospital. Basic laparoscopic skills were assessed by 5 tasks using a physical box trainer. Each participant completed 2 tasks for assessments in each type of simulator (virtual reality: bowel handling and cutting; augmented reality: object positioning and a pericardial window model). Motion metrics such as instrument path length, angle or drift, and economy of motion of each simulator were recorded. None of the motion metrics in a virtual reality simulator showed correlation with experience, or to the basic laparoscopic skills score. All metrics in augmented reality were significantly correlated with experience (time, instrument path, and economy of movement), except for the hand dominance metric. The basic laparoscopic skills score was correlated to all performance metrics in augmented reality. The augmented reality motion metrics differed between American College of Veterinary Surgeons diplomates and residents, whereas basic laparoscopic skills score and virtual reality metrics did not. Our results provide construct validity and concurrent validity for motion analysis metrics for an augmented reality system, whereas a virtual reality system was validated only for the time score. © Copyright 2016 by The American College of Veterinary Surgeons.

  15. Virtual Acoustics: Evaluation of Psychoacoustic Parameters

    NASA Technical Reports Server (NTRS)

    Begault, Durand R.; Null, Cynthia H. (Technical Monitor)

    1997-01-01

    Current virtual acoustic displays for teleconferencing and virtual reality are usually limited to very simple or non-existent renderings of reverberation, a fundamental part of the acoustic environmental context that is encountered in day-to-day hearing. Several research efforts have produced results that suggest that environmental cues dramatically improve perceptual performance within virtual acoustic displays, and that is possible to manipulate signal processing parameters to effectively reproduce important aspects of virtual acoustic perception in real-time. However, the computational resources for rendering reverberation remain formidable. Our efforts at NASA Ames have been focused using a several perceptual threshold metrics, to determine how various "trade-offs" might be made in real-time acoustic rendering. This includes both original work and confirmation of existing data that was obtained in real rather than virtual environments. The talk will consider the importance of using individualized versus generalized pinnae cues (the "Head-Related Transfer Function"); the use of head movement cues; threshold data for early reflections and late reverberation; and consideration of the necessary accuracy for measuring and rendering octave-band absorption characteristics of various wall surfaces. In addition, a consideration of the analysis-synthesis of the reverberation within "everyday spaces" (offices, conference rooms) will be contrasted to the commonly used paradigm of concert hall spaces.

  16. Assimilation of virtual legs and perception of floor texture by complete paraplegic patients receiving artificial tactile feedback.

    PubMed

    Shokur, Solaiman; Gallo, Simone; Moioli, Renan C; Donati, Ana Rita C; Morya, Edgard; Bleuler, Hannes; Nicolelis, Miguel A L

    2016-09-19

    Spinal cord injuries disrupt bidirectional communication between the patient's brain and body. Here, we demonstrate a new approach for reproducing lower limb somatosensory feedback in paraplegics by remapping missing leg/foot tactile sensations onto the skin of patients' forearms. A portable haptic display was tested in eight patients in a setup where the lower limbs were simulated using immersive virtual reality (VR). For six out of eight patients, the haptic display induced the realistic illusion of walking on three different types of floor surfaces: beach sand, a paved street or grass. Additionally, patients experienced the movements of the virtual legs during the swing phase or the sensation of the foot rolling on the floor while walking. Relying solely on this tactile feedback, patients reported the position of the avatar leg during virtual walking. Crossmodal interference between vision of the virtual legs and tactile feedback revealed that patients assimilated the virtual lower limbs as if they were their own legs. We propose that the addition of tactile feedback to neuroprosthetic devices is essential to restore a full lower limb perceptual experience in spinal cord injury (SCI) patients, and will ultimately, lead to a higher rate of prosthetic acceptance/use and a better level of motor proficiency.

  17. Assimilation of virtual legs and perception of floor texture by complete paraplegic patients receiving artificial tactile feedback

    PubMed Central

    Shokur, Solaiman; Gallo, Simone; Moioli, Renan C.; Donati, Ana Rita C.; Morya, Edgard; Bleuler, Hannes; Nicolelis, Miguel A.L.

    2016-01-01

    Spinal cord injuries disrupt bidirectional communication between the patient’s brain and body. Here, we demonstrate a new approach for reproducing lower limb somatosensory feedback in paraplegics by remapping missing leg/foot tactile sensations onto the skin of patients’ forearms. A portable haptic display was tested in eight patients in a setup where the lower limbs were simulated using immersive virtual reality (VR). For six out of eight patients, the haptic display induced the realistic illusion of walking on three different types of floor surfaces: beach sand, a paved street or grass. Additionally, patients experienced the movements of the virtual legs during the swing phase or the sensation of the foot rolling on the floor while walking. Relying solely on this tactile feedback, patients reported the position of the avatar leg during virtual walking. Crossmodal interference between vision of the virtual legs and tactile feedback revealed that patients assimilated the virtual lower limbs as if they were their own legs. We propose that the addition of tactile feedback to neuroprosthetic devices is essential to restore a full lower limb perceptual experience in spinal cord injury (SCI) patients, and will ultimately, lead to a higher rate of prosthetic acceptance/use and a better level of motor proficiency. PMID:27640345

  18. Passive method of eliminating accommodation/convergence disparity in stereoscopic head-mounted displays

    NASA Astrophysics Data System (ADS)

    Eichenlaub, Jesse B.

    2005-03-01

    The difference in accommodation and convergence distance experienced when viewing stereoscopic displays has long been recognized as a source of visual discomfort. It is especially problematic in head mounted virtual reality and enhanced reality displays, where images must often be displayed across a large depth range or superimposed on real objects. DTI has demonstrated a novel method of creating stereoscopic images in which the focus and fixation distances are closely matched for all parts of the scene from close distances to infinity. The method is passive in the sense that it does not rely on eye tracking, moving parts, variable focus optics, vibrating optics, or feedback loops. The method uses a rapidly changing illumination pattern in combination with a high speed microdisplay to create cones of light that converge at different distances to form the voxels of a high resolution space filling image. A bench model display was built and a series of visual tests were performed in order to demonstrate the concept and investigate both its capabilities and limitations. Results proved conclusively that real optical images were being formed and that observers had to change their focus to read text or see objects at different distances

  19. Interactive Learning Environment: Web-based Virtual Hydrological Simulation System using Augmented and Immersive Reality

    NASA Astrophysics Data System (ADS)

    Demir, I.

    2014-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.

  20. Immersive Visualization of the Solid Earth

    NASA Astrophysics Data System (ADS)

    Kreylos, O.; Kellogg, L. H.

    2017-12-01

    Immersive visualization using virtual reality (VR) display technology offers unique benefits for the visual analysis of complex three-dimensional data such as tomographic images of the mantle and higher-dimensional data such as computational geodynamics models of mantle convection or even planetary dynamos. Unlike "traditional" visualization, which has to project 3D scalar data or vectors onto a 2D screen for display, VR can display 3D data in a pseudo-holographic (head-tracked stereoscopic) form, and does therefore not suffer the distortions of relative positions, sizes, distances, and angles that are inherent in 2D projection and interfere with interpretation. As a result, researchers can apply their spatial reasoning skills to 3D data in the same way they can to real objects or environments, as well as to complex objects like vector fields. 3D Visualizer is an application to visualize 3D volumetric data, such as results from mantle convection simulations or seismic tomography reconstructions, using VR display technology and a strong focus on interactive exploration. Unlike other visualization software, 3D Visualizer does not present static visualizations, such as a set of cross-sections at pre-selected positions and orientations, but instead lets users ask questions of their data, for example by dragging a cross-section through the data's domain with their hands and seeing data mapped onto that cross-section in real time, or by touching a point inside the data domain, and immediately seeing an isosurface connecting all points having the same data value as the touched point. Combined with tools allowing 3D measurements of positions, distances, and angles, and with annotation tools that allow free-hand sketching directly in 3D data space, the outcome of using 3D Visualizer is not primarily a set of pictures, but derived data to be used for subsequent analysis. 3D Visualizer works best in virtual reality, either in high-end facility-scale environments such as CAVEs, or using commodity low-cost virtual reality headsets such as HTC's Vive. The recent emergence of high-quality commodity VR means that researchers can buy a complete VR system off the shelf, install it and the 3D Visualizer software themselves, and start using it for data analysis immediately.

  1. A randomized, controlled trial of immersive virtual reality analgesia, during physical therapy for pediatric burns.

    PubMed

    Schmitt, Yuko S; Hoffman, Hunter G; Blough, David K; Patterson, David R; Jensen, Mark P; Soltani, Maryam; Carrougher, Gretchen J; Nakamura, Dana; Sharar, Sam R

    2011-02-01

    This randomized, controlled, within-subjects (crossover design) study examined the effects of immersive virtual reality as an adjunctive analgesic technique for hospitalized pediatric burn inpatients undergoing painful physical therapy. Fifty-four subjects (6-19 years old) performed range-of-motion exercises under a therapist's direction for 1-5 days. During each session, subjects spent equivalent time in both the virtual reality and the control conditions (treatment order randomized and counterbalanced). Graphic rating scale scores assessing the sensory, affective, and cognitive components of pain were obtained for each treatment condition. Secondary outcomes assessed subjects' perception of the virtual reality experience and maximum range-of-motion. Results showed that on study day one, subjects reported significant decreases (27-44%) in pain ratings during virtual reality. They also reported improved affect ("fun") during virtual reality. The analgesia and affect improvements were maintained with repeated virtual reality use over multiple therapy sessions. Maximum range-of-motion was not different between treatment conditions, but was significantly greater after the second treatment condition (regardless of treatment order). These results suggest that immersive virtual reality is an effective nonpharmacologic, adjunctive pain reduction technique in the pediatric burn population undergoing painful rehabilitation therapy. The magnitude of the analgesic effect is clinically meaningful and is maintained with repeated use. Copyright © 2010 Elsevier Ltd and ISBI. All rights reserved.

  2. A Randomized, Controlled Trial of Immersive Virtual Reality Analgesia during Physical Therapy for Pediatric Burn Injuries

    PubMed Central

    Schmitt, Yuko S.; Hoffman, Hunter G.; Blough, David K.; Patterson, David R.; Jensen, Mark P.; Soltani, Maryam; Carrougher, Gretchen J.; Nakamura, Dana; Sharar, Sam R.

    2010-01-01

    This randomized, controlled, within-subjects (crossover design) study examined the effects of immersive virtual reality as an adjunctive analgesic technique for hospitalized pediatric burn inpatients undergoing painful physical therapy. Fifty-four subjects (6–19 years old) performed range-of-motion exercises under a therapist’s direction for one to five days. During each session, subjects spent equivalent time in both the virtual reality and the control conditions (treatment order randomized and counterbalanced). Graphic rating scale scores assessing the sensory, affective, and cognitive components of pain were obtained for each treatment condition. Secondary outcomes assessed subjects’ perception of the virtual reality experience and maximum range-of-motion. Results showed that on study day one, subjects reported significant decreases (27–44%) in pain ratings during virtual reality. They also reported improved affect (“fun”) during virtual reality. The analgesia and affect improvements were maintained with repeated virtual reality use over multiple therapy sessions. Maximum range-of-motion was not different between treatment conditions, but was significantly greater after the second treatment condition (regardless of treatment order). These results suggest that immersive virtual reality is an effective nonpharmacologic, adjunctive pain reduction technique in the pediatric burn population undergoing painful rehabilitation therapy. The magnitude of the analgesic effect is clinically meaningful and is maintained with repeated use. PMID:20692769

  3. Operating Room Performance Improves after Proficiency-Based Virtual Reality Cataract Surgery Training.

    PubMed

    Thomsen, Ann Sofia Skou; Bach-Holm, Daniella; Kjærbo, Hadi; Højgaard-Olsen, Klavs; Subhi, Yousif; Saleh, George M; Park, Yoon Soo; la Cour, Morten; Konge, Lars

    2017-04-01

    To investigate the effect of virtual reality proficiency-based training on actual cataract surgery performance. The secondary purpose of the study was to define which surgeons benefit from virtual reality training. Multicenter masked clinical trial. Eighteen cataract surgeons with different levels of experience. Cataract surgical training on a virtual reality simulator (EyeSi) until a proficiency-based test was passed. Technical performance in the operating room (OR) assessed by 3 independent, masked raters using a previously validated task-specific assessment tool for cataract surgery (Objective Structured Assessment of Cataract Surgical Skill). Three surgeries before and 3 surgeries after the virtual reality training were video-recorded, anonymized, and presented to the raters in random order. Novices (non-independently operating surgeons) and surgeons having performed fewer than 75 independent cataract surgeries showed significant improvements in the OR-32% and 38%, respectively-after virtual reality training (P = 0.008 and P = 0.018). More experienced cataract surgeons did not benefit from simulator training. The reliability of the assessments was high with a generalizability coefficient of 0.92 and 0.86 before and after the virtual reality training, respectively. Clinically relevant cataract surgical skills can be improved by proficiency-based training on a virtual reality simulator. Novices as well as surgeons with an intermediate level of experience showed improvement in OR performance score. Copyright © 2017 American Academy of Ophthalmology. Published by Elsevier Inc. All rights reserved.

  4. From Antarctica to space: Use of telepresence and virtual reality in control of remote vehicles

    NASA Technical Reports Server (NTRS)

    Stoker, Carol; Hine, Butler P., III; Sims, Michael; Rasmussen, Daryl; Hontalas, Phil; Fong, Terrence W.; Steele, Jay; Barch, Don; Andersen, Dale; Miles, Eric

    1994-01-01

    In the Fall of 1993, NASA Ames deployed a modified Phantom S2 Remotely-Operated underwater Vehicle (ROV) into an ice-covered sea environment near McMurdo Science Station, Antarctica. This deployment was part of the antarctic Space Analog Program, a joint program between NASA and the National Science Foundation to demonstrate technologies relevant for space exploration in realistic field setting in the Antarctic. The goal of the mission was to operationally test the use of telepresence and virtual reality technology in the operator interface to a remote vehicle, while performing a benthic ecology study. The vehicle was operated both locally, from above a dive hole in the ice through which it was launched, and remotely over a satellite communications link from a control room at NASA's Ames Research Center. Local control of the vehicle was accomplished using the standard Phantom control box containing joysticks and switches, with the operator viewing stereo video camera images on a stereo display monitor. Remote control of the vehicle over the satellite link was accomplished using the Virtual Environment Vehicle Interface (VEVI) control software developed at NASA Ames. The remote operator interface included either a stereo display monitor similar to that used locally or a stereo head-mounted head-tracked display. The compressed video signal from the vehicle was transmitted to NASA Ames over a 768 Kbps satellite channel. Another channel was used to provide a bi-directional Internet link to the vehicle control computer through which the command and telemetry signals traveled, along with a bi-directional telephone service. In addition to the live stereo video from the satellite link, the operator could view a computer-generated graphic representation of the underwater terrain, modeled from the vehicle's sensors. The virtual environment contained an animate graphic model of the vehicle which reflected the state of the actual vehicle, along with ancillary information such as the vehicle track, science markers, and locations of video snapshots. The actual vehicle was driven either from within the virtual environment or through a telepresence interface. All vehicle functions could be controlled remotely over the satellite link.

  5. ARC+(Registered Trademark) and ARC PC Welding Simulators: Teach Welders with Virtual Interactive 3D Technologies

    NASA Technical Reports Server (NTRS)

    Choquet, Claude

    2011-01-01

    123 Certification Inc., a Montreal based company, has developed an innovative hands-on welding simulator solution to help build the welding workforce in the most simple way. The solution lies in virtual reality technology, which has been fully tested since the early 90's. President and founder of 123 Certification Inc., Mr. Claude Choquet Ing. Msc. IWE. acts as a bridge between the welding and the programming world. Working in these fields for more than 20 years. he has filed 12 patents world-wide for a gesture control platform with leading edge hardware related to simulation. In the summer of 2006. Mr Choquet was proud to be invited to the annual IIW International Weld ing Congress in Quebec City to launch the ARC+ welding simulator. A 100% virtual reality system and web based training center was developed to simulate multi process. multi-materiaL multi-position and multi pass welding. The simulator is intended to train welding students and apprentices in schools or industries. The welding simulator is composed of a real welding e[eetrode holder (SMAW-GTAW) and gun (GMAW-FCAW). a head mounted display (HMD), a 6 degrees of freedom tracking system for interaction between the user's hands and head. as well as external audio speakers. Both guns and HMD are interacting online and simultaneously. The welding simulation is based on the law of physics and empirical results from detailed analysis of a series of welding tests based on industrial applications tested over the last 20 years. The simulation runs in real-time, using a local logic network to determine the quality and shape of the created weld. These results are based on the orientation distance. and speed of the welding torch and depth of penetration. The welding process and resulting weld bc.1d are displayed in a virtual environment with screenplay interactive training modules. For review. weld quality and recorded process values can be displayed and diagnosed after welding. To help in the le.tming process, a learning curve for each student and each Virtual Welding Class'" can be plotted, for an instructor's review or a required third party evaluation.

  6. [Virtual reality in neurosurgery].

    PubMed

    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.

  7. Proof-of-Concept Part Task Trainer for Close Air Support Procedures

    DTIC Science & Technology

    2016-06-01

    TVDL Tactical Video Down Link VE Virtual Environment VR Virtual Reality WTI Weapons and Tactics Instructor xvii ACKNOWLEDGMENTS I would first...in training of USMC pilots for close air support operations? • What is the feasibility of developing a prototype virtual reality (VR) system that...Chapter IV provides a review of virtual reality (VR)/ virtual environment (VE) and part-task trainers currently used in military training

  8. Around Marshall

    NASA Image and Video Library

    1993-09-15

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Centerr (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provided general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  9. Around Marshall

    NASA Image and Video Library

    1993-09-15

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Center (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability providedgeneral visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  10. Virtual reality training for surgical trainees in laparoscopic surgery.

    PubMed

    Nagendran, Myura; Gurusamy, Kurinchi Selvan; Aggarwal, Rajesh; Loizidou, Marilena; Davidson, Brian R

    2013-08-27

    Standard surgical training has traditionally been one of apprenticeship, where the surgical trainee learns to perform surgery under the supervision of a trained surgeon. This is time-consuming, costly, and of variable effectiveness. Training using a virtual reality simulator is an option to supplement standard training. Virtual reality training improves the technical skills of surgical trainees such as decreased time for suturing and improved accuracy. The clinical impact of virtual reality training is not known. To assess the benefits (increased surgical proficiency and improved patient outcomes) and harms (potentially worse patient outcomes) of supplementary virtual reality training of surgical trainees with limited laparoscopic experience. We searched the Cochrane Central Register of Controlled Trials (CENTRAL) in The Cochrane Library, MEDLINE, EMBASE and Science Citation Index Expanded until July 2012. We included all randomised clinical trials comparing virtual reality training versus other forms of training including box-trainer training, no training, or standard laparoscopic training in surgical trainees with little laparoscopic experience. We also planned to include trials comparing different methods of virtual reality training. We included only trials that assessed the outcomes in people undergoing laparoscopic surgery. Two authors independently identified trials and collected data. We analysed the data with both the fixed-effect and the random-effects models using Review Manager 5 analysis. For each outcome we calculated the mean difference (MD) or standardised mean difference (SMD) with 95% confidence intervals based on intention-to-treat analysis. We included eight trials covering 109 surgical trainees with limited laparoscopic experience. Of the eight trials, six compared virtual reality versus no supplementary training. One trial compared virtual reality training versus box-trainer training and versus no supplementary training, and one trial compared virtual reality training versus box-trainer training. There were no trials that compared different forms of virtual reality training. All the trials were at high risk of bias. Operating time and operative performance were the only outcomes reported in the trials. The remaining outcomes such as mortality, morbidity, quality of life (the primary outcomes of this review) and hospital stay (a secondary outcome) were not reported. Virtual reality training versus no supplementary training: The operating time was significantly shorter in the virtual reality group than in the no supplementary training group (3 trials; 49 participants; MD -11.76 minutes; 95% CI -15.23 to -8.30). Two trials that could not be included in the meta-analysis also showed a reduction in operating time (statistically significant in one trial). The numerical values for operating time were not reported in these two trials. The operative performance was significantly better in the virtual reality group than the no supplementary training group using the fixed-effect model (2 trials; 33 participants; SMD 1.65; 95% CI 0.72 to 2.58). The results became non-significant when the random-effects model was used (2 trials; 33 participants; SMD 2.14; 95% CI -1.29 to 5.57). One trial could not be included in the meta-analysis as it did not report the numerical values. The authors stated that the operative performance of virtual reality group was significantly better than the control group. Virtual reality training versus box-trainer training: The only trial that reported operating time did not report the numerical values. In this trial, the operating time in the virtual reality group was significantly shorter than in the box-trainer group. Of the two trials that reported operative performance, only one trial reported the numerical values. The operative performance was significantly better in the virtual reality group than in the box-trainer group (1 trial; 19 participants; SMD 1.46; 95% CI 0.42 to 2.50). In the other trial that did not report the numerical values, the authors stated that the operative performance in the virtual reality group was significantly better than the box-trainer group. Virtual reality training appears to decrease the operating time and improve the operative performance of surgical trainees with limited laparoscopic experience when compared with no training or with box-trainer training. However, the impact of this decreased operating time and improvement in operative performance on patients and healthcare funders in terms of improved outcomes or decreased costs is not known. Further well-designed trials at low risk of bias and random errors are necessary. Such trials should assess the impact of virtual reality training on clinical outcomes.

  11. Can virtual reality be used to conduct mass prophylaxis clinic training? A pilot program.

    PubMed

    Yellowlees, Peter; Cook, James N; Marks, Shayna L; Wolfe, Daniel; Mangin, Elanor

    2008-03-01

    To create and evaluate a pilot bioterrorism defense training environment using virtual reality technology. The present pilot project used Second Life, an internet-based virtual world system, to construct a virtual reality environment to mimic an actual setting that might be used as a Strategic National Stockpile (SNS) distribution site for northern California in the event of a bioterrorist attack. Scripted characters were integrated into the system as mock patients to analyze various clinic workflow scenarios. Users tested the virtual environment over two sessions. Thirteen users who toured the environment were asked to complete an evaluation survey. Respondents reported that the virtual reality system was relevant to their practice and had potential as a method of bioterrorism defense training. Computer simulations of bioterrorism defense training scenarios are feasible with existing personal computer technology. The use of internet-connected virtual environments holds promise for bioterrorism defense training. Recommendations are made for public health agencies regarding the implementation and benefits of using virtual reality for mass prophylaxis clinic training.

  12. User Guide: How to Use and Operate Virtual Reality Equipment in the Systems Assessment and Usability Laboratory (SAUL) for Conducting Demonstrations

    DTIC Science & Technology

    2017-08-01

    ARL-TN-0839 ● AUG 2017 US Army Research Laboratory User Guide: How to Use and Operate Virtual Reality Equipment in the Systems...ARL-TN-0839 ● AUG 2017 US Army Research Laboratory User Guide: How to Use and Operate Virtual Reality Equipment in the Systems...September 2017 4. TITLE AND SUBTITLE User Guide: How to Use and Operate Virtual Reality Equipment in the Systems Assessment and Usability Laboratory

  13. Research on the Digital Communication and Development of Yunnan Bai Embroidery

    NASA Astrophysics Data System (ADS)

    Xu, Wu; Jin, Chunjie; Su, Ying; Wu, Lei; He, Jin

    2017-12-01

    Our country attaches great importance to the protection and development of intangible culture these days, but the shortcoming of discoloration, breakage and occupying too much space still exist in the traditional way of museum protection. This paper starts from the analysis of the above problems, and then cogitates why and how to use the virtual reality (VR) technology to better solve these problems and analyzes this specific object of the Yunnan Bai embroidery in order to achieve its full human value and economic value. Firstly, using 3D MAX to design and produce the three-dimensional model of the embroideries of Bai nationality. Secondly, using the large number of embroidery model data that we collect to construct the Yunnan Bai embroidery model database. Next, creating a digital display system of virtual embroidery and putting the digital display system to the PC client websites and mobile phone applications to achieve information sharing. Finally, through the use of virtual display technology for three-dimensional design of embroidery, the embroidery clothing, bedding and other works with modern style can be designed so as to continuously pursue and give full play to the charm and economic value of embroidery.

  14. The Use of Virtual Reality Technology in the Treatment of Anxiety and Other Psychiatric Disorders.

    PubMed

    Maples-Keller, Jessica L; Bunnell, Brian E; Kim, Sae-Jin; Rothbaum, Barbara O

    After participating in this activity, learners should be better able to:• Evaluate the literature regarding the effectiveness of incorporating virtual reality (VR) in the treatment of psychiatric disorders• Assess the use of exposure-based intervention for anxiety disorders ABSTRACT: Virtual reality (VR) allows users to experience a sense of presence in a computer-generated, three-dimensional environment. Sensory information is delivered through a head-mounted display and specialized interface devices. These devices track head movements so that the movements and images change in a natural way with head motion, allowing for a sense of immersion. VR, which allows for controlled delivery of sensory stimulation via the therapist, is a convenient and cost-effective treatment. This review focuses on the available literature regarding the effectiveness of incorporating VR within the treatment of various psychiatric disorders, with particular attention to exposure-based intervention for anxiety disorders. A systematic literature search was conducted in order to identify studies implementing VR-based treatment for anxiety or other psychiatric disorders. This article reviews the history of the development of VR-based technology and its use within psychiatric treatment, the empirical evidence for VR-based treatment, and the benefits for using VR for psychiatric research and treatment. It also presents recommendations for how to incorporate VR into psychiatric care and discusses future directions for VR-based treatment and clinical research.

  15. Natural Whisker-Guided Behavior by Head-Fixed Mice in Tactile Virtual Reality

    PubMed Central

    Sofroniew, Nicholas J.; Cohen, Jeremy D.; Lee, Albert K.

    2014-01-01

    During many natural behaviors the relevant sensory stimuli and motor outputs are difficult to quantify. Furthermore, the high dimensionality of the space of possible stimuli and movements compounds the problem of experimental control. Head fixation facilitates stimulus control and movement tracking, and can be combined with techniques for recording and manipulating neural activity. However, head-fixed mouse behaviors are typically trained through extensive instrumental conditioning. Here we present a whisker-based, tactile virtual reality system for head-fixed mice running on a spherical treadmill. Head-fixed mice displayed natural movements, including running and rhythmic whisking at 16 Hz. Whisking was centered on a set point that changed in concert with running so that more protracted whisking was correlated with faster running. During turning, whiskers moved in an asymmetric manner, with more retracted whisker positions in the turn direction and protracted whisker movements on the other side. Under some conditions, whisker movements were phase-coupled to strides. We simulated a virtual reality tactile corridor, consisting of two moveable walls controlled in a closed-loop by running speed and direction. Mice used their whiskers to track the walls of the winding corridor without training. Whisker curvature changes, which cause forces in the sensory follicles at the base of the whiskers, were tightly coupled to distance from the walls. Our behavioral system allows for precise control of sensorimotor variables during natural tactile navigation. PMID:25031397

  16. Assessment of individual hand performance in box trainers compared to virtual reality trainers.

    PubMed

    Madan, Atul K; Frantzides, Constantine T; Shervin, Nina; Tebbit, Christopher L

    2003-12-01

    Training residents in laparoscopic skills is ideally initiated in an inanimate laboratory with both box trainers and virtual reality trainers. Virtual reality trainers have the ability to score individual hand performance although they are expensive. Here we compared the ability to assess dominant and nondominant hand performance in box trainers with virtual reality trainers. Medical students without laparoscopic experience were utilized in this study (n = 16). Each student performed tasks on the LTS 2000, an inanimate box trainer (placing pegs with both hands and transferring pegs from one hand to another), as well as a task on the MIST-VR, a virtual reality trainer (grasping a virtual object and placing it in a virtual receptable with alternating hands). A surgeon scored students for the inanimate box trainer exercises (time and errors) while the MIST-VR scored students (time, economy of movements, and errors for each hand). Statistical analysis included Pearson correlations. Errors and time for the one-handed tasks on the box trainer did not correlate with errors, time, or economy measured for each hand by the MIST-VR (r = 0.01 to 0.30; P = NS). Total errors on the virtual reality trainer did correlate with errors on transferring pege (r = 0.61; P < 0.05). Economy and time of both dominant and nondominant hand from the MIST-VR correlated with time of transferring pegs in the box trainer (r = 0.53 to 0.77; P < 0.05). While individual hand assessment by the box trainer during 2-handed tasks was related to assessment by the virtual reality trainer, individual hand assessment during 1-handed tasks did not correlate with the virtual reality trainer. Virtual reality trainers, such as the MIST-VR, allow assessment of individual hand skills which may lead to improved laparoscopic skill acquisition. It is difficult to assess individual hand performance with box trainers alone.

  17. Application of holographic elements in displays and planar illuminators

    NASA Astrophysics Data System (ADS)

    Putilin, Andrew; Gustomiasov, Igor

    2007-05-01

    Holographic Optical Elements (HOE's) on planar waveguides can be used to design the planar optics for backlit units, color selectors or filters, lenses for virtual reality displays. The several schemes for HOE recording are proposed to obtain planar stereo backlit unit and private eye displays light source. It is shown in the paper that the specific light transformation grating permits to construct efficient backlit units for display holograms and LCD. Several schemes of reflection/transmission backlit units and scattering films based on holographic optical elements are also proposed. The performance of the waveguide HOE can be optimized using the parameters of recording scheme and etching parameters. The schemes of HOE application are discussed and some experimental results are shown.

  18. The Reality of Virtual Reality Product Development

    NASA Astrophysics Data System (ADS)

    Dever, Clark

    Virtual Reality and Augmented Reality are emerging areas of research and product development in enterprise companies. This talk will discuss industry standard tools and current areas of application in the commercial market. Attendees will gain insights into how to research, design, and (most importantly) ship, world class products. The presentation will recount the lessons learned to date developing a Virtual Reality tool to solve physics problems resulting from trying to perform aircraft maintenance on ships at sea.

  19. Virtual Reality: A Strategy for Training in Cross-Cultural Communication.

    ERIC Educational Resources Information Center

    Meyer, Catherine; Dunn-Roberts, Richard

    1992-01-01

    Defines virtual reality and explains terminology, theoretical concepts, and enabling technologies. Research and applications are described; limitations of current technology are considered; and future possibilities are discussed, including the use of virtual reality in training for cross-cultural communication. (22 references) (LRW)

  20. Making Information Overload Work: The Dragon Software System on a Virtual Reality Responsive Workbench

    DTIC Science & Technology

    1998-03-01

    Research Laboratory’s Virtual Reality Responsive Workbench (VRRWB) and Dragon software system which together address the problem of battle space...and describe the lessons which have been learned. Interactive graphics, workbench, battle space visualization, virtual reality , user interface.

  1. [Virtual reality in medical education].

    PubMed

    Edvardsen, O; Steensrud, T

    1998-02-28

    Virtual reality technology has found new applications in industry over the last few years. Medical literature has for several years predicted a break-through in this technology for medical education. Although there is a great potential for this technology in medical education, there seems to be a wide gap between expectations and actual possibilities at present. State of the technology was explored by participation at the conference "Medicine meets virtual reality V" (San Diego Jan. 22-25 1997) and a visit to one of the leading laboratories on virtual reality in medical education. In this paper we introduce some of the basic terminology and technology, review some of the topics covered by the conference, and describe projects running in one of the leading laboratories on virtual reality technology for medical education. With this information in mind, we discuss potential applications of the current technology in medical education. Current virtual reality systems are judged to be too costly and their usefulness in education too limited for routine use in medical education.

  2. Turning Virtual Reality into Reality: A Checklist to Ensure Virtual Reality Studies of Eating Behavior and Physical Activity Parallel the Real World

    PubMed Central

    Tal, Aner; Wansink, Brian

    2011-01-01

    Virtual reality (VR) provides a potentially powerful tool for researchers seeking to investigate eating and physical activity. Some unique conditions are necessary to ensure that the psychological processes that influence real eating behavior also influence behavior in VR environments. Accounting for these conditions is critical if VR-assisted research is to accurately reflect real-world situations. The current work discusses key considerations VR researchers must take into account to ensure similar psychological functioning in virtual and actual reality and does so by focusing on the process of spontaneous mental simulation. Spontaneous mental simulation is prevalent under real-world conditions but may be absent under VR conditions, potentially leading to differences in judgment and behavior between virtual and actual reality. For simulation to occur, the virtual environment must be perceived as being available for action. A useful chart is supplied as a reference to help researchers to investigate eating and physical activity more effectively. PMID:21527088

  3. Turning virtual reality into reality: a checklist to ensure virtual reality studies of eating behavior and physical activity parallel the real world.

    PubMed

    Tal, Aner; Wansink, Brian

    2011-03-01

    Virtual reality (VR) provides a potentially powerful tool for researchers seeking to investigate eating and physical activity. Some unique conditions are necessary to ensure that the psychological processes that influence real eating behavior also influence behavior in VR environments. Accounting for these conditions is critical if VR-assisted research is to accurately reflect real-world situations. The current work discusses key considerations VR researchers must take into account to ensure similar psychological functioning in virtual and actual reality and does so by focusing on the process of spontaneous mental simulation. Spontaneous mental simulation is prevalent under real-world conditions but may be absent under VR conditions, potentially leading to differences in judgment and behavior between virtual and actual reality. For simulation to occur, the virtual environment must be perceived as being available for action. A useful chart is supplied as a reference to help researchers to investigate eating and physical activity more effectively. © 2011 Diabetes Technology Society.

  4. French Military Applications of Virtual Reality

    DTIC Science & Technology

    2000-11-01

    UNCLASSIFIED Defense Technical Information Center Compilation Part Notice ADPO10631 TITLE: French Military Applications of Virtual Reality...numbers comprise the compilation report: ADPO10609 thru ADP010633 UNCLASSIFIED 23-1 FRENCH MILITARY APPLICATIONS OF VIRTUAL REALITY Jean Paul Papin* and...Pascal Hue DGA/DCE/ETC4/ETAS Etablissement Technique d’ Angers BP 36 49460 MONTREUIL JUIGNE, France INTRODUCTION France is now applying virtual

  5. Combination of optical shape measurement and augmented reality for task support: II. Real-time feedback of shape measurement results

    NASA Astrophysics Data System (ADS)

    Yamauchi, Makoto; Iwamoto, Kazuyo

    2010-05-01

    Line heating is a skilled task in shipbuilding to shape the outer plates of ship hulls. Real-time information on the deformation of the plates during the task would be helpful to workers performing this process. Therefore, we herein propose an interactive scheme for supporting workers performing line heating; the system provides such information through an optical shape measurement instrument combined with an augmented reality (AR) system. The instrument was designed and fabricated so that the measured data were represented using coordinates based on fiducial markers. Since the markers were simultaneously used in the AR system for the purpose of positioning, the data could then be displayed to the workers through a head-mounted display as a virtual image overlaid on the plates. Feedback of the shape measurement results was thus performed in real time using the proposed system.

  6. Similarities and differences between eating disorders and obese patients in a virtual environment for normalizing eating patterns.

    PubMed

    Perpiñá, Conxa; Roncero, María

    2016-05-01

    Virtual reality has demonstrated promising results in the treatment of eating disorders (ED); however, few studies have examined its usefulness in treating obesity. The aim of this study was to compare ED and obese patients on their reality judgment of a virtual environment (VE) designed to normalize their eating pattern. A second objective was to study which variables predicted the reality of the experience of eating a virtual forbidden-fattening food. ED patients, obese patients, and a non-clinical group (N=62) experienced a non-immersive VE, and then completed reality judgment and presence measures. All participants rated the VE with similar scores for quality, interaction, engagement, and ecological validity; however, ED patients obtained the highest scores on emotional involvement, attention, reality judgment/presence, and negative effects. The obese group gave the lowest scores to reality judgment/presence, satisfaction and sense of physical space, and they held an intermediate position in the attribution of reality to virtually eating a "fattening" food. The palatability of a virtual food was predicted by attention capturing and belonging to the obese group, while the attribution of reality to the virtual eating was predicted by engagement and belonging to the ED group. This study offers preliminary results about the differential impact on ED and obese patients of the exposure to virtual food, and about the need to implement a VE that can be useful as a virtual lab for studying eating behavior and treating obesity. Copyright © 2016 Elsevier Inc. All rights reserved.

  7. Virtual-Reality Distraction and Cold-Pressor Pain Tolerance: Does Avatar Point of View Matter?

    PubMed Central

    Herbert, Linda J.; Weiss, Karen E.; Jimeno, Monica

    2010-01-01

    Abstract This study tested the effects of distraction using virtual-reality (VR) technology on acute pain tolerance in young adults. Forty-one undergraduate students, aged 18–23 years, used a VR head-mounted display helmet, steering wheel, and foot pedal to play an auto racing video game while undergoing exposure to very cold water (cold pressor set at 1°C). Two different game views were tested that were hypothesized to affect the degree to which participants felt “present” in the virtual environment: a first-person view, in which the participant saw the virtual environment through the eyes of the game character being manipulated; and a third-person view, in which the participant viewed the game character from a distance. The length of time participants tolerated the cold-water exposure (pain tolerance) under each distraction condition was compared to a baseline (no distraction) trial. Subjects also rated the degree to which they felt “present” in the virtual environment after each distraction trial. Results demonstrated that participants had significantly higher pain tolerance during both VR-distraction conditions relative to baseline (no distraction) trials. Although participants reported a greater sense of presence during the first-person condition than the third-person condition, pain-tolerance scores associated with the two distraction conditions did not differ. The types of VR applications in which presence may be more or less important are discussed. PMID:20950186

  8. Virtual-reality distraction and cold-pressor pain tolerance: does avatar point of view matter?

    PubMed

    Dahlquist, Lynnda M; Herbert, Linda J; Weiss, Karen E; Jimeno, Monica

    2010-10-01

    This study tested the effects of distraction using virtual-reality (VR) technology on acute pain tolerance in young adults. Forty-one undergraduate students, aged 18-23 years, used a VR head-mounted display helmet, steering wheel, and foot pedal to play an auto racing video game while undergoing exposure to very cold water (cold pressor set at 1 °C). Two different game views were tested that were hypothesized to affect the degree to which participants felt "present" in the virtual environment: a first-person view, in which the participant saw the virtual environment through the eyes of the game character being manipulated; and a third-person view, in which the participant viewed the game character from a distance. The length of time participants tolerated the cold-water exposure (pain tolerance) under each distraction condition was compared to a baseline (no distraction) trial. Subjects also rated the degree to which they felt "present" in the virtual environment after each distraction trial. Results demonstrated that participants had significantly higher pain tolerance during both VR-distraction conditions relative to baseline (no distraction) trials. Although participants reported a greater sense of presence during the first-person condition than the third-person condition, pain-tolerance scores associated with the two distraction conditions did not differ. The types of VR applications in which presence may be more or less important are discussed.

  9. A Discussion of Virtual Reality As a New Tool for Training Healthcare Professionals.

    PubMed

    Fertleman, Caroline; Aubugeau-Williams, Phoebe; Sher, Carmel; Lim, Ai-Nee; Lumley, Sophie; Delacroix, Sylvie; Pan, Xueni

    2018-01-01

    Virtual reality technology is an exciting and emerging field with vast applications. Our study sets out the viewpoint that virtual reality software could be a new focus of direction in the development of training tools in medical education. We carried out a panel discussion at the Center for Behavior Change 3rd Annual Conference, prompted by the study, "The Responses of Medical General Practitioners to Unreasonable Patient Demand for Antibiotics--A Study of Medical Ethics Using Immersive Virtual Reality" (1). In Pan et al.'s study, 21 general practitioners (GPs) and GP trainees took part in a videoed, 15-min virtual reality scenario involving unnecessary patient demands for antibiotics. This paper was discussed in-depth at the Center for Behavior Change 3rd Annual Conference; the content of this paper is a culmination of findings and feedback from the panel discussion. The experts involved have backgrounds in virtual reality, general practice, medicines management, medical education and training, ethics, and philosophy. Virtual reality is an unexplored methodology to instigate positive behavioral change among clinicians where other methods have been unsuccessful, such as antimicrobial stewardship. There are several arguments in favor of use of virtual reality in medical education: it can be used for "difficult to simulate" scenarios and to standardize a scenario, for example, for use in exams. However, there are limitations to its usefulness because of the cost implications and the lack of evidence that it results in demonstrable behavior change.

  10. Novel virtual reality system integrating online self-face viewing and mirror visual feedback for stroke rehabilitation: rationale and feasibility.

    PubMed

    Shiri, Shimon; Feintuch, Uri; Lorber-Haddad, Adi; Moreh, Elior; Twito, Dvora; Tuchner-Arieli, Maya; Meiner, Zeev

    2012-01-01

    To introduce the rationale of a novel virtual reality system based on self-face viewing and mirror visual feedback, and to examine its feasibility as a rehabilitation tool for poststroke patients. A novel motion capture virtual reality system integrating online self-face viewing and mirror visual feedback has been developed for stroke rehabilitation.The system allows the replacement of the impaired arm by a virtual arm. Upon making small movements of the paretic arm, patients view themselves virtually performing healthy full-range movements. A sample of 6 patients in the acute poststroke phase received the virtual reality treatment concomitantly with conservative rehabilitation treatment. Feasibility was assessed during 10 sessions for each participant. All participants succeeded in operating the system, demonstrating its feasibility in terms of adherence and improvement in task performance. Patients' performance within the virtual environment and a set of clinical-functional measures recorded before the virtual reality treatment, at 1 week, and after 3 months indicated neurological status and general functioning improvement. These preliminary results indicate that this newly developed virtual reality system is safe and feasible. Future randomized controlled studies are required to assess whether this system has beneficial effects in terms of enhancing upper limb function and quality of life in poststroke patients.

  11. Illusion in reality: visual perception in displays

    NASA Astrophysics Data System (ADS)

    Kaufman, Lloyd; Kaufman, James H.

    2001-06-01

    Research into visual perception ultimately affects display design. Advance in display technology affects, in turn, our study of perception. Although this statement is too general to provide controversy, this paper present a real-life example that may prompt display engineers to make greater use of basic knowledge of visual perception, and encourage those who study perception to track more closely leading edge display technology. Our real-life example deals with an ancient problem, the moon illusion: why does the horizon moon appear so large while the elevated moon look so small. This was a puzzle for many centuries. Physical explanations, such as refraction by the atmosphere, are incorrect. The difference in apparent size may be classified as a misperception, so the answer must lie in the general principles of visual perception. The factors underlying the moon illusion must be the same factors as those that enable us to perceive the sizes of ordinary objects in visual space. Progress toward solving the problem has been irregular, since methods for actually measuring the illusion under a wide range of conditions were lacking. An advance in display technology made possible a serious and methodologically controlled study of the illusion. This technology was the first heads-up display. In this paper we will describe how the heads-up display concept made it possible to test several competing theories of the moon illusion, and how it led to an explanation that stood for nearly 40 years. We also consider the criticisms of that explanation and how the optics of the heads-up display also played a role in providing data for the critics. Finally, we will describe our own advance on the original methodology. This advance was motivated by previously unrelated principles of space perception. We used a stereoscopic heads up display to test alternative hypothesis about the illusion and to discrimate between two classes of mutually contradictory theories. At its core, the explanation for the moon illusion has implications for the design of virtual reality displays. Howe do we scale disparity at great distances to reflect depth between points at those distances. We conjecture that one yardstick involved in that scaling is provided by oculomotor cues operating at near distances. Without the presence of such a yardstick it is not possible to account for depth at long distances. As we shall explain, size and depth constancy should both fail in virtual reality display where all of the visual information is optically in one plane. We suggest ways to study this problem, and also means by which displays may be designed to present information at different optical distances.

  12. Missing depth cues in virtual reality limit performance and quality of three dimensional reaching movements

    PubMed Central

    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

  13. Virtual Reality, Combat, and Communication.

    ERIC Educational Resources Information Center

    Thrush, Emily Austin; Bodary, Michael

    2000-01-01

    Presents a brief examination of the evolution of virtual reality devices that illustrates how the development of this new medium is influenced by emerging technologies and by marketing pressures. Notes that understanding these influences may help prepare for the role of technical communicators in building virtual reality applications for education…

  14. Highly immersive virtual reality laparoscopy simulation: development and future aspects.

    PubMed

    Huber, Tobias; Wunderling, Tom; Paschold, Markus; Lang, Hauke; Kneist, Werner; Hansen, Christian

    2018-02-01

    Virtual reality (VR) applications with head-mounted displays (HMDs) have had an impact on information and multimedia technologies. The current work aimed to describe the process of developing a highly immersive VR simulation for laparoscopic surgery. We combined a VR laparoscopy simulator (LapSim) and a VR-HMD to create a user-friendly VR simulation scenario. Continuous clinical feedback was an essential aspect of the development process. We created an artificial VR (AVR) scenario by integrating the simulator video output with VR game components of figures and equipment in an operating room. We also created a highly immersive VR surrounding (IVR) by integrating the simulator video output with a [Formula: see text] video of a standard laparoscopy scenario in the department's operating room. Clinical feedback led to optimization of the visualization, synchronization, and resolution of the virtual operating rooms (in both the IVR and the AVR). Preliminary testing results revealed that individuals experienced a high degree of exhilaration and presence, with rare events of motion sickness. The technical performance showed no significant difference compared to that achieved with the standard LapSim. Our results provided a proof of concept for the technical feasibility of an custom highly immersive VR-HMD setup. Future technical research is needed to improve the visualization, immersion, and capability of interacting within the virtual scenario.

  15. Multiaccommodative stimuli in VR systems: problems & solutions.

    PubMed

    Marran, L; Schor, C

    1997-09-01

    Virtual reality environments can introduce multiple and sometimes conflicting accommodative stimuli. For instance, with the high-powered lenses commonly used in head-mounted displays, small discrepancies in screen lens placement, caused by manufacturer error or user adjustment focus error, can change the focal depths of the image by a couple of diopters. This can introduce a binocular accommodative stimulus or, if the displacement between the two screens is unequal, an unequal (anisometropic) accommodative stimulus for the two eyes. Systems that allow simultaneous viewing of virtual and real images can also introduce a conflict in accommodative stimuli: When real and virtual images are at different focal planes, both cannot be in focus at the same time, though they may appear to be in similar locations in space. In this paper four unique designs are described that minimize the range of accommodative stimuli and maximize the visual system's ability to cope efficiently with the focus conflicts that remain: pinhole optics, monocular lens addition combined with aniso-accommodation, chromatic bifocal, and bifocal lens system. The advantages and disadvantages of each design are described and recommendation for design choice is given after consideration of the end use of the virtual reality system (e.g., low or high end, entertainment, technical, or medical use). The appropriate design modifications should allow greater user comfort and better performance.

  16. Virtual reality for intelligent and interactive operating, training, and visualization systems

    NASA Astrophysics Data System (ADS)

    Freund, Eckhard; Rossmann, Juergen; Schluse, Michael

    2000-10-01

    Virtual Reality Methods allow a new and intuitive way of communication between man and machine. The basic idea of Virtual Reality (VR) is the generation of artificial computer simulated worlds, which the user not only can look at but also can interact with actively using data glove and data helmet. The main emphasis for the use of such techniques at the IRF is the development of a new generation of operator interfaces for the control of robots and other automation components and for intelligent training systems for complex tasks. The basic idea of the methods developed at the IRF for the realization of Projective Virtual Reality is to let the user work in the virtual world as he would act in reality. The user actions are recognized by the Virtual reality System and by means of new and intelligent control software projected onto the automation components like robots which afterwards perform the necessary actions in reality to execute the users task. In this operation mode the user no longer has to be a robot expert to generate tasks for robots or to program them, because intelligent control software recognizes the users intention and generated automatically the commands for nearly every automation component. Now, Virtual Reality Methods are ideally suited for universal man-machine-interfaces for the control and supervision of a big class of automation components, interactive training and visualization systems. The Virtual Reality System of the IRF-COSIMIR/VR- forms the basis for different projects starting with the control of space automation systems in the projects CIROS, VITAL and GETEX, the realization of a comprehensive development tool for the International Space Station and last but not least with the realistic simulation fire extinguishing, forest machines and excavators which will be presented in the final paper in addition to the key ideas of this Virtual Reality System.

  17. Augmenting breath regulation using a mobile driven virtual reality therapy framework.

    PubMed

    Abushakra, Ahmad; Faezipour, Miad

    2014-05-01

    This paper presents a conceptual framework of a virtual reality therapy to assist individuals, especially lung cancer patients or those with breathing disorders to regulate their breath through real-time analysis of respiration movements using a smartphone. Virtual reality technology is an attractive means for medical simulations and treatment, particularly for patients with cancer. The theories, methodologies and approaches, and real-world dynamic contents for all the components of this virtual reality therapy (VRT) via a conceptual framework using the smartphone will be discussed. The architecture and technical aspects of the offshore platform of the virtual environment will also be presented.

  18. Intelligent virtual reality in the setting of fuzzy sets

    NASA Technical Reports Server (NTRS)

    Dockery, John; Littman, David

    1992-01-01

    The authors have previously introduced the concept of virtual reality worlds governed by artificial intelligence. Creation of an intelligent virtual reality was further proposed as a universal interface for the handicapped. This paper extends consideration of intelligent virtual realty to a context in which fuzzy set principles are explored as a major tool for implementing theory in the domain of applications to the disabled.

  19. Development of an immersive virtual reality head-mounted display with high performance.

    PubMed

    Wang, Yunqi; Liu, Weiqi; Meng, Xiangxiang; Fu, Hanyi; Zhang, Daliang; Kang, Yusi; Feng, Rui; Wei, Zhonglun; Zhu, Xiuqing; Jiang, Guohua

    2016-09-01

    To resolve the contradiction between large field of view and high resolution in immersive virtual reality (VR) head-mounted displays (HMDs), an HMD monocular optical system with a large field of view and high resolution was designed. The system was fabricated by adopting aspheric technology with CNC grinding and a high-resolution LCD as the image source. With this monocular optical system, an HMD binocular optical system with a wide-range continuously adjustable interpupillary distance was achieved in the form of partially overlapping fields of view (FOV) combined with a screw adjustment mechanism. A fast image processor-centered LCD driver circuit and an image preprocessing system were also built to address binocular vision inconsistency in the partially overlapping FOV binocular optical system. The distortions of the HMD optical system with a large field of view were measured. Meanwhile, the optical distortions in the display and the trapezoidal distortions introduced during image processing were corrected by a calibration model for reverse rotations and translations. A high-performance not-fully-transparent VR HMD device with high resolution (1920×1080) and large FOV [141.6°(H)×73.08°(V)] was developed. The full field-of-view average value of angular resolution is 18.6  pixels/degree. With the device, high-quality VR simulations can be completed under various scenarios, and the device can be utilized for simulated trainings in aeronautics, astronautics, and other fields with corresponding platforms. The developed device has positive practical significance.

  20. 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…

  1. When Rural Reality Goes Virtual.

    ERIC Educational Resources Information Center

    Husain, Dilshad D.

    1998-01-01

    In rural towns where sparse population and few business are barriers, virtual reality may be the only way to bring work-based learning to students. A partnership between a small-town high school, the Ohio Supercomputer Center, and a high-tech business will enable students to explore the workplace using virtual reality. (JOW)

  2. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment

    ERIC Educational Resources Information Center

    Xu, Xinhao; Ke, Fengfeng

    2016-01-01

    This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…

  3. Sweaty Palms! Virtual Reality Applied to Training.

    ERIC Educational Resources Information Center

    Treiber, Karin

    A qualitative case study approach was used to identify the psychosocial effects of the high-fidelity, virtual reality simulation provided in the college-level air traffic control (ATC) training program offered at the Minnesota Air Traffic Control Training Center and to evaluate the applicability of virtual reality to academic/training situations.…

  4. Special Experiences for Exceptional Students: Integrating Virtual Reality into Special Education Classrooms.

    ERIC Educational Resources Information Center

    Miller, Erez Cedric

    This paper discusses some of the potential benefits and hazards that virtual reality holds for exceptional children in the special education system. Topics addressed include (1) applications of virtual reality, including developing academic skills via cyberspace, vocational training, and social learning in cyberspace; (2) telepresence and distance…

  5. Assessment method of digital Chinese dance movements based on virtual reality technology

    NASA Astrophysics Data System (ADS)

    Feng, Wei; Shao, Shuyuan; Wang, Shumin

    2008-03-01

    Virtual reality has played an increasing role in such areas as medicine, architecture, aviation, engineering science and advertising. However, in the art fields, virtual reality is still in its infancy in the representation of human movements. Based on the techniques of motion capture and reuse of motion capture data in virtual reality environment, this paper presents an assessment method in order to evaluate the quantification of dancers' basic Arm Position movements in Chinese traditional dance. In this paper, the data for quantifying traits of dance motions are defined and measured on dancing which performed by an expert and two beginners, with results indicating that they are beneficial for evaluating dance skills and distinctiveness, and the assessment method of digital Chinese dance movements based on virtual reality technology is validity and feasibility.

  6. Virtual reality in ophthalmology training.

    PubMed

    Khalifa, Yousuf M; Bogorad, David; Gibson, Vincent; Peifer, John; Nussbaum, Julian

    2006-01-01

    Current training models are limited by an unstructured curriculum, financial costs, human costs, and time constraints. With the newly mandated resident surgical competency, training programs are struggling to find viable methods of assessing and documenting the surgical skills of trainees. Virtual-reality technologies have been used for decades in flight simulation to train and assess competency, and there has been a recent push in surgical specialties to incorporate virtual-reality simulation into residency programs. These efforts have culminated in an FDA-approved carotid stenting simulator. What role virtual reality will play in the evolution of ophthalmology surgical curriculum is uncertain. The current apprentice system has served the art of surgery for over 100 years, and we foresee virtual reality working synergistically with our current curriculum modalities to streamline and enhance the resident's learning experience.

  7. [Application of 3D virtual reality technology with multi-modality fusion in resection of glioma located in central sulcus region].

    PubMed

    Chen, T N; Yin, X T; Li, X G; Zhao, J; Wang, L; Mu, N; Ma, K; Huo, K; Liu, D; Gao, B Y; Feng, H; Li, F

    2018-05-08

    Objective: To explore the clinical and teaching application value of virtual reality technology in preoperative planning and intraoperative guide of glioma located in central sulcus region. Method: Ten patients with glioma in the central sulcus region were proposed to surgical treatment. The neuro-imaging data, including CT, CTA, DSA, MRI, fMRI were input to 3dgo sczhry workstation for image fusion and 3D reconstruction. Spatial relationships between the lesions and the surrounding structures on the virtual reality image were obtained. These images were applied to the operative approach design, operation process simulation, intraoperative auxiliary decision and the training of specialist physician. Results: Intraoperative founding of 10 patients were highly consistent with preoperative simulation with virtual reality technology. Preoperative 3D reconstruction virtual reality images improved the feasibility of operation planning and operation accuracy. This technology had not only shown the advantages for neurological function protection and lesion resection during surgery, but also improved the training efficiency and effectiveness of dedicated physician by turning the abstract comprehension to virtual reality. Conclusion: Image fusion and 3D reconstruction based virtual reality technology in glioma resection is helpful for formulating the operation plan, improving the operation safety, increasing the total resection rate, and facilitating the teaching and training of the specialist physician.

  8. E-virtual reality exposure therapy in acrophobia: A pilot study.

    PubMed

    Levy, Fanny; Leboucher, Pierre; Rautureau, Gilles; Jouvent, Roland

    2016-06-01

    Virtual reality therapy is already used for anxiety disorders as an alternative to in vivo and in imagino exposure. To our knowledge, however, no one has yet proposed using remote virtual reality (e-virtual reality). The aim of the present study was to assess e-virtual reality in an acrophobic population. Six individuals with acrophobia each underwent six sessions (two sessions per week) of virtual reality exposure therapy. The first three were remote sessions, while the last three were traditional sessions in the physical presence of the therapist. Anxiety (STAI form Y-A, visual analog scale, heart rate), presence, technical difficulties and therapeutic alliance (Working Alliance Inventory) were measured. In order to control the conditions in which these measures were made, all the sessions were conducted in hospital. None of the participants dropped out. The remote sessions were well accepted. None of the participants verbalized reluctance. No major technical problems were reported. None of the sessions were cancelled or interrupted because of software incidents. Measures (anxiety, presence, therapeutic alliance) were comparable across the two conditions. e-Virtual reality can therefore be used to treat acrophobic disorders. However, control studies are needed to assess online feasibility, therapeutic effects and the mechanisms behind online presence. © The Author(s) 2015.

  9. The effect of virtual reality during dental treatment on child anxiety and behavior.

    PubMed

    Sullivan, C; Schneider, P E; Musselman, R J; Dummett, C O; Gardiner, D

    2000-01-01

    Virtual reality, a three-dimensional computer generated world, has been shown to relax adults during dental treatment. The purpose of this study was to investigate the effect of virtual reality on the behavior and anxiety of children during dental treatment. The behavior, anxiety and heart rate of twenty-six children, ages five to seven years were evaluated for the first five minutes of two restorative treatment visits. Thirteen children viewed virtual reality at their first restorative visit and not the second, and thirteen children viewed virtual reality at the second restorative visit and not the first. Before and immediately following the restorative visits, each child was instructed to draw a human figure. The restorative appointments were video recorded and heart rate monitored. The drawings and videotapes were rated independently by two examiners. The Koppitz method of evaluating drawings was used to measure anxiety. The Frankl behavior rating scale was used to evaluate behavior. Differences (ANOVA) in behavior (p < or = 0.50) and anxiety (p < or = 0.65) were not significant. The overall pulse rate was significantly lower (ANOVA p < or = 0.001) when the child was wearing glasses and viewing virtual reality. In conclusion, virtual reality during dental treatment had no significant effect on the behavior or anxiety but significantly reduced the pulse.

  10. Embedded Augmented Reality Training System for Dynamic Human-Robot Cooperation

    DTIC Science & Technology

    2009-10-01

    through (OST) head- mounted displays ( HMDs ) still lack in usability and ergonomics because of their size, weight, resolution, and the hard-to-realize...with addressable focal planes [10], for example. Accurate and easy-to-use calibration routines for OST HMDs remains a challenging task; established...methods are based on matching of virtual over real objects [11], newer approaches use cameras looking directly through the HMD optics to exploit both

  11. Stepping Into Science Data: Data Visualization in Virtual Reality

    NASA Astrophysics Data System (ADS)

    Skolnik, S.

    2017-12-01

    Have you ever seen people get really excited about science data? Navteca, along with the Earth Science Technology Office (ESTO), within the Earth Science Division of NASA's Science Mission Directorate have been exploring virtual reality (VR) technology for the next generation of Earth science technology information systems. One of their first joint experiments was visualizing climate data from the Goddard Earth Observing System Model (GEOS) in VR, and the resulting visualizations greatly excited the scientific community. This presentation will share the value of VR for science, such as the capability of permitting the observer to interact with data rendered in real-time, make selections, and view volumetric data in an innovative way. Using interactive VR hardware (headset and controllers), the viewer steps into the data visualizations, physically moving through three-dimensional structures that are traditionally displayed as layers or slices, such as cloud and storm systems from NASA's Global Precipitation Measurement (GPM). Results from displaying this precipitation and cloud data show that there is interesting potential for scientific visualization, 3D/4D visualizations, and inter-disciplinary studies using VR. Additionally, VR visualizations can be leveraged as 360 content for scientific communication and outreach and VR can be used as a tool to engage policy and decision makers, as well as the public.

  12. Towards Gesture-Based Multi-User Interactions in Collaborative Virtual Environments

    NASA Astrophysics Data System (ADS)

    Pretto, N.; Poiesi, F.

    2017-11-01

    We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user's VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.

  13. Latency Requirements for Head-Worn Display S/EVS Applications

    NASA Technical Reports Server (NTRS)

    Bailey, Randall E.; Trey Arthur, J. J., III; Williams, Steven P.

    2004-01-01

    NASA s Aviation Safety Program, Synthetic Vision Systems Project is conducting research in advanced flight deck concepts, such as Synthetic/Enhanced Vision Systems (S/EVS), for commercial and business aircraft. An emerging thrust in this activity is the development of spatially-integrated, large field-of-regard information display systems. Head-worn or helmet-mounted display systems are being proposed as one method in which to meet this objective. System delays or latencies inherent to spatially-integrated, head-worn displays critically influence the display utility, usability, and acceptability. Research results from three different, yet similar technical areas flight control, flight simulation, and virtual reality are collectively assembled in this paper to create a global perspective of delay or latency effects in head-worn or helmet-mounted display systems. Consistent definitions and measurement techniques are proposed herein for universal application and latency requirements for Head-Worn Display S/EVS applications are drafted. Future research areas are defined.

  14. Latency requirements for head-worn display S/EVS applications

    NASA Astrophysics Data System (ADS)

    Bailey, Randall E.; Arthur, Jarvis J., III; Williams, Steven P.

    2004-08-01

    NASA's Aviation Safety Program, Synthetic Vision Systems Project is conducting research in advanced flight deck concepts, such as Synthetic/Enhanced Vision Systems (S/EVS), for commercial and business aircraft. An emerging thrust in this activity is the development of spatially-integrated, large field-of-regard information display systems. Head-worn or helmet-mounted display systems are being proposed as one method in which to meet this objective. System delays or latencies inherent to spatially-integrated, head-worn displays critically influence the display utility, usability, and acceptability. Research results from three different, yet similar technical areas - flight control, flight simulation, and virtual reality - are collectively assembled in this paper to create a global perspective of delay or latency effects in head-worn or helmet-mounted display systems. Consistent definitions and measurement techniques are proposed herein for universal application and latency requirements for Head-Worn Display S/EVS applications are drafted. Future research areas are defined.

  15. [Virtual + 1] * Reality

    NASA Astrophysics Data System (ADS)

    Beckhaus, Steffi

    Virtual Reality aims at creating an artificial environment that can be perceived as a substitute to a real setting. Much effort in research and development goes into the creation of virtual environments that in their majority are perceivable only by eyes and hands. The multisensory nature of our perception, however, allows and, arguably, also expects more than that. As long as we are not able to simulate and deliver a fully sensory believable virtual environment to a user, we could make use of the fully sensory, multi-modal nature of real objects to fill in for this deficiency. The idea is to purposefully integrate real artifacts into the application and interaction, instead of dismissing anything real as hindering the virtual experience. The term virtual reality - denoting the goal, not the technology - shifts from a core virtual reality to an “enriched” reality, technologically encompassing both the computer generated and the real, physical artifacts. Together, either simultaneously or in a hybrid way, real and virtual jointly provide stimuli that are perceived by users through their senses and are later formed into an experience by the user's mind.

  16. Human-machine interface for a VR-based medical imaging environment

    NASA Astrophysics Data System (ADS)

    Krapichler, Christian; Haubner, Michael; Loesch, Andreas; Lang, Manfred K.; Englmeier, Karl-Hans

    1997-05-01

    Modern 3D scanning techniques like magnetic resonance imaging (MRI) or computed tomography (CT) produce high- quality images of the human anatomy. Virtual environments open new ways to display and to analyze those tomograms. Compared with today's inspection of 2D image sequences, physicians are empowered to recognize spatial coherencies and examine pathological regions more facile, diagnosis and therapy planning can be accelerated. For that purpose a powerful human-machine interface is required, which offers a variety of tools and features to enable both exploration and manipulation of the 3D data. Man-machine communication has to be intuitive and efficacious to avoid long accustoming times and to enhance familiarity with and acceptance of the interface. Hence, interaction capabilities in virtual worlds should be comparable to those in the real work to allow utilization of our natural experiences. In this paper the integration of hand gestures and visual focus, two important aspects in modern human-computer interaction, into a medical imaging environment is shown. With the presented human- machine interface, including virtual reality displaying and interaction techniques, radiologists can be supported in their work. Further, virtual environments can even alleviate communication between specialists from different fields or in educational and training applications.

  17. High sensitivity to multisensory conflicts in agoraphobia exhibited by virtual reality.

    PubMed

    Viaud-Delmon, Isabelle; Warusfel, Olivier; Seguelas, Angeline; Rio, Emmanuel; Jouvent, Roland

    2006-10-01

    The primary aim of this study was to evaluate the effect of auditory feedback in a VR system planned for clinical use and to address the different factors that should be taken into account in building a bimodal virtual environment (VE). We conducted an experiment in which we assessed spatial performances in agoraphobic patients and normal subjects comparing two kinds of VEs, visual alone (Vis) and auditory-visual (AVis), during separate sessions. Subjects were equipped with a head-mounted display coupled with an electromagnetic sensor system and immersed in a virtual town. Their task was to locate different landmarks and become familiar with the town. In the AVis condition subjects were equipped with the head-mounted display and headphones, which delivered a soundscape updated in real-time according to their movement in the virtual town. While general performances remained comparable across the conditions, the reported feeling of immersion was more compelling in the AVis environment. However, patients exhibited more cybersickness symptoms in this condition. The result of this study points to the multisensory integration deficit of agoraphobic patients and underline the need for further research on multimodal VR systems for clinical use.

  18. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Ragan, Eric D; Bowman, Doug A; Scerbo, Siroberto

    Virtual reality (VR) systems have been proposed for use in numerous training scenarios, such as room clearing, which require the trainee to maintain spatial awareness. But many VR training systems lack a fully surrounding display, requiring trainees to use a combination of physical and virtual turns to view the environment, thus decreasing spatial awareness. One solution to this problem is to amplify head rotations, such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the surrounding environment with head movements alone. For example, in a multi-monitor system covering only a 90-degree field of regard, headmore » rotations could be amplified four times to allow the user to see the entire 360-degree surrounding environment. This solution is attractive because it can be used with lower-cost VR systems and does not require virtual turning. However, the effects of amplified head rotations on spatial awareness and training transfer are not well understood. We hypothesized that small amounts of amplification might be tolerable, but that larger amplifications might cause trainees to become disoriented and to have decreased task performance and training transfer. In this paper, we will present our findings from an experiment designed to investigate these hypotheses. The experiment placed users in a virtual warehouse and asked them to move from room to room, counting objects placed around them in space. We varied the amount of amplification applied during these trials, and also varied the type of display used (head-mounted display or CAVE). We measured task performance and spatial awareness. We then assessed training transfer in an assessment environment with a fully surrounding display and no amplification. The results of this study will inform VR training system developers about the potential negative effects of using head rotation amplification and contribute to more effective VR training system design.« less

  19. A framework for breast cancer visualization using augmented reality x-ray vision technique in mobile technology

    NASA Astrophysics Data System (ADS)

    Rahman, Hameedur; Arshad, Haslina; Mahmud, Rozi; Mahayuddin, Zainal Rasyid

    2017-10-01

    Breast Cancer patients who require breast biopsy has increased over the past years. Augmented Reality guided core biopsy of breast has become the method of choice for researchers. However, this cancer visualization has limitations to the extent of superimposing the 3D imaging data only. In this paper, we are introducing an Augmented Reality visualization framework that enables breast cancer biopsy image guidance by using X-Ray vision technique on a mobile display. This framework consists of 4 phases where it initially acquires the image from CT/MRI and process the medical images into 3D slices, secondly it will purify these 3D grayscale slices into 3D breast tumor model using 3D modeling reconstruction technique. Further, in visualization processing this virtual 3D breast tumor model has been enhanced using X-ray vision technique to see through the skin of the phantom and the final composition of it is displayed on handheld device to optimize the accuracy of the visualization in six degree of freedom. The framework is perceived as an improved visualization experience because the Augmented Reality x-ray vision allowed direct understanding of the breast tumor beyond the visible surface and direct guidance towards accurate biopsy targets.

  20. IceCube Polar Virtual Reality exhibit: immersive learning for learners of all ages

    NASA Astrophysics Data System (ADS)

    Madsen, J.; Bravo Gallart, S.; Chase, A.; Dougherty, P.; Gagnon, D.; Pronto, K.; Rush, M.; Tredinnick, R.

    2017-12-01

    The IceCube Polar Virtual Reality project is an innovative, interactive exhibit that explains the operation and science of a flagship experiment in polar research, the IceCube Neutrino Observatory. The exhibit allows users to travel from the South Pole, where the detector is located, to the furthest reaches of the universe, learning how the detection of high-energy neutrinos has opened a new view to the universe. This novel exhibit combines a multitouch tabletop display system and commercially available virtual reality (VR) head-mounted displays to enable informal STEM learning of polar research. The exhibit, launched in early November 2017 during the Wisconsin Science Festival in Madison, WI, will study how immersive VR can enhance informal STEM learning. The foundation of this project is built upon a strong collaborative effort between the Living Environments Laboratory (LEL), the Wisconsin IceCube Particle Astrophysics Center (WIPAC), and the Field Day Laboratory groups from the University of Wisconsin-Madison campus. The project is funded through an NSF Advancing Informal STEM Learning (AISL) grant, under a special call for engaging students and the public in polar research. This exploratory pathways project seeks to build expertise to allow future extensions. The plan is to submit a subsequent AISL Broad Implementation proposal to add more 3D environments for other Antarctic research topics and locations in the future. We will describe the current implementation of the project and discuss the challenges and opportunities of working with an interdisciplinary team of scientists and technology and education researchers. We will also present preliminary assessment results, which seek to answer questions such as: Did users gain a better understanding of IceCube research from interacting with the exhibit? Do both technologies (touch table and VR headset) provide the same level of engagement? Is one technology better suited for specific learning outcomes?

  1. Cybersickness and Anxiety During Simulated Motion: Implications for VRET.

    PubMed

    Bruck, Susan; Watters, Paul

    2009-01-01

    Some clinicians have suggested using virtual reality environments to deliver psychological interventions to treat anxiety disorders. However, given a significant body of work on cybersickness symptoms which may arise in virtual environments - especially those involving simulated motion - we tested (a) whether being exposed to a virtual reality environment alone causes anxiety to increase, and (b) whether exposure to simulated motion in a virtual reality environment increases anxiety. Using a repeated measures design, we used Kim's Anxiety Scale questionnaire to compare baseline anxiety, anxiety after virtual environment exposure, and anxiety after simulated motion. While there was no significant effect on anxiety for being in a virtual environment with no simulated motion, the introduction of simulated motion caused anxiety to significantly increase, but not to a severe or extreme level. The implications of this work for virtual reality exposure therapy (VRET) are discussed.

  2. Virtual Reality as an Educational and Training Tool for Medicine.

    PubMed

    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.

  3. Virtual reality training in laparoscopic surgery: A systematic review & meta-analysis.

    PubMed

    Alaker, Medhat; Wynn, Greg R; Arulampalam, Tan

    2016-05-01

    Laparoscopic surgery requires a different and sometimes more complex skill set than does open surgery. Shortened working hours, less training times, and patient safety issues necessitates that these skills need to be acquired outside the operating room. Virtual reality simulation in laparoscopic surgery is a growing field, and many studies have been published to determine its effectiveness. This systematic review and meta-analysis aims to evaluate virtual reality simulation in laparoscopic abdominal surgery in comparison to other simulation models and to no training. A systematic literature search was carried out until January 2014 in full adherence to PRISMA guidelines. All randomised controlled studies comparing virtual reality training to other models of training or to no training were included. Only studies utilizing objective and validated assessment tools were included. Thirty one randomised controlled trials that compare virtual reality training to other models of training or to no training were included. The results of the meta-analysis showed that virtual reality simulation is significantly more effective than video trainers, and at least as good as box trainers. The use of Proficiency-based VR training, under supervision with prompt instructions and feedback, and the use of haptic feedback, has proven to be the most effective way of delivering the virtual reality training. The incorporation of virtual reality training into surgical training curricula is now necessary. A unified platform of training needs to be established. Further studies to assess the impact on patient outcomes and on hospital costs are necessary. (PROSPERO Registration number: CRD42014010030). Copyright © 2016 IJS Publishing Group Ltd. Published by Elsevier Ltd. All rights reserved.

  4. Telemanipulation, telepresence, and virtual reality for surgery in the year 2000

    NASA Astrophysics Data System (ADS)

    Satava, Richard M.

    1995-12-01

    The new technologic revolution in medicine is based upon information technologies, and telemanipulation, telepresence and virtual reality are essential components. Telepresence surgery returns the look and feel of `open surgery' to the surgeon and promises enhancement of physical capabilities above normal human performance. Virtual reality provides basic medical education, simulation of surgical procedures, medical forces and disaster medicine practice, and virtual prototyping of medical equipment.

  5. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms.

    PubMed

    Rutkowski, Tomasz M

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain-computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI-lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG) and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP), which constitutes an internet of things (IoT) control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms.

  6. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms

    PubMed Central

    Rutkowski, Tomasz M.

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain–computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI–lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG) and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP), which constitutes an internet of things (IoT) control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms. PMID:27999538

  7. Architecture and Key Techniques of Augmented Reality Maintenance Guiding System for Civil Aircrafts

    NASA Astrophysics Data System (ADS)

    hong, Zhou; Wenhua, Lu

    2017-01-01

    Augmented reality technology is introduced into the maintenance related field for strengthened information in real-world scenarios through integration of virtual assistant maintenance information with real-world scenarios. This can lower the difficulty of maintenance, reduce maintenance errors, and improve the maintenance efficiency and quality of civil aviation crews. Architecture of augmented reality virtual maintenance guiding system is proposed on the basis of introducing the definition of augmented reality and analyzing the characteristics of augmented reality virtual maintenance. Key techniques involved, such as standardization and organization of maintenance data, 3D registration, modeling of maintenance guidance information and virtual maintenance man-machine interaction, are elaborated emphatically, and solutions are given.

  8. Augmented reality in neurosurgery: a systematic review.

    PubMed

    Meola, Antonio; Cutolo, Fabrizio; Carbone, Marina; Cagnazzo, Federico; Ferrari, Mauro; Ferrari, Vincenzo

    2017-10-01

    Neuronavigation has become an essential neurosurgical tool in pursuing minimal invasiveness and maximal safety, even though it has several technical limitations. Augmented reality (AR) neuronavigation is a significant advance, providing a real-time updated 3D virtual model of anatomical details, overlaid on the real surgical field. Currently, only a few AR systems have been tested in a clinical setting. The aim is to review such devices. We performed a PubMed search of reports restricted to human studies of in vivo applications of AR in any neurosurgical procedure using the search terms "Augmented reality" and "Neurosurgery." Eligibility assessment was performed independently by two reviewers in an unblinded standardized manner. The systems were qualitatively evaluated on the basis of the following: neurosurgical subspecialty of application, pathology of treated lesions and lesion locations, real data source, virtual data source, tracking modality, registration technique, visualization processing, display type, and perception location. Eighteen studies were included during the period 1996 to September 30, 2015. The AR systems were grouped by the real data source: microscope (8), hand- or head-held cameras (4), direct patient view (2), endoscope (1), and X-ray fluoroscopy (1) head-mounted display (1). A total of 195 lesions were treated: 75 (38.46 %) were neoplastic, 77 (39.48 %) neurovascular, and 1 (0.51 %) hydrocephalus, and 42 (21.53 %) were undetermined. Current literature confirms that AR is a reliable and versatile tool when performing minimally invasive approaches in a wide range of neurosurgical diseases, although prospective randomized studies are not yet available and technical improvements are needed.

  9. Virtual Reality as Treatment for Fear of Flying: A Review of Recent Research

    ERIC Educational Resources Information Center

    Price, Matthew; Anderson, Page; Rothbaum, Barbara O.

    2008-01-01

    Virtual reality exposure has recently emerged as an important tool for exposure therapy in the treatment of fear of flying. There have been numerous empirical studies that have evaluated the effectiveness of virtual reality exposure as compared to other treatments including in vivo exposure, progressive muscle relaxation, cognitive therapy,…

  10. Integrating Music into Math in a Virtual Reality Game: Learning Fractions

    ERIC Educational Resources Information Center

    Lim, Taehyeong; Lee, Sungwoong; Ke, Fengfeng

    2016-01-01

    The purpose of this study was to investigate future teachers' experiences and perceptions of using a virtual reality game for elementary math education. The virtual reality game was designed and developed to integrate a musical activity (beat-making) into the math learning of fractions. Five math education major students participated in this…

  11. Visualizing Compound Rotations with Virtual Reality

    ERIC Educational Resources Information Center

    Flanders, Megan; Kavanagh, Richard C.

    2013-01-01

    Mental rotations are among the most difficult of all spatial tasks to perform, and even those with high levels of spatial ability can struggle to visualize the result of compound rotations. This pilot study investigates the use of the virtual reality-based Rotation Tool, created using the Virtual Reality Modeling Language (VRML) together with…

  12. PTSD in Limb Trauma and Recovery

    DTIC Science & Technology

    2011-10-01

    Virtual reality and Motion Analysis to Characterize Disabilities in Lower...Program 4: “ Virtual reality and Motion Analysis to Characterize Disabilities in Lower Limb Injury” (Christopher Rhea, Ph.D., lead investigator). This...ANSI Std. Z39.18 ANNUAL REPORT 10/16/2011 VIRTUAL REALITY AND MOTION ANALYSIS TO CHARACTERIZE DISABILITIES IN LOWER LIMB INJURY PI: SUSAN

  13. Treatment of Complicated Grief Using Virtual Reality: A Case Report

    ERIC Educational Resources Information Center

    Botella, C.; Osma, J.; Palacios, A. Garcia; Guillen, V.; Banos, R.

    2008-01-01

    This is the first work exploring the application of new technologies, concretely virtual reality, to facilitate emotional processing in the treatment of Complicated Grief. Our research team has designed a virtual reality environment (EMMA's World) to foster the expression and processing of emotions. In this study the authors present a description…

  14. Exploring "Magic Cottage": A Virtual Reality Environment for Stimulating Children's Imaginative Writing

    ERIC Educational Resources Information Center

    Patera, Marianne; Draper, Steve; Naef, Martin

    2008-01-01

    This paper presents an exploratory study that created a virtual reality environment (VRE) to stimulate motivation and creativity in imaginative writing at primary school level. The main aim of the study was to investigate if an interactive, semi-immersive virtual reality world could increase motivation and stimulate pupils' imagination in the…

  15. Virtual Reality and Medical Inpatients: A Systematic Review of Randomized, Controlled Trials

    PubMed Central

    Dascal, Julieta; Reid, Mark; IsHak, Waguih William; Spiegel, Brennan; Recacho, Jennifer; Rosen, Bradley

    2017-01-01

    Objective: We evaluated the evidence supporting the use of virtual reality among patients in acute inpatient medical settings. Method: We conducted a systematic review of randomized controlled trials conducted that examined virtual reality applications in inpatient medical settings between 2005 and 2015. We used PsycINFO, PubMed, and Medline databases to identify studies using the keywords virtual reality, VR therapy, treatment, and inpatient. Results: We identified 2,024 citations, among which 11 met criteria for inclusion. Studies addressed three general areas: pain management, eating disorders, and cognitive and motor rehabilitation. Studies were small and heterogeneous and utilized different designs and measures. Virtual reality was generally well tolerated by patients, and a majority of studies demonstrated clinical efficacy. Studies varied in quality, as measured by an evaluation metric developed by Reisch, Tyson, and Mize (average quality score=0.87; range=0.78–0.96). Conclusion: Virtual reality is a promising intervention with several potential applications in the inpatient medical setting. Studies to date demonstrate some efficacy, but there is a need for larger, well-controlled studies to show clinical and cost-effectiveness. PMID:28386517

  16. The Elderly Perceived Meanings and Values of Virtual Reality Leisure Activities: A Means-End Chain Approach.

    PubMed

    Lin, Cheng-Shih; Jeng, Mei-Yuan; Yeh, Tsu-Ming

    2018-04-03

    This study uses means-end chain (MEC) techniques to examine the awareness, decision-making procedure, and personal values of the elderly with regard to virtual reality leisure activities. The results of the study show that elderly respondents value virtual reality leisure activities that are fun, safe, and easy. In terms of outcome benefits, elderly respondents value feeling physically and mentally healthy, firsthand experience, and satisfied curiosity. In value terms, elderly respondents hope that their chosen virtual reality leisure activities improve not only their relationships with others, but also their enjoyment, quality of life, and sense of belonging. The results show that, while consumers with different awarenesses of virtual reality leisure activities have different decision-making processes, they share creating "good memories" as the terminal value with the most significant effect. This presents a potential opportunity to promote virtual reality leisure activities. Relevant bodies or enterprises can seek to create good memories in consumers by developing activities that are safe and fun, promote good health, and provide good service, thereby attracting the interest of elderly consumers.

  17. Virtual Reality and Medical Inpatients: A Systematic Review of Randomized, Controlled Trials.

    PubMed

    Dascal, Julieta; Reid, Mark; IsHak, Waguih William; Spiegel, Brennan; Recacho, Jennifer; Rosen, Bradley; Danovitch, Itai

    2017-01-01

    Objective: We evaluated the evidence supporting the use of virtual reality among patients in acute inpatient medical settings. Method: We conducted a systematic review of randomized controlled trials conducted that examined virtual reality applications in inpatient medical settings between 2005 and 2015. We used PsycINFO, PubMed, and Medline databases to identify studies using the keywords virtual reality , VR therapy , treatment , and inpatient. Results: We identified 2,024 citations, among which 11 met criteria for inclusion. Studies addressed three general areas: pain management, eating disorders, and cognitive and motor rehabilitation. Studies were small and heterogeneous and utilized different designs and measures. Virtual reality was generally well tolerated by patients, and a majority of studies demonstrated clinical efficacy. Studies varied in quality, as measured by an evaluation metric developed by Reisch, Tyson, and Mize (average quality score=0.87; range=0.78-0.96). Conclusion: Virtual reality is a promising intervention with several potential applications in the inpatient medical setting. Studies to date demonstrate some efficacy, but there is a need for larger, well-controlled studies to show clinical and cost-effectiveness.

  18. The Elderly Perceived Meanings and Values of Virtual Reality Leisure Activities: A Means-End Chain Approach

    PubMed Central

    Lin, Cheng-Shih; Jeng, Mei-Yuan

    2018-01-01

    This study uses means-end chain (MEC) techniques to examine the awareness, decision-making procedure, and personal values of the elderly with regard to virtual reality leisure activities. The results of the study show that elderly respondents value virtual reality leisure activities that are fun, safe, and easy. In terms of outcome benefits, elderly respondents value feeling physically and mentally healthy, firsthand experience, and satisfied curiosity. In value terms, elderly respondents hope that their chosen virtual reality leisure activities improve not only their relationships with others, but also their enjoyment, quality of life, and sense of belonging. The results show that, while consumers with different awarenesses of virtual reality leisure activities have different decision-making processes, they share creating “good memories” as the terminal value with the most significant effect. This presents a potential opportunity to promote virtual reality leisure activities. Relevant bodies or enterprises can seek to create good memories in consumers by developing activities that are safe and fun, promote good health, and provide good service, thereby attracting the interest of elderly consumers. PMID:29614012

  19. Effects of conventional neurological treatment and a virtual reality training program on eye-hand coordination in children with cerebral palsy.

    PubMed

    Shin, Ji-Won; Song, Gui-Bin; Hwangbo, Gak

    2015-07-01

    [Purpose] The purpose of the study was to evaluate the effects of conventional neurological treatment and a virtual reality training program on eye-hand coordination in children with cerebral palsy. [Subjects] Sixteen children (9 males, 7 females) with spastic diplegic cerebral palsy were recruited and randomly assigned to the conventional neurological physical therapy group (CG) and virtual reality training group (VRG). [Methods] Eight children in the control group performed 45 minutes of therapeutic exercise twice a week for eight weeks. In the experimental group, the other eight children performed 30 minutes of therapeutic exercise and 15 minutes of a training program using virtual reality twice a week during the experimental period. [Results] After eight weeks of the training program, there were significant differences in eye-hand coordination and visual motor speed in the comparison of the virtual reality training group with the conventional neurological physical therapy group. [Conclusion] We conclude that a well-designed training program using virtual reality can improve eye-hand coordination in children with cerebral palsy.

  20. Virtual rehabilitation: What are the practical barriers for home-based research?

    PubMed Central

    Threapleton, Kate; Drummond, Avril; Standen, Penny

    2016-01-01

    Virtual reality technologies are becoming increasingly accessible and affordable to deliver, and consequently the interest in applying virtual reality within rehabilitation is growing. This has resulted in the emergence of research exploring the utility of virtual reality and interactive video gaming interventions for home use by patients. The aim of this paper is to highlight the practical factors and difficulties that may be encountered in research in this area, and to make recommendations for addressing these. Whilst this paper focuses on examples drawn mainly from stroke rehabilitation research, many of the issues raised are relevant to other conditions where virtual reality approaches have the potential to be applied to home-based rehabilitation. PMID:29942551

  1. Development of an objective assessment tool for total laparoscopic hysterectomy: A Delphi method among experts and evaluation on a virtual reality simulator.

    PubMed

    Knight, Sophie; Aggarwal, Rajesh; Agostini, Aubert; Loundou, Anderson; Berdah, Stéphane; Crochet, Patrice

    2018-01-01

    Total Laparoscopic hysterectomy (LH) requires an advanced level of operative skills and training. The aim of this study was to develop an objective scale specific for the assessment of technical skills for LH (H-OSATS) and to demonstrate feasibility of use and validity in a virtual reality setting. The scale was developed using a hierarchical task analysis and a panel of international experts. A Delphi method obtained consensus among experts on relevant steps that should be included into the H-OSATS scale for assessment of operative performances. Feasibility of use and validity of the scale were evaluated by reviewing video recordings of LH performed on a virtual reality laparoscopic simulator. Three groups of operators of different levels of experience were assessed in a Marseille teaching hospital (10 novices, 8 intermediates and 8 experienced surgeons). Correlations with scores obtained using a recognised generic global rating tool (OSATS) were calculated. A total of 76 discrete steps were identified by the hierarchical task analysis. 14 experts completed the two rounds of the Delphi questionnaire. 64 steps reached consensus and were integrated in the scale. During the validation process, median time to rate each video recording was 25 minutes. There was a significant difference between the novice, intermediate and experienced group for total H-OSATS scores (133, 155.9 and 178.25 respectively; p = 0.002). H-OSATS scale demonstrated high inter-rater reliability (intraclass correlation coefficient [ICC] = 0.930; p<0.001) and test retest reliability (ICC = 0.877; p<0.001). High correlations were found between total H-OSATS scores and OSATS scores (rho = 0.928; p<0.001). The H-OSATS scale displayed evidence of validity for assessment of technical performances for LH performed on a virtual reality simulator. The implementation of this scale is expected to facilitate deliberate practice. Next steps should focus on evaluating the validity of the scale in the operating room.

  2. The role of virtual articulator in prosthetic and restorative dentistry.

    PubMed

    Koralakunte, Pavankumar Ravi; Aljanakh, Mohammad

    2014-07-01

    Virtual reality is a computer based technology linked with the future of dentistry and dental practice. The virtual articulator is one such application in prosthetic and restorative dentistry based on virtual reality that will significantly reduce the limitations of the mechanical articulator, and by simulation of real patient data, allow analyses with regard to static and dynamic occlusion as well as to jaw relation. It is the purpose of this article to present the concepts and strategies for a future replacement of the mechanical articulator by a virtual one. Also, a brief note on virtual reality haptic system has been highlighted along with newly developed touch enabled virtual articulator.

  3. A Dual Track Treadmill in a Virtual Reality Environment as a Countermeasure for Neurovestibular Adaptations in Microgravity

    NASA Technical Reports Server (NTRS)

    DAndrea, Susan E.; Kahelin, Michael W.; Horowitz, Jay G.; OConnor, Philip A.

    2004-01-01

    While the neurovestibular system is capable of adapting to altered environments such as microgravity, the adaptive state achieved in space in inadequate for 1G. This leads to giant and postural instabilities when returning to a gravity environment and may create serious problems in future mission to Mars. New methods are needed to improve the understanding of the adaptive capabilities of the human neurovestibular system and to develop more effective countermeasures. The concept behind the current study is that by challenging the neurovestibular system while walking or running a treadmill can help to read just the relationship between the visual, vestibular and proprioceptive signals that are altered in a microgravity environment. As a countermeasure, this device could also benefit the musculoskeletal and cardiovascular systems and at the same time decrease the overall time spent exercising. The overall goal of this research is to design, develop, build and test a dual track treadmill, which utilizes virtual reality, VR, displays.

  4. Computer animation for minimally invasive surgery: computer system requirements and preferred implementations

    NASA Astrophysics Data System (ADS)

    Pieper, Steven D.; McKenna, Michael; Chen, David; McDowall, Ian E.

    1994-04-01

    We are interested in the application of computer animation to surgery. Our current project, a navigation and visualization tool for knee arthroscopy, relies on real-time computer graphics and the human interface technologies associated with virtual reality. We believe that this new combination of techniques will lead to improved surgical outcomes and decreased health care costs. To meet these expectations in the medical field, the system must be safe, usable, and cost-effective. In this paper, we outline some of the most important hardware and software specifications in the areas of video input and output, spatial tracking, stereoscopic displays, computer graphics models and libraries, mass storage and network interfaces, and operating systems. Since this is a fairly new combination of technologies and a new application, our justification for our specifications are drawn from the current generation of surgical technology and by analogy to other fields where virtual reality technology has been more extensively applied and studied.

  5. Ocular effects of virtual reality headset wear in young adults.

    PubMed

    Turnbull, Philip R K; Phillips, John R

    2017-11-23

    Virtual Reality (VR) headsets create immersion by displaying images on screens placed very close to the eyes, which are viewed through high powered lenses. Here we investigate whether this viewing arrangement alters the binocular status of the eyes, and whether it is likely to provide a stimulus for myopia development. We compared binocular status after 40-minute trials in indoor and outdoor environments, in both real and virtual worlds. We also measured the change in thickness of the ocular choroid, to assess the likely presence of signals for ocular growth and myopia development. We found that changes in binocular posture at distance and near, gaze stability, amplitude of accommodation and stereopsis were not different after exposure to each of the 4 environments. Thus, we found no evidence that the VR optical arrangement had an adverse effect on the binocular status of the eyes in the short term. Choroidal thickness did not change after either real world trial, but there was a significant thickening (≈10 microns) after each VR trial (p < 0.001). The choroidal thickening which we observed suggest that a VR headset may not be a myopiagenic stimulus, despite the very close viewing distances involved.

  6. A review of existing and potential computer user interfaces for modern radiology.

    PubMed

    Iannessi, Antoine; Marcy, Pierre-Yves; Clatz, Olivier; Bertrand, Anne-Sophie; Sugimoto, Maki

    2018-05-16

    The digitalization of modern imaging has led radiologists to become very familiar with computers and their user interfaces (UI). New options for display and command offer expanded possibilities, but the mouse and keyboard remain the most commonly utilized, for usability reasons. In this work, we review and discuss different UI and their possible application in radiology. We consider two-dimensional and three-dimensional imaging displays in the context of interventional radiology, and discuss interest in touchscreens, kinetic sensors, eye detection, and augmented or virtual reality. We show that UI design specifically for radiologists is key for future use and adoption of such new interfaces. Next-generation UI must fulfil professional needs, while considering contextual constraints. • The mouse and keyboard remain the most utilized user interfaces for radiologists. • Touchscreen, holographic, kinetic sensors and eye tracking offer new possibilities for interaction. • 3D and 2D imaging require specific user interfaces. • Holographic display and augmented reality provide a third dimension to volume imaging. • Good usability is essential for adoption of new user interfaces by radiologists.

  7. Surgical planning for radical prostatectomies using three-dimensional visualization and a virtual reality display system

    NASA Astrophysics Data System (ADS)

    Kay, Paul A.; Robb, Richard A.; King, Bernard F.; Myers, R. P.; Camp, Jon J.

    1995-04-01

    Thousands of radical prostatectomies for prostate cancer are performed each year. Radical prostatectomy is a challenging procedure due to anatomical variability and the adjacency of critical structures, including the external urinary sphincter and neurovascular bundles that subserve erectile function. Because of this, there are significant risks of urinary incontinence and impotence following this procedure. Preoperative interaction with three-dimensional visualization of the important anatomical structures might allow the surgeon to understand important individual anatomical relationships of patients. Such understanding might decrease the rate of morbidities, especially for surgeons in training. Patient specific anatomic data can be obtained from preoperative 3D MRI diagnostic imaging examinations of the prostate gland utilizing endorectal coils and phased array multicoils. The volumes of the important structures can then be segmented using interactive image editing tools and then displayed using 3-D surface rendering algorithms on standard work stations. Anatomic relationships can be visualized using surface displays and 3-D colorwash and transparency to allow internal visualization of hidden structures. Preoperatively a surgeon and radiologist can interactively manipulate the 3-D visualizations. Important anatomical relationships can better be visualized and used to plan the surgery. Postoperatively the 3-D displays can be compared to actual surgical experience and pathologic data. Patients can then be followed to assess the incidence of morbidities. More advanced approaches to visualize these anatomical structures in support of surgical planning will be implemented on virtual reality (VR) display systems. Such realistic displays are `immersive,' and allow surgeons to simultaneously see and manipulate the anatomy, to plan the procedure and to rehearse it in a realistic way. Ultimately the VR systems will be implemented in the operating room (OR) to assist the surgeon in conducting the surgery. Such an implementation will bring to the OR all of the pre-surgical planning data and rehearsal experience in synchrony with the actual patient and operation to optimize the effectiveness and outcome of the procedure.

  8. Virtual reality for spherical images

    NASA Astrophysics Data System (ADS)

    Pilarczyk, Rafal; Skarbek, Władysław

    2017-08-01

    Paper presents virtual reality application framework and application concept for mobile devices. Framework uses Google Cardboard library for Android operating system. Framework allows to create virtual reality 360 video player using standard OpenGL ES rendering methods. Framework provides network methods in order to connect to web server as application resource provider. Resources are delivered using JSON response as result of HTTP requests. Web server also uses Socket.IO library for synchronous communication between application and server. Framework implements methods to create event driven process of rendering additional content based on video timestamp and virtual reality head point of view.

  9. Importance of Virtual Reality to Virtual Reality Exposure Therapy, Study Design of a Randomized Trial.

    PubMed

    McLay, Robert N; Baird, Alicia; Murphy, Jennifer; Deal, William; Tran, Lily; Anson, Heather; Klam, Warren; Johnston, Scott

    2015-01-01

    Post Traumatic Stress Disorder (PTSD) can be a debilitating problem in service members who have served in Iraq or Afghanistan. Virtual Reality Exposure Therapy (VRET) is one of the few interventions demonstrated in randomized controlled trials to be effective for PTSD in this population. There are theoretical reasons to expect that Virtual Reality (VR) adds to the effectiveness of exposure therapy, but there is also added expense and difficulty in using VR. Described is a trial comparing outcomes from VRET and a control exposure therapy (CET) protocol in service members with PTSD.

  10. Virtual reality as a tool for cross-cultural communication: an example from military team training

    NASA Astrophysics Data System (ADS)

    Downes-Martin, Stephen; Long, Mark; Alexander, Joanna R.

    1992-06-01

    A major problem with communication across cultures, whether professional or national, is that simple language translation if often insufficient to communicate the concepts. This is especially true when the communicators come from highly specialized fields of knowledge or from national cultures with long histories of divergence. This problem becomes critical when the goal of the communication is national negotiation dealing with such high risk items as arms negotiation or trade wars. Virtual Reality technology has considerable potential for facilitating communication across cultures, by immersing the communicators within multiple visual representations of the concepts, and providing control over those representations. Military distributed team training provides a model for virtual reality suitable for cross cultural communication such as negotiation. In both team training and negotiation, the participants must cooperate, agree on a set of goals, and achieve mastery over the concepts being negotiated. Team training technologies suitable for supporting cross cultural negotiation exist (branch wargaming, computer image generation and visualization, distributed simulation), and have developed along different lines than traditional virtual reality technology. Team training de-emphasizes the realism of physiological interfaces between the human and the virtual reality, and emphasizes the interaction of humans with each other and with intelligent simulated agents within the virtual reality. This approach to virtual reality is suggested as being more fruitful for future work.

  11. 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.

  12. Psychology Student Opinion of Virtual Reality as a Tool to Educate about Schizophrenia

    ERIC Educational Resources Information Center

    Tichon, Jennifer; Loh, Jennifer; King, Robert

    2004-01-01

    Virtual Reality (VR) techniques are increasingly being used in e-health education, training and in trial clinical programs in the treatment of certain types of mental illness. Undergraduate psychology student opinion of the use of Virtual Reality (VR) to teach them about schizophrenia at the University of Queensland, was determined with reference…

  13. The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic Development

    ERIC Educational Resources Information Center

    Chen, Yu-Li

    2016-01-01

    Virtual reality (VR) has brought about numerous alternative learning opportunities in the last decade, and with modern products such as Oculus Rift and other wearable Virtual Reality technologies being introduced into society, VR will promisingly continue to provide yet unseen opportunities in the next few decades and therefore is a technology…

  14. Naval Science and Technology Future Force Magazine

    Science.gov Websites

    Issues Contact Us Links RSS Feed Facebook IT'S EASY TO SEE THE COST SAVINGS OF VIRTUAL REALITY TRAINING THE [...] Not Just a Fad: Virtual Reality Really Does Benefit the Military IT'S EASY TO SEE THE COST SAVINGS OF VIRTUAL REALITY TRAINING-BUT IS IT AS EFFECTIVE AS, OR EVEN BETTER THAN, OTHER TYPES OF

  15. Study of Co-Located and Distant Collaboration with Symbolic Support via a Haptics-Enhanced Virtual Reality Task

    ERIC Educational Resources Information Center

    Yeh, Shih-Ching; Hwang, Wu-Yuin; Wang, Jin-Liang; Zhan, Shi-Yi

    2013-01-01

    This study intends to investigate how multi-symbolic representations (text, digits, and colors) could effectively enhance the completion of co-located/distant collaborative work in a virtual reality context. Participants' perceptions and behaviors were also studied. A haptics-enhanced virtual reality task was developed to conduct…

  16. An Analysis of Learners' Intentions toward Virtual Reality Learning Based on Constructivist and Technology Acceptance Approaches

    ERIC Educational Resources Information Center

    Huang, Hsiu-Mei; Liaw, Shu-Sheng

    2018-01-01

    Within a constructivist paradigm, the virtual reality technology focuses on the learner's actively interactive learning processes and attempts to reduce the gap between the learner's knowledge and a real-life experience. Recently, virtual reality technologies have been developed for a wide range of applications in education, but further research…

  17. A Desktop Virtual Reality Earth Motion System in Astronomy Education

    ERIC Educational Resources Information Center

    Chen, Chih Hung; Yang, Jie Chi; Shen, Sarah; Jeng, Ming Chang

    2007-01-01

    In this study, a desktop virtual reality earth motion system (DVREMS) is designed and developed to be applied in the classroom. The system is implemented to assist elementary school students to clarify earth motion concepts using virtual reality principles. A study was conducted to observe the influences of the proposed system in learning.…

  18. The Use of Virtual Reality Tools in the Reading-Language Arts Classroom

    ERIC Educational Resources Information Center

    Pilgrim, J. Michael; Pilgrim, Jodi

    2016-01-01

    This article presents virtual reality as a tool for classroom literacy instruction. Building on the traditional use of images as a way to scaffold prior knowledge, we extend this idea to share ways virtual reality enables experiential learning through field trip-like experiences. The use of technology tools such Google Street view, Google…

  19. Effects of Visual Display on Joint Excursions Used to Play Virtual Dodgeball

    PubMed Central

    France, Christopher R; Applegate, Megan E; Leitkam, Samuel T; Pidcoe, Peter E; Walkowski, Stevan

    2016-01-01

    Background Virtual reality (VR) interventions hold great potential for rehabilitation as commercial systems are becoming more affordable and can be easily applied to both clinical and home settings. Objective In this study, we sought to determine how differences in the VR display type can influence motor behavior, cognitive load, and participant engagement. Methods Movement patterns of 17 healthy young adults (8 female, 9 male) were examined during games of Virtual Dodgeball presented on a three-dimensional television (3DTV) and a head-mounted display (HMD). The participant’s avatar was presented from a third-person perspective on a 3DTV and from a first-person perspective on an HMD. Results Examination of motor behavior revealed significantly greater excursions of the knee (P=.003), hip (P<.001), spine (P<.001), shoulder (P=.001), and elbow (P=.026) during HMD versus 3DTV gameplay, resulting in significant differences in forward (P=.003) and downward (P<.001) displacement of the whole-body center of mass. Analyses of cognitive load and engagement revealed that relative to 3DTV, participants indicated that HMD gameplay resulted in greater satisfaction with overall performance and was less frustrating (P<.001). There were no significant differences noted for mental demand. Conclusions Differences in visual display type and participant perspective influence how participants perform in Virtual Dodgeball. Because VR use within rehabilitation settings is often designed to help restore movement following orthopedic or neurologic injury, these findings provide an important caveat regarding the need to consider the potential influence of presentation format and perspective on motor behavior. PMID:27634561

  20. Demonstration of a real-time implementation of the ICVision holographic stereogram display

    NASA Astrophysics Data System (ADS)

    Kulick, Jeffrey H.; Jones, Michael W.; Nordin, Gregory P.; Lindquist, Robert G.; Kowel, Stephen T.; Thomsen, Axel

    1995-07-01

    There is increasing interest in real-time autostereoscopic 3D displays. Such systems allow 3D objects or scenes to be viewed by one or more observers with correct motion parallax without the need for glasses or other viewing aids. Potential applications of such systems include mechanical design, training and simulation, medical imaging, virtual reality, and architectural design. One approach to the development of real-time autostereoscopic display systems has been to develop real-time holographic display systems. The approach taken by most of the systems is to compute and display a number of holographic lines at one time, and then use a scanning system to replicate the images throughout the display region. The approach taken in the ICVision system being developed at the University of Alabama in Huntsville is very different. In the ICVision display, a set of discrete viewing regions called virtual viewing slits are created by the display. Each pixel is required fill every viewing slit with different image data. When the images presented in two virtual viewing slits separated by an interoccular distance are filled with stereoscopic pair images, the observer sees a 3D image. The images are computed so that a different stereo pair is presented each time the viewer moves 1 eye pupil diameter (approximately mm), thus providing a series of stereo views. Each pixel is subdivided into smaller regions, called partial pixels. Each partial pixel is filled with a diffraction grating that is just that required to fill an individual virtual viewing slit. The sum of all the partial pixels in a pixel then fill all the virtual viewing slits. The final version of the ICVision system will form diffraction gratings in a liquid crystal layer on the surface of VLSI chips in real time. Processors embedded in the VLSI chips will compute the display in real- time. In the current version of the system, a commercial AMLCD is sandwiched with a diffraction grating array. This paper will discuss the design details of a protable 3D display based on the integration of a diffractive optical element with a commercial off-the-shelf AMLCD. The diffractive optic contains several hundred thousand partial-pixel gratings and the AMLCD modulates the light diffracted by the gratings.

Top